TES Skyrim 0.266

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*sensei*
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Re: TES Skyrim 0.266

Depends on what the end goal is. So many people working on effects these days. You could create large shader suites using includes which contains effects or templates, but ultimately it comes down to making something user friendly with best methods to do something... if you actually want people to use it.

PS. It was Boris' idea, not mine.

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Re: TES Skyrim 0.266

Oyama wrote:Back to Bloom Topic

prod80
I would suggest to port that code to default enbbloom.fx, and to known alternative bloom shaders as well, for users to build their preset with this addition on.
Then, publish it as alternatives here, and on a Nexus separate page.
Maybe we should team up, us coders, (if I eventually consider myself as one), in making separated resources available, or join --Jawz-- in his own...
Aiyen, JawZ, and Matso have already been talking about standardization of the ENB files and their setup on the STEP forums: http://forum.step-project.com/topic/628 ... ini-guide/

There are actually several preset authors that I've tried to gather to help create a complete reference for the enbseries.ini file. It hasn't been worked on in a while, but I'm planning on rallying these guys up again if you or anyone would like to join in and help with the project.

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*sensei*
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Re: TES Skyrim 0.266

Well there is "best methods" and then there are how it all looks.

One could argue that most of Oyama´s stuff is no where near "best method" but it does produce stunning visuals nonetheless! :)

At the end of the day what I think really matters is that stuff is more or less located in one spot instead of having all of us running off in different directions. Which is why I try to help out JawZ with his efforts here and there, he already have the framework setup, and most of the "logistics" down. Also people know and use his stuff, hence no need to go about and do a "I am here" campaign.

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.266

One location with a large varied amount of effects would be ideal. Effects that affect all shader files, and not just the enbeffect.fx, because it's the "simplest" shader file of the bunch to make additions.

I have given editing permission to Aiyen, Matso and Oyama to my Nexus mod thread, Modular Shader Library. So other can upload their content as well. If anyone else would feel like having the opportunity to upload something, let me know.

I thought it could be used as a universal upload site for various development codes from various authors.


My end goal for my codes is, easy customizable effects and addition of those effects.
That doesn't require the end user to know how to actually code, just a good common sense on how to alter a text row or two. Knowing that // deactivates a code row and removal of // activates a code row, and similar basic knowledge. Which will be included in a separate readme file or article.

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*sensei*
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Re: TES Skyrim 0.266

would be easiest to just work with functions as they don't rely on much knowledge besides copy pasting and putting in a line under the pixel shader like color.xyz = myfuntion(color.xyz);

Put all functions in an #include and there you go.

But I still think it requires too much knowledge on user part.. People generally have problems even adjusting simple thing, or already get stuck when ENB use weather system. Not to mention that copy-pasting some code is one thing, knowing how to use it and what it does is a whole other unless you speak about simple things like saturation, contrast, etc. I made fx files once that can basically enable people to make their own ENB and own coloring very easily, but generally besides 1 or 2 individuals they don't even know about the existence of the shader menu.

But if you're just talking about creating a large library of "usable code" for ENB authors WITH knowledge about what to do with that I have collected literally 1000's of code lines which can one way or another be used in ENB over the past year. Not being exclusive to Skyrim. So I would suggest a thread over here instead of on Nexus.

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*master*
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Re: TES Skyrim 0.266

@Boris

Thank you dude I will try. Which Skyrim Pref Settings I need to play with?

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Re: TES Skyrim 0.266

Code: Select all

[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
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sD3DDevice="NVIDIA GeForce GTX 650 Ti "
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[MAIN]
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[Particles]
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[Trees]
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bUseWaterRefractions=1
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bUseWaterDepth=1
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*blah-blah-blah maniac*
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Re: TES Skyrim 0.266

Prod80;

That's the approach I've taken so far and will continue working on. Functions and #include that is.

Only reason I suggested Nexus is that more than one author can edit the thread, such a feature isn't available here on ENBDev site and I wouldn't ask Boris to implement such a feature to the site. Unless Boris assigns a Moderator status to all code authors.
The required knowledge will be written in a readme file and/or article. There will still be idiots out there asking questions that is already answered, but that is to be expected. Lots of people that leave their common sense at home, or doesn't have any of it at all.
The shader codes are mostly a universal approach, and can easily be converted in-between game versions. Which I will start working on once the base Suite has a more general coverage and not just the enbeffect.fx and effect.txt shader files covered.

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*sensei*
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Re: TES Skyrim 0.266

Jawz;
Sure I can contribute a thing or two

Boris;
Question regarding _s3 bloom texture in enbeffect.fx; is this texture already on screen resolution or still on 512px? Same for all the textures in enbbloom.fx in postpass... are those upscaled to 512px already or source texture is smaller resolution and only render target is 512.

Working with some bicubic filters and for that is very critical to know source texture size exactly

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Re: TES Skyrim 0.266

prod80
Why bloom texture _s3 must be screen size? Or why others scaled? Waste performance and memory just for fun?
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