Guest Luc1gnol0 Posted April 8, 2012 Posted April 8, 2012 (edited) rega ho smanettato un bel po per ottenere con le dll enb un effetto piu realistico per rFactor, se vi interessa ho ottenuto questo risultato... http://netload.in/da...c1gnol0.zip.htm http://www.mediafire.com/?a4lyj15nqb86006 copiare i 5 files nella cartella principale di rfactor... il plugin sfrutta dal 2% al 8% della gpu Edited April 9, 2012 by Luc1gnol0
jakobdylan Posted April 9, 2012 Posted April 9, 2012 puoi upparlo su un altro server netload fa i capricci oggi
mago Posted April 9, 2012 Posted April 9, 2012 (edited) Ottimo,grazie! Provato,il risultato non è male,però a me da problemi,ogni 2 secondi le immagini sfarfallano per un attimo e mi da molto fastidio agli occhi Edited April 9, 2012 by mago
mago Posted April 9, 2012 Posted April 9, 2012 Il vsinc è su off,ho notato che attivando il conta fps il problema sparisce,comunque gli fps sono buoni.
2slow4u Posted April 10, 2012 Posted April 10, 2012 (edited) Dove la trovo la documentazione che descrive i vari parametri del file .ini? Io vorrei ridurre un po' la desaturazione (ok desaturare, ma per me cosi' e' un po' eccessivo) e rendere un po' meno "dark" il tutto (cosi' e' un po' troppo scuretto per i miei gusti)... Thanks! Edited April 10, 2012 by 2slow4u
mago Posted April 10, 2012 Posted April 10, 2012 L'abitacolo in effetti è un po troppo scuro,però a me non dispiace,poi ovvio,ognuno ha i suoi gusti. Volevo smanettare un po pure io con l'ini,ma non so da dove cominciare
Guest AngelRipper Posted April 10, 2012 Posted April 10, 2012 Nel pacchetto originale enbseries, c'è la descrizione di tutte le impostazioni che si trovano nel file .ini Ovvio che alcune versioni sono modificate ad hoc per questo o quel gioco e quindi possono mancare delle righe presenti nell'originale ma non ritenute necessarie per un determinato titolo. In ogni caso, se può essere utile, ecco sotto spoiler: SETTING DESCRIPTION: [PROXY] EnableProxyLibrary=(0,1) load 3rd party library by the mod at game start. Helps to solve problem with multiple d3d9.dll files. InitProxyFunctions=(0,1) connect to functions of 3rd party library. ProxyLibrary=(filename) file name of 3rd party library. [GLOBAL] UseEffect=(0,1) activate mod at start. In some situations HUD or startup movies may be corrupted visually because of this parameter enabled. AlternativeDepth=(0,1) increase performance of some effects, but not all videocards can use this mode at full precision, if you see large lines on the objects, disable this parameter. AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod effects. (antialiasing, multisampling, fsaa, in other words). BugFixMode=(0..5) every value fixes it's own unsopported feature or bug in driver or hardware. For drivers 169.xx and 171.xx do not set this parameter to 1. Values from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and very slow, 3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast, 5 (A16R16G16B16F)-low quality and middle performance. SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help to elliminate bugs. [EFFECT] EnableBloom=(0,1) enables bloom effect (bright areas blurred) with time dependent adaptation. Works only if mod activated already (by key combination). EnableOcclusion=(0,1) enables ambient occlusions (ssao) and some other effects (mod version dependent). EnableReflection=(0,1) reflection of vehicles. EnableMotionBlur=(0,1) blurring image in fast motion of camera. Temporary disabled. EnableWater=(0,1) enable water effects EnableShadow=(0,1) enable shadow effects DepthBias=(0..1000) for scene depth rendering, offset of geometry relative camera viewpoint. For some videocards may be useful to remove flickering and hiding of ambient occlusions. [iNPUT] KeyUseEffect=(1..255) decimal key number for mod activation/deactivation. KeyBloom=(1..255) decimal key number for bloom activation/deactivation. KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation. KeyReflection=(1..255) decimal key number for reflection activation/deactivation. KeyCombination=(1..255) decimal number of additional key for combining this key with others (SHIFT by default). KeyShadow=(1..255) decimal key number for shadow activation/deactivation. KeyWater=(1..255) decimal key number for water activation/deactivation. [REFLECTION] ReflectionPower=(0..100) level of cars reflection. ChromePower=(0..100) level of steel parts reflection. Temporary disabled. UseCurrentFrameReflection=(0,1) when 1 use for reflection image of current frame screen, otherwise use previous frame image. ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor. Some car parts may be reflective with this setting. ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level. Some car parts may not be reflective with this parameter and on the contrary. UseAdditiveReflection=(0,1) reflections added to screen car colors, 0 means more softly reflection. ReflectionDepthBias=(0..1000) offset of reflection geometry relative to car and camera viewpoint. For some videocards may be useful to remove flickering and hiding of reflections. UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection. [bLOOM] BloomPowerDay=(0..100) power of bloom at day time, dependent from screen brightness. BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in milliseconds. BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation time between screen brightness change. BloomQuality=(0..2) bloom effect quality, 0 means maximal quality. BloomScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomPowerNight=(0..100) power of bloom at night time, dependent from screen brightness. BloomConstantNight=(0..100) power of bloom at night time, independent from adaptation time between screen brightness change. BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay. BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated. [sSAO] UseFilter=(0,1) enable noise filtering, produced by ambient occlusion effect. OcclusionQuality=(0..2) quality of ssao, 0 means maximal quality and slow performance. In current version this is disabled, using lowest quality level. FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality and slowest performance. DarkeningLevel=(0..100) darkening level by ambient occlusion BrighteningLevel=(0..100) edge lightening level by ambient occlusion IlluminationLevel=(0..100) light transfering level by indirect lightning AdditiveIlluminationLevel=(0..100) lightening of dark areas by indirect lightning UseAmbientOcclusion=(0,1) allow darkening of nearest objects (temporary disabled) UseIndirectLightning=(0,1) compute indirect lightning (affect performance) [colorCORRECTION] DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at day time. Negative values makes brighter, positive darker. ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. ScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at night time. Negative values makes brighter, positive darker. Positive values recommended for more natural nights. GammaCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image). GammaCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image). [PLUGIN] WeatherMod=(0,1) activates color correction for Weather Mod installed, choosed by it's author. Temporary disabled. [WATER] UseWaterDeep=(0,1) use smooth transition between different deep levels. WaterDeepness=(0..1000) factor of water semitransparencity at difference deep levels. WaterQuality=(0..2) quality of water effects, 0 means maximal quality. [sHADOW] ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive. ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely. ShadowAmountDay=(0..100) percent of shadows intencity in the day. ShadowAmountNight=(0..100) percent of shadows intencity in the night. ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. ShadowQuality=(0..2) quality of shadows, 0 is maximal and slowest. UseShadowFilter=(0,1) enable filtering of shadows FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest [ENGINE] ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game textures. MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes more sharp textures at low angles. ForceDisplayRefreshRate=(0,1) force to use user defined reflresh rate. DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. Warning, incorrect use of this parameter may corrupt you display! (or what you are using) [MOTIONBLUR] MotionBlurQuality=(0..2) sampling quality, 0 means maximal quality MotionBlurVelocity=(0..100) factor of movement vector length in forward or backward MotionBlurRotation=(0..100) factor of movement to sides and rotation, recommended the same as MotionBlurVelocity Key numbers (virtual key codes) available in key_codes.txt or key_codes.htm. In current version of the mod these lists of key codes are hex values, but mod works with decimal, i can't describe now how to convert them, may be later i'll do something.
2slow4u Posted April 10, 2012 Posted April 10, 2012 In ogni caso, se può essere utile, ecco sotto spoiler: Ottimo, thanks!
mago Posted April 10, 2012 Posted April 10, 2012 Vorrei sapere se è possibile rinominare la dll d3d9.dll da utilizzare per la nuova illuminazione,perchè la d3d9.dll viene utilizzata per far funzionare i vari plug-in tipo XD,rfDynHUD ecc ecc e quindi non posso utilizzare la nuova illuminazione ed i plug-in. Grazie.
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