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Thread: OpenSauce Post Processing

  1. #131
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Post Processing

    Something you could easily do is just export the tags, add blank tag block fields (eg, their name plus zero count) for those 4 new tag blocks, then reimport. vola
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  2. #132
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    That works ok for all the basic tag fields but it doesn't export the text/binary data. Shouldn't be a problem tbh, as long as the shader hlsl code is backed up somewhere.
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  3. #133
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Update 06\02\10
    New build with stuff in it .
    >>Download<<

    Changed:

    • Error messages when loading shaders will now only show in devmode.
    • The base post process code is now a bit more generic, with the motion blur and internal/external shader systems acting more like add ons.

    Added:

    • New fields have been added to the shader_post_process and instance tag to allow setting of float2/3/4's in the tag.
    • Now that custom functions are working i've added 5 new ones. Although sapien crashes when compiling scripts while custom functions are present, so no real use yet.
    • The shader version of every shader is now checked, so that if an effect uses a shader version beyond what the graphics card supports it won't be used.
    • Internal effects can now be faded in and out with the new functions mentioned previously.
    • Dynamic floats can now be a random value.

    Fixed:

    • Zoom and vehicle restrictions for internal shaders are now implimented.
    • Black screening now only occurs for shaders using render point 4 (post menu). Might end up just removing this render point.

    I've messed around with the motion blur, in the hope that it will now work for those who had problems previously so i'd like to know if that problem still occurs.

    The new functions that have been added are as follows:

    • pp_set_effect_active - Turns an effect on or off.
    • pp_set_effect_fade - Sets an effects fade amount. Can be set to fade over time.
    • pp_get_effect_index_by_name - Get the index of an effect by searching for its name. Case sensitive.
    • pp_get_effect_current_fade - Gets the current fade amount of an effect.
    • pp_get_effect_is_valid - returns true if an effect is ok to use, otherwise false.

    The included damnation_pp now has an effect called "Red Pain" which is disabled by default, and will be disabled when zoomed or in a vehicle. Other effects will be disabled when in a vehicle. Just there to play around with the new functions and restrictions.
    Last edited by FireScythe; February 6th, 2010 at 05:24 PM.
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  4. #134
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    Someone should just make an external hs compiler that checks for syntax or has an external definitions file.
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  5. #135
    Don't worry, Jelly's here Jelly's Avatar
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    Re: OpenSauce Post Processing

    You seem to have linked to the usertool zip file FireScythe.
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  6. #136
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Whoops, so I did. Fixed.
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  7. #137
    Don't worry, Jelly's here Jelly's Avatar
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    Re: OpenSauce Post Processing

    Motion blur still gives me a black screen, and I had to remove my old yelo settings files after installing the new version because Halo kept exceptioning on startup.
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  8. #138
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    I also get the black screen, but I found out I can just press F7 then bring up the FOV changer and it goes back to normal.
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  9. #139
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Con View Post
    I also get the black screen, but I found out I can just press F7 then bring up the FOV changer and it goes back to normal.
    Uhhhh, Fire, did you include the fov/settings fix in this? The one where it fixed the bug where it would initially set the FOV to some lolvalue basically making it as if the player was zoomed in 100000000x?
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  10. #140
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Kornman00 View Post
    Uhhhh, Fire, did you include the fov/settings fix in this? The one where it fixed the bug where it would initially set the FOV to some lolvalue basically making it as if the player was zoomed in 100000000x?
    Oh, so that's what that was. Heh. I'd forgotten about that bug.
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