* SweetFX \ Reshade = C:\Users\Documents\GTAV Mods\MOD NAME\ Reshade/SweetFX all the files here.įor rpf mod, the mods folder needs to be small letters as shown below. * Dot Net \ NIB mods = C:\Users\Documents\GTAV Mods\MOD NAME\scripts\ your mod goes here.dll * Rage Mod = C:\Users\Documents\GTAV Mods\MOD NAME\Plugins\ Rage mods goes here.DLL's * LUA mods = C:\Users\Documents\GTAV Mods\MOD NAME\scripts\Addins\ your mod goes here.Lua * Asi Mod = C:\Users\Documents\GTAV Mods\MOD NAME\ your mod goes here.asi * C:\Users\Documents\GTAV Mods\LSPDFR\plugins\LSPDFR.dll * C:\Users\Documents\GTAV Mods\OpenIV\OpenIV.asi * C:\Users\Documents\GTAV Mods\Rage Plugin\ (all the rage plugins) * C:\Users\Documents\GTAV Mods\LUA_SDK\ (all the LUA Plugin files) * C:\Users\Documents\GTAV Mods\Scripthook DOT net\ (all ScripthookDOTnet files ) * C:\Users\Documents\GTAV Mods\ScriptHookV v393.4\ (all the native trainer files) I personally prefer Folder mode for more clean approach.īasics = Things you need to use any of the LUA\ASI\Rage\NIB's\Dot NET Mods Look out for a PM from me in regards to the Bot AI in the next few days.Basic guide on how place the Mods in Mod manager. Also looking forward to seeing any of the new screenshots. Please can you upload your MasterEffect.h file with the settings you've made for Combat 1944 as I would love to play this with your preset. Don't forget to backup your MasterEffect.h file before reinstalling! New flag '#define RFX_DepthBufferCalc 0' now included to ensure there are no depth buffer effects being used which should result in better performance.Īpologies as you will need to download the installer again but I prefer to keep all the updates / fixes there rather than uploading attachments. Added a new file 'common.cfg' in the MasterEffect folder for controlling a number of parameters so global parameters in ReShade.fx work correctly now. ReShade enabled / disabled notifications are now on by default as the effects are no longer switched on automatically when the executable loads. ReShade effects now disabled by default so they don't interfere with the editor or loading screens and only activate in-game when using the Scroll Lock key or custom key assigned. I have just uploaded the latest FPSC ReShade installer with the following updates: I'll try and find some more time for this but we now have a workaround. In either case, have a on - I've had a quick look into the loading page issue and this is a strange one as its not happening with GG. Bravo sir!Īnd I know this belongs in the Black Ice Mod thread, but I have to ask.any chance I can get my hands on that custom AI in the video from that thread? It looks sooo good and Gameguru still doesn't support allies. I played Day of Defeat Source later in the day and FPSC looks pretty visually similar to it, which isn't too bad considering the ages of those engines. I'll run the installer version as opposed to the manual installation I did to ensure that I didn't copy something over wrong. It looks as if some sort of bloom effect continually applies itself to the image on the loading screen and the screen gets really really bright. Anyhow, the only problem I noticed is that the effect screws up the loading screens. It looks absolutely stunning!! I will hopefully get some screenshots up here when I get back home to my gaming computer. I gotta say, I applied this to my Combat 1944 game and played around with it for a while. I'm hoping to do some optimization work on this later on as there are features which are not appropriate for Classic and may be using additional frames somewhere. You can also get a notification when switching ReShade on / off by using the '#if RFX_ShowToggleMessage = 0' command. There are also some new commands in the ReShade file which allow you to show performance statistics whilst a game is running by changing '#if RFX_ShowStatistics = 1' to '#if RFX_ShowStatistics = 0'. Just to let everyone know I've updated the installer to include a keycodes file as I got a request from a GG user to change the activation key from Scroll Lock. I'm surprised you were able to trigger any of the ReShade effects from within FPSC and I'm doubtful it could be implemented that way without some assistance from the original author but it would be great if it worked. FPSC uses hard coded textures for post shaders which is why you need to use the default names for custom shaders. Yeah the green screen is usually either because of a shader compile error or calling a texture incorrectly. The ReShade features are all post effects which enhance the overall scene and all segment / entity modifications are part of Black Ice - Looking forward to seeing the shots. Myke - There are no changes to segments / entities as part of the ReShade implementation.
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