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Thread: OpenSauce Post Processing

  1. #121
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    The ingame switcheroo isn't meant for constant toggling of effects, it's there to 1) provide global effects that are set once and used all the time, and 2) provide a testbed so that developers can rapidly test their shaders without having to recompile their maps and restart Halo for every tweak.
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  2. #122
    Don't worry, Jelly's here Jelly's Avatar
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    Re: OpenSauce Post Processing

    ATI 4850 here as well.
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  3. #123
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    The ingame switcheroo isn't meant for constant toggling of effects, it's there to 1) provide global effects that are set once and used all the time, and 2) provide a testbed so that developers can rapidly test their shaders without having to recompile their maps and restart Halo for every tweak.
    Considering we do have to turn off halo (pp_unload and then changing the settings file's effects, then typing pp_load doesn't work) it's still a lot of work just to add a simple change in the effects that a person wants to have displayed... I also see a possible implementation of my numpad thing with PostProcessing so we can possibly disable and enable individual effects. In fact, I think I'm going to add my numpad to PP so I can use both.

    I can already think of some sick sp levels that combining my little thing with Post-Processing would work amazingly with.

    Also, my problem with motion blur isn't related to Usertool at all. Just the effect itself.

    e: Oh and there's some other stuff I didn't mention.
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  4. #124
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    What happens when you pp_load? If your previous effects return then there's something wrong in your settings file, in which case post it up and lemme see.
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  5. #125
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Nvm, it works just fine. I think that it's just one shader takes precedence over another some times.
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  6. #126
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    Is there any chance of an FOV hack being enabled as well with this?
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  7. #127
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Do you mean changing your FOV? Because thats a default part of OS2, accessible by pressing F7 ingame.
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  8. #128
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    Do you mean changing your FOV? Because thats a default part of OS2, accessible by pressing F7 ingame.
    Perhaps he wants a 3p view in OS.
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  9. #129
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: OpenSauce Post Processing

    First thing that would need to be fixed is the third person targeting...
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  10. #130
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    I'm considering adding 4 more blocks to the shader_post_process and instance tagsso that float2/3/4 values can be changed in the tag rather than in the code, but this would break any current shader_post_process tags that are around. So, if anybody has any desperate need to save their shader (if say, you've compiled your shader and no longer have the source) then let me know, and I can whip up a quick conversion program.
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