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  #1  
Old 11-05-2011, 10:24 AM
pupo162 pupo162 is offline
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Posts: 1,188
Default pseudo-mod: lightning.

source http://sg1.es/foro/v...php?f=54&t=3157
thanks to JG51_Tuckie, for posting htis on my squads forum.

Translation

Quote:
before:


after:


before vs after




FXAA_PPI_Rev_37.zip
http://www.assembla.com/spaces/fxaa-...ur4jZIeJe5cbLr
choose folder according too use of DX9 or DX11

allows you to set
filter selection
FXAA
Contrast
Bloom
Color
tone
always from the driver of your GFX

Quote:
SGI_MAJO 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_TECHNICOLOR
#define USE_TONEMAP
#define USE_SEPIA
#define USE_POST_SHARPEN


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.90; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.030; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0233; // Lower the value for more smoothing


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


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.05 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.5 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.00
#define Exposure -0.20
#define Saturation 0.35 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.055 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.10, 0.10, 1.0) //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 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in
Saludos, SG1_Majo.
ive tested it, and i noticed a subtle difference. but on my pc england is a single green tilt with some lego blocks in it.

hope you enjoy it.

Last edited by pupo162; 11-05-2011 at 10:28 AM.
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  #2  
Old 11-06-2011, 10:47 AM
JG1_Wanderfalke JG1_Wanderfalke is offline
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Join Date: Feb 2010
Location: EDDM
Posts: 90
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Looks fantastic.

Thx
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  #3  
Old 11-06-2011, 10:57 AM
JG1_Wanderfalke JG1_Wanderfalke is offline
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Join Date: Feb 2010
Location: EDDM
Posts: 90
Default

COD doesnt start.....
Is it possible to activate this with a mod ?

Last edited by JG1_Wanderfalke; 11-06-2011 at 11:01 AM.
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  #4  
Old 11-06-2011, 11:12 AM
pupo162 pupo162 is offline
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Join Date: Feb 2010
Posts: 1,188
Default

Quote:
Originally Posted by JG1_Wanderfalke View Post
COD doesnt start.....
Is it possible to activate this with a mod ?
what do you mean?

the only way im aware of using this is copy paste the files to your cod instalation and deleting them if you dont want to use. its a little bit of a pain the arse, yes.

about it not working, all i can wonder is iff you are using the right files for the DX you aare using. check your con.ini to make sure you are using DX10
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  #5  
Old 11-06-2011, 11:26 AM
JG1_Luckystrike JG1_Luckystrike is offline
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Join Date: Apr 2011
Posts: 107
Default

i dont get the same results in cod.
Did u post the correct numbers ?
Ahh, ok, COD is reseting the injFX file very time i start the game!
Do u have a solution for that ?

Last edited by JG1_Luckystrike; 11-06-2011 at 11:29 AM.
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  #6  
Old 11-06-2011, 10:50 PM
pupo162 pupo162 is offline
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Join Date: Feb 2010
Posts: 1,188
Default

Quote:
Originally Posted by JG1_Luckystrike View Post
i dont get the same results in cod.
Did u post the correct numbers ?
Ahh, ok, COD is reseting the injFX file very time i start the game!
Do u have a solution for that ?
no sorry. im just the middleman here. :S i only tested it once to check if it worked and decided to share.

im playing BF3 whilst this game doenst get patched
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