How to enable Bloom on eduke32?
#1 Posted 06 October 2010 - 06:41 PM
This post has been edited by LkMax: 06 October 2010 - 06:46 PM
#2 Posted 06 October 2010 - 07:28 PM
However, there is hope since Polymer was released is being updated regularly to produce better lighting.
http://dukeworld.duke4.net/eduke32/
You can probably get away with the current version from July. You would need some other stuff to make it work with the original levels however.
#3 Posted 06 October 2010 - 07:46 PM
#4 Posted 06 October 2010 - 07:59 PM
Just put the contents of the bloom folder in your eduke folder. There are 4 items: cg.dll, cgGL.dll, opengl32.dll, and the cgprograms folder, all of which need to be at the root level with your eduke32.exe. I have assumed that all of these are necessary but haven't checked.
It works with both Polymost and Polymer, but with Polymer there are more glitches. Imo it looks like crap with Polymer and is not worth using, but in Polymost it often makes for some niftier looking effects. Fires definitely look better, for example.
Attached File(s)
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bloom.rar (348.16K)
Number of downloads: 408
#5 Posted 06 October 2010 - 11:15 PM
#6 Posted 07 October 2010 - 05:04 AM
DeeperThought, on Oct 7 2010, 12:59 AM, said:
Just put the contents of the bloom folder in your eduke folder. There are 4 items: cg.dll, cgGL.dll, opengl32.dll, and the cgprograms folder, all of which need to be at the root level with your eduke32.exe. I have assumed that all of these are necessary but haven't checked.
It works with both Polymost and Polymer, but with Polymer there are more glitches. Imo it looks like crap with Polymer and is not worth using, but in Polymost it often makes for some niftier looking effects. Fires definitely look better, for example.
Thanks, worked well here
The explosions and effects (like fire, for example) are much better with it, even with no HRP or Polymer.
Yes, like Micky C said, some textures are blurred to the extreme, but maybe it's still worth.
This post has been edited by LkMax: 07 October 2010 - 05:13 AM
#7 Posted 02 May 2016 - 05:23 PM
Nevermind I was using a 64bit version of eduke and this only works with 32bit ...
This post has been edited by Mike Norvak: 02 May 2016 - 05:28 PM
#8 Posted 03 May 2016 - 01:27 AM
#9 Posted 03 May 2016 - 07:28 AM
Mike Norvak, on 02 May 2016 - 05:23 PM, said:
Nevermind I was using a 64bit version of eduke and this only works with 32bit ...
Yeah, I've been searching around for 64bit bloom mods. Found reshade and am trying to get something working, no luck yet. It loads up but I can't enable bloom or at least don't know how yet. I think I need to set up shaders myself still. Maybe read the instructions or something dumb like that.
http://reshade.me/
#10 Posted 03 May 2016 - 08:18 AM
Micky C, on 03 May 2016 - 01:27 AM, said:
PolymerNG will come with HDR and Tonemapping.
#11 Posted 03 May 2016 - 09:14 AM
**Polymost and software 8bit renderer only, does not work with polymer.
get reshade 1.1 with sweetfx 2.0 here http://reshade.me/sweetfx#download
put it into the root folder with eduke32.exe
rename either ReShade32.dll or ReShade64.dll to opengl32.dll depending on what version of eduke32.exe you have (64bit or 32bit builds have the same name eduke32.exe, and also yes the 64bit dll needs to be named opengl32.dll)
now to turn on bloom and HDR in the settings file, and turn OFF lumasharpen
ReShade 1.1.0 with SweetFX 2.0\SweetFX\SweetFX_settings.txt
toggle lines 29 & 30 to 1 from 0 then turn off lumasharpen from a 1 to a 0 on line 31
#define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Sharpens the image.
finally I adjusted the fine settings lower down, lines 180 - 190 (default seemed dark, these settings are a little too bright for me maybe??)
/*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 25.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.50 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.10 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.10 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 1.00 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
Works best with the HRP and Polymost override pack.
CRT scanlines anyone?
This post has been edited by Drek: 03 May 2016 - 07:16 PM
#12 Posted 03 May 2016 - 11:09 AM
#13 Posted 03 May 2016 - 11:38 AM
Hendricks266, on 03 May 2016 - 11:09 AM, said:
I tried that, not that I have a need to but just curious. Anyways, the exe did pick up the renamed dll but then something down the line loading libraries failed.
This post has been edited by Drek: 03 May 2016 - 11:46 AM
#14 Posted 04 May 2016 - 07:13 AM
Without Bloom:
I played around with bloom some more, I'll admit it looks pretty when running highres art.
This is the current HRP (5.4) with the polymost override pack (5.4.674)
These pics are from different effects than the instructions I posted above. It's using the full reshade 1.1 download, with the GemFX Bloom instead of SweetFX. I liked the extra options of a lighten only bloom, + the 32bit float for HDR Level Rendering.
Settings in spoiler.
#15 Posted 04 May 2016 - 07:15 AM
#16 Posted 04 May 2016 - 07:24 AM
Inspector Lagomorf, on 04 May 2016 - 07:15 AM, said:
It's flickering lights when playing... From the start of e2l2 incubator, when the shuttle docks with the station.
#17 Posted 04 May 2016 - 08:32 AM
Drek, on 04 May 2016 - 07:24 AM, said:
Maybe it would be best, to post a video?
This post has been edited by icecoldduke: 04 May 2016 - 08:43 AM
#18 Posted 04 May 2016 - 10:16 AM
This post has been edited by Trooper Dan: 04 May 2016 - 10:32 AM
#19 Posted 04 May 2016 - 10:28 AM
icecoldduke, on 04 May 2016 - 08:32 AM, said:
Here you go. (it's pretty shitty resolution, couldn't record fullscreen, or be bothered to hook up my pc to the widescreen in the living room, where I should record from.)
Trooper Dan, on 04 May 2016 - 10:16 AM, said:
I'd also agree with this, it's not how I would play. The game just plain wasn't designed for bloom, with a bit of work a mod to the HRP could be made that was more bloom friendly. And like you said, an engine side bloom that could be turned off and on per texture would be ideal.
This post has been edited by Drek: 04 May 2016 - 10:34 AM