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FPSC Classic Product Chat / Full Screen Shader on Fenix Mod?

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WhiteWolf PL
16
Years of Service
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Joined: 20th Jan 2010
Location: Poland
Posted: 23rd Jan 2010 13:58
Full Screen Shader on Fenix Mod?
Mark Klaver
16
Years of Service
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Joined: 23rd Dec 2009
Location: The Netherlands
Posted: 23rd Jan 2010 14:15
Why not take a look at the Fenix Mod features?
Red Eye
17
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Joined: 15th Oct 2008
Location:
Posted: 23rd Jan 2010 15:24
No Full Screen Shader on Fenix Mod.


Kill3r7
User Banned
Posted: 23rd Jan 2010 17:07
You try using Efx Mod
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 23rd Jan 2010 17:28
Project Blue only supports them, not fenix, or efx. Or PG, for that matter.

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Kill3r7
User Banned
Posted: 23rd Jan 2010 19:33
Efx mod have full screen shaders more than Project Blue

The best mod Graphics is Xara mod, Release in 1° February
Hockeykid
DBPro Tool Maker
18
Years of Service
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Joined: 26th Sep 2007
Location:
Posted: 23rd Jan 2010 19:44
Quote: "Efx mod have full screen shaders more than Project Blue"


Well thats a completely false statement, in Project Blue you can have as many as you want and the best part is you can use your own custom ones.

Kill3r7
User Banned
Posted: 23rd Jan 2010 19:52
yes, but in efx mod you have more performance and all effects dynamics, but better not talk because I do not want to problems
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 24th Jan 2010 00:12
Don't you know some people can't run efxMod? That's the only problem with it. It's like Crysis...

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Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 24th Jan 2010 01:04
EFX Mod would be a good choice, and nighthawk might be adding support for custom shaders in it aswell

http://image.fps-files.com/images/42SIG.jpg[/img]
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Nighthawk
20
Years of Service
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Joined: 12th Apr 2006
Location: Germany
Posted: 24th Jan 2010 15:40 Edited at: 24th Jan 2010 15:40
Quote: "Well thats a completely false statement, in Project Blue you can have as many as you want and the best part is you can use your own custom ones."


Actually, this is a false statement. efxMod allows usage of custom fs shaders, though they should be written in flex-style for full compatibility. Most of the efxMod features are undocumented, for example the flex script commands.
Every FS shader you see in efxMod (e.g. flexBloom, Motion Blur, Sharpening, HSL, etc.) are custom shaders, though they're implemented directly into the exe to provide a basic shader "equipment" without having to download or write new shaders.

Quote: "Don't you know some people can't run efxMod? That's the only problem with it. It's like Crysis..."


If you really tried efxMod, you'd know the performance is much better than Corvus or Corvus-based mods and it should overtake every other graphical-enhancement-mod with similar effects.

There should be a detailed comparison (including technical details, image quality/graphic bugs for fairness), imho.


Intel Xeon 3350 Quad@2,67GHz, Asus Commando, 2GB RAM, Thermaltake Shark, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Marc Steene
FPSC Master
20
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 24th Jan 2010 17:15
Quote: "in Project Blue you can have as many as you want and the best part is you can use your own custom ones."


Quote: "yes, but in efx mod you have more performance"


Was I the only one to laugh at this?


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Plystire
23
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Jan 2010 01:17
@Nighthawk:

The reason they're not "custom" is because they are directly coded into the engine. That doesn't make them custom. What if a user wants to make a new shader, how do they go about using it in efx alongside the other ones already there?

If you do have something implemented to let users load in their own FS shaders, then it might help them out if you let them know how to do so.


The one and only,


PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 26th Jan 2010 04:26
Quote: "If you really tried efxMod, you'd know the performance is much better than Corvus or Corvus-based mods and it should overtake every other graphical-enhancement-mod with similar effects."


I have tried it, I have almost every version released (after... mm, 1.6 or somethin') Yes, it gave me an FPS of 116, I was just saying that some people can't run it. I remember a whole bunch of people on the German forums complaining that their FPS was like 5 or 10. I'm not saying it's bad, it is indeed my favourite graphical mod and I never strayed away for it, never even to Corvus/Cranox. I was obsessed with it, to be honest

-PwP

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Nighthawk
20
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Joined: 12th Apr 2006
Location: Germany
Posted: 26th Jan 2010 20:09 Edited at: 26th Jan 2010 20:13
Quote: "The reason they're not "custom" is because they are directly coded into the engine. That doesn't make them custom. What if a user wants to make a new shader, how do they go about using it in efx alongside the other ones already there?

If you do have something implemented to let users load in their own FS shaders, then it might help them out if you let them know how to do so. "


Well, if you really checked out the new version, you'd know the extended gui features a 'tab' to load custom shaders from a subdir 'flex'. The shaders that are already available to activate are also loaded using the same function, just in silent-mode on program startup from an internal resource.
There's going to be an update featuring a load dialog for those shaders, enabling the user to select shaders outside the flex directory and not to forget a special fast-access gui for the variables available in the .fx files.

It just seems it won't work as it should, depending on the version, seems it got corrupted due to a backup I had to copy in.
Going to be fixed in the next update, I hadn't got the time to work the last weeks and got something like the flu now...


Intel Xeon 3350 Quad@2,67GHz, Asus Commando, 2GB RAM, Thermaltake Shark, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"

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