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| UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade | |
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+7nacy OBT~moomoon OBT~Gix Mad OBT~Vil_coyote OBT~Miguel21® OBT~Mikmak 11 participants | |
Auteur | Message |
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OBT~Vil_coyote n°22
Messages : 1830 Date d'inscription : 02/06/2008 Age : 51 Localisation : Dpt 49
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Dim 9 Déc - 11:53 | |
| - OBT~Mikmak a écrit:
- ...
Il est possible de régler les effets en modifiant le fichier "SweetFX_settings.txt" et de voir les changements en revenant dans le jeu (la modif est prise en compte à la volée sans avoir à quitter le jeu).
Aux heures tardive ou matinale, la luminosité est cependant trop sombre, je préconise de passer le paramètre HDRPower à 1.0 au lieu 1.75. pour moi HDR=1,35 | |
| | | OBT~moomoon
Messages : 526 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Dim 9 Déc - 22:49 | |
| C'est plus beau avec en effet mais les contacts sont plus durs à repérer! Pour le "Halo" autour des contacts j'ai téléchargé l'outil proposé dans le post de Gib http://sweetfx.thelazy.net/Dans Luma Sharpen: Sharp strength: passé au mini 0.1 (au lieu de 1.5) et plus de halo Sans rien: avec le sweet-machin par défaut avec le Luma-sharpen _ sharp strenght à 0.1: Je vais tenter le HDR à la Vil car c'est parfois aussi trop sombre/contrasté chez bibi. _________________ Seul moomoon ne croit pas en Chuck Norris, alors que des milliards de personnes ne croient pas en Dieu
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| | | nacy
Messages : 106 Date d'inscription : 27/02/2012
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Sam 5 Jan - 0:20 | |
| ok comme Mikmak, merci Mik | |
| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Jeu 10 Jan - 20:17 | |
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| | | Mad
Messages : 682 Date d'inscription : 15/06/2008 Age : 49 Localisation : Nantes, pays des petits Lu et de la saucisse au Muscadet
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Jeu 10 Jan - 20:34 | |
| y a pas photo, c'est beaucoup plus net avec le réglage de stirven
_________________ | |
| | | OBT~Gix
Messages : 441 Date d'inscription : 25/06/2012
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Ven 11 Jan - 12:56 | |
| Bof, bof. pas de différence en AA je trouve sur les 3 pix.
Couleurs très saturées et pas naturelles sur réglage Stirwen. Moins nettes que réglage Mikmak à mon avis.
Réglage Mikmak fait penser à un temps très très clair assez rare en fait. Peut-être des journées d'hiver ensoleillées. C'est sûr que c'est très confortable au niveau visibilité. Ca dégrade un peu suivant l'endroit (voir la surface de la mer assez moche).
Celui d'origine me semble plus réaliste au niveau visibilité bien qu'il est vrai que les couleurs manquent un poil de contraste.
Il n'y a pas de miracle, pousser les contrastes et les effets de bord on leur contrepartie. Ce qu'il faudrait c'est plutôt avoir un outil efficace pour ajuster l'AA. | |
| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Ven 10 Mai - 0:04 | |
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| | | OBT~Miguel21®
Messages : 2140 Date d'inscription : 04/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Ven 10 Mai - 8:42 | |
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| | | OBT~Midair
Messages : 392 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Dim 20 Oct - 10:55 | |
| Quelqu'un a testé de nouveau réglage de Sweet FX depuis le patch 4.00? | |
| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Mar 14 Jan - 19:31 | |
| Voici mes réglages actuels: - Code:
-
/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 0 //[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_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 0 //[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_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 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 32 // [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 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.
// -- 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.
/*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.0 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [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)
/*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 23.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.5 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.20 //[0.0 to 1.0] #define TechniPower 10.0 //[0.0 to 8.0] #define redNegativeAmount 0.80 //[0.0 to 1.0] #define greenNegativeAmount 1.00 //[0.0 to 1.0] #define blueNegativeAmount 0.50 //[0.0 to 1.0]
/*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2]
#define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.
/*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.400000, 0.400000, 0.400000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.15 //[0.00 to 2.00] Adjust midtones
#define Exposure 0.01 //[-1.00 to 1.00] Adjust exposure
#define Saturation 0.0000 //[-1.00 to 1.00] Adjust saturation
#define Bleach 0.25 //[0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.30, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
/*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.00 //[-1.0 to 1.0] The amount of contrast you want
// -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
/*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image
/*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 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) //[0.00 to 1.00] Center of effect.
/*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section.
//Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 //[1|2|3|4|5] 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
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| | | _12F_Indy
Messages : 18 Date d'inscription : 20/08/2008 Age : 58
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Mar 14 Jan - 20:23 | |
| Merci ! _________________ Action This Day | |
| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Sam 15 Nov - 21:48 | |
| mon dernier réglage Sweet Fx (celui que j'utilise pour les screenshot): - Code:
-
/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #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_BLOOM 0 //[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_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 0 //[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_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 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 32 // [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 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.
// -- 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.
/*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.0 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [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)
/*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 23.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.5 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.20 //[0.0 to 1.0] #define TechniPower 10.0 //[0.0 to 8.0] #define redNegativeAmount 0.80 //[0.0 to 1.0] #define greenNegativeAmount 1.00 //[0.0 to 1.0] #define blueNegativeAmount 0.50 //[0.0 to 1.0]
/*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2]
#define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.
/*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.400000, 0.400000, 0.400000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.15 //[0.00 to 2.00] Adjust midtones
#define Exposure 0.01 //[-1.00 to 1.00] Adjust exposure
#define Saturation 1.000 //[-1.00 to 1.00] Adjust saturation
#define Bleach 0.25 //[0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.60, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
/*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.00 //[-1.0 to 1.0] The amount of contrast you want
// -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
/*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image
/*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 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) //[0.00 to 1.00] Center of effect.
/*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section.
//Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 //[1|2|3|4|5] 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
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| | | OBT~Blacksheep
Messages : 530 Date d'inscription : 18/05/2014
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Sam 22 Nov - 12:51 | |
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| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Mer 28 Juin - 23:03 | |
| Ce qu'il faut enlever pour désinstaller Sweet Fx: | |
| | | OBT~Mikmak
Messages : 3465 Date d'inscription : 03/06/2008
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Jeu 29 Juin - 19:53 | |
| | |
| | | OBT~Acro
Messages : 1655 Date d'inscription : 20/06/2008 Age : 52 Localisation : Sancerre, centre du monde
| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade Ven 12 Jan - 14:27 | |
| Je n'arrive pas à faire fonctionner reshade...
Je l'installe en lui donnant le chemin vers le launcher dans steam/steamappas/common/clif of dover blitz/ laucnher64
Je télécharge les filtres en ne cochant que ceux préconisés par Yoyo
Je fais ok et on me dit que tout est installé..;
MAis quand je lance le simu, je n'ai pas le bandeau gris qui me dit que reshade se lance et pas d'éffet lorsque j'appuie sur Shif+F2 (je ne peux pas charger le profil de yoyo)...
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| Sujet: Re: UTILITAIRE - Outil de correction des couleurs Sweet Fx/Reshade | |
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