Grand Theft Auto V (GTA 5)
Graphic mod ENBSeries 0.274
Added programmable external shader for light sprites enblightsprite.fx, check shader editor window for parameters of example.
Added two types of light sprites which works only when external shader is disabled by new parameter. When Type=0 selected, original game shader is used. Currently Type=1 is eye specific rainbow glowing, Type=2 is kinda anamorph. Both shaders use depth texture to clip by center of each sprite instead of z-buffer. I'll improve these and add another shaders later.
Added IgnoreDamageLimits parameter.
GTA 5 0.274
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GTA 5 0.274
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Re: GTA 5 0.274
Sorry for not reply earlier but have no time for gaming/testing right now (slaving at work)
I have a friend with a really cheap AMD card, I can buy and send to you -for free of course- so you can work on AMD too :idea:
I hope sending taxes from Europe to Russia don't get too expensive
I have a friend with a really cheap AMD card, I can buy and send to you -for free of course- so you can work on AMD too :idea:
I hope sending taxes from Europe to Russia don't get too expensive
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Re: GTA 5 0.274
Works perfectly for me. The light sprites look more and more better and realistic. Thanks!
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Re: GTA 5 0.274
Version updated, dowload again
Added IgnoreDamageLimits parameter to enblocal.ini. Guess not just me hate that PC version don't have damage for some vehicle parts. But when modding of cars will be available, such parameter will/may play negative role.
buzz
The problem is not that i don't have money for videocard, but that i don't have money for AMD. I really hate the idea to waste time on this shit, every time i install AMD drivers, need to restore OS image, otherwise NVidia card behave like it's about to die from overheating. I tried in the past to support both NVidia and AMD users, but the time is over, users always have troubles with the mod and most of them because of their own dirty hands, amount of AMD specific issues is not that huge and if something is wrong with AMD drivers, i will not fix that, because it's unfixable from my side (workaround is not a fix).
Added IgnoreDamageLimits parameter to enblocal.ini. Guess not just me hate that PC version don't have damage for some vehicle parts. But when modding of cars will be available, such parameter will/may play negative role.
buzz
The problem is not that i don't have money for videocard, but that i don't have money for AMD. I really hate the idea to waste time on this shit, every time i install AMD drivers, need to restore OS image, otherwise NVidia card behave like it's about to die from overheating. I tried in the past to support both NVidia and AMD users, but the time is over, users always have troubles with the mod and most of them because of their own dirty hands, amount of AMD specific issues is not that huge and if something is wrong with AMD drivers, i will not fix that, because it's unfixable from my side (workaround is not a fix).
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Re: GTA 5 0.274
Wow! It looks very nice! I really appreciate what you are doing. I'm going to tests this now. Tomorrow I've got an important exam in physics and I have to learn, but first I'll test this damages.
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Re: GTA 5 0.274
Thank you boris again, can't wait to see what else will be available.
EDIT: Once again everything works just fine, great job! Will we soon see support for an "Effects" & "Window" drop down menu like with other ENBs so we can easily customize the external shader effects with AntTweakBar?
EDIT: Once again everything works just fine, great job! Will we soon see support for an "Effects" & "Window" drop down menu like with other ENBs so we can easily customize the external shader effects with AntTweakBar?
Last edited by RedFlamez on 18 Jun 2015, 18:30, edited 1 time in total.
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Re: GTA 5 0.274
Hm the new shader already has GUI variables predeclared, don't they appear in the ENB menu?
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Re: GTA 5 0.274
RedFlamez
Shader editor window is on it's place already.
Shader editor window is on it's place already.
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Re: GTA 5 0.274
Boris, Int from IntLightSprite.fx means "Internal" ?
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Re: GTA 5 0.274
Unreal
Yes. I just thought that much simpler for me to put all internal shader variables in shader window instead of making many Parameter01, Parameter02, etc in enbseries.ini for every type of sprite.
Yes. I just thought that much simpler for me to put all internal shader variables in shader window instead of making many Parameter01, Parameter02, etc in enbseries.ini for every type of sprite.
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