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slot mask.png
#369302 - 09/01/17 05:50 PM
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Re: slot mask.png
[Re: John Mars]
#369304 - 09/01/17 06:23 PM
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You can't get the above with the current artwork. It's not high enough resolution. What you should be concerned about is how it looks at viewing distance rather than up close.
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Re: slot mask.png
[Re: anikom15]
#369305 - 09/01/17 06:40 PM
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I recreated the slot-mask.png at a higher resolution, but looks pretty much the same. I guess the coding itself cant recreate the higher resolution.
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Re: slot mask.png
[Re: John Mars]
#369309 - 09/01/17 08:44 PM
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I'm not familiar with that mediocre CRT deluxe shader, but HLSL will allow you to scale the art texture in any way you see fit. Let me know if you need any help doing that.
You will want to configure the shadow mask so it is about the same size as a real shadow mask or smaller. What resolution is your screen, and what are the actual dimensions of your screen?
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Re: slot mask.png
[Re: anikom15]
#369325 - 09/02/17 02:24 AM
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> I'm not familiar with that mediocre CRT deluxe shader, but HLSL will allow you to > scale the art texture in any way you see fit. Let me know if you need any help doing > that. > > You will want to configure the shadow mask so it is about the same size as a real > shadow mask or smaller. What resolution is your screen, and what are the actual > dimensions of your screen?
My screen is a 24" LED with a resolution of 1920x1200. I liked the deluxe shader since it enabled a perfect amount of a curved screen, and also the glow along the edges of the graphics like the CRTs had. Im open to HLSL. I tried so many different options in the past, but was never able to get the pixels even close to what the originals were like in the photo I posted. If you provide help, i'd greatly appreciate it.
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Re: slot mask.png
[Re: John Mars]
#369354 - 09/03/17 12:51 AM
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Note that a 'dot' here means one cluster of red, green, and blue subdots. Using trigonometry the dimensions of your display is around 517 mm x 323 mm. Let's say three pixels of your screen make up one dot. That would give you a total of 640 dots across 517 mm, giving you a dot pitch of 0.8 mm. This is pretty large. Typical dot pitches range from 0.4 to 0.2 mm.
You can't really make your shadow mask any smaller than three pixels per dot because you will get some distortion because you're now blending the individual red, green, and blue texels. So you can either turn the shadow mask off or deal with a more blown up look. Here are the HLSL settings you would use:
shadow_mask_texture slot-mask.png shadow_mask_x_count 24 shadow_mask_y_count 24 shadow_mask_usize 1.0 shadow_mask_vsize 1.0
This will downsample slot-mask.png by two (the image size is 48x48). slot-mask.png uses six pixels for each dot so you will use three pixels per dot. You won't want to use more than five pixels per dot because that's the point where your shadow mask resolution will be below the game's resolution, assuming 320x240. To figure out this point just divide the effective screen resolution by the game resolution, e.g. 1600 / 320 = 5 and 1200 / 240 = 5.
Let me know if you have any other questions.
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Re: slot mask.png
[Re: anikom15]
#369366 - 09/03/17 03:15 PM
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And please, post some screenshots of your results with the shader applied to Ms. Pacman here as well
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> And please, post some screenshots of your results with the shader applied to Ms. > Pacman here as well
Here's the result. Click on the photo 2x to get the original resolution:
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
Edited by John Mars (09/03/17 06:00 PM)
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Re: slot mask.png
[Re: John Mars]
#369374 - 09/03/17 06:08 PM
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You might get better results by increasing shadow mask alpha.
I use 0.25 shadow mask alpha, 0.5 scan line alpha and 0.225 bloom scale.
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> You might get better results by increasing shadow mask alpha. > > I use 0.25 shadow mask alpha, 0.5 scan line alpha and 0.225 bloom scale.
This is what I get now:
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
Edited by John Mars (09/03/17 08:26 PM)
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Re: slot mask.png
[Re: John Mars]
#369387 - 09/03/17 08:28 PM
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By the way, this is the ini:
# # DIRECT3D POST-PROCESSING OPTIONS # hlslpath hlsl hlsl_enable 1 hlsl_oversampling 0 hlsl_write hlsl_snap_width 1920 hlsl_snap_height 1200 shadow_mask_tile_mode 0 shadow_mask_alpha 0.25 shadow_mask_texture slot-mask.png shadow_mask_x_count 24 shadow_mask_y_count 24 shadow_mask_usize 1.0 shadow_mask_vsize 1.0 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 distortion 0.07 cubic_distortion 0.1 distort_corner 0.10 round_corner 0.10 smooth_border 0.03 reflection 0.00 vignetting 0.05 scanline_alpha 0.5 scanline_size 1.00 scanline_height 0.95 scanline_variation 1.0 scanline_bright_scale 1.20 scanline_bright_offset 0.55 scanline_jitter 0.05 hum_bar_alpha 0.0 defocus 0.50,0.0 converge_x 0.2,0.0,-0.1 converge_y 0.0,0.0,0.0 radial_converge_x 0.2,0.0,-0.2 radial_converge_y 0.0,0.0,0.0 red_ratio 0.80,0.10,0.10 grn_ratio 0.10,0.80,0.10 blu_ratio 0.10,0.10,0.80 saturation 1.40 offset -0.03,-0.01,0.03 scale 0.97,0.99,1.0 power 1.30,1.35,1.30 floor 0.00,0.00,0.00 phosphor_life 0.45,0.35,0.40
# # NTSC POST-PROCESSING OPTIONS # yiq_enable 0 yiq_jitter 0.0 yiq_cc 3.57954545 yiq_a 0.5 yiq_b 0.5 yiq_o 0.0 yiq_p 1.0 yiq_n 1.0 yiq_y 6.0 yiq_i 1.2 yiq_q 0.6 yiq_scan_time 52.6 yiq_phase_count 2
# # VECTOR POST-PROCESSING OPTIONS # vector_beam_smooth 0.0 vector_length_scale 0.5 vector_length_ratio 0.5
# # BLOOM POST-PROCESSING OPTIONS # bloom_blend_mode 0 bloom_scale 0.225 bloom_overdrive 1.0,1.0,1.0 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.21 bloom_lvl2_weight 0.19 bloom_lvl3_weight 0.17 bloom_lvl4_weight 0.15 bloom_lvl5_weight 0.14 bloom_lvl6_weight 0.13 bloom_lvl7_weight 0.12 bloom_lvl8_weight 0.11
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Re: slot mask.png
[Re: John Mars]
#369412 - 09/04/17 06:02 AM
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I think shadow mask alpha might be too low. Anyway, play around with it and see what you can do. I hope you understand how to set the scaling for shadow mask textures. If not, I can elaborate. It's a little confusing at first.
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