Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: torc on October 26, 2010, 04:07:17 am

Title: post processing question (again) :)
Post by: torc on October 26, 2010, 04:07:17 am
hi guys, i wonder if 3.6.12 supports post processing (saturation,grain,blur etc) and if yes can you help me to activate them? thanks a lot
Title: Re: post processing question (again) :)
Post by: The E on October 26, 2010, 04:30:37 am
Yes, it does support them.

In the Launcher's "Experimental features" list, activate post processing. To use bloom, add "-bloom_intensity", followed by a number from 0 to 160, in the Launcher's custom flags field.

The other pp effects need to be enabled using sexps.
Title: Re: post processing question (again) :)
Post by: Fury on October 26, 2010, 04:57:32 am
It's not necessary to use "-bloom_intensity", as it will use default bloom value if one is not specified. I forget what the default value is though, perhaps 80 or so?

Post processing sexps should not be used because there is absolutely no guarantee they will do anything in the future. Unless post processing gets someone to maintain the code and clean it up, it might end up being removed from FSO.
Title: Re: post processing question (again) :)
Post by: The E on October 26, 2010, 05:04:24 am
Not an issue after antipodes 7. The new PP code in there is 100% more maintainable, so Post Processing will be moved out of the experimental section in the future.
Title: Re: post processing question (again) :)
Post by: Fury on October 26, 2010, 06:30:05 am
Really? Who's this miracle person who did it?
Title: Re: post processing question (again) :)
Post by: The E on October 26, 2010, 06:34:26 am
taylor, as usual :)

He rewrote the post-processing code to better fit in with the existing graphics pipeline.
Title: Re: post processing question (again) :)
Post by: Fury on October 26, 2010, 06:39:16 am
Awesome, now if he can make it work with AA... :p
Title: Re: post processing question (again) :)
Post by: Reprobator on October 26, 2010, 01:33:50 pm
ah yes aa and beeign able to ignore the skybox in the pp rendering !
Title: Re: post processing question (again) :)
Post by: torc on October 27, 2010, 05:35:40 pm
Yes, it does support them.

In the Launcher's "Experimental features" list, activate post processing. To use bloom, add "-bloom_intensity", followed by a number from 0 to 160, in the Launcher's custom flags field.

The other pp effects need to be enabled using sexps.
yes,i'm talking about sexp...is it too difficult to enable the other postprocessing with sexp? is it doable for a newbie like me?
Title: Re: post processing question (again) :)
Post by: torc on October 28, 2010, 08:18:45 am
up?  :)
Title: Re: post processing question (again) :)
Post by: General Battuta on October 28, 2010, 08:22:57 am
The other postprocessing effects can be enabled by SEXP, I think. You can't do it in the launcher and wouldn't really want to; some of them like film grain are not things you'd always want on.
Title: Re: post processing question (again) :)
Post by: torc on October 28, 2010, 08:48:54 am
saturation and motion blur are very good i think....hope someone can help me to activate them... i've patched tarr chronicles with those effects and the game appears very good and realistic... hope to see the same thing on fs2  :)
Title: Re: post processing question (again) :)
Post by: General Battuta on October 28, 2010, 08:58:12 am
I believe you can alter saturation by SEXP. Not sure if by command line. I don't think we have motion blur yet.
Title: Re: post processing question (again) :)
Post by: torc on October 28, 2010, 09:17:03 am
please could you post some tutorial for sexp?
Title: Re: post processing question (again) :)
Post by: General Battuta on October 28, 2010, 09:18:42 am
Open the mission you want to use the effect, go into the events editor, create a new event called 'postprocess control', leave it as 'when true', change the last line from 'do nothing' to 'set-postprocess-effect' and choose the one you want. Save the mission to the data folder of whatever mod it belongs to, under a subfolder called 'missions'.

You may need to extract the mission from a VP editor first.

But, actually, don't do any of that. First find out if you can alter saturation by command line. Anybody know?
Title: Re: post processing question (again) :)
Post by: torc on October 28, 2010, 12:56:45 pm
thank for now battuta... very kind  :)
i think i should make some practice before... seems little complicated :confused:
Title: Re: post processing question (again) :)
Post by: Iss Mneur on November 02, 2010, 11:48:05 pm
But, actually, don't do any of that. First find out if you can alter saturation by command line. Anybody know?
No.  Only bloom is changeable from the command line.