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Thread: OpenSauce Post Processing

  1. #11
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: OpenSauce Post Processing

    For everyone using this, because it uses the original release of OS, you MUST follow the troubleshooting tips in THIS THREAD.
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  2. #12

    Re: OpenSauce Post Processing

    the original os works fine tho, this one doesn't.

    and no fire, no sound at all, just a black screen... the hard drive doesn't even do anything like it normally does to load all the maps.
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  3. #13
    ( ͡° ͜ʖ ͡°) DEElekgolo's Avatar
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    Re: OpenSauce Post Processing

    I got it working. I deleted init.txt and closed xfire and it ran nicely. Good job on this! I'll be making some shaders now.
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  4. #14

    Re: OpenSauce Post Processing

    @ Masters:
    1. As this is done after halo has done its own rendering business I dont think theres a feasible way to exclude the hud.
    2. I get that too when windowed, whenever winamp or something pops up to tell me something. I think its an external issue where halo's gamma gets overriden when it looses focus.
    3. As with 1. changing things that happen in Halo's own rendering code isn't really feasible, but the bloom shader itself is easily alterable. One of the passes is a bright pass filter to pick out only the brightest areas, so changing that to include lower values may help to pick out the dynamic lights, but would also make everything else have more bloom.

    @StankBacon:
    Rename the shader_list and PP_MotionBlur files to something different (to disable post processing completely) and see if it loads as normal.
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  5. #15

    Re: OpenSauce Post Processing

    well since the hud never moves in classic maps, you can make a version that somehow excludes those areas, but then if you zoom or get into a vehicle...
    Idk, just a thought.
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  6. #16

    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    d also make everything else have more bloom.

    @StankBacon:
    Rename the shader_list and PP_MotionBlur files to something different (to disable post processing completely) and see if it loads as normal.
    game now loads fine.... odd.
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  7. #17

    Re: OpenSauce Post Processing

    Hmm, try just without the motion blur. If it doesn't work then, it must be doing something your card isn't compatible with.
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  8. #18

  9. #19

    Re: OpenSauce Post Processing

    Quote Originally Posted by Heathen View Post
    well since the hud never moves in classic maps, you can make a version that somehow excludes those areas, but then if you zoom or get into a vehicle...
    Idk, just a thought.
    This. Is it possible to make a mask of some sort as to where the effect is applied and to where it isn't?


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  10. #20

    Re: OpenSauce Post Processing

    Ahh good, must be the motion blur textures using too much video memory, i'll have to look into that.
    E: Making masks for the HUD wouldn't work, as different resolutions would need different masks, plus a number of maps use custom UI's.
    Last edited by FireScythe; June 30th, 2009 at 08:15 PM.
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