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Thread: OpenSauce Post Processing

  1. #51
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Selentic View Post
    Holy shit that is cool, would it work for tunnel effects similar to the Half life 2 driving section tunnels? (ie: you can't see the end, it's just white light until you get close, and the reverse being true for looking in?)
    I don't think so, no. I think HL2 used a lens flare type technique to manually create that effect as HDR wasn't implemented till the Lost Coast tech demo.
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  2. #52
    HA10 Limited's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by AdmiralBacon View Post
    Someone (and not km00) needs to merge the Open Sauce extensions together into one community extension and keep it up to date until Update 2 comes out.
    I agree, however it means everything that gets released, needs to be toggable. Okay maybe not needs to, but I wouldnt feel happy combining things that cant be turned off. Someone might only want to use the dll for post processing, another might only want to use the third person. Then later use it together.
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  3. #53
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: OpenSauce Post Processing

    Yeah, when you place the dll into your CE folder, Halo should play normally. When you start typing in the console commands, then it starts to turn into your experience.

    Is there a way to get the individual post processing effects turned on and off by the console? Keep the config file for the strength and more detailed settings, but it would be great is these effects could be accessed by a script or something too.
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  4. #54
    Senior Membe Syuusuke's Avatar
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    Re: OpenSauce Post Processing

    The strings.dll would have to be modified wouldn't it?
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  5. #55
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Post Processing

    Script function creation in the first release was funked up (yes, funked). It has been fixed and made usable in Update 2, so you don't have to keep using globals for hacking functionality into your extensions
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  6. #56
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Post Processing

    Okay, I feel like a moron, but the new OS build works fine for me, the one linked in the troubleshooting thread. However, this one asks for the missing DX .dll, and when I try to install the latest dx, that just gives me an error. Since the normal OS works, I thought it would be better to post here than in the troubleshooting thread. D:

    And if there's something I blatantly missed, just point me there. Thanks.
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  7. #57
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Well I do have a toggleable build that reloads the shaders and such when toggled back on, but I don't know enough about where to put my global in memory to know its not messing with something else.

    As far as setting shaders using the console I suppose it's technically possible, but beyond my capabilities at the moment.
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  8. #58
    a bit of the old in-out Roostervier's Avatar
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    Re: OpenSauce Post Processing

    Nice job, it looks awesome : D
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  9. #59
    HA10 Limited's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    Well I do have a toggleable build that reloads the shaders and such when toggled back on, but I don't know enough about where to put my global in memory to know its not messing with something else.

    As far as setting shaders using the console I suppose it's technically possible, but beyond my capabilities at the moment.
    I've put my toggles and entered data in 0x400400-0x400450 region. Its open memory. One thing we do need to keep in mind if we combine different OS projects is what memory isnt used by more than one process.

    What kind of settings do the shaders require? Values inputted? If you need any help, contact me I'll gladly try to help.
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  10. #60
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Post Processing

    Yep- I had missed that it was a slightly different .dll this time. I downloaded that, and now Halo opens, and the gravity commands work. However, I can't get the others to work, or I'm typing the commands wrong. I'm looking at the shader list, and it would seem the commands would be pp_bloom, etc. However, they don't do anything. :/

    Edit: Therefore, could someone clarify some of the commands so I could be sure I'm actually testing them?
    Last edited by Siliconmaster; July 16th, 2009 at 12:20 PM.
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