dpeasant -- kingeric1992 made it possible. You need to replace a few lines of code in the enbeffect.fx, and you can use LUT texture. Works perfect in Skyrim.
viewtopic.php?f=7&t=4394
You can even use separate day/night/interior palettes:
http://skyrimshot.blog.fc2.com/blog-entry-78.html
Dragon's Dogma
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Re: Dragon's Dogma
Last edited by Guzio on 17 Jan 2016, 22:57, edited 1 time in total.
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
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Re: Dragon's Dogma
Hmm interesting, I should give a look at these LUTs. I've been seeing 'em here and there, but never searched more than that what was up about it. Anyway, thanks for your response.dpeasant wrote: Im not using palletes, rather than that Im using custom LUT with reshade. Im using enb for ssao, bloom and minor tonemapping changes, all other colour changes are done via LUT(reshade). LUTs are much more esier for me to edit. It would be cool if enb would use LUTs as a defult pallette source, or at least could use them without any other 3-rd party shaders.
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Guzio
Thanks, I'm bookmarking this, could be useful.
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Re: Dragon's Dogma
hi all / всем привет
I hope this might come in handy - after today's fruitless endeavors I want to share some info about the lantern aura and the rest of the overlay alpha textures.
The texture is packed away in bbsrpg_core.arc (inside DDDA\nativePC\rom) and it is a 1024x1024, badly compressed, pixelated travesty.
Part of the file is used for the spherical aura of various lights, including your own lantern - which I had a huge beef with because I can see static, floating pixels all over my screen.
The file is pretty badly made and is actually used for a variety of overlay effects. Sometimes this means the same blob is used for a small spark and in the same area it is used to fill your entire screen (for example looking up at the ladder of the dungeon inside the well at the starting town).
For fun, I am attaching the files.
zoom in on the original file.
*this is as "good" as I could get it while cleaning up the pixels and converting to DXT5 with alpha.
(middle color and alpha are original with top and bottom being the changed versions - radial blur with surface blur)
Upressing the textures doesn't work, not always. In this example, I wasn't able to successfully increase the size to 4k - the result was simply floating squares (with dds creation setup correctly). Theory is that there is some sort of a size definition somewhere - i don't know sorry.
The only solution is to perhaps clean up the 1024px file and hope that there is a way to correctly blur these overlayed textures - since upressing auras is kind of a fail anyway due to the 8bit banding effects we suffer from with the base game.
anyway, thanks a lot for your work - especially Boris! much power to you! will drop you a donation!
I hope this might come in handy - after today's fruitless endeavors I want to share some info about the lantern aura and the rest of the overlay alpha textures.
The texture is packed away in bbsrpg_core.arc (inside DDDA\nativePC\rom) and it is a 1024x1024, badly compressed, pixelated travesty.
Part of the file is used for the spherical aura of various lights, including your own lantern - which I had a huge beef with because I can see static, floating pixels all over my screen.
The file is pretty badly made and is actually used for a variety of overlay effects. Sometimes this means the same blob is used for a small spark and in the same area it is used to fill your entire screen (for example looking up at the ladder of the dungeon inside the well at the starting town).
For fun, I am attaching the files.
zoom in on the original file.
*this is as "good" as I could get it while cleaning up the pixels and converting to DXT5 with alpha.
(middle color and alpha are original with top and bottom being the changed versions - radial blur with surface blur)
Upressing the textures doesn't work, not always. In this example, I wasn't able to successfully increase the size to 4k - the result was simply floating squares (with dds creation setup correctly). Theory is that there is some sort of a size definition somewhere - i don't know sorry.
The only solution is to perhaps clean up the 1024px file and hope that there is a way to correctly blur these overlayed textures - since upressing auras is kind of a fail anyway due to the 8bit banding effects we suffer from with the base game.
anyway, thanks a lot for your work - especially Boris! much power to you! will drop you a donation!
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Re: Dragon's Dogma
So I set high precision rendering to true but I'm unsure if it's working. How can I tell? The check mark is grey in the editor, and I can't notice a difference in my game.ENBSeries wrote:arka
It's a bug, mod works only in high precision rendering set to true in enblocal.ini. Fixed just now, download again.
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Re: Dragon's Dogma
I'm getting a weird discoloration in the shadows when using EnVision (which I believe is Boris' preset?). Any one have any ideas what this might be and how I can fix it? Lowering brightness gets rid of the issue, but of course, it makes the game unplayable with how dark it is. I'm currently sitting at Brightness 10.
https://www.dropbox.com/s/gl6e5gz6kz3i1 ... _00001.jpg
https://www.dropbox.com/s/gl6e5gz6kz3i1 ... _00001.jpg
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Re: Dragon's Dogma
Trustful_Whale
High precision rendering setting is grayed, because it can't be modified while game is running and must be set manually in enblocal.ini. Compare screenshots at night with it and without to see the difference. It works only with hdr=high set in the game.
Deathscreton
I haven't released my preset yet. Turn on high precision rendering in the enblocal.ini
High precision rendering setting is grayed, because it can't be modified while game is running and must be set manually in enblocal.ini. Compare screenshots at night with it and without to see the difference. It works only with hdr=high set in the game.
Deathscreton
I haven't released my preset yet. Turn on high precision rendering in the enblocal.ini
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Re: Dragon's Dogma
Hey Boris,
I just wanted to ask you that on the front page of the site, it says that the ENB for the game fully compatible with that of Skyrim shaders, yes? So I can use parts of the enbseries.ini from Skyrim into Dragon's Dogma or how to do I go about that?
Dragon's Dogma is one of favorite games and I'm still glad I'm playing it on the PC.
I just wanted to ask you that on the front page of the site, it says that the ENB for the game fully compatible with that of Skyrim shaders, yes? So I can use parts of the enbseries.ini from Skyrim into Dragon's Dogma or how to do I go about that?
Dragon's Dogma is one of favorite games and I'm still glad I'm playing it on the PC.
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Re: Dragon's Dogma
No, shaders are compatible, but parameters of enbseries.ini are not.
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Re: Dragon's Dogma
Alright, thanks for the reply.
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