ENBSeries: getting Bloom and other effects in DX?

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Jetsetlemming
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Post by Jetsetlemming »

The ENB series has a DX8 version, but that's as late as it goes- Deus Ex is DirectX 7 era (I think? Might be DX6).

Here's a picture of ENB + Freedom Fighters:
Image

Here's a second one that demonstrates why this isn't all what it's cracked up to be:
Image
Image
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Jonas
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Post by Jonas »

Hahahah ouch.

Freedom Fighters. That game was underrated :(
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Malakaius
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Post by Malakaius »

fox wrote:
Jonas wrote:Incidentally is anybody but me tired of the DX sniper scope being a tiny tiny circle on a bigass TFT monitor?
Yes, it sucks.
This is fixable with a simple edit with the sdk (I replaced mine with the multiplayer scope texture and removed the black masking around the scope)

You just replace the DeusExScopeView script in your DeusEx.u with the following

Code: Select all

//=============================================================================
// DeusExScopeView.
//=============================================================================
class DeusExScopeView expands Window;

var bool bActive;		// is this view actually active?

var DeusExPlayer player;
var Color colLines;
var Bool  bBinocs;
var Bool  bViewVisible;
var int   desiredFOV;

// ----------------------------------------------------------------------
// InitWindow()
//
// Initialize the Window
// ----------------------------------------------------------------------

event InitWindow()
{
	Super.InitWindow();
	
	// Get a pointer to the player
	player = DeusExPlayer(GetRootWindow().parentPawn);

	bTickEnabled = true;

	StyleChanged();
}

// ----------------------------------------------------------------------
// Tick()
// ----------------------------------------------------------------------

event Tick(float deltaSeconds)
{
	local Crosshair        cross;
	local DeusExRootWindow dxRoot;

	dxRoot = DeusExRootWindow(GetRootWindow());
	if (dxRoot != None)
	{
		cross = dxRoot.hud.cross;

		if (bActive)
			cross.SetCrosshair(false);
		else
			cross.SetCrosshair(player.bCrosshairVisible);
	}
}

// ----------------------------------------------------------------------
// ActivateView()
// ----------------------------------------------------------------------

function ActivateView(int newFOV, bool bNewBinocs, bool bInstant)
{
	desiredFOV = newFOV;

	bBinocs = bNewBinocs;

	if (player != None)
	{
		if (bInstant)
			player.SetFOVAngle(desiredFOV);
		else
			player.desiredFOV = desiredFOV;

		bViewVisible = True;
		Show();
	}
}

// ----------------------------------------------------------------------
// DeactivateView()
// ----------------------------------------------------------------------

function DeactivateView()
{
	if (player != None)
	{
		Player.DesiredFOV = Player.Default.DefaultFOV;
		bViewVisible = False;
		Hide();
	}
}

// ----------------------------------------------------------------------
// HideView()
// ----------------------------------------------------------------------

function HideView()
{
	if (bViewVisible)
	{
		Hide();
		Player.SetFOVAngle(Player.Default.DefaultFOV);
	}
}

// ----------------------------------------------------------------------
// ShowView()
// ----------------------------------------------------------------------

function ShowView()
{
	if (bViewVisible)
	{
		Player.SetFOVAngle(desiredFOV);
		Show();
	}
}

// ----------------------------------------------------------------------
// DrawWindow()
// ----------------------------------------------------------------------

event DrawWindow(GC gc)
{
	local float			fromX, toX;
	local float			fromY, toY;
	local float			scopeWidth, scopeHeight;
	local bool			test;
	local Texture			oldSkins[9];
	local Actor			A;
	local vector			loc;

	Super.DrawWindow(gc);

	if (GetRootWindow().parentPawn != None)
	{
		if (player.IsInState('Dying'))
			return;
	}

	// Figure out where to put everything
	if (bBinocs)
		scopeWidth  = 512;
	else
		scopeWidth  = 256;

	scopeHeight = 256;

	fromX = (width-scopeWidth)/2;
	fromY = (height-scopeHeight)/2;
	toX   = fromX + scopeWidth;
	toY   = fromY + scopeHeight;

	// Draw the center scope bitmap
	// Use the Header Text color 

//	gc.SetStyle(DSTY_Masked);
	if (bBinocs)
	{
		gc.SetStyle(DSTY_Modulated);
		gc.DrawTexture(fromX,       fromY, 256, scopeHeight, 0, 0, Texture'HUDBinocularCrosshair_1');
		gc.DrawTexture(fromX + 256, fromY, 256, scopeHeight, 0, 0, Texture'HUDBinocularCrosshair_2');

		gc.SetTileColor(colLines);
		gc.SetStyle(DSTY_Masked);
		gc.DrawTexture(fromX,       fromY, 256, scopeHeight, 0, 0, Texture'HUDBinocularCrosshair_1');
		gc.DrawTexture(fromX + 256, fromY, 256, scopeHeight, 0, 0, Texture'HUDBinocularCrosshair_2');
	}
	else
	{
		// Crosshairs - Use new scope in multiplayer, keep the old in single player
		if ( Player.Level.NetMode == NM_Standalone)
		{
			if(test)
			{
				gc.SetStyle(DSTY_Modulated);
				gc.DrawTexture(fromX, fromY, scopeWidth, scopeHeight, 0, 0, Texture'HUDScopeView2');
			}
			gc.SetTileColor(colLines);
			gc.SetStyle(DSTY_Modulated);
			gc.DrawTexture(fromX, fromY, scopeWidth, scopeHeight, 0, 0, Texture'HUDScopeView2');
		}
		else
		{
			if ( WeaponRifle(Player.inHand) != None )
			{
				gc.SetStyle(DSTY_Modulated);
				gc.DrawTexture(fromX, fromY, scopeWidth, scopeHeight, 0, 0, Texture'HUDScopeView2');
			}
			else
			{
				gc.SetStyle(DSTY_Modulated);
				gc.DrawTexture(fromX, fromY, scopeWidth, scopeHeight, 0, 0, Texture'HUDScopeView2');
			}
		}
	}
}

// ----------------------------------------------------------------------
// StyleChanged()
// ----------------------------------------------------------------------

event StyleChanged()
{
	local ColorTheme theme;

	theme = player.ThemeManager.GetCurrentHUDColorTheme();

	colLines = theme.GetColorFromName('HUDColor_HeaderText');
}


Do not attempt unless you are comfortable messing with the game files. You have been warned.
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Jonas
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Post by Jonas »

Thanks, but personally I prefer to use TNM's new scope, which is twice the size of the old one and looks much better ;)
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metche_steele
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Post by metche_steele »

I've been contacted personally by the creator of enbseries -

It's an intresting project but all his Deus Ex screenshots so far have been environmental examples. I would love to see just how it handles character lighting and what not. We all know how well the original handled that side of things.

So - with that in mind - i'll ask him for some screenshots of characters in various lighting settings in the game. I think that'll be a true test of the program.
DDL
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Post by DDL »

It's not too bad, metche: you get definite bloom effects on bob page's jacket while he's discussing matters with Simons (you can toggle ENB on and off with shift-f12, so it's really easy to check).

I haven't tried running HTDP with it to see how the newer meshes look, mostly because even running original DX with it made things....Slooooow.

I'm trying to work out if I can disable the bumpmapping while retaining the bloom/glare effect, because the bumpmapping is OMG WUT at the moment, whereas the glare is lovely. Hit light aug when next to a white wall and HALP CANNOT SEE!

I'll send you some screenies tonight, if I remember!
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metche_steele
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Post by metche_steele »

Cheers darlin'! :D
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fox
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Post by fox »

Hélder [HP] Pinto - DeusEx Ultra High Quality Config V0.1
http://www.helderpinto.com/blog/persona ... d-v01.html
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CaptainObvious
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Post by CaptainObvious »

Kinda cool, although the effects on the walls in the sickbay are pretty strong. But hopefully with the correct custom normal maps it's going to look better.

The lighting on that NSF guy looks really good, is that per-pixel-lighting?
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Trasher
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Post by Trasher »

Well well. I had a little test with this cool-looking modification. I really enjoyed the graphics but at some point it was way too..hmm candy.. Some of the textures now look very weird. Such as animated textures... But that's not the only problem. The game laggs a lot. Even in the DX menu the frame is 20-30. While in game it's 15-20. Meaning that it's not playable. Ok, I know the settings need more requirements from the CPU but the graphics imo. dont really look that 'awsum' after taking a close look at the textures. I know that this was only a test version(I suppose) and I really hope that they will optimize it to work better.

at the moment, I'm more interested in New Vision.

I took a few shots:

Image

Image

Tile textures looked nice:

Image

Image

Image

Image
(masked textures didnt work for me..)
van_HellSing
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Post by van_HellSing »

Trasher, try setting EnableOcclusion=0. It will improve the framerate dramatically, and you probably won't notice the difference in looks from when it's set to 1 unless you're looking for it ;)
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fox
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Post by fox »

Bloodlust from deusex.info recorded a nice video showing the Ultra High Config in action. I think it looks quite good.
http://de.youtube.com/watch?v=zU1a9iP3urk
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Dead-eye
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Post by Dead-eye »

It runs fine on my machine... although two 9600 gt's in SLI tends to run crysis on vary high fine.

Looks really ugly personally they would have had to make the game knowing they were going to use bloom. You can't really see vary well. Although in a cyberpunk game bloom could really bring the world to life.
Image
DDL
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Post by DDL »

I think it looks lovely. The bumpmapping is tuneable, so you can reduce the excessive jelly effect, and the bloom is not as insulting as it is in a great many engines/games.
Somewhere like the lucky money is the perfect place to show off the improved lighting. Of course, it runs like a glacier on my machine, but my machine is five years old.
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Trasher
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Post by Trasher »

Yeah, I ran the mod with normal settings. It has a few problems though. Unlit textures arent working neither are brushes. The TV textures look totally shit. Same with the paintings and other misc textures(or is it just me?). I really liked it at first but now I'm starting to get sick of it. At a times the original textures look better...

I'm not a good tweaker and I dont understand that much about tweaking the right settings but I think I've seen enough(not to mention the mass lag). As for an example, I can run Bioshock just fine(decent frame of course) with my 2600XT GDDR4 512mb and I can sure say it's lot better looking than this but this new modification still lags like hell.
Trasher, try setting EnableOcclusion=0.
Nope, didnt help ;(


The Depth of field setting really looks nice but it doesnt work properly.
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