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ME2 Bleach Effect (Shader Mod)


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#1
onelifecrisis

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I'm not sure which forum we're supposed to post mods in, so I'll post this here for now. I made this for myself but I thought I'd share it in case anyone else fancies replaying ME2 with a bit of a visual twist.

DL (MegaUpload): http://www.megaupload.com/?d=J6MQ3DUI
DL (GameFront): http://www.gamefront.../ME2 Bleach.zip

This mod changes some of the ME2 post process shaders to give the game a different "look and feel". To install it, just replace the files in the Mass Effect 2\\Engine\\Shaders folder with the files in the download (make backups first of course).

Image IPB

Image IPB

Image IPB

Image IPB

Image IPB

Image IPB

Please note that the tutorial level will look a little odd, and very dark, because it's rendered with different parameters than the rest of the game. I couldn't be bothered to "fix" this problem just for the tutorial level (there's no real fix anyway, though some compensatory stuff could have been done). The tutorial is the only time that things look weird, so for testing whether you like this mod I suggest you load up a few existing saves from anywhere after the tutorial, rather than starting a new game right off the bat.

Also, for best results I recommend disabling the HUD (and maybe even the crosshairs, if you can aim without them) by removing these lines from coalesced.ini:

[Engine.BioSFManager]
HandlerLibrary=(Tag=Reticle...  <<< remove this line to get rif of the reticle (crosshair/sniper overlay)
HandlerLibrary=(Tag=PowerWheel...
HandlerLibrary=(Tag=HUD... <<< remove this line to get rid of the HUD (you'll still have the powers in the top-left)



List of changes
- Replaces the bloom effect with a greatly improved bloom shader.
- Disables the DOF effect. Note that this is not the same as setting DOF=False in Coalesced.ini; unlike that hack, this mod disables DOF without disabling any other PP effects.
- Disables scene-specific colour curves and applies a relatively gentle bleach bypass effect to the whole scene.
- PP is now consistent accross all scenes/levels in the game.
- Fixes some of the artifacts (like "snow") that can occur when MSAA is enabled. However, not all AA artifacts are fixed, so FSSSAA is recommended for the best results (no artifacts). The screens above were all taken at 960x540 with 2x2 fullscreen supersampling.
- Slightly improves the framerate compared to stock shaders.

Modifié par onelifecrisis, 23 novembre 2011 - 08:15 .


#2
Slayer299

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File is unavailable :(

#3
AdmiralCheez

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Dude, seems awesome, more pics please?

#4
onelifecrisis

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Slayer299 wrote...

File is unavailable :(


Grr, stoopid megaupload. I'll try FailFront instead.

#5
onelifecrisis

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GameFront link added.

AdmiralCheez wrote...

Dude, seems awesome, more pics please?


Cool. Sure, I've got two more snaps here, gimme a sec.

ETA:
Added to OP.

Modifié par onelifecrisis, 23 novembre 2011 - 05:05 .


#6
Hathur

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Very nice work :wizard:

I've messed around with the shaders myself a bit in the past but this is much much nicer than the pitiful changes I made :)

#7
onelifecrisis

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 Thank you Hathur ^_^

#8
robarcool

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So from the snaps, it seemed like the game looks a little darker. Is it a nod to the color tone in ME?

#9
AdmiralCheez

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The differences are subtle, but the overall effect is very pretty.

I might download this later.

#10
onelifecrisis

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robarcool wrote...

So from the snaps, it seemed like the game looks a little darker.


Yes. Well it has more contrast, so bright bits are actually brighter as well, but ME2 is quite a dark game in most places.

robarcool wrote...
Is it a nod to the color tone in ME?


Well, not an intentional one...

Modifié par onelifecrisis, 23 novembre 2011 - 05:48 .


#11
CroGamer002

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For some reason I can't see pics.

#12
onelifecrisis

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Mesina2 wrote...

For some reason I can't see pics.


Hmm... try opening these in new tabs?

http://s8.postimage....4_42_35_742.png
http://s10.postimage...4_37_54_133.png
http://s10.postimage...4_39_09_555.png
http://s7.postimage....6_34_06_856.png
http://s7.postimage....6_35_40_803.png
http://s9.postimage....5_57_39_516.png

Modifié par onelifecrisis, 23 novembre 2011 - 08:42 .


#13
Jafroboy

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onelifecrisis wrote...

I'm not sure which forum we're supposed to post mods in, 


Should go in the fan creations forum: http://social.biowar...egory/128/index

#14
onelifecrisis

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Jafroboy wrote...

onelifecrisis wrote...

I'm not sure which forum we're supposed to post mods in, 


Should go in the fan creations forum: http://social.biowar...egory/128/index


Note to moderators: please move this thread?

#15
DragonIroh001

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Just did a quick test to see if it worked for ME1 as well. I only added the DOFAndBloomGatherPixelShader and UberPostProcessBlendPixelShader since the other DepthOfFieldCommon shader caused some texture issues (would only show low-res textures even when set on Ultra)

The results have been mixed.

In darkened areas (Normandy SR1) it looks quite nice like so:

Before - img85.imageshack.us/img85/430/86186726.jpg
After - img714.imageshack.us/img714/1228/27261812.jpg

However in brightly lit areas, Citadel Presidium + Noveria for example,  it becomes too bright. so chances are that you may need to turn brightness down.

Just thought you'd oughta know for those that want to use this with ME1

Modifié par DragonIroh001, 25 novembre 2011 - 07:00 .


#16
onelifecrisis

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DragonIroh001 wrote...

Just did a quick test to see if it worked for ME1 as well. I only added the DOFAndBloomGatherPixelShader and UberPostProcessBlendPixelShader since the other DepthOfFieldCommon shader caused some texture issues (would only show low-res textures even when set on Ultra)

The results have been mixed.

In darkened areas (Normandy SR1) it looks quite nice like so:

Before - img85.imageshack.us/img85/430/86186726.jpg
After - img714.imageshack.us/img714/1228/27261812.jpg

However in brightly lit areas, Citadel Presidium + Noveria for example,  it becomes too bright. so chances are that you may need to turn brightness down.

Just thought you'd oughta know for those that want to use this with ME1



I'm surprised it worked at all if you just put the files in; in order to make any of my UE3 shaders work in ME1 I usually have to delete the local shader cache from the ME1 directory and the ME1 My Documents folder as well.

Modifié par onelifecrisis, 25 novembre 2011 - 08:49 .


#17
DragonIroh001

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onelifecrisis wrote...

DragonIroh001 wrote...

Just did a quick test to see if it worked for ME1 as well. I only added the DOFAndBloomGatherPixelShader and UberPostProcessBlendPixelShader since the other DepthOfFieldCommon shader caused some texture issues (would only show low-res textures even when set on Ultra)

The results have been mixed.

In darkened areas (Normandy SR1) it looks quite nice like so:

Before - img85.imageshack.us/img85/430/86186726.jpg
After - img714.imageshack.us/img714/1228/27261812.jpg

However in brightly lit areas, Citadel Presidium + Noveria for example,  it becomes too bright. so chances are that you may need to turn brightness down.

Just thought you'd oughta know for those that want to use this with ME1



I'm surprised it worked at all if you just put the files in; in order to make any of my UE3 shaders work in ME1 I usually have to delete the local shader cache from the ME1 directory and the ME1 My Documents folder as well.


Yeah, thats what I had to do, when i realised that the DOF shader was causing the texture problems. Didn't lose anything since I backed savegames up.

#18
onelifecrisis

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I think I can see the problem. ME1 has a different gamma curve. If you want I'll make an ME1 version that fixes the brightness problem.

#19
DragonIroh001

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You'd actually do that?

Cause that'd be wonderful. I'm sure quite a few people would like it done for ME1 as well.

#20
onelifecrisis

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DragonIroh001 wrote...

You'd actually do that?

Cause that'd be wonderful. I'm sure quite a few people would like it done for ME1 as well.


Heh, sure, it only takes 2 minutes to correct the gamma curve. Give me 2 minutes...

#21
onelifecrisis

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Okay, I did it two ways, though the results look pretty much the same with both.

ME1 Bleach A <this one should look better in theory
ME1 Bleach B

Bleach A applies the gamma fix after the filmic response curve, whereas Bleach B applies it before. Either way, you should set the gamma ("brightness") slider in the game menu to 50 for the "correct" results. I only gave them a cursory test, so let me know how it looks on your setup.

Modifié par onelifecrisis, 26 novembre 2011 - 06:50 .


#22
someone else

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These look much sharper than I'm used to in game (@1650x1050 - is that the intended net effect?  If so, great.  Take they do not hit performance like TexMod?  So after backing up, I just copy these in to Shader folder and let them overwrite the originals?

Modifié par someone else, 26 novembre 2011 - 05:18 .


#23
onelifecrisis

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someone else wrote...

These look much sharper than I'm used to in game (@1650x1050 - is that the intended net effect?  If so, great.  Take they do not hit performance like TexMod?  So after backing up, I just copy these in to Shader folder and let them overwrite the originals?


Correct on all counts.

#24
someone else

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Thanks and thanks for the hard work - will attend to this post honeydo completion...

#25
Dogmeat86

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I tried this on ME1 yesterday. I have to say that this greatly enhances the game. It's nice to have this new "athmosphere" in an old game so thanks for that.

I had to remove the shader cache files in order for this to work. It might be good to mention that on the first post.

Modifié par Dogmeat86, 28 novembre 2011 - 12:51 .