Framework + Euda's PPFX
- SunBroDave
- Topic Author
TL;DR: Any way to add other shaderpacks on top of the Framework?
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- Ganossa
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- SunBroDave
- Topic Author
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- Ganossa
Without him agreeing, I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
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- Kleio420
the liftgamma shader he uses seems to have a much more subtle nicer effect imo then what sweetfx even uses imo, also the tonemap shader has a setting to "darken" blacks again which ive seen get messed up in tonemap versions like the uncharted one which end up making the image look super washed outLuciferHawk wrote: Sorry that I missed your comment SunBroDave, I tried to contact Euda via Google+ but to no avail so far.
Without him agreeing, I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
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- SunBroDave
- Topic Author
Sure Lucifer that'd be great, thanks.LuciferHawk wrote: Sorry that I missed your comment SunBroDave, I tried to contact Euda via Google+ but to no avail so far.
Without him agreeing, I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
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- jas01
LuciferHawk wrote: I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
Hello LuciferHawk
I know that you're busy at the moment, but can you tell me (in near future) how to get to work Euda LiftGammaGain, bloom and maybe Tonemap with Framework?
Best wishes,
jas01
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- Ganossa
Let's be patient.
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- Ioxa
The quick way to add them would be to rename the ReShade.fx file that comes with PPFX to something like PPFX.fx then open the ReShade.fx file that comes with the Framework and add the line #include "PPFX.fx" at the very bottom of the effect ordering. Just make sure there is a blank line under that added line or it could cause crashes. It should look something like this.jas01 wrote:
LuciferHawk wrote: I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
Hello LuciferHawk
I know that you're busy at the moment, but can you tell me (in near future) how to get to work Euda LiftGammaGain, bloom and maybe Tonemap with Framework?
Best wishes,
jas01
.
| :: Effect Ordering :: |
'
*/
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(GemFX, Bloom)
#include EFFECT(SweetFX, Shared)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
//#include EFFECT(GemFX, AdvAmbientLight) //WIP
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, Bloom)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
//#include EFFECT(CustomFX, Sharp)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(Common, UIMask)
#include EFFECT(Common, Border)
#include EFFECT(Common, SplitScreen)
#include EFFECT(Common, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(Common, ToggleMessage)
#include "PPFX.fx"
You could experiment with putting the include line in different places but you may get some redefinition errors.
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- Kleio420
also if they dont feel like doing that or it doesnt work , c/p the entire file into reshade file and place the folder in the exe directory and it will run , but seems to not work with the current version of mastereffect marty put out using anything with depth i think conflicts somehow with the way i have it setup and crashs the game instantlyIoxa wrote:
The quick way to add them would be to rename the ReShade.fx file that comes with PPFX to something like PPFX.fx then open the ReShade.fx file that comes with the Framework and add the line #include "PPFX.fx" at the very bottom of the effect ordering. Just make sure there is a blank line under that added line or it could cause crashes. It should look something like this.jas01 wrote:
LuciferHawk wrote: I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
Hello LuciferHawk
I know that you're busy at the moment, but can you tell me (in near future) how to get to work Euda LiftGammaGain, bloom and maybe Tonemap with Framework?
Best wishes,
jas01
Warning: Spoiler!/*
.
| :: Effect Ordering :: |
'
*/
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(GemFX, Bloom)
#include EFFECT(SweetFX, Shared)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
//#include EFFECT(GemFX, AdvAmbientLight) //WIP
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, Bloom)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
//#include EFFECT(CustomFX, Sharp)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(Common, UIMask)
#include EFFECT(Common, Border)
#include EFFECT(Common, SplitScreen)
#include EFFECT(Common, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(Common, ToggleMessage)
#include "PPFX.fx"
You could experiment with putting the include line in different places but you may get some redefinition errors.
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- jas01
Kleio420 wrote:
also if they dont feel like doing that or it doesnt work , c/p the entire file into reshade file and place the folder in the exe directory and it will run , but seems to not work with the current version of mastereffect marty put out using anything with depth i think conflicts somehow with the way i have it setup and crashs the game instantlyIoxa wrote:
LuciferHawk wrote: I wouldn't want to add his work to the "base" Framework but I could show you how you can add it yourself. (unless someone has concerns about that?)
The quick way to add them would be to rename the ReShade.fx file that comes with PPFX to something like PPFX.fx then open the ReShade.fx file that comes with the Framework and add the line #include "PPFX.fx" at the very bottom of the effect ordering. Just make sure there is a blank line under that added line or it could cause crashes. It should look something like this.
Warning: Spoiler!/*
.
| :: Effect Ordering :: |
'
*/
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(GemFX, Bloom)
#include EFFECT(SweetFX, Shared)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
//#include EFFECT(GemFX, AdvAmbientLight) //WIP
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, Bloom)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
//#include EFFECT(CustomFX, Sharp)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(Common, UIMask)
#include EFFECT(Common, Border)
#include EFFECT(Common, SplitScreen)
#include EFFECT(Common, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(Common, ToggleMessage)
#include "PPFX.fx"
You could experiment with putting the include line in different places but you may get some redefinition errors.
_____
Thank you all. I guess that I should wait for next framework release. It just doesn't work for me. I'm using many effects from Framework - so maybe I have conflict. PPFX works only when all of his effects are turned on.
Best wishes, (and sorry for my poor grammar)
jas01
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