Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by pmartin

  1. I just had a dream about this virus. I need to take some time away from the computer.
  2. I grew up to wing commander II, it must have came with my soundcard. This is really cool.
  3. haha, no. :b I just been messing around with it a lot lately, experimenting with a few configs for some other game (deus ex), and then I thought that with the re-texturing project GR deserved some post processing effects. And have you tried it? Does it work for you? I haven't been able to try it on any other pc.
  4. Good news: Look at this screenshot, you can see the bloom and the motion blur, but it has an ugly color config, what does it mean? I'm running the FXAA Injector in GR with the ENB mod, I just used the color config to make it clear that the FXAA injector was working. For those of you who doesn't know FXAA is one of the latest (and fastest) anti aliasing techniques, and well, this is an injector that's been widely used recently. It is waaaay better than the ENB AA. No more lonely pixels floating around GR treetops. EDIT: That was quick! Download link added to the OP.
  5. oooh! I'll try the occlusion with those models that came with your beta from project novo! If it works I'll post some pics. And for the D3d_dx9.DLL error, I'll quote the ENB website: EDIT: Direct links to files doesn't work, so here's the link for the download page, just look for the text quoted above. http://enbdev.com/download_en.htm
  6. I have no idea to why this happens, try with a lower screen resolution. And if it doesn't work you can disable it through the enbseries.ini, just change the line "EnableMotionBlur=1" to "EnableMotionBlur=0" and you'll still have all the effects except for the motion blur. Make sure that, if you had another version of ENB in your GR folder, you replaced it with the new version. Also, try this "[MOTIONBLUR] MotionBlurQuality=0 MotionBlurVelocity=50 MotionBlurRotation=50" instead of this: "[MOTIONBLUR] MotionBlurQuality=1 MotionBlurVelocity=60 MotionBlurRotation=60" And I recomend starting the ENB only in game, as menus get affected by it too.
  7. That's weird. Could you take a screenshot? What's your video card? Did anyone else tried it? Does it work?
  8. It is possible that if you add it it will work, the main problem is that characters appear with a lot of flickering shadows when occlusion is on, but I bet there are ways to fix it.
  9. That's the spirit! And some screens: Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us
  10. (I know there is already another ENB thread here on the forums, but I didn't want to bump it since this one will cover a very different version) Most of you may know the ENB mod for GR we have on the download section (Bloom Mod), last night I've spent a lot of time experimenting with a DirectX 9 version of it, trying to make it work. (Ghost Recon uses DirectX 8) This version uses a DirectX8 to DirecX9 convertor, which enables DX9 post processing effects on DX8 games. I've experimented a lot with all the settings, and I was able to come up with a few (good looking, may I say) effects. 1.A decent bloom: Some people like really strong bloom effects, almost blinding ones that makes the sky white with light, I don't like it, so I've made it really soft and easier on the eyes, it actually looks good and it doesn't obstruct the field of view and makes enemy spotting harder. (This effect was absolutely doable on the DX8 version, but on DX9 it looks smoother and less "artificial") 2. Color Correction and Eye adaptation: I liked this one, the colors look great and the eye adaptation is a nice touch. Just sometimes it looks too saturated, but it can be changed. 3. Motion Blur: I don't know about this one yet. It works great, the frame rate impact is minimal (even on my Intel graphics card), but I don't know if it's too distracting. But it's interesting to be running for cover while everything is blurred. (I've tried to make it noticeable but still subtle) Frame rate wise, it runs really smooth on my pc with onboard intel graphics. Occlusion doesn't work, I'm not sure about shadow, it does make some difference but I don't know how much. By default the Anisotropic Filtering is set to 16x. Also I was able to make Depth of Field work, but without motion blur. I won't share it since I haven't found a proper configuration of the parameters (and also because DOF will make the game really hard to play. You can't be near-sighted to shoot a gun ;b) (But maybe it will look good for recording movies, so I'll mess around with it and if I achieve any good results I will post it.) Video (Watch it at 720p, it's easier to see the blur that way): [media=] Download: http://www.mediafire...i4c69wuo66dbv86 Installation: Just extract it to your main GR folder, and then start the game. To activate the effect press SHIFT+F12. EDIT: Also, credit for the ENB DX8-DX9 convertor and Plugin goes to Boris Vorontsov, I just made this custom preset. EDIT2: Here's the version with the FXAA Injector. http://www.mediafire.com/?zvw5ki64slcoast Instalation: Extract to your main GR folder, and then start the game. ENBseries is activated by SHIFT+F12, INJFX is activated with PAUSE. To edit the configuration for INJFX just open the FXAA_Tool.exe credits fort the FXAA injector at the fxaa_readme.txt.
  11. ike.log says Loading map e:\arquivos de programas\red storm entertainment\ghost recon\mods\project novo beta 4\map\m02_farm\m02_farm.map RSFILEDATA: FindFile could not find file anim00.rsb RSFILEDATA: FindFile could not find file anim00.rsb Unable to find anim00.rsb anywhere. DS and IT activated and game is patched to 1.4 will try now.
  12. Excited about the news on GR1 moding

  13. I've downloaded the beta 4/5, but for some reason it crashes whenever I try to load mission 2. EDIT: Also, can I give a suggestion? Is there a way to make the bullet impact effects more visible? It seem that when the bullets hit trees, sand or leaves it doesn't happens much. I think a little bit more dust, leaves, bricks and pieces of wood flying around would make everything more exciting. And maybe more realistic(?).
  14. Never knew it was so complex! And you guys are right, the more you reduce the accuracy, the more weird the cqc feels like. Sometimes it feels like a 1800's firefight, one standing in front of the other with those guns that can't hit anything. Let me ask you guys something: when editing gun's stats, do you do it manually on igor or notepad? I just don't have the patience to do it one by one everytime. There are too much guns. And I can't wait for the next HU release. And Riley, I'm just dowloading texas militia.
  15. Since 2003 ghost recon has always been installed in every single computer I had. It's one of my favorite games of all times, and maybe the best Single Player military simulator. (I won't say multiplayer too, because I haven't played it a lot online, and I don't want to start a ARMA vs GR discussion). We all know its flaws. For me, the greatest flaw is it's enemy accuracy. I've been using droopy's enemy realism for a long time now, and it always made things a lot better. But then, Heroes Unleashed came out, and I couldn't use it if I wanted to use some of the several kits HU gave us. So I decided to change HU Equips stats myself. In my dreams... Too much guns to edit manually, too much work. I started playing HU unedited, and it's supposed to reduce the deadly accuracy of the enemy, and it does. But it does a lot less than droopy's, and I still thought they still were superhuman Russians. Poor ghosts. Half my squad went down and I didn't even find the enemy. But then I thought of something. I took out my binoculars, took cover and started looking for the ###### who shot me. He was standing on the open, 100m away. And I finally understood everything. They aren't too accurate, it's just that I always had small monitors! Every AI entity in the game didn't think we were too far, but 100m for me, in my computer screen, looked like 1kilometer! Just take a look at these screenshots: Do you see the bunker? Can you see someone inside of it? How far would you guess it is? Now with the weapon zoom. And now with the binoculars. Now you can see who you're supposed to shoot. What happened in this situation: I took my gun, went for cover and started shooting, they started shooting back, my squad mates spreading fire, they went into cover, and as my bravo team started firing at then from a different position, they fell, one by one. (taking with them one of my guys who wasn't into good cover). It was a great firefight, except that I could barely see who was I shooting at, when everybody else was having no trouble killing each other. A M16 is supposed to have a 500m effective range, isn't it? That is, you can shoot people at 500 meters if you can see them. I don't know if there's a map in GR where you can see 500m without any obstruction, and I think most of GR's maps aren't this big.100 meters is engaging distance, and it's a 'safe' distance for a strategic assault. But think about it... Most of the time in GR you only engage the enemy when you're about 50m from him. Think about most of your firefights, most of the time they're like mexican standoffs. The man who drops to the ground, aims and shoots first wins. Moving a fireteam to one cover to another is almost impossible! Flanking is already hard because during a firefight you have to babysit all your teams, see if they're in good cover, and hope they're not just firing at the immediate enemy without watching your back. You don't even have the courage to move to your enemy's flank, because you're not just too close from the enemy, you're also depending on some rather egocentric AI. So, what's the point of the thread? I don't know. Maybe I giving other GR players a tip: To play GR right, buy a big screen, turn off the fog, and avoid engaging the enemy from too close. And use droopy's realism, to compensate the AI, and make flanking possible. Another thing is maybe someone could do a realism mod like droopy's for Heroes Unleashed, and modders, in the future, when you're scripting missions, try to think about how far the player is supposed to engage the enemy's you place on the map.
  • Create New...