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Thread: OpenSauce Post Processing

  1. #101
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Don't see why not, the plan is to let effects take place either after the scene is rendered, after the hud is rendered or after the ui is rendered. Which should be changable in the shader itself.

    Also, just a small update on the new tags, I can now read shaders from map caches' and apply them . Still got to get extra bitmaps working though. Some shaders will still be external so that they can be tested and applied globally.

    I've currently got two tags for post processing, shader_post_process and shader_post_process_collection. The first is where the shader code is and where your variables are defined, with the second referencing the first and having the effect definitions.
    Last edited by FireScythe; September 14th, 2009 at 07:21 AM.
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  2. #102
    Xfire - sar93 W1zard's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Warsaw View Post
    Any chance we can have an option to toggle whether or not the effects apply on the HUD? I like the glow effect I get on the lines, since it makes it look more like a real HUD would.
    If you like the glow effect for just certain parts of the hud:

    PHOTOSHOP, you can just edit it in, easier than editing the engine for a glow
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  3. #103
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Well, not really, considering you'd have to decompile all your maps and recompile them with the new bitmaps, which would be a silly thing to do :P.
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  4. #104
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Alpha build in first post.

    I need feedback on stability, performance, etc. as well as any visual oddities that haven't already been found. General opinions are good too :P.

    I didn't put everything I could have in the first post so if you need to know anything feel free to ask.

    Enjoy .
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  5. #105
    Don't worry, Jelly's here Jelly's Avatar
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    Re: OpenSauce Post Processing

    Is the FPS supposed to be locked at 25 or does it eat performance that much?
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  6. #106
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Oh btw why not just detect the settings of the globals. That way the person can just define the values in cheApe and change them dynamically.
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  7. #107
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Jelly View Post
    Is the FPS supposed to be locked at 25 or does it eat performance that much?
    Just checked this out, open up shaders\PP_MotionBlur.fx and find 'int blurSamples = 48;' then change 48 to 16. Should boost your FPS somewhat (You'll still have a drop from your normal FPS though as it is an expensive effect).

    Quote Originally Posted by Dwood
    Oh btw why not just detect the settings of the globals. That way the person can just define the values in cheApe and change them dynamically.
    ...what? I don't get what your refering to.
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  8. #108
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    ...what? I don't get what your refering to.
    nvm
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  9. #109
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    Re: OpenSauce Post Processing

    since OS goes through some engine limitations, can we get some aa action?
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  10. #110
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by boogerlad View Post
    since OS goes through some engine limitations, can we get some aa action?
    Please, do explain. e: nvm he meant anti-aliasing
    Last edited by Dwood; December 10th, 2009 at 02:12 PM.
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