TheWorse Mod for Watch Dogs #3 part

Discussion in 'Game Tweaks and Modifications' started by TheWorse, Jul 9, 2014.

  1. Andreas17498

    Andreas17498 Guest

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    Yeah, you are right, It's the same in TheWorse v1.0
     
  2. Lumicko

    Lumicko Guest

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    I think Maldos Textures sucks... And it doesnt seem to look that good like vanilla
     
  3. Gehab

    Gehab Guest

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    I didn't really understand how exactly.. :O Any chance you could fix one with normal camera and without Maldos TP for people to download? If not, could you help me out a bit more? :p
     
  4. Omegaferrari

    Omegaferrari Guest

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    help

    can somebody post a version , with lower dof, lunayah headlights (to avoid the shadow artifacts caused from headlights) and without maldo textures?please.
     

  5. Cru_N_cher

    Cru_N_cher Guest

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  6. cmh175

    cmh175 Guest

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    Ok sure, I'll try to explain it with a bit more detail. This will work for adding just about anything extra you want, whether it's Maldo's textures, alternate DOF camera options, or SoloCreep's Lens Flare.


    - Download TWv0.8 that has the WD config tool. It has a lot of the alternate options you guys want in it's files.

    - Inside the Data folder for the tool go to the Base Mod folder and you'll see z_DOF_CAMERAS with several folders listed inside it with the camera options (based on Camera and DOF option). Select the option you like most.

    - Now unzip my Patch.fat file using the gibbed tools (found here -> svn.gib.me/builds/disrupt/?C=M;O=D ) Just click and drag the patch.fat file onto the Gibbed.Disrupt.unpack.exe and it'll say "Open with Gibbed.Disrupt.unpack.exe", release the mouse and the tool will run. It'll create a patch_unpacked folder in your data64 folder (or where you have the patch files located).

    - Now just copy the cameracontext.lib file from the folder you picked earlier (not the whole folder but the file inside it) into the patch_unpack\generated\databases\generic folder.

    - To rezip the patch file rename the patch_unpack folder to just patch, and now click and drag it onto the Gibbed.Disrupt.pack.exe just like earlier. The tool will run and repack the patch file, overwriting the original with the changes you made.

    ~If you want to add Maldo's textures go to the Textured Version folder (it's right inside the data folder) and copy the whole graphics folder. Now just paste it right into the patch_unpack folder, but don't overwrite anything though. This same process will work for SoloCreep's Lensflare as well.

    That's it, the hardest part is just navigating the folders so you're sure you're looking at the right thing. It's pretty easy though and after you figure it out you can customize your mod with anything you like.
     
  7. cmh175

    cmh175 Guest

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    My previous post will help you with this. The headlights are in the dynamiclightprefab.lib, just paste the file into the patch_unpack\generated\databases\generic folder.

    ~Sorry guys, customizing the mod is pretty easy but doing a version for each person isn't possible for any of the modders. Everyone wants something different lol.
     
  8. cmh175

    cmh175 Guest

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    Hey guys, anyone who hasn't done this really needs to. Not only does it fix the frame rate issue without switching to borderless, it actually increased my average frame rate. I usually got around 45 or so, and closer to 38 while driving, but now I'm consistently in the mid 50's or so. I didn't know Aidan ran that fast lol.
     
  9. wolfbaron

    wolfbaron Guest

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  10. AsuraX

    AsuraX Guest

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    How do you install 1.0?

    I can't find any instructions on how to.
     

  11. PIRATEorNINJA

    PIRATEorNINJA Guest

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    FYI if you get crashes with sweetfx when starting the game make sure you have fraps OFF. fraps causes sweetfx to crash. if you dont have fraps then start with any proigram similar that tells you the fps when playing
     
  12. ThatGuyOverTher

    ThatGuyOverTher Guest

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    so i got rid of TheWorse's SweetFX and put in the Realistic one from the sweetfx preset site(I did this by clicking on the sweetfx_settings and copied the stuff from the Realistic text file and deleted all of TheWorse SweetFX and replaced it with the Realistic. And holy crap on a cow, this game looks just like the E3 2012 presentation, maybe even better... I have all settings max except for shadows(high) and Motion Blur(off), I have texture to high(I use Maldo textures) at 2560x1440 with no Anti-Aliasing, but i forced the FXAA through the SweetFX, so no aliasing! The only thing that sucks, is that i am unable to take screenshots due to the fact that Watch_Dogs won't let me use Fraps because of SweetFX and the Steam Overlay will not work, AND I had to disable Uplay Overlay to get the SweetFX that I injected to work...Does anyone have software that I can take Screenshots with? I'd love to upload the pics here so you guys can see what i see!
     
  13. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Just in case anyone wants to do what i did with replacing the SweetFX code here is the code, Just copy and paste.. // 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_CA 1 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
    #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_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
    #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 1 //[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 1 //[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 1 //[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 1 //[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 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 1 //[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.

    #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.


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

    #define SMAA_THRESHOLD 0.04 //[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 60 //[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 1.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 1.000 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 1.000 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


    /*-----------------------------------------------------------.
    / Chromatic aberration / /
    '-----------------------------------------------------------*/

    #define outfocus 0.008 //[0.00 to 1.000] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Explosion settings /
    '-----------------------------------------------------------*/

    #define Explosion_Radius 1.0 //[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 6.0 //[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.


    /*----------------------------------------------------------.
    / Levels settings /
    '----------------------------------------------------------*/

    #define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
    #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

    //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


    /*----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/

    #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

    #define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
    #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.2 //[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 2.0 //[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 1.00 //[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 22.38 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.518 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0105 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/

    #define HDRPower 1.1 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/

    // -- Sharpening --
    #define sharp_strength 0.68 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.040 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 1 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.3 //[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 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 3 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 43.00 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.04 //[0.00 to 1.00] Amount of effect blended into the final image


    /*-----------------------------------------------------------.
    / Film grain settings /
    '-----------------------------------------------------------*/

    #define FilmGrainIntensity 0.6 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/

    #define TechniAmount 0.21 //[0.0 to 1.0]
    #define TechniPower 2.85 //[0.0 to 8.0]
    #define redNegativeAmount 0.96 //[0.0 to 1.0]
    #define greenNegativeAmount 0.96 //[0.0 to 1.0]
    #define blueNegativeAmount 0.90 //[0.0 to 1.0]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/

    #define Red 10.1 //[1.0 to 15.0]
    #define Green 10.1 //[1.0 to 15.0]
    #define Blue 10.1 //[1.0 to 15.0]

    #define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 0.9 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.48 //[0.60 to 0.20]
    #define GreenC 0.51 //[0.60 to 0.20]
    #define BlueC 0.50 //[0.60 to 0.20]

    #define Blend 0.43 //[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(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/

    #define Gamma 0.942 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
    #define Exposure -0.045 //[-1.000 to 1.000] Adjust exposure
    #define Saturation -0.038 //[-1.000 to 1.000] Adjust saturation
    #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove

    #define FogColor float3(-0.51, 0.65, -0.65) //[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 0.15 //[-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(-0.60, -0.65, -0.65) //[-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 0.68 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 9 //[1|2|3|4|5|6|7|8|9|10] 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, 10 = Half-circles.
    //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(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/

    #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
    #define VignetteRatio 1.00 //[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 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 6 //[2 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 for VignetteType 1. 2 and 3 do not obey this setting.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/

    #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

    //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(1,50) //[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|6] 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, 6 = Curvy vertical 50/50 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/articles/15/javascript-char-codes-key-codes

    // key_toggle_sweetfx = 192 ; 192 = ~ (Tilde)
    // key_screenshot = 44 ; 44 = Print (Print Screen)
    // key_reload_sweetfx = 19 ; 19 = Pause (Pause Break)


    /*-----------------------------------------------------------.
    / 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
     
  14. PIRATEorNINJA

    PIRATEorNINJA Guest

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    look at the last section of sweetfx code, there is a screenshot function with keybind listed
     
  15. Cuban Legend

    Cuban Legend Active Member

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    Glad to see 1.0 is out, but the foggy look is definitely not helping me in multiplayer at all. I'll pass until someone undoes that fog.
     

  16. AsuraX

    AsuraX Guest

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    Hey does anyone else think that there is still too much fog? Even in the morning when there is no rain I see fog. Anyone way to get rid of it completely?
     
  17. PIRATEorNINJA

    PIRATEorNINJA Guest

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    someone has http://steamcommunity.com/app/243470/discussions/0/43099722142040818/

    on a different note. has anyone ever played with the supersampling option in the gamerprofile.xml file? i just turned it on in addition to ultra settings at 1080 res and my vram usage went over 5Gb at one point and averaged around 4GB. the fps was around 20 but it sure did look amazing. i played a little and it was actually playable but not something id do all the time.
    got some screens here
    http://cloud-2.steampowered.com/ugc/591413233218423858/B9D663A04008E863EE4BD4BC081296DA9E49A4BE/
    http://cloud-4.steampowered.com/ugc/591413233218429036/749C2F9EEFF91C81A6AFB3C6EDB2920BACEFC60F/
    http://cloud-4.steampowered.com/ugc/591413233218426012/C6DCA113133DD82CDBAB12D48935A94FC7503E16/
    i also see a setting for Alphatocoverage and its at 0 default. is this an off/on setting 0/1 or is it a value that can be raised/lowered?
     
    Last edited: Jul 22, 2014
  18. ThatGuyOverTher

    ThatGuyOverTher Guest

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    oh, well thanks PIRATEorNINJA, I never noticed that.
     
  19. ThatGuyOverTher

    ThatGuyOverTher Guest

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    GPU:
    Gigabyte GTX980
  20. cmh175

    cmh175 Guest

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    GPU:
    EVGA GTX 770 Classified
    Damn, that's awesome for occasional use and screenshots, but probably carries a good chance of pc melting lol. It's probably an advanced feature for 3way SLI.

    It's a pretty good preset, I think it's the one I started out with (or still am using lol, I had a few setting for testing so I forget at this point). The contrast was heavy with TheWorse environment lighting though, unless you really raise the brightness.
     
    Last edited: Jul 22, 2014

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