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Thread: A/R2:TW GEMFX - Version 1.0.9

  1. #101

    Default Re: R2:TW GEMFX - Version 1.0.1

    Quote Originally Posted by erianor01 View Post
    ...
    I see too that the game is a bit dark. I donīt know really well to use the configurator. Could you post diferences configurations with images, this will be good ^^
    ...
    Hey!

    First off, interesting that you find the image dark because actually the new GEMFX has some pretty heavy ambient light so I find it rather bright but that might be just personal preference

    A little help to use the configurator:

    1. Two "basic" tabs: GEMFX and SweetFX
    -GEMFX: here you can configurate the different GEMFX effects (I'll come to this later again)
    -SweetFX: is another graphic-overlay program which LH integrated into the latest GEM (you can add more effects like technicolor or sepia for example)
    -> these effects can make look your image totally different (its like photography, if you want those effects google their name you'll find some info about that because many come from photography)
    -> extract from older sweetFX_settings.txt (the effects names are the same, but in brackets stands what you have to do (increase/decreas value) to get the desired effect):
    Spoiler Alert, click show to read: 
    /*-----------------------------------------------------------.
    / 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 0 //[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 1 //[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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 0 //[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 0.28 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 35 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 5.1 //[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 0.08 //[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 0 //[[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 1 //[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 1.45 //[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 4 //[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 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 0 //[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 0.17 //[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, 1.00, 1.00) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.0 //[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 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.030 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(2.55, 2.55, 2.55) //[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 -0.00 //[-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 2 //[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 0.375 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 3 //[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(0,89) //[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 = 145
    // key_screenshot = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 19


    /*-----------------------------------------------------------.
    / 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



    2.GEMFX-tab:
    -General-tab: here you can activate or deactivate the various effects GEM has and you can choose one of the basic shaders (realistic or truecolor)
    -Basic shader-tab: here you can configurate both basic shaders
    -> extract from GEM_settings.txt (same as before: names are the same and in brackets you find whether to increase or decrease the value to get the desired effect):
    Spoiler Alert, click show to read: 

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

    // Set to 1 for ON or 0 for OFF
    #define USE_GEMHD_Realistic 1 //[0 or 1] GEM : Applies basic, realistic GEMShader (TrueColor shader has to be 0).
    #define USE_GEMHD_TrueColor 0 //[0 or 1] GEM : Applies basic, true color GEMShader (Realistic shader has to be 0).
    #define USE_GEMHBO 0 //[0 or 1] GEM : Applies HBO like GEMShader.

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

    // -- GEM HD Realistic settings --
    #if (USE_GEMHD_Realistic == 1) //If GEMHD_Realistic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.05 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.02) Higher -> darker.
    #define GShadowDepth 0.36 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.2) Lower -> darker.
    #define GSat 0.861 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.925).
    #define GTBright 1.19 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.92 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.9) Lower -> darker.
    #define GAmbienteLight 12.45 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 12.75).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.

    // -- GEM HD TrueColor settings --
    #else //If GEMHD_TrueColor or NO basic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.0275 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.0275) Higher -> darker.
    #define GShadowDepth 0.6 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.6) Lower -> darker.
    #define GSat 0.95 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.95).
    #define GTBright 1.26 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.86 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.86) Lower -> darker.
    #define GAmbienteLight 15 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 15.0).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.
    #endif

    // -- GEM HBO settings --
    #define GHBOSharpRange 0.74 //[0.00 to 2.00] Width of HBO sharpening (standard 0.74).
    #define GHBOSharp 4.2 //[0.00 to 10.00] Amount of HBO sharpening (standard 4.2).
    #define GHBOBlur 0.18 //[0.00 to 1.00] Amount of HBO blur (standard 1.8).
    #define GHBOShift 2.95 //[0.00 to 5.00] Amount of HBO color shift (standard 2.95).

    // -- GEM general settings --
    #define GaussStrength 0.19 //[0.00 to 1.00] Amount of blur effect blended into the final image.
    #define GDavinci 0 //[0 or 1] Applies painting effect to the final image.
    #define GClearVision 1 //[0 or 1] Disables artificial texture detail.

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

    #define ExpEffects 1 //[0.00 or 1.00] Activates memory management and GEMBlur effect.
    //(disable if you do not use GEMBlur and have no fps problems)

    // DO NOT UNCOMMENT THOSE LINES;;THEY ARE ACTIVATED ANYWAY
    // -- GEM advanced settings -- // only touch these values if you know what you are doing
    // key_toggle_GEMBlur = 75 //K
    // key_toggle_ExpEffects = 122 //F11
    // GEMFpsThresh = 2 //[1 to 4] Defines multiplier at what fps to start memory optimization.
    //3x = under 5fps, 2x = under 10fps, 1x = under 20fps


    Sidenote: Its a copy & paste from my personal tweakings default values should be the same

    3.Other tabs:
    -here you can configurate all the other effects you can activate/deactivate in the General tab
    -> as a general rule: increasing the threshold of a value will most likely decrease the effect blended into the final image. E.g. increasing the threshold of ambient light will make the source of light need to be stronger to cause ambient light. On
    the other hand increasing the intensity will make the effect stronger
    -> Dirt lens will give you an effect like you are looking through a dirty lens (man who thought that ), the little images give you a slight idea of the look but just try out some different types


    I think the rest is pretty much self-explanatory! Please ask any questions if anything is unclear or even correct me if I said anything wrong!
    I hope this helps anybody who had problems using the configurator.

    Oh, and don't forget to press "Save Configuration" in the configurator after you changed something, otherwise changes will be lost after closing the configurator

  2. #102
    alQamar's Avatar Citizen
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    Default Re: R2:TW GEMFX - Version 1.0.1

    I have installation issues with the new version Lucifer. Do I have to subscribe the mod via Steam and then use the installer?
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  3. #103
    Noif de Bodemloze's Avatar The Protector of Art
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    Default Re: R2:TW GEMFX - Version 1.0.1

    I think this newest GEMFX is quite pretty hard to install or this new FX have issues.

  4. #104
    alQamar's Avatar Citizen
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    Default Re: R2:TW GEMFX - Version 1.0.1

    so I feel blamed I fail to install it intuitively even as an IT professional.

    Downloading the installer and installing it into R2 directory does not work for me. Starting the GEMInstaller link opens a CMD box and a System.IO.FileNotFoundException
    NEW: Total War Saga: Britannia benchmark thread - last update: 10.05.2018
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    If you are missing anything of interest, please let me know. Sorry for any inconvinience caused.

  5. #105

    Default Re: R2:TW GEMFX - Version 1.0.1

    Quote Originally Posted by alQamar View Post
    so I feel blamed I fail to install it intuitively even as an IT professional.

    Downloading the installer and installing it into R2 directory does not work for me. Starting the GEMInstaller link opens a CMD box and a System.IO.FileNotFoundException
    After installing it into your R2 directory, you have to open up the R2 launcher once to force the download of the new gem.pack (this might take a while as it is ~600mb, R2 launcher tells you "one or more mods are being updated").
    After you downloaded that new gem.pack, double-click the GEMsteamInstaller in your R2 folder (now the CMD box opens and unpacks stuff from the gem.pack)
    Now you should be fine!!

    Edit: of course you have to subscribe on steam to get the pack

    Edit 2: @Noif:

    this new version has the same installation procedure as previous versions...only difference is you have to delete previous version's files, those are:

    -GEM folder
    -SweetFX folder
    -d3d9.dll
    -dxgi.dll
    -GEMSteamInstaller
    -log.txt
    -GEM_settings.txt
    -SweetFX_settings.txt
    -SweetFX_presets.txt

    This goes for those who still had 6.1.

    Pls tell if this was helpful... or feel free to ask for further help!
    Last edited by Hoplitus; November 22, 2014 at 06:00 PM.

  6. #106
    alQamar's Avatar Citizen
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    Default Re: R2:TW GEMFX - Version 1.0.1

    Lucifer should include a link to the mod on Workshop in the installation imho.
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  7. #107

    Default Re: R2:TW GEMFX - Version 1.0.1

    to all who still got problems, try what i did

  8. #108

    Default Re: R2:TW GEMFX - Version 1.0.1

    Quote Originally Posted by Hoplitus View Post
    Hey!

    First off, interesting that you find the image dark because actually the new GEMFX has some pretty heavy ambient light so I find it rather bright but that might be just personal preference

    A little help to use the configurator:

    1. Two "basic" tabs: GEMFX and SweetFX
    -GEMFX: here you can configurate the different GEMFX effects (I'll come to this later again)
    -SweetFX: is another graphic-overlay program which LH integrated into the latest GEM (you can add more effects like technicolor or sepia for example)
    -> these effects can make look your image totally different (its like photography, if you want those effects google their name you'll find some info about that because many come from photography)
    -> extract from older sweetFX_settings.txt (the effects names are the same, but in brackets stands what you have to do (increase/decreas value) to get the desired effect):
    Spoiler Alert, click show to read: 
    /*-----------------------------------------------------------.
    / 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 0 //[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 1 //[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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 0 //[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 0.28 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 35 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 5.1 //[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 0.08 //[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 0 //[[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 1 //[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 1.45 //[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 4 //[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 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 0 //[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 0.17 //[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, 1.00, 1.00) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.0 //[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 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.030 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(2.55, 2.55, 2.55) //[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 -0.00 //[-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 2 //[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 0.375 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 3 //[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(0,89) //[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 = 145
    // key_screenshot = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 19


    /*-----------------------------------------------------------.
    / 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



    2.GEMFX-tab:
    -General-tab: here you can activate or deactivate the various effects GEM has and you can choose one of the basic shaders (realistic or truecolor)
    -Basic shader-tab: here you can configurate both basic shaders
    -> extract from GEM_settings.txt (same as before: names are the same and in brackets you find whether to increase or decrease the value to get the desired effect):
    Spoiler Alert, click show to read: 

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

    // Set to 1 for ON or 0 for OFF
    #define USE_GEMHD_Realistic 1 //[0 or 1] GEM : Applies basic, realistic GEMShader (TrueColor shader has to be 0).
    #define USE_GEMHD_TrueColor 0 //[0 or 1] GEM : Applies basic, true color GEMShader (Realistic shader has to be 0).
    #define USE_GEMHBO 0 //[0 or 1] GEM : Applies HBO like GEMShader.

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

    // -- GEM HD Realistic settings --
    #if (USE_GEMHD_Realistic == 1) //If GEMHD_Realistic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.05 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.02) Higher -> darker.
    #define GShadowDepth 0.36 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.2) Lower -> darker.
    #define GSat 0.861 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.925).
    #define GTBright 1.19 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.92 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.9) Lower -> darker.
    #define GAmbienteLight 12.45 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 12.75).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.

    // -- GEM HD TrueColor settings --
    #else //If GEMHD_TrueColor or NO basic shader is selected tweak here::
    #define GQuality 3 //[0 or 1 or 2 or 3] Adjust GEM Quality (performance hit on 2).
    #define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
    #define GSceneDepth 1.0275 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.0275) Higher -> darker.
    #define GShadowDepth 0.6 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 0.6) Lower -> darker.
    #define GSat 0.95 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.95).
    #define GTBright 1.26 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
    #define GCBright 0.86 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.86) Lower -> darker.
    #define GAmbienteLight 15 //[0.00 to 20.00] Adjust GEM-AmbienteLight power (standard 15.0).
    #define GColorBoost 1 //[0 or 1] Applies color boost effect.
    #endif

    // -- GEM HBO settings --
    #define GHBOSharpRange 0.74 //[0.00 to 2.00] Width of HBO sharpening (standard 0.74).
    #define GHBOSharp 4.2 //[0.00 to 10.00] Amount of HBO sharpening (standard 4.2).
    #define GHBOBlur 0.18 //[0.00 to 1.00] Amount of HBO blur (standard 1.8).
    #define GHBOShift 2.95 //[0.00 to 5.00] Amount of HBO color shift (standard 2.95).

    // -- GEM general settings --
    #define GaussStrength 0.19 //[0.00 to 1.00] Amount of blur effect blended into the final image.
    #define GDavinci 0 //[0 or 1] Applies painting effect to the final image.
    #define GClearVision 1 //[0 or 1] Disables artificial texture detail.

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

    #define ExpEffects 1 //[0.00 or 1.00] Activates memory management and GEMBlur effect.
    //(disable if you do not use GEMBlur and have no fps problems)

    // DO NOT UNCOMMENT THOSE LINES;;THEY ARE ACTIVATED ANYWAY
    // -- GEM advanced settings -- // only touch these values if you know what you are doing
    // key_toggle_GEMBlur = 75 //K
    // key_toggle_ExpEffects = 122 //F11
    // GEMFpsThresh = 2 //[1 to 4] Defines multiplier at what fps to start memory optimization.
    //3x = under 5fps, 2x = under 10fps, 1x = under 20fps


    Sidenote: Its a copy & paste from my personal tweakings default values should be the same

    3.Other tabs:
    -here you can configurate all the other effects you can activate/deactivate in the General tab
    -> as a general rule: increasing the threshold of a value will most likely decrease the effect blended into the final image. E.g. increasing the threshold of ambient light will make the source of light need to be stronger to cause ambient light. On
    the other hand increasing the intensity will make the effect stronger
    -> Dirt lens will give you an effect like you are looking through a dirty lens (man who thought that ), the little images give you a slight idea of the look but just try out some different types


    I think the rest is pretty much self-explanatory! Please ask any questions if anything is unclear or even correct me if I said anything wrong!
    I hope this helps anybody who had problems using the configurator.

    Oh, and don't forget to press "Save Configuration" in the configurator after you changed something, otherwise changes will be lost after closing the configurator
    Thanks so muchĄĄ

  9. #109

    Default Re: R2:TW GEMFX - Version 1.0.1

    For both of you the GEMFX.log file would be nice.
    GEM folder is for the GEMSteamInstaller, GEMFX is for the actual GEMFX that got installed.[/QUOTE]

    What?? what is GEMFX.log file? is that my problem? nothing i donīt install or i have still installed? sorry for all that questions Lucifer, i could imagine your head pain qhen you see all thouse questions, but iīm not good with computers, fixing problems, etc I still need help to run my GEM and see the effets in game, itīs like the mod donīt affect the game. =(

  10. #110

    Default Re: R2:TW GEMFX - Version 1.0.1

    Hi, would someone please tell me where to download GEMFX: have scoured the forum pages.......bot no luck. Thank you.

  11. #111

    Default Re: R2:TW GEMFX - Version 1.0.1

    Alright, i figured out why the installer greyed out. It was due to the fact that i've put the installer into the rome 2 folder and tried to reinstall it from there. W/e made a clean install but the mod is still not affecting my game. I'm able to tweak the settings to max or try to open the gemfx ingame menu, but nothing happens.

    So, where do i find my GEMFX.logfile, there isnt any?
    And do i need to make the installer find the gem.pack somehow?

  12. #112
    billydilly's Avatar Senator
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    Posts
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    Default Re: R2:TW GEMFX - Version 1.0.1

    @Artistar

    It's in post #1 in this thread - in a spoiler called 'Download & Installation'
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  13. #113
    Joysong's Avatar Miles
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    Default Re: R2:TW GEMFX - Version 1.0.1

    Why do i have this problem since the new gem update?
    1: installed fresh version of rome old gem files are not the problem.
    2: updated c++ frameworks and directx
    3: newest Nvidia driver.
    4: using the default preset and i can tweak all i want no change.
    5: if i try to uninstall every file of gem i still get a very blue or almost black and white screen. its only on the battlefield campaign no problem. different maps.



  14. #114
    Joysong's Avatar Miles
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    Default Re: R2:TW GEMFX - Version 1.0.1

    solved the problem comes with nightmare mode:S

  15. #115

    Default Re: R2:TW GEMFX - Version 1.0.1

    Quote Originally Posted by Marcus Flavius View Post
    ...
    What?? what is GEMFX.log file? is that my problem? nothing i donīt install or i have still installed? sorry for all that questions Lucifer, i could imagine your head pain qhen you see all thouse questions, but iīm not good with computers, fixing problems, etc I still need help to run my GEM and see the effets in game, itīs like the mod donīt affect the game. =(
    GEMFX.log is a text fiile which should be in your R2 directory. Did you follow the installation instructions correctly? (look OP) Also don't tick the 64-bit small box in configurator (since R2 is 32-bit it'll just disable GEM)

    Quote Originally Posted by copa1337 View Post
    Alright, i figured out why the installer greyed out. It was due to the fact that i've put the installer into the rome 2 folder and tried to reinstall it from there. W/e made a clean install but the mod is still not affecting my game. I'm able to tweak the settings to max or try to open the gemfx ingame menu, but nothing happens.

    So, where do i find my GEMFX.logfile, there isnt any?
    And do i need to make the installer find the gem.pack somehow?
    GEMFX. log -> R2 main dir (someththing like ...\SteamLibrary\SteamApps\common\Total War Rome II)
    The installer from OP should be unzipped. After that execute it and point out your R2 main dir. You now should have a file called GEMSteamInstaller in your R2 folder.
    But before double-clicking it, start the R2 launcher once to force the gem.pack download from steam. (now double-click GEMSteamInstaller it'll find the gem.pack automatically)

  16. #116

    Default Re: R2:TW GEMFX - Version 1.0.1

    I may have failed to read something, but GEM Fx is not working when ingame AA is deactivated...

  17. #117

    Default Re: R2:TW GEMFX - Version 1.0.1

    Looks absolutely gorgeous as ever. However I find the whites pulsate a lot and it's quite distracting. All the clouds, the sun, unit cards and the main menu are just all pulsating erratically that I actually think I may go insane. Can some help with this? I'm not very good at navigating the configurator.

  18. #118
    billydilly's Avatar Senator
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    Default Re: R2:TW GEMFX - Version 1.0.1

    @dumbHodor

    Lower or turn off AmbientLight. I lowered mine to about 6.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  19. #119
    Noif de Bodemloze's Avatar The Protector of Art
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    Default Re: R2:TW GEMFX - Version 1.0.1

    I got this mod working now, but problem it is that when I want change settings and reload it in my game. that pause button in home button doesn't work. It there any way to change those key binds?

  20. #120
    Ganossa's Avatar 최정장군
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    Default Re: R2:TW GEMFX - Version 1.0.1

    Quote Originally Posted by TheWildcat1 View Post
    I may have failed to read something, but GEM Fx is not working when ingame AA is deactivated...
    Only if you by-pass the UI.

    Quote Originally Posted by DumbHodor View Post
    Looks absolutely gorgeous as ever. However I find the whites pulsate a lot and it's quite distracting. All the clouds, the sun, unit cards and the main menu are just all pulsating erratically that I actually think I may go insane. Can some help with this? I'm not very good at navigating the configurator.
    You cannot change that "feature" currently but it is also kind of experimental, thanks for pointing it out, I will address it in the next release

    Quote Originally Posted by Noif de Bodemloze View Post
    I got this mod working now, but problem it is that when I want change settings and reload it in my game. that pause button in home button doesn't work. It there any way to change those key binds?
    You can find these keys to set under the SweetFX->General tab in the configurator. I use a standard method for checking keys pressed in C++ that requires decimals. For key-references have a look here::
    http://www.reddit.com/r/ASCII/commen...ode_reference/

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