Page 4 of 128 FirstFirst 12345678910111213142954104 ... LastLast
Results 61 to 80 of 2547

Thread: Screenshot Thread

  1. #61

  2. #62

    Default Re: Screenshot Thread


  3. #63

    Default Re: Screenshot Thread

    Spoiler for Screenshots












    Spoiler for Bugs







  4. #64

    Default Re: Screenshot Thread

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Look how ugly that ground texture is


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 




    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 

  5. #65

    Default Re: Screenshot Thread

    This has been from one of my more epic battles against the Greeks, who are a confederation in all but title at the moment. This is against Massila with my two veteran legions, republican era. The first punic war was easily won with the combined arms of Rome and my then allies, the Greeks. I then set two legions on expeditions to establish a lasting presence in Iberia to wipe out any remnants of Carthage. I had a change of heart once I got there after seeing them so utterly vanquished. In truth I grew tired of the fighting, and wished to give the heirs of Dido what mercy their ancient queen gave to Rome's forefathers(yes I am using the Aeneid and the Rome's foundation myth as a driving point in this campaign). There in that treaty lay true nature of Greeks, as the old saying goes beware of Greeks bearing gifts.

    So far I am allied with Lusitani and Carthage, hopefully soon the same can be said of the Germans. Here is the map, it was a few turns before I took Cisalpina.

    Spoiler Alert, click show to read: 


    The next few pictures are of the battle that decided the fate of Near Gaul
    Romani vs Massila (featuring a crap load of gauls)
    My general, head of my family, looks onward as my troops eagerly await the arrival of our reinforcements





    The greeks charge, a large part of them disorganized celts, no match for my republican troops.


    The armies clash







    The battle field itself lent to my victory. In the center there was a wooded area that went along as the hill slopped. Several maniples and some Equities there in the forest at the bottom of the hill. When all the infantry units were engaged I sprang my simple trap.









    I wish I got more pictures of this battle. In truth Gallic Calvary wiped out one unit of my equities, which would have drawn this battle out if I didn't see it time to stop it from wiping out the others on my left. There was even a small battle in woods and heroes on both sides(speaking of which I do want a hero unit dlc, may not be historically accurate but it would be nice to have names to the faces). Massila over-extended its reach and carved a small empire in Gaul, all the way to rhine.The Arvenai are their allies. Thankfully, most of both nations armies are fighting in Germany and the Baltic sea. The Germans themselves have separated into two factions. The Macromani(sorry for the spelling) hold most of the lands closest to the Rhine except near its delta, and the Suebian lead Germanic Confederation which hold much of eastern Germany and parts of Serbia it seems.

    What the map I posted doesn't show is that I let Carthage reclaim its African holdings, most of which belonged to Syracuse. I did this mainly to possibly have a war against them where they are more capable. I lost Numantia to Syracuse but it was taken back by the Cantabari. I plan to wipe out any holdings Massila has on the other side of alps Then hopefully fight a defensive war against the Gallic Confederation. Sparta is at war with me and I am waiting for the war in the alps to die down to launch an assault on Greece. Athens is the only major greek power that is not war with me though that is soon to change
    Last edited by lilalex20; March 30, 2014 at 09:55 PM.

  6. #66

    Default Re: Screenshot Thread

    Quote Originally Posted by lilalex20 View Post
    I wish I got more pictures of this battle. In truth Gallic Calvary wiped out one unit of my equities, which would have drawn this battle out if I didn't see it time to stop it from wiping out the others on my left. There was even a small battle in woods and heroes on both sides(speaking of which I do want a hero unit dlc, may not be historically accurate but it would be nice to have names to the faces).
    I saw a mod in steam workshop that does exactly that, I would give you a link but I am at work now and can't be caught browsing steam

  7. #67

    Default Re: Screenshot Thread
































  8. #68

    Default Re: Screenshot Thread

    Truly amazing screenshots william456
    Last edited by kanzy; March 31, 2014 at 05:38 AM.

  9. #69

    Default Re: Screenshot Thread

    I guess my game won't look like like that untill I go back to windows 7 from 8.1.
    Great screens william456 what is your settings?

  10. #70
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Screenshot Thread

    Impressive william456, truly impressive
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  11. #71

    Default Re: Screenshot Thread

    Quote Originally Posted by Vardano View Post
    I guess my game won't look like like that untill I go back to windows 7 from 8.1.
    Great screens william456 what is your settings?

    i'm using carbide's gem setting


    GEM_settings.txt
    Blur is on numpad "9"
    ExpEffects is on keyboard "F10"


    Spoiler Alert, click show to read: 


    Author: Luciferhawk
    Description: Here you can adjust your GEM-Settings.


    These are the default settings for GEM 4.6.6


    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/


    // Set to 1 for ON or 0 for OFF
    #define USE_GEMTRUECOLOR 0 //[0 or 1] GEM : Applies GEMShader with true color look. !!Only use one GEMShader!!
    #define USE_GEMREALISTIC 1 //[0 or 1] GEM : Applies GEMShader with realistic look. !!Only use one GEMShader!!
    #define USE_SHADER3VERSION 0 //[0 or 1] GEM : Applies fixed version for users with forced shader version 3.


    /*-----------------------------------------------------------.
    / GEM Graphic-Enhancement-Mod settings /
    '-----------------------------------------------------------*/


    // -- GEM general settings --
    #define GaussStrength 0.27 //[0.00 to 1.00] Amount of blur effect blended into the final image.


    #define GEMBlur 1 //[0.00 or 1.00] Additional blur on the edges when pressing K
    #define GBlurPwr 445 //[300 or 600] Additional blur on the edges when pressing K (standard 395).
    #define GBlurRad 0.00585 //[0.00 or 1.00] Additional blur radius on the edges when pressing K (standard 0.00585).
    #define GBlurFocus 0.5 //[0.00 or 1.00] Additional blur focus position on the y-axis when pressing K (standard 0.5).


    #define ExpEffects 1 //[0.00 or 1.00] All new effects like blur & ambiente lightning since GEMv4.2.2
    #define gHFlInt 0.35 //[0.00 or 1.00] Additional intensity of horizontal flares (standard 0.35).
    #define gHFlThresh 0.40 //[0.00 or 1.00] Threshold what causes horizontal flares (standard 0.40)..


    // key_toggle_GEMBlur = 105 //9
    // key_toggle_ExpEffects = 120 //F10


    // -- GEM True Color settings --
    #define SSAO 1 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSat 0.75 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.75).
    #define GTBright 1.36 //[1.00 to 1.16] Adjust GEM-TextureBrightness (standard 1.36).
    #define GCBright 0.99 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.99).


    // -- GEM Realistic Optional settings --
    #define GRSat 0.86 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.95).
    #define GRTBright 1.13 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26).
    #define GRCBright 0.895 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.90).






    Sweetfx_settings.txt

    Toggle is on numpad "-"
    Reload is on keyboard "F11"


    Spoiler Alert, click show to read: 

    /*-----------------------------------------------------------.
    / Description /
    '------------------------------------------------------------/


    Game:
    SweetFX version: 1.5/1.4/Next
    Author: CeeJay.dk, Luciferhawk
    Description:


    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/


    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


    /*-----------------------------------------------------------.
    / Film grain settings /
    '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.48 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 33 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 4.3 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)




    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/


    #define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 100 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.


    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.




    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.400 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.030 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


    /*-----------------------------------------------------------.
    / Explosion settings /
    '-----------------------------------------------------------*/
    #define Explosion_Radius 0.5 //[0.2 to 100.0] Amount of effect you want.


    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
    #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


    /*-----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/
    #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want


    #define CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320)
    #define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240)
    #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 0.9 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on


    #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)




    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom




    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.02 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter




    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.45 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.036 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035


    // -- Advanced sharpening settings --
    #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 0.2 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
    //I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug sharpening settings --
    #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)




    /*-----------------------------------------------------------.
    / Gaussian Blur settings /
    '-----------------------------------------------------------*/
    #define GaussEffect 0 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 0.2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.00 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 150.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.27 //[0.00 to 1.00] Amount of effect blended into the final image




    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.1 //[0.00 to 1.00]
    #define TechniPower 6.0 //[0.00 to 8.00]
    #define redNegativeAmount 0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount 0.88 //[0.00 to 1.00]




    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 1.0 //[1.0 to 15.0]
    #define Green 1.0 //[1.0 to 15.0]
    #define Blue 1.0 //[1.0 to 15.0]


    #define ColorGamma 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


    #define RedC 0.33 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.35 //[0.60 to 0.20]


    #define Blend 0.10 //[0.00 to 1.00] How strong the effect should be




    /*-----------------------------------------------------------.
    / Monochrome settings /
    '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)




    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.00, 1.015, 1.008) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.982, 1.00, 1.00) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue




    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 0.759 //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
    #define Bleach 0.171 //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.026 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(2.20, 2.24, 2.20) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue




    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.101 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.20 //[-1.00 to 1.00] The amount of contrast you want


    // -- Advanced curve settings --
    #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
    //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
    //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
    //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
    //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.








    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.01 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image




    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRatio 30.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 12.68 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -2.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 28 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.




    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    #define dither_method 2 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)


    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.




    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    #define border_width float2(0,129) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
    #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split




    /*-----------------------------------------------------------.
    / Key settings /
    '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articl...odes-key-codes


    // key_toggle_sweetfx = 109
    // key_screenshot = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 122




    /*-----------------------------------------------------------.
    / Misc settings /
    '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)


    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none



  12. #72

    Default Re: Screenshot Thread

    DEI needs more screenies guys!
    Here some more, nothing fancy though, attacking Icenis in snow storm weather...
    BTW, i'm always amazed of TWR2 fighting animations
    Note: having blood and Gore but not using it anymore unless i'll find a way to tune it down to a more realistic way...so no blood here to be seen


  13. #73

    Default Re: Screenshot Thread

    imgur album with 16 shots.
    http://imgur.com/a/7rUWL#0

  14. #74

    Default Re: Screenshot Thread

    Awesome pics but please use spoilers, i have really good internet and it still takes a long time to load all of these images. I can only imagine what other people have to go through.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  15. #75

    Default Re: Screenshot Thread

    Quote Originally Posted by Post Hoc View Post
    Awesome pics but please use spoilers, i have really good internet and it still takes a long time to load all of these images. I can only imagine what other people have to go through.
    I would like, but can't find the right button! lol

  16. #76

    Default Re: Screenshot Thread

    Quote Originally Posted by Phil2 View Post
    I would like, but can't find the right button! lol
    You have to "go advanced", its in the bottom row and looks like a white and red exclamation point. or type out [SPOILER] PICTURE HERE [​/SPOILER]. just unbold the / and there you have it.
    Like this
    Spoiler Alert, click show to read: 
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  17. #77

    Default Re: Screenshot Thread

    Thanks a lot Post Hoc!
    I'll do it next time...as i just made my SweetFX i use in other games working for TWR2 (got fantastic result, better than GEM here - GEM was kind of ok on battles, but awfull on campaign map. Get a cristal clear image now, with the right colors)

  18. #78
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Screenshot Thread

    You can turn off GEM at any time by pressing Scroll Look. I use GEM during battles, but turn it off on campaign map Also pressing F11 resets GEM so text won't be blurry.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  19. #79
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: Screenshot Thread

    Quote Originally Posted by Phil2 View Post
    Thanks a lot Post Hoc!
    I'll do it next time...as i just made my SweetFX i use in other games working for TWR2 (got fantastic result, better than GEM here - GEM was kind of ok on battles, but awfull on campaign map. Get a cristal clear image now, with the right colors)
    o_O did you use the gem.pack file to change the CMs?

  20. #80
    Ganossa's Avatar 최정장군
    Join Date
    Mar 2012
    Location
    Seoul - Korea
    Posts
    2,627

    Default Re: Screenshot Thread

    Though I cannot play currently
    Here a few screens showing the beauty of DeI







    Last edited by Ganossa; July 13, 2014 at 12:31 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •