TES Skyrim 0.251

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Re: TES Skyrim 0.251

So, I have a slightly noobish question... I'm still trying to tweak my mist effects for various weathers, and it's generally looking pretty good. My question, though, is what do the vertical offset parameters actually do? Sometimes I can notice a slight difference when adjusting it one way or the other, but sometimes I don't notice any difference at all. Can anybody help with this? Thanks!
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Re: TES Skyrim 0.251

As you created that awesome parallax effect for the water, would it be possible to enable parallax effect for the landscape/floor that doesn't have a mesh to activate it?
Ofc people would have to create their own textures for it.
Sounds hardly possible, but I thought you would know more about it.

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Re: TES Skyrim 0.251

Damn.. how to restore this bloom glow code? i like it.. maybe not so intense, but half of it :p

Got this error:
enbbloom.fx(376,11): warning X3206: implicit truncation of vector type
enbbloom.fx(387,19): error X3003: redefinition of 'maxlenz'

Comparison:

ENB 0.119
Image

ENB 0.251
Image

And the bloom:
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Re: TES Skyrim 0.251

@Saberus

Change this line:
float3 templenz=tex2D(SamplerBloom2, lenzuv.xy);

to

float4 templenz=tex2D(SamplerBloom2, lenzuv.xy);

and

You have this line twice in your file:

float maxlenz=max(templenz.x, max(templenz.y, templenz.z));

...remove the second instance (they are right under each other)


HTH.

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Re: TES Skyrim 0.251

prod80
Thx for the answer, but it's not working and now i got new errors:

(377,21): warning X3206: implicit truncation of vector type
(377,12): error X3017: cannot implicitly convert from 'const float3' to 'float4'
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Re: TES Skyrim 0.251

then what I thought first was likely right.. but edited post afterwards

try this;

float4 templenz_temp=tex2D(SamplerBloom2, lenzuv.xy);
float3 templenz=templenz_temp.xyz;

but it should just take a float4?

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Re: TES Skyrim 0.251

prod80
U mean changing this:
float3 templenz=tex2D(SamplerBloom2, lenzuv.xy);

to these two?
float4 templenz_temp=tex2D(SamplerBloom2, lenzuv.xy);
float3 templenz=templenz_temp.xyz;
then bloom it's not working at all

and with restored duplicated
float maxlenz=max(templenz.x, max(templenz.y, templenz.z));
bloom works again, but with no visual difference :p
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Re: TES Skyrim 0.251

Since 0.246, maybe before, the [Memory] settings in the included enblocal.ini have changed.

Most important, ExpandSystemMemoryX64 is set to false instead of true as it was with earlier binary packages.

I've looked through the release notes up through 0.251 and read all of the threads on 0.246 to 0.251, and don't see anything about changes to ExpandSystemMemoryX64.

So, is ExpandSystemMemoryX64=false now the suggested default to start with?

Thanks in advance!
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Re: TES Skyrim 0.251

keithinhanoi
Yes, and it has been since it was implemented, the toggle was just different before. I've yet to see a case where that parameter set to false was the right idea.
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Re: TES Skyrim 0.251

Jafin16
Vertical offset of the mist is height of it in 3d space of the world or relative to camera. You don't see difference, because mist is low frequency thing, but if you decrease vertical fade, then will be much more noticable.

Pfuscher
Water use 3 textures and parallax with them is extremely slow. Landscape have 13-14 textures, it's not playable even with NVidia Titan and will not be in nearest 10 years.

keithinhanoi
ExpandSystemMemoryX64=false set because of some shit like Avast, to stop users bother me. But actually nothing changed.
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