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Laporkan kesalahan penerjemahan
http://fbe.am/sLJ
Installation
Uncompress the contents of this file into your games installation directory.
If you are already using some form of shader mod, I suggest you backup your gamedata\scripts and gamedata\shaders folders so that you can revert back if you so choose.
When copying the files into your game installation, you will be asked to replace files. Replace them all, with the exception of bind_stalker.script. This file needs to be merged with your current one (see below) if it already exists.
Features :
Dynamic Depth Of Field - Fully working DDOF with near and far blur. Smoother blurring algorithm by Meltac
Better Lighting Model - From Dynamic Shaders 1.2 Beta
Better Shadow Jitters - From Dynamic Shaders 1.2 Beta
Better Parallax Mapping - Reconfigured the mapping values to properly "zero" out alpha maps and smooth out height mapping
Better SSAO - Tweaked to give almost 0 performance impact while still giving a good effect without banding
Sun Luminance Nuetrality - Forcibly zero'd r2_sun_lumscale, r2_sun_lumscale_amb and r2_sun_lumscale_hemi to allow shaders to control these without interference
High Performance - Designed to run on Integrated Graphics and laptops, without loosing any of the quality or features
Notes :
Motion Blur is disabled - I have tweaked the settings and this can be enabled if you wish in gamedata\shaders\r2\shadersettings.txt. The effect does not work well with DDOF, causing extreme blurring while moving due to out of focus surroundings
Sun Shafts are disabled - The initial implementation by Sky4ce is not very good (no offense Sky4ce, its still an awesome attempt) and Meltac's Dynamic Shaders sun shafts are still in development and so are not included.
Jitter settings exposed - I have exposed 2 settings for shadow jitters in gamedata\shaders\r2\shadersettings.txt. This allows you to control the scale or amount of blurring of shadow edges
DDOF values changed - DDOF_MINBARRIER value reconfigured to control the amount of near DOF blurring. This controls the distance that things around you are blurred when looking far away.
Low Sample Counts - Shaders use the minimum amount of samples possible while still keeping good looking effects. Greatly increases performance
Merging bind_stalker.script :
This is pretty easy. all you need to do is copy the following line from my bind_stalker.script into yours :
Copy line 268 from my bind_stalker.script :
shader_control.Update()
and paste into your bind_stalker.script under the line :
object_binder.update(self, delta)
Just search your bind_stalker.script for the above object_binder line, and then paste the shader_control line below it. Save and your done.
If you copy this into your game, and it says you already have a shader_control.script file, you can just not copy my bind_stalker.script at all, as yours is already setup!
All the above screenshots are still accurate, with the exception of smoother blurring of the DOF effect as seen in the below :
http://steamcommunity.com/sharedfiles/filedetails/?id=257803326
http://steamcommunity.com/sharedfiles/filedetails/?id=257805814
Over the last week I have been messing with parallax mapping, and finally got decent results. But better yet, I understand how it works now!
The problem it seems has everything to do with the textures, and nothing to do with sky4ce's implementation. Almost all the bump# alpha channels are modified color maps. This means that the height data actually lies around 60-200 on the alpha channel, and not 0-255. It also means they are innacurate representations of height. There are however a few textures with proper displacement maps in the alpha channel, such as the rock wall in Sidorovich's bunker, or the corrugated iron roofing.
This is what the CONTRAST_COEF variables by sky4ce are for. Anything below Q1 or above Q2 is ignored, what is left normalized.
What I did is use Linear Interpolation (lerp) to increase the control of this code so that no data is ignored, but instead the alpha channel is warped to enhance the center. I took values I derived and tested against many textures in GIMP.
The result is much better depth to almost all the textures that use Parallax Mapping in the game, with more defined details and better shapes.
Here is my parallax settings. I have added 2 variables to control the new code. I also updated the explenations
Here are some screenshots (my steam account is open to public)
Brick Wall Corner
http://steamcommunity.com/sharedfiles/filedetails/?id=259434692
Brick Wall Angle1
http://steamcommunity.com/sharedfiles/filedetails/?id=259434646
Brick Wall Angle2
http://steamcommunity.com/sharedfiles/filedetails/?id=259434661
Tiles Closup
http://steamcommunity.com/sharedfiles/filedetails/?id=259434705
Wood Wall Close
http://steamcommunity.com/sharedfiles/filedetails/?id=259444840
Old Wall no torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259434794
Old Wall torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259434813
Rocky Ground no torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259444854
Rocky Ground torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259444868
Here is the corrugated iron roof with my settings
http://steamcommunity.com/sharedfiles/filedetails/?id=259434678
Here is the roof with the shader switched to work with full range data
http://steamcommunity.com/sharedfiles/filedetails/?id=259444828
The result is to be frank astonishing! The game looks entirely different with properly calibrated height data.
Parallax Offset at 0.02 with no "contrast_coef" modifications
Dirt/Rock Floor
http://steamcommunity.com/sharedfiles/filedetails/?id=261134024
Agrapom Underground
http://steamcommunity.com/sharedfiles/filedetails/?id=261122274
Agrapom Underground
http://steamcommunity.com/sharedfiles/filedetails/?id=261122300
Brick Bunker
http://steamcommunity.com/sharedfiles/filedetails/?id=261134001
The brick wall
http://steamcommunity.com/sharedfiles/filedetails/?id=261134060
Iron Roofing
http://steamcommunity.com/sharedfiles/filedetails/?id=261134087
Cracked Wall
http://steamcommunity.com/sharedfiles/filedetails/?id=261134112
Agrapom Tiles
http://steamcommunity.com/sharedfiles/filedetails/?id=261134139
Strelok's hideout
http://steamcommunity.com/sharedfiles/filedetails/?id=261134193
This is what happens when I incorrectly fix a texture!
http://steamcommunity.com/sharedfiles/filedetails/?id=261134169
Before I release a download for people, I am looking for working bump# files for the textures in VEH folder. All the mods I have tried (SMP, AA2, LURK, ZRP) are corrupt (for some textures) according to gimp. There are a few other textures that are missing maps I want to create also, but first I need to figure out the other channels do!
What I did was run a manual level filter over each bump# alpha channel in GIMP. I went with the idea that textures would fall into 25%, 50%, 75% 100% depth categories and ensured the hieghest point on the map was white. Textures like peeling plaster are 25% offset, while some bricks and rocky grounds are 50-100%.
Hello Everyone,
I decided to release this now, as it is taking me FOREVER to test the textures individually in-game myself!
http://www.gamefront.com/files/24243327/TemplarGFXs+Parallax+Textures.zip
This is a combo mod, that includes a complete set of recreated parallax maps for STALKER:SHOC, and a personal set of shaders that take advantage of them.
The shaders are not required, however you will need *A* shader mod, and it will need to be modified (see bottom of post)
Replace all the textures in your gamedata folder with those included in the zip (only the bump# files are included, not the original textures) and replace the shader folder and all its contents.
What does it do?
Textures :
Every BUMP# file has been manually filtered so that the parallax height information is normalized between 0..1 on all textures, with all textures having the surface at 1.0 and not 0.6 like almost all mods include.
Textures are further separated into 25%, 50%, 75% and 100% offset. This allows profound mapping on some textures without overly distorting others. The result is a much richer, more detailed and more realistic zone. Couple this will PRZ or AA2 for an amazing experience!
Shaders :
My own personal compilation of shader files from all the current shader mods around, further modified and tweaked to allow more options and control. shader_control.script is not required for my pack, but it is supported for those mods with special weapon setups. Most weapons should be supported by DDOF without this file.
Key points
- Improved Lighting Model (Skygraphics 2.0 RC4)
- Improved DDOF (Dynamic Shaders 1.2b)
- Improved Parallax Shader (Unique to my mod)
- More Shader Jitter Options
new shader_settings.txt configuration items :
Fully functioning level filter added to parallax mapping to control how the parallax maps are processed by the shader. An extreme amount of control is exposed with this filter, allowing greater control over detail height and spacing.
Combine with another shader mod :
This should be really easy to do. the files that you require are common.h, sload.h, shadow.h and shadersettings.txt Replacing should be fine for any mod that already contains a shadersettings.txt file. For Skygraphics, you will need to merge the files together due to the include lines for shadersettings.txt at the top of each of mine.
Combine with another texture mod :
Really simple. install the texture mod, then install my mod. As my mod only includes the parallax maps, you should be safe to replace all the files without issue. Obviously if your chosen mod replaces textures with new ones (not modified original) then things could look funky!
A request to you all :
If you try this out, please not just let me know what you think, but take screenshots of any textures that have bad parallax mapping (I know I got a few with too much offset) so that I can fix them. Simply telling me where you were will not help, as I don't have a level editor to check.
http://steamcommunity.com/sharedfiles/filedetails/?id=261694730
http://steamcommunity.com/sharedfiles/filedetails/?id=261694750
http://steamcommunity.com/sharedfiles/filedetails/?id=261492781
Maybe give us a video of it all?
More screen shots (without bloom finally!)
Concrete Construction Area (looks absolutely different to normal. Everything is rough and construction-y)
http://steamcommunity.com/sharedfiles/filedetails/?id=262060625
Extreme Window Details (window edges are now clearly defined)
http://steamcommunity.com/sharedfiles/filedetails/?id=262060630
More Windows and Tiles (again clear definition)
http://steamcommunity.com/sharedfiles/filedetails/?id=262060640
This wall is actually just a flat plane (except the brick corners) (gotta love no fall-off to parallax mapping)
http://steamcommunity.com/sharedfiles/filedetails/?id=262060646
I have completely recreated the textures (again) for STON, DOOR, CRETE, PROP, VEH, TREES and GLASS. I still have a few hundred textures to go (sigh) before the next update release. I mostly re-adjusted the levels for a large number of the textures after investigating them in-game. Things are really starting to look awesome.
Here is a couple more screenies (before I fixed the blur)
Even the boxes look better!
http://steamcommunity.com/sharedfiles/filedetails/?id=262214381
Brick Wall (angle 1)
http://steamcommunity.com/sharedfiles/filedetails/?id=262214554
Brick Wall (angle 2)
http://steamcommunity.com/sharedfiles/filedetails/?id=262214573
This brick wall, with its (yet again) recreated texture looks absolutely fantastic! 1000x better than Vanilla
Inside of a train carriage
http://steamcommunity.com/sharedfiles/filedetails/?id=262214590
Scenic Shot (showing off no fall-off to parallax with my shader)
http://steamcommunity.com/sharedfiles/filedetails/?id=262214609
Another Long Shot
http://steamcommunity.com/sharedfiles/filedetails/?id=262214624
Even grates are displaced to give the illusion of a solid object
http://steamcommunity.com/sharedfiles/filedetails/?id=262214647
Another awesome train shot
http://steamcommunity.com/sharedfiles/filedetails/?id=262214660
Metal Barrier
http://steamcommunity.com/sharedfiles/filedetails/?id=262263538
Metal Steps
http://steamcommunity.com/sharedfiles/filedetails/?id=262263553
Safe
http://steamcommunity.com/sharedfiles/filedetails/?id=262279992
Beams
http://steamcommunity.com/sharedfiles/filedetails/?id=262280005
Train Tracks (greatly improved)
http://steamcommunity.com/sharedfiles/filedetails/?id=262280017
Metal Door
http://steamcommunity.com/sharedfiles/filedetails/?id=262280029
https://www.youtube.com/watch?v=IpXuhoqhVvg
However quality of Parallax mapping can be tuned if you dont mind it being a little less smooth. I play on an Intel HD4400 integrated graphics card at 1366x768 with 25-40fps with those settings included in the download
Pretty please xD
I have tested these with Vanilla, AA2, ZRP and LURK
There is only 1 texture I have found so far (in LURK) that is actually different to the Vanilla texture, a brick wall. As a result my parallax map does not line up with the texture. Its only noticeable close up luckily.