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FPSC Classic Product Chat / EFX Mod 2.0 not working...

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Chris Redfield 2008
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Location: Beecher\'s Hope
Posted: 29th Dec 2009 01:40
I've tried bolth the regular version AND experimental version. All I got was this(see attached pic).

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
PW Productions
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Location: sitting in a chair.
Posted: 29th Dec 2009 01:43 Edited at: 29th Dec 2009 01:43
What version are you using of efxMod and FPSC? V115, or V116? 6 does not work with efxMod at the moment (v2.02), only 5

Cheers

PWP

Chris Redfield 2008
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Posted: 29th Dec 2009 01:46
FPSC V1.15. And yes im using V2.02 of EFX Mod.

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
PW Productions
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Posted: 29th Dec 2009 01:47
Hm... Did you make sure to make a folder called 'Flex' in your files directory? If that's not it, it may just be your computer...

Chris Redfield 2008
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Posted: 29th Dec 2009 01:49 Edited at: 29th Dec 2009 01:52
Hmm... I'll try that. Give me a minute.

EDIT:
Nope. Did not work. That's funny too. Cause even Nighthawk said that low-spec PC's could run EFX Mod. At least that's what he said...

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Hockeykid
DBPro Tool Maker
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Posted: 29th Dec 2009 02:04
Quote: "I've tried bolth the regular version AND experimental version. All I got was this(see attached pic)."


Update your Direct x9

Nighthawk
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Location: Germany
Posted: 29th Dec 2009 02:15
Quote: "Hm... Did you make sure to make a folder called 'Flex' in your files directory? If that's not it, it may just be your computer..."


That bug was fixed in 2.0.1.

Seems like you have to update your DirectX Runtime. Just google it.


Intel Xeon 3350 Quad@2,67GHz, Asus Commando, 2GB RAM, Thermaltake Shark, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Chris Redfield 2008
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Posted: 29th Dec 2009 02:16 Edited at: 29th Dec 2009 02:20
Quote: "Update your Direct x9"


Would this be it?

http://www.microsoft.com/downloads/details.aspx?FamilyID=04ac064b-00d1-474e-b7b1-442d8712d553&displayLang=en

Or this one?

http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Nomad Soul
Moderator
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Location: United Kingdom
Posted: 29th Dec 2009 10:46
EFX v2.0.1 / v2.0.2 is ok but there are no scripts for it at the moment so only really serves as a test game tool. There's more work needed to make this into something which anyone is going to make a game with.

For example there has been a long standing issue with the water where it does not get rendered correctly if your resolution exceeds 1024x768 and some features in the interface aren't working.

The main problem right now is being able to transfer your test game settings into an actual game build.
Doomster
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Posted: 29th Dec 2009 14:16 Edited at: 29th Dec 2009 14:18
Quote: "there are no scripts for it at the moment"

The scripting commands are still the same, aren't they?

If so, get them from here:
http://doomster.bplaced.net/Downloads/Addons/efxMod_Scripts.7z

-Doomster

Nighthawk
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Posted: 29th Dec 2009 14:30
As Doomster stated, there are still all the script commands from the previous versions, so if you still got the archive of the older releases, you can use the FPI Scripts from those old revisions.
Furthermore, there are new commands, but as efxMod is at official beta stage, at the moment, I don't want to publish a complete command information about commands that may change soon.


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DarkJames
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Posted: 29th Dec 2009 15:32
woah!!! a question,nighthawk
will EFX MOD have the water effect like on the German blog pics?


The vault
TerrorNation
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Chris Redfield 2008
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Posted: 29th Dec 2009 19:04
Quote: "EFX v2.0.1 / v2.0.2 is ok but there are no scripts for it at the moment so only really serves as a test game tool. There's more work needed to make this into something which anyone is going to make a game with.

For example there has been a long standing issue with the water where it does not get rendered correctly if your resolution exceeds 1024x768 and some features in the interface aren't working.

The main problem right now is being able to transfer your test game settings into an actual game build. "


Thanks for the info.

Quote: "@Chris Redfield
This Direct x9: http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en "


And Thanks fot the link.

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Bigsnake
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Posted: 29th Dec 2009 19:09
well acturly with the scripts, I didnt get any of them working with efx v2

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Nighthawk
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Posted: 30th Dec 2009 01:57
Quote: "For example there has been a long standing issue with the water where it does not get rendered correctly if your resolution exceeds 1024x768"


Well... I've never ever heard from that issue, I'm testing efxMod on different resolutions, starting with 1024x768, 1280x1024, 1280x720, 1440x900, 1680x1050 and my main desktop res 1920x1200. There weren't even bug reports by anyone regarding such a graphics bug.
Please, can you post a screenshot or email it to me?

Quote: " and some features in the interface aren't working."


Well, this has been described before - the extended gui isn't finished yet - at least, some of the Buttons/Sliders are not linked with efxMod functions/features.


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Nomad Soul
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Posted: 30th Dec 2009 13:34
Quote: "Please, can you post a screenshot or email it to me?"


Sure I'll post something tonight. When setting the refraction value all the way down it should reflect 100% of the environment above the water surface but doesn't.

When setting the refraction value all the way up it does refract 100% of the environment below the surface so its just the reflection which seems not to work correctly.

Quote: "well acturly with the scripts, I didnt get any of them working with efx v2 "


Same here. I made a custom script with the old commands and applied it to a trigger zone at the start of a level and it just crashed the game. The old commands aren't working in the current release.

The version Nighthawk is using might be different from the one being hosted on their site at the moment. They need to get an update out with some working scripts. Also some airmod features are missing in the current release.

EFX Mod v2 is certainly very cool and has a lot of potential but (in my opinion) the Helix devs showcase amazing tech demos then release a product which never really makes it out of beta which is a shame. I still wonder what happened to all their dynamic shadow tech.
Bigsnake
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Posted: 30th Dec 2009 14:26
Quote: "Also some airmod features are missing in the current release."


I know, no gunspec settings are being allowd

Quote: "1920x1200"


Nice resolution Too bad my monitor is only 17 inches so the highest I can have is 1280z1024

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Nighthawk
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Posted: 30th Dec 2009 15:12 Edited at: 30th Dec 2009 15:14
Quote: "Sure I'll post something tonight. When setting the refraction value all the way down it should reflect 100% of the environment above the water surface but doesn't.

When setting the refraction value all the way up it does refract 100% of the environment below the surface so its just the reflection which seems not to work correctly.
"


This has nothing to do with the resolution problem you mentioned before - it sounds like you didn't disable the Shader Effects from FPSC which can cause a Clipping Bug when enabled (-> DBPro bug, we're working on a workaround solution for a long time)

Quote: "I know, no gunspec settings are being allowd"


Erm... well... at least they should, they're working in my testgames/final build games for testing - btw. the version I'm using is not extremely different from the release version, I'm using 2.0.3 which just has some fixes, no bigger changes at any point.


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Bigsnake
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Posted: 30th Dec 2009 15:32
ok


btw, ive just upgraded to 116, will efx work on 116 or is it 115 only ?

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Nighthawk
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Posted: 30th Dec 2009 16:27
As it is based on 1.15 and we won't be moving to 1.16 due to various bugs and my personal disacceptance of 1.16, you should use it on 1.15, though, we heard from many users that it works on 1.16.


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Bigsnake
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Posted: 30th Dec 2009 16:42
Quote: "we heard from many users that it works on 1.16."


Cool

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PW Productions
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Posted: 30th Dec 2009 19:13
Quote: "That bug was fixed in 2.0.1."


Nighthawk, does that mean I can remove the Flex folder?

Nighthawk
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Posted: 30th Dec 2009 20:46
You could, but it is later used for custom fullscreen shaders, there will be a package of those shaders, integrated in efxMod - at the moment, we got a collection of Bloom, (S)HSL, Sharpening effects, Motion blur, negative colors, etc. - if you got some .fx shaders in that directory and if they are written in flexRender-style, efxMod will list them in the GUI, so you can load them on-the-fly and integrate them in your flexRender queue.
The only point that stops that concept from working: the unfinished extended gui


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Bigsnake
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Posted: 30th Dec 2009 23:12 Edited at: 30th Dec 2009 23:33
ok, ive just treid efx on 116 and it works perfectly

oh, and I put a dof shader in the flex folder and it acturly showd up in the extended GUI, I need to test it though but I dought it will work

fpsc-world, fpsc fan site
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starmind 001
FPSC Reloaded Backer
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Posted: 10th Jan 2010 20:16
Could anyone tell me why I cannot do a build game with efx? I wanted to test efx and I loved what I saw in test game, but when I did a build game it all went away except for the bloom it stayed just how I set it. I am not using scripts and currently I downgraded to 1.15 to see if that would make a difference and it didn't. The first screenie is the test game and the second is the build game.



Bigsnake
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Posted: 10th Jan 2010 20:28
efx mod does not save settings, im not sure whats happening in that image though :S

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
starmind 001
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Posted: 10th Jan 2010 20:39 Edited at: 10th Jan 2010 20:46
Quote: "efx mod does not save settings"
So how do I save the settings?

Bigsnake
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Posted: 10th Jan 2010 21:06
you can use scripts

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
starmind 001
FPSC Reloaded Backer
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Posted: 10th Jan 2010 21:15
Ok how do the scripts work. I tried them with no success. My question is how to set them up to get the same result??

ambideXter
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Posted: 8th Feb 2010 00:04
*can hear a needle falling*
that quite. *crickets*
some answers would be nice. i personally tought the whole EFX thing was totally canceled. i prefer performance and scripting over effects and graphics, however after seeing some uber-nice screeny's i'd like to keep my options open.
using Fenix 1.1 at the moment, very pleased with it, but pics like the above... man. i even saw some jaw dropping ones.

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