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[UPDATE] Cinema Mod V1.2 for ME Trilogy


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#176
awpdevil

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Just wanted to drop by and mention to clam, that I like the new color version. Nothing to overboard, but I feel its just right.

On the AO topic, I can't make out any difference with it turned on what so ever (besides the fps hit). Places that would typically show AO are already shadowed in game, so it is redundant. The benches outside purgatory that are in the sunlight (artificial light, whatever) are a perfect example for this. AO would have made shadows for them underneath them, but they are already present without AO.

#177
DCopeland

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Just testing the color saturation mod, and while looking fantastic, the AA & the ENB are both binded to Pause/break.

#178
MrChowderClam

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DCopeland wrote...

Just testing the color saturation mod, and while looking fantastic, the AA & the ENB are both binded to Pause/break.


Ah right - Pause/Break is bound to toggle FXAA PPI. The color effects in that mod are from the FXAA injector, so if you want to disable AA you need to use the included FXAA tool to disable AA. The only way I could get things to look nice was to use a combination of both. That's why it looks like ENB is disabled when you press the pause/break key.


awpdevil wrote...

Just wanted to drop by and mention to clam, that I like the new color version. Nothing to overboard, but I feel its just right. 

On the AO topic, I can't make out any difference with it turned on what so ever (besides the fps hit). Places that would typically show AO are already shadowed in game, so it is redundant. The benches outside purgatory that are in the sunlight (artificial light, whatever) are a perfect example for this. AO would have made shadows for them underneath them, but they are already present without AO.

 

There should be a difference when you use Nvidia inspector - maybe AO only works on some GPUs or driver versions? But I agree - a lot of the lighting on static objects is pre-baked, so the driver AO is only really for shading on characters.

Modifié par MrChowderClam, 30 mars 2012 - 04:27 .


#179
DCopeland

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Thanks for the clarification.

#180
MrChowderClam

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DCopeland wrote...

Thanks for the clarification.


np - it's my bad - the readme could be clearer

Modifié par MrChowderClam, 30 mars 2012 - 04:36 .


#181
neilthecellist

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Um, either your GPU sucks, or you applied the AO settings incorrectly. the game looks very different with AO on.

#182
Ghost-621

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This is how Mass Effect 3 should have looked. A quick note, that subtle film grain made a world of difference.

#183
neilthecellist

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On second thought, I preferred version 0.03b. The color palette looked more warlike (green tint) than this current blue tint, which I really dislike. Also, why are you using the San Andreas d3d9 injector? That thing is old as hell, MrChowderClam.

#184
awpdevil

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I have a gtx 560. I used nvidia inspector to apply it. Like I said, I can tell its on because of the fps hit, but I see no difference at all. The shading on characters even appear the same with or without it.

I went into the inspector, found the me3 profile, set the flag for mass effect, and went down and allowed use, and set it for quality.

Posted Image

Modifié par awpdevil, 30 mars 2012 - 06:46 .


#185
MrChowderClam

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@neilthecellist

Only the older versions work with it. To use the newer TES and GTA IV versions (which the 0.107 ME3 ENB is based on) I would have to write my own HDR shaders in HLSL. And since I know very little HLSL.... :(

#186
Eyelidsz

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This mod is awesome. The original game was definitely too saturated for my tastes, and made a lot of things clash visually. I really like the softer skin tones in this mod (see below). Less harsh and more natural. Also the environments just have a much more atmospheric feel. Excellent work, MrChowderClam.

Without mod: http://img42.imagesh...01203300449.png

With mod: http://img267.images...01203300449.png

Modifié par GravityEyelids, 30 mars 2012 - 09:35 .


#187
MadRabbit999

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Not sure if this has been mentioned, but someone has confirmed that altering any files even SP will get your origin account banned... will this also cause banning?

#188
lumen11

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I really like the desaturation and more pronounced contrasts, but it does make the game look terribly dark. Even on the (fake) sunbathed Presidium it feels like dusk. Is there an easy way to make it slightly brighter? (I suppose I could turn op screen brightness...)

#189
awpdevil

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MadRabbit999 wrote...

Not sure if this has been mentioned, but someone has confirmed that altering any files even SP will get your origin account banned... will this also cause banning?


Yes, modifying the bin file can get you banned, but there isn't any need to modify that file to get this to work. Its just a dx9 hook that alters post processing effects. In other words.. its not going to make you any better/worse at the game.

#190
lumen11

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Never mind about the brightness question above. I just used the in-game brightness setting. Duh...

Two slightly more intelligent questions (I'm using the gameplay version of the mod):

1
Does the mod have any effect when toggled off in game? the reason I'm asking is because I'm suddenly noticing very 'ridged' shadows on curved surfaces (like bald heads). Maybe it's just because the increased contrast makes them stand out more, but even with the mod toggled off they seem much more noticeable then I remember.

2
The mod seems to use a form of AA that's a lot like AMD's morphological filtering. Normally I use force Supersample AA because I don't care for the graininess caused by this filter, but coupled with film grain that doesn't matter so much. Forcing Supersample AA through the control centre works fine without the mod, but with the mod AMD's override seems to be overridden by the mod's AA injector. What I want to know is if the mod simply overlays a morphological filter on top of the forced Supersample AA, or does it switch to a form of Adaptive Multisample AA?

#191
MrChowderClam

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@lumen - it shouldn't. Make sure you toggle both ENB and SMAA/FXAA - press shift+caps lock for ENB, pause/break for the AA. Yes, the AA is a form of post-process antialiasing, just like Morohological - it does not override your supersampling, but it adds extra smoothing after your frame is already rendered. Forcing Supersample AA will definitely provide better quality, so if you just want to use the mod without antialiasing, just delete d3d9SMAA.dll (or d3d9FXAA.dll) to get rid of the post-AA entirely.

@awpdevil & madrabbit9999 - Yeah I forgot to mention this. ENB should be fine in multiplayer, however, I believe it was confirmed in another thread that getting caught on MP with a modified Coalesced.bin will result in a ban. So just remember to back up your original, and only use the modded version when taking screenshots in SP.

@awpdevil - I'll try to get some comparison shots with AO enabled/disabled (maybe neilthecellist can provide some too?). Unless my eyes are fooling me, I swear there is a visual difference....

#192
MrChowderClam

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@lumen - re-read your post more carefully (sorry, on my phone and I can't edit posts... Bah). I think it might be overriding your settings? I wish I still had an ATI card so that I could test this. Shadow resolution in the game is pretty slow, but your supersampling should make the edges smoother. Hmm

#193
neilthecellist

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@MrChowderClam: What program are you using on your phone to access Bioware Social forums? I tried Convo and Tapatalk and they're not compatible with the BS forums.

#194
MrChowderClam

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@neilthecellist - just safari on iOS. The text edit box in the standard form won't let me type D:

#195
Rogue1982

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Great work. Could I ask for a film grain only version that is less grainy? Or could you explain what the variables are and what they do?

#196
Rogue1982

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Also

I have to say the grain efffect looks very much the same as in ME2, once you tone it down a bit. If only there was a way to make it 'move' as it did in ME2. Right now the 'static' is ... well...static, and that shows sometimes.
Any chance of that happening?

#197
neilthecellist

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@MrChowderClam: Same, running Internet app through Android. Bioware Social is outdated on mobile devices

#198
tusing

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 Could you please do the same mod for ME1?

That game could really use a graphical bump. I played 2 and 3, but I can't play 1 because for some reason, it just feels too cheap compared to the slickness of 2 and 3.

Modifié par tusing, 31 mars 2012 - 01:08 .


#199
Squallypo

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WHY XBOX 360 NO HAS THIS T_______________________T ?

#200
MrChowderClam

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Rogue1982 wrote...

Also

I have to say the grain efffect looks very much the same as in ME2, once you tone it down a bit. If only there was a way to make it 'move' as it did in ME2. Right now the 'static' is ... well...static, and that shows sometimes.
Any chance of that happening?


Yay! Did you figure out how to tone it down? Just lower the value in "effect.txt" to 0.1 :). Unfortunately, because this version of ENB doesn't provide a timer variable, I can't think of a way to have moving grain (simplest way is to just change the grain texture over time).

It's pretty decent when the camera's moving, but yeah, it looks wonky when the image isn't moving :/