ENB Series on ZDoom (Post your screenshots/presets here)

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Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Captain Proof » Thu Dec 10, 2009 1:19 pm

I tried it out a while back just to see if it would work,that's pretty much it.Didn't know if it provided any ideas for anyone out there or not.

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Mr. Tee » Tue Dec 08, 2009 11:49 am

Siggi wrote:Oh shock and horror, people like the game to look a certain way. The world's going to end!
Easy, just stating an obvious oxymoron. And this:
Mr. Tee wrote:I guess it's cool that it works tho, for people that like this washed out look. If only the HUD and full screen HUD numbers weren't affected, and the "white sky unless you look up" thing is also kind of strange.
It really is kind of cool. I can see myself using ENB on something like the original Neverwinter Nights, would probably look pretty sweet, just personally not for ZDoom.

I have to ask though, if someone coded it specifically for ZDoom, would the HUD be drawn normally? Or does this thing apply effects to anything that's goes through the Direct X pipeline?


@Duducrazy: If you're gonna post another video of this on YouTube, make sure Doomguy's not having a epileptic fit this time ;) (seriously, I can barely see the ENB effect what with you going ape-shit on that level, hehe :D )

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Janitor » Tue Dec 08, 2009 9:27 am

Does something like this exist for GZDoom? I understand that this uses DirectX, which would mean that its not going to work with GZDoom, but is there something similar to this?

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Siggi » Tue Dec 08, 2009 8:36 am

Oh shock and horror, people like the game to look a certain way. The world's going to end!

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Gez » Tue Dec 08, 2009 7:37 am

Mr. Tee wrote:I fail to see why gamers these days want super crisp 1948050x1604909000 pixel graphics, only to intentionally add blurriness and halos to them.
This.

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Mr. Tee » Tue Dec 08, 2009 7:31 am

I fail to see why gamers these days want super crisp 1948050x1604909000 pixel graphics, only to intentionally add blurriness and halos to them.

Heck, before I got cyborg eyes (read: laser vision) I used to get a subtle effect like that by just taking my glasses off. And that method didn't eat 25 fps.

Now *subtle* bloom effects can be rather attractive in giving a sort of surreal "Lord of the Rings" fantasy look for games like Dragon Age, even Half-Life, but for other games, meh, I find it looks very out of place. Especially with Doom, Doom is dark and gory. Lava-lamp blood and washed-out weapons just seem inappropriate for a game like this.

But I guess it's cool that it works tho, for people that like this washed out look. If only the HUD and full screen HUD numbers weren't affected, and the "white sky unless you look up" thing is also kind of strange.

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Captain Ventris » Sat Dec 05, 2009 2:17 pm

Doomguy needs to replace his contacts, his eyes are getting all watery.

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Xaser » Sat Dec 05, 2009 11:18 am

Hooray for the return of the glowing hands mod! :P

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Dark-Assassin » Fri Dec 04, 2009 6:44 am

SlayeR wrote:MGE's HDR shaders
Sorry, not HDR.
I actually meant DirectX9 Bloom

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by sirjuddington » Fri Dec 04, 2009 2:31 am

MGE's HDR shaders are way too strong. Unless you're looking up, the sky always appears completely white. Apart from that though MGE is <3.

And on-topic, I don't see why you would want to use this stuff with doom of all things.

Re: ENB Series on ZDoom (Post your screenshots/presets here)

by Dark-Assassin » Wed Dec 02, 2009 3:03 am

I use ENB series made for for DuesEx and Other UnrealEngine games. Don't need it for Morrowind because of MGE (Morrowind Graphics Extender).
It comes with performance wise presets for ATI and NVIDIA GEForce.
But with most computers you have to disable MotionBlur in the .ini
And it seems to be the best one i have ever used. Still can't beat MGE's HDR Shaders.

All that is on my computer and I have no graphics card. I took it back.
So I am using my laptop which can render ENB Fine, but it can be slow sometimes.

ENB Series on ZDoom (Post your screenshots/presets here)

by Duducrazy » Tue Dec 01, 2009 4:08 pm

I believe most people know that it's possible to use the ENB Series mod in ZDoom, (and probably on GZDoom and Skulltag as long as you use the software renderer) as first seen in this thread http://forum.zdoom.org/viewtopic.php?f= ... &hilit=enb

so, post your screenshots, presets and tell which version of the mod do you use.

Image
Image

Palette used (Keep the filename as "enbpalette" and save it as a bitmap in the same folder as the ENB Series mod.)

Image

Presets used (I used some bloom effect in the first screenshot)
Spoiler:
ENB Series version used: 0.074f (From GTA San Andreas)

In case you wonder why are the screenshots a bit blurry, i used a simple blur post-process effect. see the attachment below (save it in the same folder as the ENB Series mod and the palette)
Attachments
effect.txt
(2.62 KiB) Downloaded 235 times

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