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Figured I'd post this in case anyone was interested in dorking around with this stuff. While searching for some ocean color palette tweaking I came across the great thread by ArturR about SweetFX and how it could be used in SF2.

 

Discussion is HERE!

 

SweetFX is sort of an ingame DirectX filter system that works like post-processing, except in real time (is generally how I understand it). I followed the instructions in that thread and had it up and working in no time. I put the files in my main SF2 directory (c:/thirdwire/strikefighters2/) and also put them in my MOD folder in the FLIGHT and MENU directories. As Stary indicates I think later in that thread - when tweaking the settings, you really only need to mess with the SweetFX_settings.txt file that is located in your MOD/FLIGHT directory to see the results. Allegedly you can even tweak the .txt file on the fly, but I've never been able to ALT-TAB out of SF2 without losing the ability to get back into the sim (I get a brown screen where the sim sounds like it is still running but I can't see anything unless I hit ESC and exit the mission - can anyone else successfully task switch when running SF2?)

 

Link to most recent version of SweetFX: LINK!

 

It is quite fun to mess around with the settings and get some image changes that suit you. I personally set mine to do some mild vignetting and slightly adjusted things like the saturation, HDR, bloom, and some other factors. These will allow me to basically (almost) just take my screens right out of the screenshot directory without having to post process them in PhotoShop for the AARs I write. Your mileage may vary of course.

 

Separately, I also changed the waternormal.bmp file a bit and dropped the levels down a bit and decreased the saturation to give a bit of a darker tint to the ocean off Vietnam. Messing with the .bmp file in PhotoShop and running the sim can give some odd effects..so it was a bit of trial and error before I decided on the following color. The left side is the modified color and the right was the original from the Green Hell 3.5 install (I think tile was part of that mod?).. The new color gives an interesting reflective band according to where the sun is hitting the water - so it may or may not look good through all time phases of the sim (I'm still evaluating it), but overall I like the sunlight on the water look (sort of dramatic)..

 

SWEETFX3.jpg

 

These two screens are with the new water tile and with SweetFX running and include all the running SweetFX effects that I have selected - this is what it looks like in game and these images are not altered:

 

SWEETFX1.jpg

 

SWEETFX2.jpg

 

They look pretty good IMO - but I might tweak SweetFX to lighten them up just a smidge...

 

I've attached my SweetFX configuration file and the water file just in case anyone wants to mess with them. Back up your originals of course before throwing that bmp in your mod folder..

 

BeachAV8R

WATERNORMAL.zip

SweetFX_settings.txt

Edited by beachav8r
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looks good Beach! Seems no need for me to repaint the water tiles eh?

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looks good Beach! Seems no need for me to repaint the water tiles eh?

 

<wink> Maybe! I dunno. In doing some research (searching the forums) I saw several posts talking about water color - is there some relationship with water color and where ships are able to sail or something? I haven't actually tried my new water in the campaign..but if it screws up some sort of setting identifying water as water then obviously that wouldn't be good. So does just changing the color/saturation of the water cause some other undesirable consequences?

 

I'm good at fixing one thing and breaking three others.. But I'm pretty damn happy with my install right now - (that means..back that *hit up right now right..?!)

 

Regards,

BeachAV8R

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Couple more unedited screens showing the output from SweetFX - still a touch too dark for me, but I can change some settings to lighten up or desaturate the colors a bit I think..

 

SWEETFX4.jpg

 

SWEETFX5.jpg

 

SWEETFX6.jpg

 

BeachAV8R

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It can be ok for Europe or Baltic sea I think.

For Mediterranea, it should be far lighter

 

Yeah - I'm not too interested in any of those (yet)..just want a more subdued color for Vietnam...

 

South China sea..

 

800px-USS_Peleliu_%28LHA_5%29_in_South_C

 

BeachAV8R

Edited by beachav8r

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Can someone confirm for me...

 

Copy the contents of the the .7z into the following?

 

- ...\ProgramFiles\Thirdwire\Strike Fighter2\

- ...\ProgramFiles\Thirdwire\Strike Fighter2\Flight

-...\Saved Games\ThirdWire\StrikeFighters2 NorthAtlantic\\Flight\

 

When I do the above, I get a CTD immediately after starting the sim.

 

Win 7 64-bit and two GTX 690's.

 

Thanks

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in linked SweetFX post there are numerous users presets posted, I strongly suggest using mine :wink:

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Can someone confirm for me...

 

Copy the contents of the the .7z into the following?

 

- ...\ProgramFiles\Thirdwire\Strike Fighter2\

- ...\ProgramFiles\Thirdwire\Strike Fighter2\Flight

-...\Saved Games\ThirdWire\StrikeFighters2 NorthAtlantic\\Flight\

 

When I do the above, I get a CTD immediately after starting the sim.

 

Win 7 64-bit and two GTX 690's.

 

 

I put a copy of all the zip contents in \ProgramFiles\Thirdwire\StrikeFighters2\

 

and then also copies in the MOD folders (looks like you were putting it in the game install FLIGHT folder):

 

user/savedgames/StrikeFighters2 Vietnam/Flight

 

and

 

user/savedgames/StrikeFighters2 Vietnam/Menu

 

Give that a whirl...

 

BeachAV8R

 

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Sweet! I always wondered if there was something for dx10 like ENBseries did for dx9 (IE my 2 HDR Mods I did before TK turned on the dx10 shader code). So guys do you want to see a DX10 HDR mod from me? :)

 

Falcon

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Sweet! I always wondered if there was something for dx10 like ENBseries did for dx9 (IE my 2 HDR Mods I did before TK turned on the dx10 shader code). So guys do you want to see a DX10 HDR mod from me? :)

 

Falcon

 

That would be fantastic dance2.gif.pagespeed.ce.Z0DJRSLnNq.gif 

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Sweet! I always wondered if there was something for dx10 like ENBseries did for dx9 (IE my 2 HDR Mods I did before TK turned on the dx10 shader code). So guys do you want to see a DX10 HDR mod from me? :)

 

 

That'd be cool..!

PS - all of the screen in AAR #6 I just posted are pretty much no post processing. The only thing I changed to the stock SweetFX captured images was that I'd crop them if I needed to and I added a 2% noise through PhotoShop to make them look slightly more weathered. Colors were done in-game with SweetFX. I found the setting to reduce the saturation to a bit more. It might not look as real and vivid as the real thing..but I think the images closely match the color photos of the era. And that mission was flown with overcast..so the sunny ones should be a fair bit brighter..

 

BeachAV8R

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Anyone know how to turn OFF the saving of screenshots by SweetFX in the installed folder? I use the default TW screenshots and really don't need 6MB extra for each image being saved by SweetFX.. (?)

 

BeachAV8R

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OK, I'll d/l and play with the SweetFX software this week. I'm kinda excited, I haven't really touched SF2  at all this year.

 

Falcon

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Question - Can anyone hazard a guess as to why I can't get SweetFX working with my ODS install? Just as with all the other variants of the game, I have the SweetFX files placed in my /USERS/SAVEDGAMES/THIRDWIRE/SF2-ODS/FLIGHT directory, but for some reason no effects are being seen in game. I can tweak the SweetFX all I want but the effects just don't show up in the game. I have no problems with Vietnam, Europe, or Israel..just ODS..

 

??

 

BeachAV8R

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Question - Can anyone hazard a guess as to why I can't get SweetFX working with my ODS install? Just as with all the other variants of the game, I have the SweetFX files placed in my /USERS/SAVEDGAMES/THIRDWIRE/SF2-ODS/FLIGHT directory, but for some reason no effects are being seen in game. I can tweak the SweetFX all I want but the effects just don't show up in the game. I have no problems with Vietnam, Europe, or Israel..just ODS..

 

 

Alrighty..problem solved (whew!). Did a little poking around the internet(s) and came up with this post on the 1C forums:

 

"I've found that repeatedly tweaking sweet FX can eventually muff up your d3d9.dll file which it uses. Downloading SweetFX and installing it again will fix you up. You can use all your favourite settings still, just refreshing those other files will do the trick."

 

So I replaced all of the files in the USER directories, and the main c:/ThirdWire directory and then just put my custom SweetFX_settings.txt back in and everything worked like a charm! So there might be something to what Feathered posted above!

 

Yay..

 

HARRIER1.jpg

 

BeachAV8R

 

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Alrighty..problem solved (whew!). Did a little poking around the internet(s) and came up with this post on the 1C forums:

 

"I've found that repeatedly tweaking sweet FX can eventually muff up your d3d9.dll file which it uses. Downloading SweetFX and installing it again will fix you up. You can use all your favourite settings still, just refreshing those other files will do the trick."

 

So I replaced all of the files in the USER directories, and the main c:/ThirdWire directory and then just put my custom SweetFX_settings.txt back in and everything worked like a charm! So there might be something to what Feathered posted above!

 

Yay..

 

HARRIER1.jpg

 

BeachAV8R

 

 

In summary......where do I put the zip contents??  :blink:

 

into:

 

1) \ProgramFiles\Thirdwire\StrikeFighters2\

 

2) User\Savedgames\StrikeFighters2 Vietnam/Flight

 

3) User\Savedgames\StrikeFighters2 Vietnam/Menu

 

Only in these three locations??  :big_boss:

 

Your screenshots, are wonderful!!!!!

 

Could you post, please your: 

 

1) Option.ini

 

and

 

2) Fligthengine.ini

 

Thank you so much!!!! 

Edited by AGOSTINO

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1) \ProgramFiles\Thirdwire\StrikeFighters2\

 

2) User\Savedgames\StrikeFighters2 Vietnam/Flight

 

3) User\Savedgames\StrikeFighters2 Vietnam/Menu

 

That should work - and as far as I know, you probably don't even need it in your MENU folder.

 

 

 

Options.ini:

 

 

 

[Pilot]

LastName=Pilot

FirstName=Chris

Callsign=Phantom

Service=USAF

 

[Options]

Section=1

 

[GameplayOptions]

MissionStart=1

CockpitView=1

DisplayUnit=0

EnemySkill=1

Simulation=3

FlightModel=2

WeaponEffectiveness=2

Avionics=2

Targeting=1

HUDDisplay=1

Landing=2

Collision=2

Blackout=2

AmmoUsage=2

FuelUsage=2

 

[GraphicsOptions]

DisplayDeviceID=0

DisplayWidth=1680

DisplayHeight=1050

DisplayDepth=32

AspectRatio=1.600000

AntiAliasing=2

ForceDX9=FALSE

ForceVSyncOff=FALSE

Use32BitZBuffer=TRUE

LensFlare=0

DetailLevel=4

ObjectDetail=2

ObjectTexture=3

CockpitTexture=3

CockpitMirrors=0

CockpitReflection=1

EffectsDetail=3

TerrainDetail=2

TerrainTexture=3

HorizonDistance=3

GroundObjectDensity=3

WaterDetail=2

CloudsDetail=2

Shadow=3

ObjectsFade=TRUE

 

[soundOptions]

SoundVolume=100

SpeechVolume=7

MusicVolume=0

NumChannels=32

ReverseStereo=0

SpeechSubtitles=0

 

[ControlOptions]

ControlMap=Default.INI

Sensitivity=75

DeadZone=20

ForceFeedback=1

ForceFeedbackGain=100

TrackIR=1

 

[MultiplayerOptions]

LobbyLaunched=FALSE

 

[MiscOptions]

HUDDisplay=1

ForceAIPilot=FALSE

DisplayUnit=0

 

[instantAction]

AircraftType=F-4E_72

MissionMap=VietnamSEA

StartTime=16:30:00

StartDate=09/18/1968

StartTimeDeviation=120

TextureSet=0

NationalMarking=0

SquadronMarking=0

AircraftNumber=0

KillMarking=0

 

[singleMission]

AircraftType=A-6E_TRAM

Service=USN

MissionMap=SOUTHVIETNAM

MissionType=RECON

MissionTime=AFTERNOON

MissionWeather=BROKEN

AirActivity=RANDOM

AirDefenseActivity=RANDOM

FlyAll=FALSE

LoadMission=TRUE

LoadMissionFilename=C:\Users\Chris\Saved Games\ThirdWire\StrikeFighters2 Vietnam\Missions\A-6E Intruder (TRAM) Reconnaissance 1.MSN

MissionDate=1978

StartYear=1964

EndYear=1972

EditMission=FALSE

 

[Campaign]

CampaignName=1965-0302 Rolling Thunder (A)

PlayerService=USN

PlayerUnit=VA-25 'Fist of the Fleet'

AircraftType=A-1J

Difficulty=HARD

Length=NORMAL

AircraftSupply=NORMAL

WeaponSupply=LIMITED

LoadCampaign=TRUE

CampaignSavename=Rolling Thunder A - BeachAV8R.SAV

 

[Multiplayer]

Connection=0

PlayerColor=0

SessionType=0

GameType=0

Password=MyPassword

MaxPlayers=8

IPAddress=127.0.0.1

 

[DogfightHost]

MissionMap=VietnamSEA

MissionDate=09/18/1968

Loadout=0

StartTime=10:30:00

StartTimeDeviation=240

RespawnTime=60

RespawnDistance=4000.000000

MinHeight=5000.000000

MaxHeight=12000.000000

HeightDeviation=5000.000000

ContrailAlt=7000.000000

ScreenshotsDelay=60

StartYear=1964

EndYear=1972

WeatherType=SCATTERED

 

[DogfightPlayer]

AircraftType=F-4E_72

TextureSet=DefaultTextureSet

PlayerService=USAF

Squadron=DefaultTextureSet

 

[CoopMission]

MissionMap=VietnamSEA

MissionDate=09/18/1968

ContrailAlt=7000.000000

Service1=USAF

Service2=NVietnam

Mission1=SWEEP

AircraftType1=F-4E_72

AircraftType2=F-4E_72

AircraftType3=MiG-17F

AircraftType4=MiG-17F

ScreenshotsDelay=60

StartYear=0

EndYear=0

WeatherType=SCATTERED

 

[MotionExporter]

ExporterDLL=

 

[Mods]

ModsEnabled=TRUE

Directory=C:\Users\Chris\Saved Games\ThirdWire\StrikeFighters2 Vietnam

Editors=StrikeFighters2

 

[screenShots]

Directory=C:\Users\Chris\Saved Games\ThirdWire\StrikeFighters2 Vietnam\ScreenShots

Format=JPG

 

 

 

---------------------

 

Flightengine.ini

 

 

 

[Debug]

SkipFlight=FALSE

 

[FlightEngine]

HUDDLL=HUD.dll

HUDDataFilename=HUDData.ini

CommDLL=Comm.dll

CommDataFilename=CommData.ini

ObjectList=ObjectList.ini

SoundList=SoundList.ini

ViewList=ViewList.ini

ParticleSystem=ParticleSystem.ini

EnvironmentSystem=EnvironmentSystem.ini

MessageSystem=MessageSystem.ini

SpeechSystem=SpeechSystem.ini

DeltaT=0.016667

MaxDeltaT=0.100

RefreshTime=0.016667

ChangeTimeAmount=15

MaxTimeCompression=8.0

StartTimeCompression=1

StartPaused=TRUE

ShowCockpit=TRUE

TextFilename=FlightText.str

EjectView=EjectView

 

[ForceFeedback]

ForceFeedback=FlightFFBEffect.ini

ForceFeedbackControl=PITCH_CONTROL

FadeStartTime=0.2

FadeTime=1.0

 

[LoadingScreen]

BackgroundImage=LoadingScreen1.JPG

BackgroundImageSize=1024,768

TextFontName=Arial

TextSize=20

TextFontColor=250,250,250

TextFile=LoadingText.str

LoadingTextStringID=TXT_FLT_LOADING

PercentTextStringID=TXT_FLT_LOADING_PERCENT

ProgressBarRange=100

ProgressBarRect=204,733,820,753

StreamAudio=loading.wav

FadeTime=0.2

 

[GraphicsSettings]

ZBufferDepth=24

MaxVertexCount=16384

MaxIndexCount=98303

MaxTextureCount=4096

MaxModelType=2024

MaxMeshPerScene=4096

MaxModelPerScene=2024

MaxLightPerScene=256

AspectRatio=1.333333

MinPixelSize=1.0

 

[backgroundSceneClip]

FarClipDistance=80000.0

NearClipDistance=3000.0

 

[ForegroundSceneClip]

FarClipDistance=14000.0

NearClipDistance=0.45

 

[insideSceneClip]

FarClipDistance=250.0

NearClipDistance=0.01

 

[LowDetailOption]

HorizonDistance=124000.0

DetailMeshSize=12

DetailLevel=0

WaterEffect=0

NoiseTexture=0

MaxTextureRes=128

 

[MedDetailOption]

HorizonDistance=124000.0

DetailMeshSize=12

DetailLevel=1

WaterEffect=1

NoiseTexture=0

MaxTextureRes=256

 

[HighDetailOption]

HorizonDistance=124000.0

DetailMeshSize=12

DetailLevel=2

WaterEffect=2

NoiseTexture=1

MaxTextureRes=512

 

[unlimitedDetailOption]

HorizonDistance=124000.0

DetailMeshSize=12

DetailLevel=2

WaterEffect=2

NoiseTexture=1

MaxTextureRes=-1

 

[soundSettings]

SampleFrequency=44100

BitsPerSample=16

DopplerFactor=1.0

 

[WorldSettings]

SectorWidth=20

SectorHeight=20

SectorMaxObject=256

Border=80000.0

MinHeight=1.0

MaxHeight=35000.0

 

[MapSettings]

MapMaxSize=200000

MapMinSize=20000

MapInitSize=100000

MapScaleRate=5.0

ZoomControl=CAMERA_ZOOM_CONTROL

 

[screenShot]

FilenameFormat=img%05d.JPG

MaxScreenShot=99999

SoundEffect=shutter.wav

 

[TextStrings]

GamePaused=TXT_FLT_GAME_PAUSED

GameUnpaused=TXT_FLT_GAME_UNPAUSED

TimeCompress=TXT_FLT_TIME_COMPRESS

NormalTime=TXT_FLT_NORMAL_TIME

TimeSet=TXT_FLT_TIME_SET

StartFlight=TXT_FLT_START_FLIGHT

WaitJoin=TXT_FLT_WAIT_JOIN

 

[skipToNext]

Timer=3.0

FadeTimer=1.0

SkipToNextView=FlybyView

AutoPilotCommand=AUTO_PILOT

 

[startView]

StartView000=ShoulderView

StartView001=CockpitFront

 

[EndGame]

EndGameTimer=5.0

EndGameView=DeathView

AutoEndGame=FALSE

 

[inFlightChat]

TargetText=ChatTarget.str

RepeatDelay=0.5

RepeatRate=0.1

CursorFlashTime=0.4

CursorString=|

 

 

 

--------------------------

 

Latest SweetFX settings (this will likely be way to undersaturated for most people...mine is this way for a reason..)

 

 

 

 

// Set to 1 for ON or 0 for OFF

#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.

#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.

#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.

#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)

#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)

#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 : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.

#define USE_LEVELS        0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.

#define USE_TECHNICOLOR   0 //[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_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.

#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights

#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)

#define USE_VIBRANCE      1 //[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      1 //[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        1 //[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_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.

#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

 

#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

 

   /*-----------------------------------------------------------.

  /                  SMAA Anti-aliasing settings                /

  '-----------------------------------------------------------*/

 

#define SMAA_THRESHOLD             0.12  //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.

#define SMAA_MAX_SEARCH_STEPS        16  //[0 to 98] Determines the radius SMAA will search for aliased edges

#define SMAA_MAX_SEARCH_STEPS_DIAG    6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges

#define SMAA_CORNER_ROUNDING          0  //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

 

// -- 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.

                                         //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

 

   /*-----------------------------------------------------------.

  /                  FXAA Anti-aliasing settings                /

  '-----------------------------------------------------------*/

#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.

#define fxaa_Subpix               0.400  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.

#define fxaa_EdgeThreshold        0.250  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.

#define fxaa_EdgeThresholdMin     0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

 

   /*-----------------------------------------------------------.

  /                     Explosion settings                      /

  '-----------------------------------------------------------*/

#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.

 

 

   /*-----------------------------------------------------------.

  /                      Cartoon settings                       /

  '-----------------------------------------------------------*/

#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.

#define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.

 

 

   /*----------------------------------------------------------.

  /                    Advanced CRT settings                   /

  '----------------------------------------------------------*/

#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

 

#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2

#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)

#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)

#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0

#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0

#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

 

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)

#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5

#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001

#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00

#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)

#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)

#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01

#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

 

   /*-----------------------------------------------------------.

  /                       Bloom settings                        /

  '-----------------------------------------------------------*/

#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.

#define BloomPower 0.446     //[0.000 to 8.000] Strength of the bloom

#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom

 

   /*-----------------------------------------------------------.

  /                        HDR settings                         /

  '-----------------------------------------------------------*/

#define HDRPower 1.00  //[0.00 to 8.00] Strangely lowering this makes the image brighter

#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

 

   /*-----------------------------------------------------------.

  /                     LumaSharpen settings                    /

  '-----------------------------------------------------------*/

// -- Sharpening --

#define sharp_strength 0.10   //[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)

 

   /*----------------------------------------------------------.

  /                       Levels settings                      /

  '----------------------------------------------------------*/

 

#define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0

#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

 

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).

 

 

   /*-----------------------------------------------------------.

  /                      TECHNICOLOR settings                   /

  '-----------------------------------------------------------*/

#define TechniAmount 0.11         //[0.00 to 1.00]

#define TechniPower  2.8         //[0.00 to 8.00]

#define redNegativeAmount   0.88 //[0.00 to 1.00]

#define greenNegativeAmount 0.88 //[0.00 to 1.00]

#define blueNegativeAmount  0.88 //[0.00 to 1.00]

 

 

   /*-----------------------------------------------------------.

  /                      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  //[0.60 to 0.20]

#define GreenC 0.36  //[0.60 to 0.20]

#define BlueC  0.34  //[0.60 to 0.20]

 

#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.

 

 

   /*-----------------------------------------------------------.

  /                      Monochrome settings                    /

  '-----------------------------------------------------------*/

#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)

 

 

   /*-----------------------------------------------------------.

  /                      Lift Gamma Gain settings               /

  '-----------------------------------------------------------*/

#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.

#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue

#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

 

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

 

   /*-----------------------------------------------------------.

  /                        Tonemap settings                     /

  '-----------------------------------------------------------*/

#define Gamma       1.000  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

 

#define Exposure    0.000  //[-1.000 to 1.000] Adjust exposure

 

#define Saturation -0.800  //[-1.000 to 1.000] Adjust saturation

 

#define Bleach      0.100  //[0.000 to 1.000] Brightens the shadows and fades the colors

 

#define Defog       0.000  //[0.000 to 1.000] How much of the color tint to remove

#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue

 

 

   /*-----------------------------------------------------------.

  /                       Vibrance settings                     /

  '-----------------------------------------------------------*/

#define Vibrance     -0.35  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others

 

 

   /*-----------------------------------------------------------.

  /                        Curves settings                      /

  '-----------------------------------------------------------*/

#define Curves_mode        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)

#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want

 

// -- Advanced curve settings --

#define Curves_formula     7 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.

                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep

                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.

                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.

                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

 

   /*-----------------------------------------------------------.

  /                         Sepia settings                      /

  '-----------------------------------------------------------*/

#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image

#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it

#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image

 

 

   /*-----------------------------------------------------------.

  /                       Vignette settings                     /

  '-----------------------------------------------------------*/

#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style

#define VignetteRatio   1.00  //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.

#define VignetteRadius  1.05  //[-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  //[2 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)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.

 

 

   /*-----------------------------------------------------------.

  /                        Dither settings                      /

  '-----------------------------------------------------------*/

#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

 

//Note that the patterns used by Dither, makes an image harder to compress.

//This can make your screenshots and video recordings take up more space.

 

 

   /*-----------------------------------------------------------.

  /                        Border settings                      /

  '-----------------------------------------------------------*/

#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.

#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

 

 

   /*-----------------------------------------------------------.

  /                     Splitscreen settings                    /

  '-----------------------------------------------------------*/

#define splitscreen_mode   1  //[1|2|3|4|5|6]  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, 6 = Curvy vertical 50/50 split

 

   /*-----------------------------------------------------------.

  /                       Custom settings                       /

  '-----------------------------------------------------------*/

#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect

 

 

 

 

Hope that helps..

 

BeachAV8R

 

Edited by beachav8r

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That should work - and as far as I know, you probably don't even need it in your MENU folder.

 

Hope that helps..

 

BeachAV8R

 

You, in your MENU folder ... you have them extracted, the zip contents??   :blink:

Anyway.....thank you very much!!!!! clapping.gif.pagespeed.ce.letqCZTOMd.gif

You're very kind!!!!!!

I will try everything tomorrow ..... and I'll let you know!!!!!!  

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After we put sweetfx to the folder is that already automatic running when we start the game? or do we've to turn it on the effects manually using hotkey?

sorry out of the line, is there anyone here already tryin this method to use in SF2? it's DX9 Antilag tool
its in here :
http://ftp.uktrainsim.com/viewtopic.php?f=314&t=112447

Edited by wiki

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Just to confirm, I copy all of these files?

 

post-56847-0-95138800-1386265309.jpg

 

And paste them into these three locations.

 

1) C:\Users\User Name\Saved Games\ThirdWire\StrikeFighters2 Vietnam\Flight

 
2) C:\Users\User Name\Saved Games\ThirdWire\StrikeFighters2 Vietnam\Menu
 
3) C:\Program Files (x86)\ThirdWire\Strike Fighters 2
 
If so then I am missing something because when I do that I get a CTD any time I try to run SF2.
 
When I remove the SweetFX files from the "C:\Program Files (x86)\ThirdWire\Strike Fighters 2" folder the game plays again.
 
Any idea what I am doing wrong? 

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