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Thread: OpenSauce Post Processing

  1. #141
    Senior Member FireScythe'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?
    I was sure I had , and i can't repro that bug here. It was just removing a redefinition of an int32 and removing the default setting intialisation from Initialize() wasn't it?
    E: In CameraFov.inl that is.
    Last edited by FireScythe; February 8th, 2010 at 11:18 AM.
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  2. #142
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    Still gives the black screen as well.
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  3. #143

    Re: OpenSauce Post Processing

    Nvm, Firescythe knew the error I stated.
    Last edited by Choking Victim; February 12th, 2010 at 02:44 PM.
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  4. #144
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    I don't really know how to compile dll's, would you mind uploading any changed files?
    Also, how exactly do you load the effects?
    I tried pp_set_effect_active pp_visr and it did nothing.
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  5. #145
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Pyong Kawaguchi
    Still gives the black screen as well
    It's been established that this is an old FOV bug, where you go ingame and change your FOV to fix it.
    Quote Originally Posted by Pyong Kawaguchi
    I don't really know how to compile dll's, would you mind uploading any changed files?
    Also, how exactly do you load the effects?
    I tried pp_set_effect_active pp_visr and it did nothing.
    The most recent DLL is included in the last build. To set up external effects you edit the PostProcessingSetting.txt to add an effect that uses the PP_Visr shader. Like so:

    Code:
    [Shaders]
    Count: 13
        [0]
        Name: PP_Bloom
        [1]
        Name: PP_VISR
        [2]
        Name: PP_DOF
    ...Other shaders...
    
    [Effects]
    Count: 3
        [0]
        Name: DOF
        Indicies: 2
        Render Point: 2
        [1]
        Name: VISR
        Indicies: 1
        Render Point: 2
        [2]
        Name: Bloom
        Indicies: 0
        Render Point: 3
    After saving the settings file you can either restart Halo or open the console and use "pp_unload" then "pp_load" to reload all external post processes using your edited settings file.

    The halo script/console commands for changing effects can only be used with maps that have tag based effects compiled into them, such as the damnation_pp map included in the most recent build.

    I should point out that apart from the bloom shader (which you would typically want to be always on), the other shaders included are only really meant to show what kind of things can be done using the post processing extension so that map makers can see what they can do with their maps. Although, in the case of the VISR effect, that would be better suited as a coded subsystem to allow more control than Halo script would allow.
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  6. #146
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    Will there be a way to load specific Pp shaders without them being in the map itself in the future, via console.

    e: I'm using the latest build and changing the FoV did nothing to get rid of the black screen.
    Last edited by Pyong Kawaguchi; February 13th, 2010 at 08:38 AM.
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  7. #147
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    I have no plans to put console commands in to manipulate external effects myself, since I only intended for them to be used as always on effects and as a quick tesbed for developing internal map effects. Though saying that, if someone else was to add such commands to turn external effects on and off in future I have no problem with that.

    If anybody's interested, shaders aren't applied directly to the scene, they are applied through an effect object that can have a chain of upto 32 shaders to create more complex results, which means that a command to toggle en external effect would still require the effect to be defined before hand in the settings file. Applying individual shaders such as PP_VISR.fx on the fly would be ill advised.

    As far as the black screens concerned.......
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  8. #148
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    Im using the HD5850 as my gpu, I wonder if they process motion blur differently?
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  9. #149
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    ATi 4850. Perhaps you're using something in the motion blur that is Nvidia specific? idk what though.
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  10. #150
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    I need to determine whether it's specifically the motion blur thats the problem, or if its the render point that is the problem. So if someone with the problem could do the following that would be helpful .

    1. Download >>this<< and extract the two files into your shaders directory (its a settings file and a red tint shader). Backup your settings file if needs be.
    2. Start up halo and turn off motion blur using "pp_motion_blur_enabled 0" in the console.

    If the screen is tinted red then it's a motion blur specific problem, if it stays black then its a render point problem.
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