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 Post subject: Fallout: New Vegas
PostPosted: 07 Aug 2012, 17:45 
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*sensei*

Joined: 04 Jan 2012, 20:27
Posts: 398
Location: Russia, Vladimir
Starting the thread. For now I added second layer of bloom(using vanilla one + enbbloom over it for more "air" or "atmosphere", you know). Vanilla bloom is low-radius, good for small light sources, while large-radius enbbloom works good with open places and sun.

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Toned down ambient lighting to make up for the lack of shadows. Some areas may be dark, though, but i like it. Inserted cross-process into enbeffect to control light\dark areas and colours more precisely.
Oh, and this is original, vanilla weathers, no mods. They dont work quite correctly with enb, due to random ambient lighting settings.


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Tomoko
 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 18:01 
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*sensei*
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Joined: 27 Dec 2011, 21:33
Posts: 316
Location: Poland, Gdańsk
Me messing up with lenz:

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 19:07 
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*blah-blah-blah maniac*
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Joined: 28 Dec 2011, 00:50
Posts: 835
Here's what I've done with 0.116 so far:

BEFORE:
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AFTER:
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BEFORE:
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AFTER:
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BEFORE:
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AFTER:
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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 19:29 
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*master*

Joined: 26 Feb 2012, 21:09
Posts: 163
Here a bunch of shots taken with .115 using 8x MSAA (lol) and some texture mods enabled. This lighting isn't very realistic, since I decided to exaggerate the color palette.

http://www.flickr.com/photos/83889674@N ... 926518440/

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 20:13 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
Posts: 11224
Location: St.Petersburg
I saw that sun light in game is yellow, so to get image of warm orange sand, better to sincrease sun light curve (this make more reddish color) and increase intensity of light or decrease ambient light accordingly and increase sensitivity of eye adaptation to make image brighter. First i thought about making color filters as external parameters, but this trick work ok, plus game weather could be edited by mods. Unfortunately, at this moment i can't detect sun light only to make separated controls for sun and other lights. Moon also linked with properties of sun. Btw, i changed fade of sun texture, so custom textures of it may look faded by circle.

trillville
Very nice screenshots. Post them to nexus please to attract users.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 20:53 
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*master*

Joined: 26 Feb 2012, 21:09
Posts: 163
@ENBSeries
Okay. I posted a few screens on Fallout 3 nexus, since I haven't made preset for New Vegas yet. Probably not many people will see it.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 21:08 
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*sensei*
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Joined: 27 Dec 2011, 21:33
Posts: 316
Location: Poland, Gdańsk
@Boris

Like that?

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Also, Bug :(

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Thats after increasing LightingIntensity.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 21:27 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
Posts: 11224
Location: St.Petersburg
Yes, right. I saw this artifact with shadow, but forgot to find what is the problem, will fix it later.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 21:54 
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*sensei*

Joined: 04 Jan 2012, 20:27
Posts: 398
Location: Russia, Vladimir
Edited sun colour in most weathers to make it orange. Screens with reddish sun are pre-edit. I might also fix sky colour from purple into blue, but im busy with skyrim at the moment.

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 Post subject: Re: Fallout: New Vegas
PostPosted: 07 Aug 2012, 22:08 
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*sensei*

Joined: 24 Mar 2012, 16:21
Posts: 289
Hm, all pictures look way too clear, in my opinion.
The original, that red, dusty, post-apocalyptic is needed for atmosphere in my opinion.


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