TES Skyrim 0.113
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.113
Вариантов огромное количество, когда сам пробовал, то решил за основу взять цвет far fog и максимальную яркость это солнцем освещенный белый снег, а небо и амбиент от него максимальный это полуоблачное, которое в 4 раза меньше яркостью, чем солнечное освещение. Цвет солнца выбрал оранжевым, учитывая что только тогда в смеси с синим от неба получается относительно белое освещение и при снижении интенсивности оно правильно на закате себя ведет. Значения возвел в степень двойки, чтоб правильные вычисления были без использования в enbseries.ini лишних операций возведения в степень. В общем есть всякие табличные данные и просто .hdr фотки, с которых можно все значения подобрать.
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Re: TES Skyrim 0.113
@Boris
Can you manipulate the Engines Camera Fov LOD Behavior, so that @ wider Camera Fovs more Texture Details stay visible on Rendered Characters surely this most probably gonna kill normal Gameplay, thus why it's not like that by default but could you try to force the Engine to render more Details (the higher resolution Mip Maps) @ wider Camera Fovs (as a optional choice in enbseries.ini) ?
For testing it it would be enough to disable the Lod change completely for Character Rendering and allways load the highest resolution just to see how that works out visually and performance impact wise
But im pretty sure that doing this the bruteforce way by isolating the Part of Engine code and kill (redirect) the code for it will be quiet hard locating the address for it @ all in this Sher complexity
So im not sure but i guess you can do it way better and more easy on the API level forcing this , i guess trying it over Nvidias Control Panel would result in the whole LOD to change but i doubt it would override the Engine Decision on the Camera Behavior for the Character Rendering.
Can you manipulate the Engines Camera Fov LOD Behavior, so that @ wider Camera Fovs more Texture Details stay visible on Rendered Characters surely this most probably gonna kill normal Gameplay, thus why it's not like that by default but could you try to force the Engine to render more Details (the higher resolution Mip Maps) @ wider Camera Fovs (as a optional choice in enbseries.ini) ?
For testing it it would be enough to disable the Lod change completely for Character Rendering and allways load the highest resolution just to see how that works out visually and performance impact wise
But im pretty sure that doing this the bruteforce way by isolating the Part of Engine code and kill (redirect) the code for it will be quiet hard locating the address for it @ all in this Sher complexity
So im not sure but i guess you can do it way better and more easy on the API level forcing this , i guess trying it over Nvidias Control Panel would result in the whole LOD to change but i doubt it would override the Engine Decision on the Camera Behavior for the Character Rendering.
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Re: TES Skyrim 0.113
My skills in dissasembling are only for optimization purposes, more than 8 years ago i was more familiar with low level coding and now trying to exclude anything with it and use only for debugging. With Skyrim situation even worse, many patches and players rarely use latest patch (and i have only it and can't install any other by Steam and never use cracked).
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Re: TES Skyrim 0.113
Any chance you can fill us in on what your are working on? I can take a guess based on the screenshot you provided, but I'm not certain.
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Re: TES Skyrim 0.113
Does it lag like the Occlusion in SA enb version?
btw: is it possible to make the richard burns rally enb load bump parameters from ini?
btw: is it possible to make the richard burns rally enb load bump parameters from ini?
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Re: TES Skyrim 0.113
San Andreas do not have ambient occlusion like that, only gta4 use it.
RB Rally do not use bump and i'll not update that version, game is not actual any more.
RB Rally do not use bump and i'll not update that version, game is not actual any more.
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Re: TES Skyrim 0.113
Okey..what#s the difference between SA Occlusion and IV one?
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Re: TES Skyrim 0.113
San Andreas do not have ambient occlusion like that, only gta4 use it.
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Re: TES Skyrim 0.113
Кто может подсказать какие параметры отвечают за освещенность неба.
У меня ночью оно выглядит осветлённым и в результате смотрится не реалистично.
Who can tell what parameters are responsible for the illumination of the sky.
I have a night it looks bleached and the result does not look realistic.
У меня ночью оно выглядит осветлённым и в результате смотрится не реалистично.
Who can tell what parameters are responsible for the illumination of the sky.
I have a night it looks bleached and the result does not look realistic.