2017 PC Screenshot Thread

Splinter Cell Blacklist, CT by -One3rd-

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Thanks again to "OtisInf" you did a wonderful job with creating this tools for us:) Btw, never realized how good of a music score Ryse had till you time stop the game...my God it's that good!
Thanks and no problem, hacking a camera together is fun :) Yeah the music is awesome. Normally I don't play with music on but for this game it's easy to make an exception!
 
Great work Otis, I remember the camera frustum/ the clipping going out of sync when only moving the camera coordinates only or something like that, seems like you fully understand how the Cryengine camera work in Ryse. How long did that take you (research and all)?

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Great work Otis, I remember the camera frustum/ the clipping going out of sync when only moving the camera coordinates only or something like that, seems like you fully understand how the Cryengine camera work in Ryse. How long did that take you (research and all)?
3 hours, give or take, for this camera from scratch to completion. For the Prey one, which uses the same engine, I spent several days on it (I think all in all 20 hours or so), and I could re-use a lot of knowledge and code from that in this camera, but still had to hunt for the coords and everything. The more cameras you do, the easier it gets :) The hardest part now is to get your foot in the door so you have that initial coordinate of the camera, no matter if it's a copy of the real one.

3D engines work with stages, and it's easy to find a camera (3 coords, with or without angles) or matrix (3 coords + 9 floats, or 16 floats) copy as in general they tend to copy this data with the rest for the next stage (as often they have multiple frames 'in flight'), so you run into a lot copies which all seem to be updated when you move the camera around but there's just 1 which is the source of it all. That can be a bit of a puzzle and sometimes timeconsuming. With the work on the Prey camera I knew how it looked like in-memory, it's something like this:

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moving the camera around will change the values so you can see what's what. From there, it's rather straight forward: block the writes (which can be a lot in CryEngine, this game had 9 code blocks writing to it...), overwrite camera coords + quaternion with your own values and the game will use your values as if they were the original values :)

Hopefully you can use this when you're working on a cryengine game's camera next time :)

for the people bored to tears, here a shot ;)

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@NattyDread: thanks, I see you put them to excellent use, as always! :)
 
Does anyone know how to get reshade to work with a game when using a hud toggle that's also a d3.dll file? I tried using Reshade 3.07 with Splinter Cell DX11 but it won't launch unless I change the reshade dxgi.dll file to d3dll but it overwrites the hud toggle so it's one or the other it seems. Or do I need to change it to a d3dx.dll file?
 
3 hours, give or take, for this camera from scratch to completion. For the Prey one, which uses the same engine, I spent several days on it (I think all in all 20 hours or so), and I could re-use a lot of knowledge and code from that in this camera, but still had to hunt for the coords and everything. The more cameras you do, the easier it gets :) The hardest part now is to get your foot in the door so you have that initial coordinate of the camera, no matter if it's a copy of the real one.

:)

I'm not even really taking screenshots anymore, but legitimately, that work is paying off in spades. A bunch of awesome screenshots coming out of the game, great work.

Ah my old wacky modded GTA 4 from 2015
Now running on my gtx 1070 card at mostly 60fps at 4k


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Your ENB looks tight as hell.

glorious Otis_Inf's camera tools || Reshade

Thanks again for the work on cam tools lately!

That looks magnificent.
 
This is a nice shot, I wrestled with this location for a long time, couldn't get a decent shot out of it, but you did :) The reflections are also great, in this 3 year old game: Arkane Studios should be ashamed what they managed to get out of the same engine, the reflections there are broken everywhere.
 
What kind of mods did you used to make GTA 4 look this good???

Ummm well its been a few years now since ive gone back to it but I know for a fact the ENB is AwesomekillsENBv3.0beta with the dof turned off.

Everything else was just HQ textures for everything I could find and save at the time like roads, trees, signs, water, blood, the map and world, decals etc....

Also HQ replacement weapons and only a few cars.

Also 4K helps make it looks good too!
 

Those NPC faces are pure nightmare fuel O.O

Does anyone know how to get reshade to work with a game when using a hud toggle that's also a d3.dll file? I tried using Reshade 3.07 with Splinter Cell DX11 but it won't launch unless I change the reshade dxgi.dll file to d3dll but it overwrites the hud toggle so it's one or the other it seems. Or do I need to change it to a d3dx.dll file?

Can't you just name ReShade's dll as D3D11.dll? Or even Opengl.dll or d3d9.dll, those tend to load sometimes even though the executable might be dx11 etc.
 
Those NPC faces are pure nightmare fuel O.O



Can't you just name ReShade's dll as D3D11.dll? Or even Opengl.dll or d3d9.dll, those tend to load sometimes even though the executable might be dx11 etc.

I haven't tried naming it any of those but I'll see if that works along with Auto-Reply's suggestion to use the enbinjector.

Thanks.

Edit: Can't get it to work no matter what I rename the reshade file.
 
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