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 ENB Series Bloom Lighting***SOLVED*** 
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Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
Post ENB Series Bloom Lighting***SOLVED***
I have been wondering if I can use ENB series bloom lighting in Cortex Command, i currently have the files in the directory, but it seems to be dormant, it might just be unnoticeable and this post is completely redundant, but if it is not supported, who else thinks it should be added?
here is my ENB Series file:
Code:
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=0
ProxyLibrary=
[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=1
SkipShaderOptimization=1
[EFFECT]
EnableBloom=1
EnableOcclusion=1
EnableReflection=1
EnableMotionBlur=1
EnableWater=1
EnableShadow=1
[INPUT]
KeyUseEffect=12
KeyBloom=12
KeyOcclusion=12
KeyReflection=12
KeyCombination=16
KeyShadow=11
KeyWater=11
[REFLECTION]
ReflectionPower=100
ChromePower=100
UseCurrentFrameReflection=1
ReflectionQuality=1
ReflectionSourceSpecular=100
ReflectionSourceTFactor=100
UseAdditiveReflection=0
ReflectionDepthBias=100
UseLowResReflection=0
[BLOOM]
BloomPowerDay=18
BloomFadeTime=50000
BloomConstantDay=1
BloomQuality=0
BloomScreenLevelDay=1
BloomCurveDay=-10
BloomPowerNight=14
BloomConstantNight=1
BloomCurveNight=-10
BloomScreenLevelNight=1
BloomAdaptationScreenLevel=50
BloomAdaptationMultiplier=1
BloomAllowOversaturation=1
[SSAO]
UseFilter=1
OcclusionQuality=1
FilterQuality=1
[COLORCORRECTION]
DarkeningAmountDay=7
ScreenLevelDay=8
ScreenLevelNight=1
DarkeningAmountNight=-14
GammaCurveDay=22
GammaCurveNight=18
[PLUGIN]
WeatherMod=1
[WATER]
UseWaterDeep=1
WaterDeepness=20
WaterQuality=1
[SHADOW]
ShadowFadeStart=60
ShadowFadeEnd=100
ShadowAmountDay=70
ShadowAmountNight=20
ShadowScreenLevelDay=7
ShadowScreenLevelNight=5
ShadowQuality=0
[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60


Last edited by Galacticruler on Tue Jan 10, 2012 11:59 pm, edited 1 time in total.



Sun Jan 08, 2012 7:24 pm
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Post Re: ENB Series Bloom Lighting
I think you have vastly misunderstood what ENB does. For everyone else, this is what he's talking about.


Sun Jan 08, 2012 8:20 pm
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Post Re: ENB Series Bloom Lighting
I don't think Cortex Command uses the kind of rendering technology ENB works with (although I've never used it, so I have no idea how it works). I'm also not sure what bloom would accomplish in a 2D pixelated game, aside from making it blurry. The resolution is too low for it to have a positive effect. What are you expecting to improve with ENB?


Sun Jan 08, 2012 8:22 pm
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Post Re: ENB Series Bloom Lighting
Just gonna throw out that Bloom has never improved a game, in my opinion.
I may be sliiiightly biased.


Mon Jan 09, 2012 1:54 pm
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Posts: 269
Post Re: ENB Series Bloom Lighting
I always thought bloom was something 3D games used


Tue Jan 10, 2012 4:10 am
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Joined: Tue Dec 23, 2008 8:04 pm
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Post Re: ENB Series Bloom Lighting
ryry1237 wrote:
I always thought bloom was something 3D games used

It is.


Tue Jan 10, 2012 5:32 pm
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Post Re: ENB Series Bloom Lighting
Duh102 wrote:
Just gonna throw out that Bloom has never improved a game, in my opinion.
I may be sliiiightly biased.


I disagree, tasteful use of bloom can enhance the atmosphere and scope of a scene. But just using it for the heck of it ALWAYS is a terrible idea.


maart3n wrote:
ryry1237 wrote:
I always thought bloom was something 3D games used

It is.


Not necessarily, if you have backdrops in 2d scenes with light coming through them you could just as easily have bloom in a 2d game.


Tue Jan 10, 2012 10:01 pm
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Posts: 234
Post Re: ENB Series Bloom Lighting
Umm, trying to make ENB work with CC is like trying to make a gasoline-powered car run on water.

ENB works by forcing a game .exe that uses Direct3D .dll's use ENB's version, with bloom in it, of it instead of the vanilla one.
Since CC doesn't in fact use Direct3D, you can't make ENB work with it.


Tue Jan 10, 2012 10:12 pm
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Posts: 322
Post Re: ENB Series Bloom Lighting
Jack Trades wrote:
Umm, trying to make ENB work with CC is like trying to make a gasoline-powered car run on water.

ENB works by forcing a game .exe that uses Direct3D .dll's use ENB's version, with bloom in it, of it instead of the vanilla one.
Since CC doesn't in fact use Direct3D, you can't make ENB work with it.


I think Jack just won the topic, best argument here, I will lock and rename this as solved.

EDIT: can this please be locked?


Tue Jan 10, 2012 11:58 pm
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