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| NaroCorp Designs; Grassland zDetail Reskin • pg. 53 | |
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| Topic Started: Dec 15 2014, 07:18 PM (143,849 Views) | |
| HENDRIX | Sep 15 2015, 04:37 PM Post #466 |
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Yes, but isn't reshade also just simple code? ![]() Generally, whenever you can change something at the root, you should do that there too, and not mess with it at a later point because as you have seen, you easily lose control and get results that are hard / impossible to debug.
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Sep 15 2015, 05:03 PM Post #467 |
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I wouldn't exactly say "simple codes". It's a bit complex. ![]() ReShade uses "ReShade.fx" as it's main coding. Say if I want to activate Ambient Lighting, I would have to open ReShade.fx and change the value for Ambient Lighting from 0 to 1 to activate. If I want to adjust the effect's values, I would have to go to it's source folder. ![]() As you can see in this folder, it contains .cfg files, which are configuration files for each effects. Several effects are combined into different .cfg with their corresponding creators' name for it. For example: SweetFX.cfg will contain all of SweetFX effects such as Technicolor or Bloom. I could go to the .cfg files and edit it manually, but there's an easier way. ReShade Framework contains an application called "Mediator". With this, you can control the values of every effect easily. ![]() ![]() Some effects, such as color correction, relies only on the input values using the RGB color codes. Most of them use source textures and values to adjust the effects perfectly down to the very hundredth decimal. ![]() So to sum it all up, yes, I agree, it is somewhat complicated but it sure is fun and it leads to limitless possibilities. |
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Sep 15 2015, 09:00 PM Post #468 |
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Working on crisp HD seamless terrain overlays right now. Which ones do you guys want? This rocky overlay? ![]() Or this grassy/rocky overlay? ![]() The rocky overlay is 2048x2048 and the grassy/rocky overlay is 4k (4096x4096). Edited by Narukota, Sep 15 2015, 09:02 PM.
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| Burns | Sep 15 2015, 11:31 PM Post #469 |
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King of Lemurs
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I'd say the rocky overlay. It looks a little nicer to me. |
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Sep 16 2015, 01:39 AM Post #470 |
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They both look good, but I like the grassy/rocky one the best. |
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Sep 16 2015, 04:18 AM Post #471 |
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The rocky one looks better to me personally
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| Cross | Sep 16 2015, 06:49 AM Post #472 |
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Eldritch Minds
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I'd go with rocky overlay. |
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Sep 16 2015, 03:31 PM Post #473 |
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Yup, time to continue the TOS (Terrain Overlay Series). New release, featuring HD textures! ![]()
Choose only one. Enjoy! |
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| Batty | Sep 16 2015, 03:56 PM Post #474 |
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NOM NOM
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Excellent! Thanks for the release! |
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| Simon | Sep 16 2015, 04:27 PM Post #475 |
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Looks amazing! Thanks for the release!
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Sep 16 2015, 07:34 PM Post #476 |
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Fixed the TOS - Woodlands. It's now fully seamless and doesn't have that annoying squarelike grid.![]() ![]() It will be released tonight. |
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Sep 16 2015, 09:29 PM Post #477 |
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| Envy | Sep 16 2015, 10:44 PM Post #478 |
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Would you look at me? I'm setting records.
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Bro, this is absolutely wonderful. Thanks for the release.
Edited by Envy, Sep 16 2015, 10:44 PM.
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Sep 22 2015, 11:19 PM Post #479 |
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Just a quick tip that I neglected to include in the ReShade release: "Scroll Lock" key turns on and off ReShade. |
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Oct 9 2015, 06:17 PM Post #480 |
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After a long while, I became rather bored and decided to fix common, yet annoying things that you see all the time in ZT2. But what really bothered me the most? You know how your terrain detail is fully detailed in the front, but the resolution of the detail gets lower and lower in the back? For example: ![]() Notice how the detail is fully detailed in the front, but the back has weird lines and it has lower resolution. What is it? It's called "mip mapping". Mip Mapping is a technique where an original high-resolution texture map is scaled and filtered into multiple resolutions within the texture file. Here's an example: ![]() On the left, the detail is NOT mip mapped, thus the same level of detail is spread out evenly. On the right, the detail is mip mapped, having full detail in the front and low res in the back. Now, where is this coming from? How do we turn it off in ZT2? It's coming from the terrain overlays, being saved in a DDS format with mipmaps. After learning how to save without mipmaps, the detail is evenly distributed. So now, the terrain detail without mipmaps looks like this: ![]() DOWNLOAD updated TOS - Woodlands without mipmaps. Credits to Zoo Tycooner FR for the beautiful Mountain Tapir picture. Edited by Narukota, Oct 9 2015, 06:21 PM.
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