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Guides to Creating and Customizing Your ENB's! - Page 2

post #11 of 78
Yes it is a bad idea to disable the mods you build for while building!
I personally also find that it takes to long to disable stuff like SSAO etc. just to enable it later and then add in another layer of fine tuning. But I guess that is personal preference.

What makes tweaking take so damn long is that you can make one scene look really awesome, but then find out that the tweaks you made affected something else in a bad way so you have to make a compromise between the two. This is especially true for CoT.
It is designed for vanilla post processing, so no matter what you do you will never be able to make every weather be as beautiful as it can be for your setting.
You might as well just accept this early on in the process.
The only way to make every weather perfect is to patch CoT with new color and lighting settings based on your final post processing... but this can quickly become a project that will take just as long as CoT did in the first place.

Another thing for CoT is that since it is designed around the vanilla PP, then it is also designed with adaptation in mind... if you do not like adaptation then do not waste your time with CoT, move on with another weather mod.
Since it requires Adaptation it is a good idea to build your settings around that, since it affects brightness and contrast a big deal.

Another really vital thing to realize early is that night time settings affect day time ones long into the day! So the best bet is to first create a really nice daytime setting, then a night time one.. then look how they mix and match during dusk and dawn.

I personally also have bloom on early on .. just at a lower setting, because it really helps you in determining the values better. This of course depends on if you use pre or post bloom, and bloom_add, or bloom_lerp. But I use bloom to help produce most of the sky color so it has been really critical for me to have it on.
post #12 of 78
Thread Starter 
Quote:
Originally Posted by Aiyen View Post

Yes it is a bad idea to disable the mods you build for while building!
I personally also find that it takes to long to disable stuff like SSAO etc. just to enable it later and then add in another layer of fine tuning. But I guess that is personal preference.

What makes tweaking take so damn long is that you can make one scene look really awesome, but then find out that the tweaks you made affected something else in a bad way so you have to make a compromise between the two. This is especially true for CoT.
.

Good to see you here Aiyen!

I've never used much intensity with SSAO myself, so the extra fine tuning there doesn't worry me so much. I don't use reflection or skylighting much either, never have.

Now this lesson came with a sack of bricks for me. lol I had the dungeons set up perfectly, with just the right specular lighting and reflection for a damp cave effected by direct night sky lighting... only to find that when I went inside a building... my sporty sexy sweat looked more like fluorescent paint. lol Balance is one thing, I nearly had to remove Specular light reflection completely.
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post #13 of 78
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Edited by nexstac - 5/24/13 at 7:32am
post #14 of 78
Thread Starter 
Quote:
Originally Posted by nexstac View Post

i don´t understand your question...
hmm... perhaps you need more help:
open the apps v4b with notepad++ and choose language c in notepad++.
in the header you can disable or enable the shaders with 0 or 1
so, you will find the user-variables in the file under the header.
here you can put your values in, it is splitted in day/night/interior parameters.
if you browse down the file you will find (after ppv8 user variables) the
external code... here is the shader code, that is reading and working
with your values you have had set in the user-variables.
it´s hlsl language.
so there are two ways to make use of appsV4b... the first is meant
to the standard user: enabling a shader and setting up your own
values in the user-variables-section.
the second one for advanced users: if you are into hlsl you can browse down
to the code-section and change the code

Yeah, I understand that. I was referring to the user controls only. Looking at the code itself is like trying to read French for me... it's not working without a translator. Specifically I was referring to the ability to disable/enable the Color pre/post adaptation found in the PPV6 user controls. I thought that is what you were talking about..;. but you were talking about the actual code. That stuff is for someone with a lot more knowledge and experience than myself.

My question to you though, was how you've found it helpful to fine tune your day/night settings first, then altering your colors and settings? As I said, in my experience I leave day/night settings to last because otherwise I find myself having to readjust color and lighting settings especially almost non-stop.
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post #15 of 78
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Edited by nexstac - 5/24/13 at 7:32am
post #16 of 78
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Edited by nexstac - 5/24/13 at 7:32am
post #17 of 78
Thread Starter 
Indeed a good question. Being a fellow user of CoT, I'm curious how you handle your order of tweaking colors and adaptation, day/night settings. Do you tweak as you go or try to keep the day/night settings till after you feel you have your colors the way you want and fine tweak from there?

Also, I'm curious how you've installed CoT, do you use the additional lighting plugins or just the master file for the sky and weather enhancements like I did?
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post #18 of 78
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Edited by nexstac - 5/24/13 at 7:32am
post #19 of 78
Thread Starter 
lol Yeah, that is why this forum has quotes. Actually, that post was directed to Aiyen. I know you don't use CoT, but Aiyen does.

UPDATE: I have put the beginnings of the guide up on the header post under my sig. Only screenshots for now, but it's a start. Still a long way to go.

Nexstac, and Aiyen, please feel free to share your ideas as the guide progresses if you feel I can do better. I'm always open to criticism, you both have more practice with APPS, and this is going to be a heck of a project.

Thanks!
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post #20 of 78
I personally take a cup, 20 dice and then I roll them. I also have a few rabbit bones that I use for guidance! smile.gif

I am both trying to adapt my settings for both CoT and RLO + a few other lighting mods that I have adapted so they are all compatible in Tes5edit.
CoT in itself is annoying as hell since it is designed for another PP... so there is only so much you can do.
I have decided early on that I want to see how far I can go without patching CoT even though there are a few weathers that I am really tempted to do so with.
I decided to make my own mutant lighting combination since RLO with Vanilla lighting is impossible to match they are just too far apart in the brightness spectrum.

My project started when I decided that I would try to make K ENB compatible with RLO and CoT. However as the author said then it was pretty much an impossible task. I tried to prove him wrong... but sadly he was right in the end. I could make 90% of CoT look very decent, however the clear days would always be horrible, or if I make them pretty all the others would look bad. If I tried to make both look decent it was just overall fail.

Then I messed around with PPv2 and tried to make my own shader codes etc etc. But quickly realized that even though it was simple it would take me too many months to really design anything (Had no clue what I wanted to design). Then I found Kremles work and decided to use that! I then just spent a while with his PPv6 and just experimented away trying to achieve various effects, learning what his contributions did etc.
Then I eventually settled down on ppv8 because I really liked how its curves approach worked over ppv7´s intensity parameters.

As for how I have installed CoT.. I use all of the CoT 3.1 files except the winter edition. I use nights level 8 since I found out it was easier to make nights brighter and make it look good on my monitor, then the other way around.

My first thought every time I started on a new PP was to make sure the bright days in CoT looks good... it is by far the most annoying weather, and any transition into or out of it depends on how it looks.
The WeatherID is XXX58149 where XXX depends on your mod list... for me it is 070. But before with CoT 2.1 then it was 020.

After I did that I walked around in the world and waited until a cloudy weather came up... not overcast but just one with about 50/50 of clouds and sky. Note down the WeatherID for that. (I Use the mod STATUS to get weatherID´s ingame).

In general then my approch is Leave the daynight settings at default values. Like you say then it is a mess to keep adjusting them. I personally only plan to change them if I find that I want change how long and when dusk and dawn happens... since that is essentially what they do. No matter what you put them at then at some point during the day then you will have a peak in either value. With the default then it is so that day values peak around noon... and night around 1 or 2am.

1: Make Shadows look good with Skylighting parameter set to 0.5.
2: Tweak so shadows look good in both clear and cloudy weather.
3: Put in color parameters. This is color polarization, color grading, mood, shadow, brightspot colors. I do not really touch the saturation however! And readjust the shadow settings. (Edit: Here you have plenty of options, HSV, color grading, etc etc. They can do much of the same but also have their individual flair. I personally decided against using HSV since I find it requires too much tweaking to produce the effect I was after. )
4: Move on to the night make this look good in clear weather. Then move on to one with an aurora and readjust, move on to a rainy night, and readjust. etc etc.
5: Return to day to see what the night time changes have done and readjust.
6: Back to night and readjust.
7: Applied SweetFX parameters for fine tuning. It just has some features that are too good not to use imo.
8: Interiors! etc etc etc etc.

While I do this I have the bloom on at all times just set to a low value... like nexstarc can see shadows etc etc... then I can imagine how the bloom will look when I yank it up after having played around with it so much. I use Kremles Curvebloom btw.
I could spend alot more time with all the tiny details.. but now I want to eat and watch some esports! tongue.gif
Edited by Aiyen - 4/28/13 at 8:25am
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