[Beta] Improved Graphics Mod (Pre-configured QEffectsGL)

isair

Donator
Posts
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Likes
103
sKUDYda.png


Screenshots

728h7vf.png
ZJH71ot.png

klAgkp6.png
1R8rmi2.png

zFiciTU.png
qcArBAC.png

OLyATqo.png
sKUDYda.png

Features

- Ambient Occlusion. Objects will properly block ambient light, making the areas around them (and on them) where light can't fall darker.
- Depth of field.
- Colour correction to make scenes more cinematic while keeping enough visibility.
- Bloom. Light sources look more like light sources.
- Emboss bump mapping. Details in flat surfaces will appear more 3d.
- Anisotropic filtering to enhance the look of textures from certain angles.
- Vignette.

Gotchas

- Early beta. Sharing it here to gather some feedback and improve it faster.
- May not work well on some maps.
- Not recommended on a low-end machine.

Preparation

It is recommended that you use the MBII Client (OpenJK) to play with this mod. It probably works with the classic Jedi Academy client as well. But I haven't tested it there, and stability and performance could be problematic.

While in-game, go to Setup > More Video and turn off dynamic lights, dynamic glow, light flares and anisotropic filter.

Under Setup > Video, make sure Fullscreen is on. Turn on Detailed Shaders as well if you want it to look the best it can. Without this setting, ambient occlusion tends to not work very well.

Installation

Place the files in the archive directly inside your GameData folder.

Usage

Play the game as usual. No action is required to enable it.

Any feedback left here afterwards is highly appreciated as it'll help me improve and fine-tune it as necessary.

Credits

Based on Crystice Softwork's tool, QEffectsGL. If you know ENB, you can think of QEffects as an OpenGL version of it. This project aims to be a pre-configured version of QEffectsGL specifically for MBII.

Download

Latest Version

You can download older versions below.

v1.2 - Vignette, deeper (2x) ambient shadows, colour correction makes things less dark and washed out, embossing is slightly more pronounced.
v1.1 - Less light bloom, and less depth of field blurring. Lowered bloom calculations, added anti-aliasing.
v1.0 - Initial version.
 
Last edited:
Upvote 0

TeKilla

Donator
Posts
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Likes
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I'm playing a little bit with HSL adjustments

here is my current settings:

Wiki:
[Generic]
RenderFrame=-1
Anisotropy=8
Multisample=4
MultisampleHint=0
Bloom=1
BloomSteps=64
BloomDarken=4
BloomScale=0.25
SSAO=1
SSAOScale=2
SSAOMinZ=0.005
SSAOMaxZ=5
Hue=0
Saturation=15
Lightness=5
Emboss=1
EmbossScale=0.5
DOF=1
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=1.5
Vignette=1
VignetteScale=1.5
ExtensionLimit=0
ZTrickFix=1
ViewportFix=1
CompareMode=0

IFuq0ZD.png


dsdEE2v.png


JqR3L7r.png


1nMaOkH.png


DQ27cGh.png


Me7TTS0.png


Kz9rz0o.png


SatYxx1.png



Ps. It works fine with dynamic lights and dynamic glow enabled.
 
Last edited:

Karus

Donator
Posts
367
Likes
525
I'm playing a little bit with HSL adjustments

here is my current settings:

Wiki:
[Generic]
RenderFrame=-1
Anisotropy=8
Multisample=4
MultisampleHint=0
Bloom=1
BloomSteps=64
BloomDarken=4
BloomScale=0.25
SSAO=1
SSAOScale=2
SSAOMinZ=0.005
SSAOMaxZ=5
Hue=0
Saturation=15
Lightness=5
Emboss=1
EmbossScale=0.5
DOF=1
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=1.5
Vignette=1
VignetteScale=1.5
ExtensionLimit=0
ZTrickFix=1
ViewportFix=1
CompareMode=0

IFuq0ZD.png


dsdEE2v.png


JqR3L7r.png


1nMaOkH.png


DQ27cGh.png



Ps. It works fine with dynamic lights and dynamic glow enabled.
Those shadows... how!
Nice work btw, using this cfg atm. Looks great.
 
Posts
6
Likes
4
Assuming compatibility.... using Quakfx for ao as well as the other more advanced effects then use Reshade for coloring/contrast/bloom/auto exposure would probably be best approach.

Gonna test to see if game functions with both.
(UPDATE):Nah wont work. No existing way I know of to load both. If game was directx likely would be possible.
 
Last edited:
D

Deleted member 5140

Guest
sKUDYda.png


Screenshots

728h7vf.png
ZJH71ot.png

klAgkp6.png
1R8rmi2.png

zFiciTU.png
qcArBAC.png

OLyATqo.png
sKUDYda.png

Features

- Ambient Occlusion. Objects will properly block ambient light, making the areas around them (and on them) where light can't fall darker.
- Depth of field.
- Colour correction to make scenes more cinematic while keeping enough visibility.
- Bloom. Light sources look more like light sources.
- Emboss bump mapping. Details in flat surfaces will appear more 3d.
- Anisotropic filtering to enhance the look of textures from certain angles.
- Vignette.

Gotchas

- Early beta. Sharing it here to gather some feedback and improve it faster.
- May not work well on some maps.
- Not recommended on a low-end machine.

Preparation

It is recommended that you use the MBII Client (OpenJK) to play with this mod. It probably works with the classic Jedi Academy client as well. But I haven't tested it there, and stability and performance could be problematic.

While in-game, go to Setup > More Video and turn off dynamic lights, dynamic glow, light flares and anisotropic filter.

Under Setup > Video, make sure Fullscreen is on. Turn on Detailed Shaders as well if you want it to look the best it can. Without this setting, ambient occlusion tends to not work very well.

Installation

Place the files in the archive directly inside your GameData folder.

Usage

Play the game as usual. No action is required to enable it.

Any feedback left here afterwards is highly appreciated as it'll help me improve and fine-tune it as necessary.

Credits

Based on Crystice Softwork's tool, QEffectsGL. If you know ENB, you can think of QEffects as an OpenGL version of it. This project aims to be a pre-configured version of QEffectsGL specifically for MBII.

Download

Latest Version

You can download older versions below.

v1.2 - Vignette, deeper (2x) ambient shadows, colour correction makes things less dark and washed out, embossing is slightly more pronounced.
v1.1 - Less light bloom, and less depth of field blurring. Lowered bloom calculations, added anti-aliasing.
v1.0 - Initial version.

When this project will get a continue?
 
Posts
58
Likes
23
When this project will get a continue?
As far as I can tell, this mod appears to still be working just fine compatibiliy-wise? If you have issues with it though there's reshades that have been released on the forum, including a new one which just came out a few days ago.
 
D

Deleted member 5140

Guest
As far as I can tell, this mod appears to still be working just fine compatibiliy-wise? If you have issues with it though there's reshades that have been released on the forum, including a new one which just came out a few days ago.
Ty for your try to help. It works fine for me. I just want future updates for this.
 

TeKilla

Donator
Posts
144
Likes
79
Since for some weird reason i’m not able to run reshade on my graphic card (AMD RX VEGA64), QeffectGL is my last hope for some graphics enhancement on mb2.

but i’m using this build, crystice-softworks/QeffectsGL

Code:
[Generic]
RenderFrame=-1
Anisotropy=8
Multisample=4
Bloom=1
BloomSteps=32
BloomDarken=8
BloomScale=0.5
SSAO=1
SSAOScale=2.5
SSAOMinZ=0.005
SSAOMaxZ=1
Hue=0
Saturation=15
Lightness=5
Emboss=1
EmbossScale=0.5
DOF=1
DOFSpeed=1
DOFScale=2.5
Vignette=1
VignetteScale=1.5
ExtensionLimit=0
ZTrickFix=1
ViewportFix=1
CompareMode=0

and JAMP.exe (r_gamma 1) with all settings maxed @ 2560x1080


without QeffectsGL
51aUBz8.jpg


with QeffectsGL
TsYuGd9.jpg



without QeffectsGL

TYv4JWb.jpg


with QeffectsGL
x8QYIpD.jpg



without QeffectsGL
K9eWI1A.jpg


with QeffectsGL
N34GN0G.jpg



without QeffectsGL
eo44fE5.jpg


with QeffectsGL
Zcyj3IA.jpg



without QeffectsGL
1r5xBI7.jpg


with QeffectsGL
XFHfBPL.jpg



without QeffectsGL

wFvMmr3.jpg


with QeffectsGL
uZlo3jp.jpg


Ps. Dynamic Lights/Glow ON
 
Last edited:
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