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[原创] 万能模拟HDR补丁-最新汉化说明(奶奶亮一个呗)

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发表于 2010-1-11 22:49 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
刚看见有朋友转载那个万能仿HDR补丁,兴趣所来,就去作者的网页看了看,果然是万能,他做了GTA,FO,Oblivion,NBA live等等很多游戏的版本。

找了个转为oblivion做的版本,目前最新775a,原来那个转载者的已经过时好久了,readme比文件还老。。。

恩,已经有的选项就直接复制原来的说明,红色的部分是新增的内容,鄙人机器驽钝,究竟有什么效果实在是无力测试,只能尽量翻译出来供DIY者参考。

顺便说一句,本补丁只适合低配或者有怨念的同学,设置成高性能还不如直接开HDR。。。这个毕竟是仿的,不完美处很多。

最新版readme,各参数功能简介(顺便说一句,这个不是附件里面的那个readme,那个作者没有更新,可能有错或者旧了,这是我在网页上直接复制的,Last update 16 july 2008。。。恩,看样子确实很久没更新了)


原文地址:
http://enbseries.gtamaps.net/doc_en.htm
SETTING DESCRIPTION:
[PROXY]
EnableProxyLibrary=(0,1) when activated, load 3rd party library (other modification) by the ENBSeries at game start, path to it written in parameter ProxyLibrary. This allow to solve problem with multiple d3d9.dll files that can't be used at once without special loaders, but if their internal code was made not correct to hande loading not directly by game, this will result in game crash or just not workable. If you can't load some useful library with ENBSeries, there is an other way, to replace original d3d9.dll in Windows System32 folder with ENBSeries d3d9.dll, but it's for advanced users, who knows how to bypass file recovering system, this way 3rd party d3d9.dll will be in game folder and will load ENBSeries like original library and ENBSeries must to load that original d3d9.dll as proxy from some other path user defined, in this case InitProxyFunctions must to be set 1.

InitProxyFunctions=(0,1) connect to functions of 3rd party library, if it's true d3d9.dll library that initialize some 3d objects inside or modify them. Some modifications don't need this to be enabled, they activating when loading, but if proxy library not works, try to set this parameter to 1.

ProxyLibrary=(filename) file name of 3rd party library. May be full path, but it must not contain special symbols, unicode characters (japaneese, chineese) and limited by length. Only one library allowed currently.


[GLOBAL]
UseEffect=(0,1) activate modification at game start. In some situations HUD or startup movies may be corrupted visually because of this parameter enabled, i strongly do not recommend this. By default mod activating by pressing keys SHIFT and F12 together.

AlternativeDepth=(0,1) when activating this, scene depth information required for some effects renders through fog, that allow to increase performance in some situations, but not all videocards support drawing of fog at full precision, only newest (DirectX10 compatible) videocards can do this: GeForce 8xxx, GeForce 9xxx, Radeon 2xxx, Radeon 3xxx (about Radeon 1xxx not sure). 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). If antialiasing enabled in the videodrivers control panel, this parameter will not work, disable such antialiasing manually. In most cases enabled antialiasing is the reason of graphic artifacts, because only newest videocards support antialiasing of HDR textures. If you see black screen, green and red, white, try to turn off this parameter and all antialiasing setting in game and drivers.

BugFixMode=(0..5) every value fixes it's own unsupported feature or bug in driver or hardware. For nvidia forceware drivers 169.xx and higher (last tested 174.xx) do not set this parameter to 1 or it will crash (driver bug with R32F texture format), unfortunately these drivers may crash with some other values of this parameter, try yourself. For ATI videocards set this parameter to 1, for old videocards try 5, this may help in some situations.
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. Some drivers and videocards combinations do not compile shaders right way, perhaps because of their complexity, try to enable this parameter if you see any artifacts.

QuadVertexBuffer=(0,1) some games simply not allow rendering of post processing effects with this parameter enabled, if you don't see any difference when activating ENBSeries, try to disable this parameter. Actually when it's enabled, rectangle geometry drawing from videomemory, otherwise from system memory. May be it's the problem of DirectX version that game compiled to, guess even game crash may happen if this parameter enabled for some games, but never have that.

EnableShaders_3_0=(0,1) some effects looks better if rendered with version of shaders 3.0, i suggest to activate this parameter for videocards with shader model 3_0 support.

AdditionalConfigFile=(filename) if file exist, all parameters from it will be used instead of default enbseries.ini file. Very useful for sharing parameters between users without loss of own configuration.

(实际文件还有一个选项是UseMRTRendering=0,说明没有更新)

[EFFECT]
EnableBloom=(0,1) enables bloom effect, blurring bright screen areas and adding result back to screen, simulating illumination of some objects. It works very fast on modern hardware, but wrong setting or bad drivers will result in overbrighting or some other artifacts. Not uses HDR textures and that's why hardware compatibility is high.

EnableOcclusion=(0,1) enables screen space ambient occlusions (ssao) and screen space indirect lighting (ssil), this makes shadows and lighting between nearest objects. This effect uses by few modern games, mostly on next-gen game consoles, so it's very slow. Performance directly depends from display resolution, number of pixels drawed on screen, so to run this at HD resolutions you need modern videocard from high price category. It's require support of shaders 3_0, but even if you have it, it's not guarantee fast performance. If too slow for you, reduce display resolution and quality of this effect, even disable it. Hardware compatibility is limited, different drivers and videocards have problems and limited features that result in artifacts. For example antialiasing (multisampling) for HDR textures supported only by DirectX10 compatible videocards and enabled antialiasing in game or in video drivers panel will produce strange artifacts.

EnableReflection=(0,1) reflection of vehicles. Developed for GTA San Andreasm GTA 3, GTA Vice City, but in some games also works, of course not for cars. Performance highly depends from multiple quality setting of this effect and number of objects drawed. More reflective objects on screen, slower speed. Real time 3d rendering works faster when number of objects is low, but their vertex number is high, for example 10 objects with 10 millions of vertices every will draw about the same speed as 3000 objects with 3 vertices each, for reflection on shaders may be used multiple drawing of the same object. In this case performance highly depends from CPU and system memory speed. Per pixel lighting in newest versions of ENBSeries may be faster for some videocards. About bug solving see another section of this documentation.

EnableMotionBlur=(0,1) blurring image in fast motion of camera. On modern videocard not too much decrease speed, but costly. Current version of this effect have many problems, not working in most games, wrong, affect HUD, later will be changed. On some videocards do not work correctly, if you have some problems, try to disable.

EnableWater=(0,1) enable water effects, developed for GTA San Andreas only, but may appear in some other game, not for water surface. Depending from it's presets may affect speed very much, by itself it's fast, but for deepness factor it need scene depth information. Good way to compencate losts for depth is to use scene depth for other effects in parallel (shadows, ssao, dof). Modified water textures or water material (object) setting may produce unpredictable results.

EnableShadow=(0,1) enable shadow effects, their blurring and color changing. This is not truly soft shadows, because soft shadows have blurring range dependency from distance between shadow caster and shadow receiver objects. Speed depends from quality setting, it use scene depth information for some setting, so performance varies. This effect may work in some other games that use stencil shadows.

DepthBias=(0..1000) shifts objects when drawing scene depth, offset relative to camera viewpoint. For some videocards and drivers, combination of ENBSeries presets, may need to remove flickering and hiding artefacts of ambient occlusions. Try to set 100 if something wrong happens. This parameter not affect speed.

EnableDepthOfField=(0,1) enable eye focusing effect. This effect affect performance a lot, because it need scene depth information. Whe used together with other effects that also require scene depth, performance is not too much affected.


[INPUT]
KeyUseEffect=(1..255) decimal key number for activation/deactivation of modification, by default F12.

KeyBloom=(1..255) decimal key number for bloom activation/deactivation, by default F9.

KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation, by default F10.

KeyReflection=(1..255) decimal key number for reflection activation/deactivation, by default F11.

KeyCombination=(1..255) decimal number of additional key for combining this key with others, by default SHIFT.

KeyScreenshot=(1..255) decimal key number for capturing screenshots, by default PRINTSCREEN. Images stored in the same folder where ENBSeries, but not always, depending from game. Files have BMP format, 32 bit with alpha channel (not all image viewers support this).

KeyShadow=(1..255) decimal key number for shadow activation/deactivation, by default F8.

KeyWater=(1..255) decimal key number for water activation/deactivation, by default F7.

KeyShowFPS=(1..255) decimal key number activation/deactivation performance statistic displayed on screen, by default * (multiply).
(我喜欢这功能)

Key numbers available in file key_codes.txt, but they are in hex format there, to convert to decimal use any hex calculator or even Windows default calculator can do this.


[REFLECTION]
ReflectionPower=(0..100) level of vehicles reflection. Overbright reflections problem may be because of UseAdditiveReflection parameter set to 1, try to change it also.

ChromePower=(0..100) temporary disabled. Level of steel vehicle parts reflection.

UseCurrentFrameReflection=(0,1) when 1 use for reflection current screen image, this reduce quality because not all objects reflected, but there is no delay between scene and reflections. Otherwise use previous frame image. Performance is much faster when this parameter is active. In GTA San Andreas game reflection level depending a bit from this parameter, so after changing it correct ReflectionPower also.

ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. At 0 quality reflections not very sharp because they use mipmapping. Currently this parameter not affect speed too much, but in future the difference will be huge.

ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor ("glosiness" in exporter). Some car parts may be reflective with this setting, but works good for original car models, set this to 0 to elliminate some invalid reflections, but better modify car. This parameter mixing with ReflectionSourceTFactor to compute final reflection level.

ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level ("reflection" in exporter). Some car parts may not be reflective with this parameter and on the contrary, tested and work perfectly on original cars. This parameter mixing with ReflectionSourceSpecular to compute final reflection level.

UseAdditiveReflection=(0,1) reflections added to screen car colors making bright, in some situations oversaturated reflections. 0 means more softly reflection that depends from car brightness, for bright cars reflection level is lower than for dark cars. Does not affect rendering speed.

ReflectionDepthBias=(0..1000) shifts reflection geometry relative to camera viewpoint. For some videocards may be useful to remove flickering and hiding artifacts. ATI videocards users must set this parameter to 100 or something like that, unless they use single pass reflections.

UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection, interesting effect. By rendering speed it's a bit faster, but not too much.

ReflectionSinglePass=(0,1) draw reflection together with car geometry. At this moment also activates per pixel lighting, which increase vertex processing performance, but decrease it for pixel processing, so it depending from the size of car on screen. Temporary some limitations have place, shaders 3_0 required and environment texture that simulate reflections not in use. If you have artifacts on cars, try to disable this.

UseEnvBump=(0,1) allow deformation of reflections by car texture, brighter texels means more deformed (frequently named environment bump, dudv bump). Affect rendering speed, but not too much for modern hardware.

EnvBumpAmount=(0..1000) level of reflections deformation. Do not set too big values, if the car was not specially designed to be compatible with environmental bump effect.

EnvBumpOffset=(0..1000) step for generating direction and amount of bump from car texture. Bigger texture size need less value to make visible small details.

ReflectionFlip=(0,1) reflection texture fliped in comparison to standart method of previous ENBSeries versions. This greatly increase specific artefacts of used reflection algorithm, but in some cases looks more realistic. Do not affect speed.

enbseries_oblivion_v0075a.rar

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