[Official] Project Perfection

Zipito

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Mar 26, 2014
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I have the same question, is the project dead? If so can you release the tools/setup/files you and others have most recently done so maybe I can pick up on it.
 

Ardanza

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Jun 2, 2014
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Zipito said:
I have the same question, is the project dead? If so can you release the tools/setup/files you and others have most recently done so maybe I can pick up on it.
Did he ever give this out to you? Or is this mod completely dead?
 

Digitalburn

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May 12, 2011
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DAK said:
Anach said:
...

Pity the ENB series won't work with SWG.

A beta version of the ENB for "GTA San Andreas" seems to work for all incarnations of SWG - can be found here:
http://enbdev.com/mod_gtasa_v0074h10.htm

I included my ENB and edited .ini as an attachment.

It's a shame though - I turned on shadows, and it made all the shadows so smooth and pretty (like they should be)....on 1/4 of my screen. So whatever's going on there - it appears, it's possible to get the shadows looking good, if there was an ENB written specifically for the SWG client. If anyone bothers to take that on - please let me know.

Ok so how do I get this ENB to work properly? As far as the ProxyLibrary=?
I have used ENB before with skyrim and a few other games right now I am trying to build one on my own for SWG, but I have been having issues. Also I have been working on texture re-builds, but that is in the early stages right now. Mostly I want to get an ENB working and then go from there in hopes of making the game look visually more appealing.
 

Tonberry

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Aug 30, 2010
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If you use the version and configuration RagnarokStrike posted here then it should be a simple plug and play and after that you can go ahead and make your own changes. You can get the shadows to look fairly good yes but because the enb isn't designed for SWG there is always big drawbacks.

You can make shadows better but they end up even more buggy than they are in SWG by default. Also when I was looking into this messing with the shadows caused big problems for those like me who like to force ridiculous levels of anti-aliasing, basically tanking the frame-rate from a solid 120 to less than 10. Same thing goes for the bloom, it looks great but the drawback is it affects the UI so you have to find that sweet spot where it noticeably enhances the environment but has next to no impact on the UI. I recall getting ambient occlusion partially working as well, but again it is extremely buggy.

If you can live with some of the bugginess and the bloom affecting UI there is no doubt the enb can make the game look a little better, but if you're someone who gets annoyed by little details then the drawbacks will probably be a deal breaker.



And to folks asking above, it's a late reply but the project is very much alive and kicking. Back on track as of yesterday. Anyone wishing to join the team drop me a PM. There's been a lot of interest lately!
 

tatwi

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May 31, 2012
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The shadows in SWG have always been pretty terrible. If you look passed the instances in the scene where they are patently wrong, broken, and otherwise bad, then they're not too shabby - until you move... While the camera is in motion, MANY of the shadows flicker or flash on/off rather than transitioning smoothly. For that reason alone, I leave them off.

So... shadows, great for screenshots, bad for game play. :(
 

Tonberry

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The standard in-game ones are pretty bad, but its even worse with an ENB, but funnily enough even better for just screenshots. :p
 

Mr.Bobert

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Aug 27, 2014
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Wasn't expecting to find an active thread about ENBs for SWG. Huh.

Anyway, I've been trying to get DoF to work with no luck, but I'm not very good at this. Know anything I might try?
 

Tonberry

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Aug 30, 2010
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Afraid not. Trying a bunch of different ENB versions is the best you can do. If there was one built for SWG it would be a different matter entirely, but unfortunately we just have to see what can be done with what we got.

Personally I don't recommend using one, it does usually improve something (in a very slight and buggy fashion) while seriously messing a bunch of other stuff up.

Bloom is really the only thing that works well without any serious problems or side effects. You just have to keep it on a low value and it can make a pretty big impact on your surroundings without messing up the UI. Its particularly good since the game's bloom sucks.
 

Timbab

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Forget DoF, I got it to work, but it breaks fairly easy, unsure why exactly but it would require heavy tinkering probably, internally, for it to work. For ENB at least.

Kinda weird, coulda sworn I had a screenshot of it somewhere, but can't find it atm.

If I remember right, one of the GTASA ones skips the UI, but inverts the color amongst other things, so that might be something to work off of, does really need heavy tinkering in the end though.

SweetFX tends to be better for color stuff, too, or a combination of the two.
 

Viaron

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Jul 13, 2012
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ilikenwf said:
So is this project dead? I'd hate to see the work die with it...
Yes. Eventually we're going to post an announcement in regards to it's future. It's just on a very long to-do list.
 
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