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How does the plasma grenade explosion look?
It's the same. Same with tank, rockets, fuel rods.
Don't know then :confused2:. Can't spare the time to look into it right now, so i'd advise starting over, from downloading the zip again.
Cool news! Found the function that initializes .bitmaps in the cache and creates the Direct3D texture :). Resides at 0x445070 and requires 3 arguments (bitmap_data_block* in eax, bool AddToTextureCache and bool CreateD3DTexture pushed prior to calling). Got it set up in my post processing code and looks to be working fine so far.
Added code to support requesting bitmaps and sounds (added tag definition structs for them too, since the functions take tag related data). Have nothing to use for testing it all though
FS: for user tool, I'm referencing the code in that 3-23 posting. If you want me to use a different set just email it to me
nvm, it's passworded lol
After talking to FireSythe to which seemed like 30 minutes of trial and error, I could not get this thing to work at all.
Results were either a black screen with lights, black screen with only HUD showing, and a total black screen, meaning nothing appeared at all.
The main thing me and Fire were trying to do was make it so the VISR would work. Out of all the things we tryed a blue outline did not show on one of Bloodgulch's warthogs.
I mostly blame myself for the problem, since Fire made it himself and its working fine for him, guess I must of did something wrong that me and him cant possibly figure out.
Ok, so i've got something for the black screening ATI peeps. Open up the \shaders\PP_MotionBlur.fx file and go all the way to the bottom. Then change the "vs_1_1" to "vs_3_0" and save it. Then, make sure you are NOT using vidmode (since that can cause the FOV black screen bug) and open up Halo. Disable the internal and external post processing systems by setting pp_external_post_processes_enabled and pp_internal_post_processes_enabled to false and make sure motion blur is on by setting pp_motion_blur_enabled to true and setting pp_motion_blur_amount to 1.0. Then go run around a level.
The reason for this vs_1_1 change is that apparently you can't use vertex shader models below 3.0 with pixel shader model 3.0. The released motion blur uses vertex shader model 1.1 with pixel shader 3.0 and therefore shouldn't work, and nVidia cards don't seem to mind but newer ATI cards do. If when you turn on your external and/or internal shaders you screen goes black again, it may well be that the other shaders you are using (looking at YOU PP_VISR.fx :cop:) have the same issue and also need editing. Thats if this makes any difference of course :v:.
That's because Shader Model 1.1 was an nVidia specification, and shader model 1.4 was the ATi one. At the time they were created, nVidia's architecture and software couldn't handle the shader spec at the same level as ATi, so they split SM1.0 into SM1.1 (nV) and SM1.4 (ATi). I guess they removed support for the nVidia spec in the newer ATi cards because it was inferior for its time anyways, let alone today.
E: Were ATi cards ever capable of rendering SM1.1 anyways?
Well most of the post processing shaders use VS 1.1 and PS 2.0, and I think all of Halos vertex shaders are VS 1.1, so i'd imagine it's just using anything less than VS 3.0 with PS 3.0+ that they don't support. Which makes sense as an attempt to stop people from using the older shader models.
E: If people tried this fix can you let me know if it works or not? Thanks.
I'll try it first thing when I get home.
I tried it, and I can't tell if motion blur does anything.
Set pp_motion_blur_amount to something silly, like 100.
alright.
It works, but looks weird, lol.
tried the fix and it worked. the new motionblur does look funny compared to the old, but now i can run at 1440x900 and get ~200 fps as opposed to ~27fps with the older version. i found that setting pp_motion_blur_amount to 5 looked best to me.
Works on my 4870 as well.
Looking at that code made we want to mess around with it and see what I can do... or maybe it's just this test I need to study for...
bump
Would it be possible to get the old OS menus like FOV/HUD scaling back in the new version?
Well, this is now fully integrated into OpenSauce, so I am going to assume that those options are back.
Oh god I remember this thing.
Gave me low FPS =(
So I finally decided to give this thing a try and for the most part it's awesome but Elites (and only Elites) have the motion blur applied to them at all times, whether they're moving or not. Is that something on my end
I've got those options in my old code for this version. If i've got some time (which is scarce at the moment) i'll give it a look over to see if its stable and post it up.Quote:
Originally Posted by Con
The velocity is only calculated for the BSP since getting the velocity of game objects isQuote:
Originally Posted by Ifafudafi
a bitc....significantly more difficult. However, the blur shader will blur over the edges of scenery so that they don't pop out as much when moving around. If your getting blur on elites then I could do with a screenshot to see if it is going wrong.
Set the moblur higher.
I did, and that just aggravates the effect. I don't know anything about programming this stuff but it seems to me like the renderer is thinking that the Elites are moving, and it's applying the blur accordingly. I can set it to 1000, and while the elites will basically become transparent, the cyborgs next to them remain unblurred.
Better still, put "rasterizer_rt_display -1" in the console and post a screenie of what is shown (a bit bigger than the last screenie would be handy, but optional). You should see the screen split into 4, with pretty colours :D.
Yeah, it definitely thinks the Elites are moving.
E: Here's a view of just the velocity output; you can see all the elites littered throughout the map:
I thought as much, your using the original release, which is severely outdated (my fault for not keeping the first post updated :O). Do in the following order:
1. Get the build in THIS POST
2. Get the update in THIS POST
3. Get the updated VISR shader (if you want it) from THIS POST
4. Apply the fix in THIS POST if your using an ATI card.
Now it's telling me I need DX9.0b. I went ahead and humored it and tried to install the package that came with HPC but it (aptly) won't install because I've already got the latest version.
E: Got it to work by not using that second update, but now it looks like you've gotten rid of the sexy object motion blur entirely. That's why I loved this so much :gonk:
Yeah, I got really close to getting it to work properly, but because I couldn't find one value I couldn't quite get it there so ended up cutting it since it looked bad. I may have another go at some point, but getting what I have now finished is the priority.
Yeah, the motion blur was all pretty, and the fake HDR and bloom were cool too. Basically the main reasons I liked this mod- I mean, all the features are awesome, but those were the ones that made me want to use it all the time.
He removed Fake HDR because it was giving him HUGE performance hits.
Makes sense. But I am sad to see the motion blur go. And is the bloom still in? Or did that go too? Is there a list of current features somewhere?
Bloom's still there. I still use the motion blur even if it only blurs the BSP now. It's still a huge improvement over the stock game.
In the next release the bloom will be a built in subsystem rather than an external shader. There will also be a post processing globals tag with an entry for changing the bloom values for your maps.
I actually removed the Fake HDR because I think it looked shit. Just made the colours look dull most of the time :(.
jcap was helping me test the lastest build of the official OS yesterday. Turns out he had some old postprocessing stuff in his shaders folder. If anyone here has been using FS's WIP postprocessing jazz, you'll need to replace it all with what comes with the next release of OS or else your game won't start (due to different data structures I'm sure) or work with the next official build of OS. Believe me, you'll want your game to work with the next official build.
It seems I've run into a bit of a problem. I followed the instructions from this post, and I have no problems loading up Halo. It looks like Post Processing is working since bloom and motion blur seem to be enabled by default, but I don't see any "OpenSauce" box that lets me load different shaders. Does anyone know what could be the problem? Or perhaps am I just ignorant as to how you would load different shaders and am doing it wrong?
E:
I'm using the 1.08 .exe, have moved init.txt to another location, and am not running xfire.
The OpenSauce box comes up when you hit F7 ingame (doesn't work at menus IIRC). It doesn't let you mix and match the shaders though.
You have to define those in the PostProcessingSettings.txt under the [Effects] section.
For every new effect you want to add, you have to increase the "Count" accordingly.
Well I finally managed to get other shaders to load. I tried following this post, but what's stated there doesn't match what I'm seeing in my PostProcessingSettings.txt.
Here's what I see:
After a bit of trial and error I managed to get it to work. Let's say I wanted to load PP_Sepia.fx. This is what I tried:Code:[Shaders]
Count: 1
[0]
Name: PP_Bloom
[Effects]
Count: 1
[0]
Name: Bloom
Indicies: 0
Render Point: 3
Thanks for all the help! =DCode:[Shaders]
Count: 2
[0]
Name: PP_Bloom
[1]
Name: PP_Sepia
[Effects]
Count: 2
[0]
Name: Bloom
Indicies: 0
Render Point: 3
[1]
Name: Sepia
Indicies: 1
Render Point: 3
E:
Ugh, I could have avoided wasting my time doing trial and error if I had looked around more and read this post. Incidentally, PP_VISR gives me a black screen. Idk if this is important, but I have an ATI gfx card.
I'll save you some more trial and error and point you to this post :) .
Only thing I don't like is that it drops my FPS from 75 to 10 on the title screen
How to enable this?
And im new here.
How do you install this?
Read the first post, including the spoilered bits.
You don't install this. You install OpenSauce V3.
I's it possible I could get the refraction shader? I want to use it to make halo4 type rampancy.it looks perfect over the hud jus the way it is all I need to do is switch out a bitmap.