Then I started the GFX MOD project on PES 2017 and slowly started adding more content to it. When everyone was using SweetFX, I discovered a new technique: the Color Grading/Color Correction via LUT editing – That many started to use after that. I started the GFX MOD project for FIFA 16. GFX MOD is a mixture of different techniques. That’s it! Now, make sure you run Sider.exe before launching PES 2019! Now, open the file Sider.ini (you can usually find it in PES 2019 root folder, or inside the folder named Sider).Īfter this line: livecpk.enabled = 1 – press enter on your keyboard and add this: cpk.root = ".\GFX_MOD" (you MUST place this above any other CPK.ROOT line, so it has priority).Īfter this line: lua.enabled = 1 – press enter on your keyboard and add this: lua.module = "GFX_MOD.lua" (you MUST place this above any other MODULE line, so it has priority). I use the latter.Īfter you’ve made sure those two pre-steps are OK:Ĭopy the two folders inside the GFX MOD 2 pack you’ve downloaded (GFX_MOD and Modules) and paste both folders inside your PRO EVOLUTION SOCCER 2019 main folder. You can do it either via DPFileList or via LiveCPK. ![]() ![]() Make sure you download all the Stadiums by MJTS.ģ Packs (the first one has 9 Stadiums, the second one has Stamford Bridge Beta and the third one has Santiago Bernabeu) and add them to your game. Make sure you are using Sider’s lastest version. If you’ve never used it before, then please get familiarized with how to use it (where to install it, how to set it up, etc) It’s VERY easy and it’s the BEST way to mod your PES. New Stadiums : Bombonera, City of Manchester Stadium, Velodrome, Celtic Parkįixed problem with age in ML for players like Ballack, Berbatov and others ( only if you start a new Master League ) Major Transfers Update (All new players added to the game have been updated in their appearance). Updated and Reviewed statistics of Bundesliga and Premier League in PES Stats Database. We will take care of your suggestions and we will include many of them in next update as well as new teams. This is a winter transfers and a pes stats database update ( that´s why it´s only 4 mbs). Updated Lineups for all teams in the patch!!!! (not National Teams) Major Transfers Update!!! ALL WINTER TRANSFERS! MORE THAN 370 players moved, transfer or created. The compositions for the following teams have been completely changed: France, England, Spain, Italy, Germany, Argentina, Brazil, Poland, Turkey (other teams appear in the full version of the update)Īdded 3 new teams: Lech, Corinthians, Partizan The compositions of all teams are 100% consistent with their real prototypes The compositions of all teams (almost all) have been edited New Teams : PAOK, FC Rubin Kazan, Trabzonsporįixed wrong faces and some new ones added.įixed problems with adboards when playing Bundesliga Two new National Teams : Lithuania and Bosnia
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If SMAA misses some edges try lowering this slightly. #define SMAA_THRESHOLD 0.10 // Edge detection threshold. #define Ascii_font_color_mode 1 // 0 = font_color, 1 = image color, 2 = colorized grayscale #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am) #define Ascii_background_color float3(0, 0, 0) // What color the background should be. #define Ascii_font_color float3(255, 255, 255) // What color the font should be. #define Ascii_font 2 // 1 = 5x5 font, 2 = 3x5 font #define Ascii_spacing 1 // Determines the spacing between characters. #define Ascii_input_image 1 // 1 = Color buffer, 2 = Depth buffer. #define USE_CUSTOM 0 // Custom : Write your own shader by editing custom.h, and then enable it here. #define USE_DEPTH 0 // Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game #define USE_TRANSITION 0 // Transition : Shows a welcome screen and then transitions to the regularly scheduled programming #define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_BORDER 0 // Border : Can be used to create letterbox borders around the image. This lessens banding artifacts (mostly caused by Vignette) #define USE_DITHER 1 // Dither : Applies dithering to simulate more colors than your monitor can display. #define USE_FILMGRAIN 0 // Film Grain : Adds film grain to the image. #define USE_VIGNETTE 0 // Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. #define USE_SEPIA 1 // Sepia : Sepia tones the image. #define USE_CURVES 1 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. ![]() #define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_COLORMATRIX 0 // Color Matrix : Allows color modification using a user-defined color matrix. #define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. #define USE_DPX 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_TECHNICOLOR2 0 // TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. #define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) Use Curves instead if you want to avoid that. This increases contrast but causes clipping. #define USE_LEVELS 1 // Levels : Sets a new black and white point. #define USE_NOSTALGIA 0 // Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. ![]() #define USE_LENS_DISTORTION 0 // Cubic Lens Distortion : Distorts the lens cubicly. #define USE_LUMASHARPEN 0 // LumaSharpen : Sharpens the image. #define USE_HDR 1 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_BLOOM 1 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_PIXELART_CRT 0 // PixelArt CRT : Scanlines for pixel art (high performance cost) #define USE_ADVANCED_CRT 0 // Advanced CRT : Simulates an old CRT TV display. #define USE_CA 1 // Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. #define USE_EXPLOSION 0 // Explosion : Scatters the pixels, making the image look fuzzy. #define USE_FXAA 1 // FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_SMAA 1 // SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_CARTOON 0 // Cartoon : "Toon"s the image. #define USE_ASCII 0 // Ascii : Converts the image to Ascii-art. ![]() Effects are listed in the order that they are applied. More features, bugfixes and performance optimizations will come before release. This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade. |
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