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Thread: OpenSauce Post Processing

  1. #201
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

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  2. #202
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    How does the plasma grenade explosion look?
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  3. #203
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    It's the same. Same with tank, rockets, fuel rods.
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  4. #204
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Don't know then . 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.
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  5. #205
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Post Processing

    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
    Last edited by Kornman00; April 24th, 2010 at 09:17 AM.
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  6. #206

    Re: OpenSauce Post Processing

    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.
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  7. #207
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    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 ) have the same issue and also need editing. Thats if this makes any difference of course .
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  8. #208
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: OpenSauce Post Processing

    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?
    Last edited by Warsaw; May 3rd, 2010 at 12:46 AM.
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  9. #209
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    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.
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  10. #210
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    I'll try it first thing when I get home.
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