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Messages - [CleverNameHere]

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1
Ultima Espio's Aeris mod is incompatible with Gjoerulv's hardcore mod. I don't know of any other Aeris revival mods.

2
FAQs and Tutorials / Re: Question about NVIDIA Driver
« on: 2013-06-17 18:38:36 »
Yes, older onboard Intel graphics will not work.

3
The damn Russians are always ahead of us.

4
Gameplay Mods / Re: [REL] FF8Launcher 1.4
« on: 2013-06-17 18:32:50 »
Don't use this, use Aali's driver instead.

5
We already can do that. The problem is putting ones in that are larger than the original. We can already replace textures and such that are the same or lesser size.

6
FAQs and Tutorials / Re: Question about NVIDIA Driver
« on: 2013-06-17 00:08:59 »
ATI works fine you don't need Nvidia. As long as you have an actual card and not onboard graphics.

7
Why did you make a new thread with the exact same post as your other thread? Is it because we called you out on being a pirate? You're still not going to get support on your new thread either.

8
I can write post processing effects as I showed earlier but I know nothing about GLSL or separate vertex and fragment format or any of that.

10
The one e1sunz linked works on my 780's, but the one KyubiNemesis linked must only work on ATI because it fails every time.

11
Yeah screen space ambient occlusion is costly but I didn't know anyone has ever dropped below full fps in FFVII lol.

EDIT: Post processing initialization failed. And I know it's not my computer because my specs are outrageous. I'm just gonna use the version e1sunz linked, that one works fine.

12
This gives the backgrounds more depth and detail. Especially with internal resolution set at 4x window resolution.

13
Graphical Mods / Re: Cid's Head modeling contest result
« on: 2013-06-14 19:48:42 »
It's been a few months since the last post, I know, but I would like to know if this model is still being completed. It is the best Cid I have seen.

14
Troubleshooting / Re: Millenia's Cloud Weapons
« on: 2013-06-14 19:12:18 »
My problem was a different and much more stupid one. I was using the direct folder to use my cloud model and it had a buster sword texture that overwrote the files from the sword installer because direct takes priority. All I had to do was put the model in my lgp and then use the installer to overwrite the buster sword texture from it.

15
Do these have the "everything's made of light" problem?

16
I have the new shaders if you want them.

17
General discussion / Re: Let E3 2013 begin!!!
« on: 2013-06-13 19:37:41 »
Ahh the old Metal Gear Solid. Psycho Mantis reading my memory cards was the most amazing thing to me as a child.

18
General discussion / Re: Let E3 2013 begin!!!
« on: 2013-06-13 02:31:43 »
Good enough for me.

19
Graphical Mods / Re: HQ Barret175
« on: 2013-06-12 19:00:53 »
Yeah it's hard to tell how tall he is with nothing around him.

20
Graphical Mods / Re: HQ Barret175
« on: 2013-06-12 18:37:30 »
The resized body parts are more true to the original Barret. He seems a little short, but It might be fine in game.

21
Troubleshooting / Re: Tifa Bootleg Issues
« on: 2013-06-12 18:28:02 »
If that's your only graphics processor you're out of luck.

22
What did you try on an emu, the xbr thing?

23
I have only minor experience in writing post-processing effects. The one I posted earlier was made very quickly, but it pixelates the edges of the lights too much and makes the unlighted areas too dark. I could do much better but I haven't tested it in FFVII.

24
I also hate the blotchy look of Omzy's pack (although I respect the enormous amount of work and they are 100x better than the originals). I think that example looks great. I know fullscreen effects are possible because there's a bloom post-processing shader available in Aali's driver already. I don't really know much but don't you just need to make text like this sh*tty ass bloom I made?
Code: [Select]
uniform sampler2D samp9;

out vec4 ocol0;
in vec2 uv0;

uniform vec4 resolution;

void main()
{
  float4 c_center = texture(samp9, uv0);

  float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
  vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
  float2 radius1 = 1.3 * resolution.zw;
  bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
  bloom_sum += texture(samp9, pos + float2(-2.5, 0)  * radius1);
  bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
  bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
  bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
  bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
  bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
  bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);

  float2 radius2 = 4.6 * resolution.zw;
  bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
  bloom_sum += texture(samp9, pos + float2(-2.5, 0)  * radius2);
  bloom_sum += texture(samp9, pos + float2(-1.5, 1.5)  * radius2);
  bloom_sum += texture(samp9, pos + float2(0, 2.5)  * radius2);
  bloom_sum += texture(samp9, pos + float2(1.5, 1.5)  * radius2);
  bloom_sum += texture(samp9, pos + float2(2.5, 0)  * radius2);
  bloom_sum += texture(samp9, pos + float2(1.5, -1.5)  * radius2);
  bloom_sum += texture(samp9, pos + float2(0, -2.5)  * radius2);

  bloom_sum *= 0.07;
  bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
  bloom_sum = max(bloom_sum, float4(0,0,0,0));

  float2 vpos = (uv0 - float2(.5, .5)) * 2;
  float dist = (dot(vpos, vpos));
  dist = 1 - 0.4*dist;

  ocol0 = (c_center * 0.7 + bloom_sum) * dist;
}

25
For future reference if you want to quote another post just go to that post instead of making a new message and click the quote button.

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