Supreme PostProcess

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Supreme PostProcess

Postby LagCom » 20 May 2015, 12:45

Hi all. :D

Crosire's ReShade is an advanced, fully generic post-processing injector for games or alike. Imagine your favorite game with ambient occlusion, real high quality bokeh depth of field, color correction and more ...

not long ago i decided to install supcom and see what FAF is looks like nowadays/ You Know what? I was impressed! No more Lags in 5v5 battles, Advanced Shaders, new Effects for explosions and more! Then i asked my self why do such a fine game like SupCom doesnt looks like modern game?
This preset i did for my personal use for Company of Heroes 2 game. But it will perfectly fit with Supcom 1. And will make this game looks even better (i hope :lol: ).

Here some Screens
It was a test screenshot. As you can see, terrain textures not so "rough". It is because this preset uses Reinhard tonemapping shader...
Image
Do not afraid tho, images is a little blurry because it is a jpeg format. in game youll see every detail clear.
Image
Image
Water surface now is... more like water surface???
Image
Image
Image
Image
Image

This preset Uses:
-Reinhard tonemapping shader
-Lighten bloom
-Color correction

To make this work with FAF and Multiplayer:

Copy files from archive to C:\ProgramData\FAForever\bin
thats right, it is where .Exe files.

To make this work with Supcom 1 And Supcom FA or Campaign:

Copy files from archive to C:\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\bin
or if you have a steam game then
C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander - Forged Alliance\bin
just where ForgedAlliance.exe file is.

ATTENTION
U need to turn in-game bloom ON

FAQ
Q: Is this multiplayer compatible?
A: Yup.

Q: if ill use this "mod" will i be able to see through fog of war or see invisible/hiden enemy units?
A: Nope.

Q: Will it drop games FPS???
A: Whta? No! But maybe 1-2 fps drop.

BTW. I Dont mind if you will upload some cool screens with this preset.
And spread the word that this game is alive thanks to FAF and the community...

Download LINK https://yadi.sk/d/Wogc0_rIgkfuB

PS sorry for my english :D
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Re: Supreme PostProcess

Postby Jip » 14 Jul 2015, 14:59

Hello,

Even though the shaders are a bit overdone (as in, the world is too bright (icons are too bright)), I do love the contrast that these shaders create.

I was wondering however: Is this ban-able? As, could I get banned for using these shaders in my average match on FaF?

Lots of Love,
Jip
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Re: Supreme PostProcess

Postby ozonex » 14 Aug 2015, 12:46

Well AO is something that I wanted try to do, but I couldn't find anyone who knows where postprocess shaders are in FA :D This can help, I will sit with it this weekend
FAF Map Editor Alpha v0.605 > Get it now!
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Re: Supreme PostProcess

Postby Frozen_byte » 19 Aug 2015, 23:57

No more Lags in 5v5 battles
Do you tell me that better Graphics just reduced the Lag? (nevermind the network-lag now, just look at your FPS)
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Re: Supreme PostProcess

Postby Wileman » 20 Aug 2015, 04:06

I made a preset with a washed out vintage sci fi look. Though it only really has this look in desert maps which is kind of nice actually since it adds a nice character to them. The heat haze shader from reshade works really well here.

Image
Image
Image

This is what it looks like in temperate conditions, the colours are actually a lot more natural than vanilla I think in this case.

With ingame bloom on - looks better but sand is overbearing at times.
Image

Off
Image

Heres the look of my settings so far trying to compromise between bright and darker maps while keeping the cinematic look and slightly cartoony look.

Image

I'm still having problems with toning down the bloom even with the bloom toggled off in game. I think its the battlefeel mod im using which has harsher bloom, its nice at times but its hard to get a consistent preset made for all conditions because of it.

If anyones looking to give reshade a go without dramatically altering the games look, just enable lumasharpen, adaptive sharpen, heat haze, some gaussian blur and reflective bump mapping. It makes everything stand out and blend together nicely at the same time. Emboss is good as well for bringing out detail if used subtly.

For darker, more cinematic colours use filmic pass, hdr and curves. The tonemap exposure setting controls the overall brightness if that needs changed afterwards.

Does anyone here know where settings like the ingame bloom rendering are stored and if they are tweakable? Or maybe something about modifying textures so i could make the sand textures a little less bright so they trigger less bloom?
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Re: Supreme PostProcess

Postby Col_Walter_Kurtz » 20 Aug 2015, 10:02

You could make an awesome video with this, if you also have editing skills.
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Re: Supreme PostProcess

Postby Nickaye » 11 Oct 2015, 03:04

Wileman wrote:I made a preset with a washed out vintage sci fi look. Though it only really has this look in desert maps which is kind of nice actually since it adds a nice character to them. The heat haze shader from reshade works really well here.

Image
Image
Image

This is what it looks like in temperate conditions, the colours are actually a lot more natural than vanilla I think in this case.

With ingame bloom on - looks better but sand is overbearing at times.
Image

Off
Image

Heres the look of my settings so far trying to compromise between bright and darker maps while keeping the cinematic look and slightly cartoony look.

Image

I'm still having problems with toning down the bloom even with the bloom toggled off in game. I think its the battlefeel mod im using which has harsher bloom, its nice at times but its hard to get a consistent preset made for all conditions because of it.

If anyones looking to give reshade a go without dramatically altering the games look, just enable lumasharpen, adaptive sharpen, heat haze, some gaussian blur and reflective bump mapping. It makes everything stand out and blend together nicely at the same time. Emboss is good as well for bringing out detail if used subtly.

For darker, more cinematic colours use filmic pass, hdr and curves. The tonemap exposure setting controls the overall brightness if that needs changed afterwards.

Does anyone here know where settings like the ingame bloom rendering are stored and if they are tweakable? Or maybe something about modifying textures so i could make the sand textures a little less bright so they trigger less bloom?

This may be old, but do you have a download? This shader looks incredible!
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Re: Supreme PostProcess

Postby paxton676 » 12 Oct 2015, 06:29

Yeah, where is it? You said, I made a preset with a washed out vintage sci fi look.

Also, I would prefer it tweaked without the Battlefeel mod because like you said things are too bright. However, I am using the fire explosion mod that come with it.

Lastly, I use Reshade on all my games. I don't know how to tweak the settings to get the washed out sci fi look though.
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Re: Supreme PostProcess

Postby XenoInReno » 14 Oct 2015, 20:59

Wileman wrote:Image
Image
Image


What mod is that from? - Not the fx mod of course, but the units?
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Re: Supreme PostProcess

Postby The Mak » 15 Oct 2015, 07:35

XenoInReno wrote:What mod is that from? - Not the fx mod of course, but the units?

Total Mayhem
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