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-   -   A way to change some of the colours in Cliffs Of Dover. (http://forum.fulqrumpublishing.com/showthread.php?t=32255)

ParaB 10-23-2012 01:24 PM

Here a some shots of the settings I use, aiming for a more 'natural' look. The colour change seems much more noticeable ingame though.

8 AM:

(1st pic is default colours)

http://i286.photobucket.com/albums/l...um/clod8am.jpg

12 AM:

http://i286.photobucket.com/albums/l...m/clod12am.jpg

6 PM:

http://i286.photobucket.com/albums/l...um/clod6pm.jpg

Jaws2002 10-23-2012 09:13 PM

Quote:

Originally Posted by VMF214_Jupp (Post 471875)
Thanks!

http://i1191.photobucket.com/albums/...re-MoDCloD.jpg
http://i1191.photobucket.com/albums/...st-MoDCloD.jpg

With the new official patch, some recent tweaks, this very simple tool, the Tonemap information from this post, + this result, and I am ecstatic!

Windows 7
2GB Nv 550ti
650w PS
8 GB DDR3
AMD Quadcore 3.2 Ghz

Go put a blank white skin on a plane and take few scheenshots of it at different times of day. If you then open them in Photoshop and sample the "white" on the plane, you'll realize how much pink/purple you put allover everything.

This tool is only good for stylized screenshots, when you don't change the time of day or lighting too much. It's not really working in a dynamic scenario. You can do almost the same thing by adjusting your monitor.

IvanK 10-23-2012 09:23 PM

What are your settings ParaB ?

ParaB 10-23-2012 09:46 PM

Tweaked my settings some more:

8 AM:

http://i286.photobucket.com/albums/l.../clod8amV2.jpg

12 AM:

http://i286.photobucket.com/albums/l...clod12amV2.jpg

6 PM:

http://i286.photobucket.com/albums/l.../clod6pmV2.jpg

Of course brightness especially depends on your screen and its settings.

My FXAA settings:

/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
// #define USE_PRE_SHARPEN
// #define USE_BLOOM *NOT WORKING
#define USE_TECHNICOLOR
#define USE_TONEMAP
// #define USE_SEPIA
// #define USE_VIGNETTE
// #define USE_POST_SHARPEN
// #define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.62; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.113; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0312; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.2


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 0; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 0; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.3 // 1.00 = Max
#define TechniPower 5.0 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.65 // 1.00 = Max
#define greenNegativeAmount 0.75 // 1.00 = Max
#define blueNegativeAmount 0.8 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.5
#define Exposure 0.00
#define Saturation -0.05 // use negative values for less saturation.
#define BlueShift 0.1 // Higher = more blue in image.
#define Bleach 0.05 // Bleach bypass, higher = stronger effect
#define Defog 0.0 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.01;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;

Laszlo 10-23-2012 10:42 PM

@ParaB:

Hi,
könnten wir uns mal bei euch im DCS TS treffen? Würde gerne mal etwas mit dir besprechen`?!

JG52Krupi 10-23-2012 11:21 PM

Nicely done ParaB looks great :D

Jaws2002 10-23-2012 11:48 PM

I think that's way too dark. This was suposed to be a summer map. The sun should set at least two hours after that 6PM shot.
Take one shot exactly at sunset, see if you can see anything. :)

GrandSurf 10-24-2012 06:02 AM

Here my TONEMAP settings and some shots... (only reduced from 1080)

Code:

*------------------------------------------------------------------------------
                                                TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.20
#define Exposure 0.00
#define Saturation -0.70 // use negative values for less saturation.
#define BlueShift 0.05 // Higher = more blue in image.
#define Bleach 0.10 // Bleach bypass, higher = stronger effect
#define Defog 0.055 // Strength of Lens Colors.
#define FogColor float4(0.00, 0.70, 0.00, 0.90) //Lens-style color filters for Blue, Red, Yellow, White.

http://1.1.1.3/bmi/www.simmods.org/CoD/121023_CoD_1.jpg

http://1.1.1.3/bmi/www.simmods.org/CoD/121023_CoD_2.jpg

http://1.1.1.3/bmi/www.simmods.org/CoD/121023_CoD_3.jpg

http://1.1.1.3/bmi/www.simmods.org/CoD/121023_CoD_4.jpg

IvanK 10-24-2012 06:48 AM

Send photos over :)

SQB 10-24-2012 06:57 AM

ParaB, I strongly suggest you do some modification to these lines:

#define Gamma 1.5
#define Exposure 0.00


By increasing the gamme you've darkened the screen and added contrast (awesome! This game really needs that), but to compensate I reccomend increasing exposure, as this gives a dynamic highlight to the contrast, meaning the whole screen doesn't appear so dark!

My go to is 1.3/0.3 (respectively), as this really fleshes out the shading on aircraft, without darkening the game to the point where an aircraft's dot blends in to the sea before 7pm.


Also, seeing as the only lines you're changing are in one section, could you only post those lines? e.g.

/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.5
#define Exposure 0.00
#define Saturation -0.05 // use negative values for less saturation.
#define BlueShift 0.1 // Higher = more blue in image.
#define Bleach 0.05 // Bleach bypass, higher = stronger effect
#define Defog 0.0 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White.

Though I see you're using technicolour as well! What modifications are you doing through that?


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