Godrays

Post » Fri May 27, 2011 11:07 am

There is a very real side affect to wanting caves to behave as exteriors. You lose localized control over lighting. The entire cell, regardless of if you should see it or not, will be lit if the ambient light values are set high enough. Drop them low enough for it to no longer be a problem and you'd almost certainly never get what you were after. It's generally not worth it given the hassles of the engine.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Fri May 27, 2011 3:42 am

Do I smell a test soon? I would certainly like to test that godray shader.


You just want it before anyone else gets it :frog:
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Fri May 27, 2011 12:15 pm

You just want it before anyone else gets it :frog:


ya me to :bigsmile: oh and here is a http://screenshot.xfire.com/screenshot/natural/0c92ce7c892c29ebe861308d1630379b58b9e103.png when i was a level 2 vamp. so i had HDR and bloom its an old pic :D
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Fri May 27, 2011 2:41 am

There is a very real side affect to wanting caves to behave as exteriors. You lose localized control over lighting. The entire cell, regardless of if you should see it or not, will be lit if the ambient light values are set high enough. Drop them low enough for it to no longer be a problem and you'd almost certainly never get what you were after. It's generally not worth it given the hassles of the engine.

Then perhaps get the sunrays as a mesh to look better than the default ones.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Fri May 27, 2011 2:16 am

You just want it before anyone else gets it :frog:

Its not like that. I wanna test the shader because I think I found a way to make things work. Although its not for certain. Idid try to make my own and I'll show some screens here soon.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Thu May 26, 2011 11:23 pm

So... MGE is out stably now right? I think I shall buy Morrowind GOTY. I always knew how much everyone loved it and it looks amazing (not literally) but I'm not sure I think the graphics held me back a little I was always going to but now I think I will. :)
Yay and for OBGE will it be possible to have different water types/conditions so in stormy weather I can have stormy water? Is it possible to have large waves? If yes how do you make them? If you need any help at all with this kind of thing I am more than willing to help and will help to the best of my ability (which isn't that high yet) but hey I'm a fast learner :D
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri May 27, 2011 3:23 am

I think it would also be cool with a future OBGE to create wet looking surfaces when it rains. I bet that would be possible later on.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Fri May 27, 2011 12:05 pm

I think it would also be cool with a future OBGE to create wet looking surfaces when it rains. I bet that would be possible later on.

As if Oblivion's surfaces weren't shiny enough already. :P
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Fri May 27, 2011 10:11 am

As if Oblivion's surfaces weren't shiny enough already. :P

Haha, well shiny yes, but when it rains, some surfaces should look glossy. Other surfaces, such as dirt surfaces should look darker.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Fri May 27, 2011 12:44 pm

I always wondered whether it was possible to have the sun melt just a bit of snow in bruma and when it snows in other places to actually add snow to the ground... :o
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Fri May 27, 2011 10:30 am

Then perhaps get the sunrays as a mesh to look better than the default ones.


If you mean those nasty looking bluish light beam things in caves, you'll get no argument from me. Those things look terrible. Fixing those to look better doesn't require shader magic though.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Fri May 27, 2011 2:26 pm

Yay and for OBGE will it be possible to have different water types/conditions so in stormy weather I can have stormy water? Is it possible to have large waves? If yes how do you make them? If you need any help at all with this kind of thing I am more than willing to help and will help to the best of my ability (which isn't that high yet) but hey I'm a fast learner :D


I've actually got this in my to-do list of things for Enhanced Seasons, a WIP I'm making. I'm thinking of having regional water differences and weather water differences too. But I've put shaders for ScreenEffects-like effects before that, and I'm stuck on the final shader effect.

I think it would also be cool with a future OBGE to create wet looking surfaces when it rains. I bet that would be possible later on.


Yeah, I fell in love with Crysis' rain shader. It shouldn't be that difficult to do, though I bet you you need depth buffer or something for it to work properly.

This would also mean awesome interior weather effects with All Natural - just apply the shader to the interior window panes. :)


I always wondered whether it was possible to have the sun melt just a bit of snow in bruma and when it snows in other places to actually add snow to the ground... :o


Snow is a lot harder than rain to get looking right... Even Crysis' snow/ice shader looks a bit rubbish on larger objects.
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Fri May 27, 2011 6:13 am

This would also mean awesome interior weather effects with All Natural - just apply the shader to the interior window panes. :)

Wow, that would be amazing.
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Fri May 27, 2011 8:53 am

I found where the game keeps track of the depth buffer. It creates a NiDX9ImplicitDepthStencilBufferData singleton.

In theory all I would have to do it hook the singleton's constructor. Create a new depth buffer in one of the readable formats and switch it with the existing one. The tricky part is what to do when the graphics device is lost e.g. when you alt-tab.

I also found http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf. It shows a way of reading a normal depth buffer using an ati card. (Read the RESZ section). Unfortunately it will only work on the newer ati cards and not on any nvidia cards.

I'm concentrating on getting the basic form of OBGE converted over at the moment. Once I've done that I can start working on the (even) more difficult stuff.
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri May 27, 2011 12:47 am

I found where the game keeps track of the depth buffer. It creates a NiDX9ImplicitDepthStencilBufferData singleton.

In theory all I would have to do it hook the singleton's constructor. Create a new depth buffer in one of the readable formats and switch it with the existing one. The tricky part is what to do when the graphics device is lost e.g. when you alt-tab.

I also found http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf. It shows a way of reading a normal depth buffer using an ati card. (Read the RESZ section). Unfortunately it will only work on the newer ati cards and not on any nvidia cards.

I'm concentrating on getting the basic form of OBGE converted over at the moment. Once I've done that I can start working on the (even) more difficult stuff.

Freaking sweet.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Fri May 27, 2011 3:58 am

I found where the game keeps track of the depth buffer. It creates a NiDX9ImplicitDepthStencilBufferData singleton.

In theory all I would have to do it hook the singleton's constructor. Create a new depth buffer in one of the readable formats and switch it with the existing one. The tricky part is what to do when the graphics device is lost e.g. when you alt-tab.

I also found http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf. It shows a way of reading a normal depth buffer using an ati card. (Read the RESZ section). Unfortunately it will only work on the newer ati cards and not on any nvidia cards.

I'm concentrating on getting the basic form of OBGE converted over at the moment. Once I've done that I can start working on the (even) more difficult stuff.


yes well you should not alt-tab. in Oblivion from read me INPUT
-ALT+TAB may cause some game instability with some hardware configurations and is not advised. lol i get CTD soon after if i do so i dont do it lol :P
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Fri May 27, 2011 3:23 am

Then perhaps get the sunrays as a mesh to look better than the default ones.

It doesn't quite work like that. It's something that is calculated on the fly, from the sun, which goes back to Arthmoor's original post. :shrug: If you wanted to have the static godrays like what vtastek has got so far, you still need a sun source, it's not something that you can capture and use as a replacement mesh.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Fri May 27, 2011 11:14 am

It doesn't quite work like that. It's something that is calculated on the fly, from the sun, which goes back to Arthmoor's original post. :shrug: If you wanted to have the static godrays like what vtastek has got so far, you still need a sun source, it's not something that you can capture and use as a replacement mesh.

Then I'm sure there's a way to make static light beam meshes that look better than vanilla's.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Thu May 26, 2011 11:45 pm

That's great news scanti , a few steps closer to depth buffers :dancing:
Keep up the great work :icecream:
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri May 27, 2011 12:00 am

I agree with Mr Tissue Box, freaking sweet! :D
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Fri May 27, 2011 6:23 am

I was wandering wrinklyninja, when you wrote about your Enhanced Seasons WIP, do you plan to use Texian's Animated Water Meshes - Shorline:

- http://www.youtube.com/watch?v=3rXs8OT4kDA

- http://www.filefront.com/6660458/Texians-Animated-Water-Meshes---Shorline-1.0/

Or do you need to wait to scanti is finished rewriting the OBGE?
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Fri May 27, 2011 1:34 am

No and no, as far as I know. I haven't actually seen what I can do yet, so I'm not sure how effective what I can change will be. Though I will be modifying the vanilla water shader through a script, so if that gets a do-over by OBGE, then I'd have to probably change stuff for it to work with that. All this potential stuff depends on potential changes to potential shaders. :P
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Fri May 27, 2011 7:57 am

Hey vtastek, do you got some eye candy for us today ? :angel:
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Fri May 27, 2011 1:26 pm

@scanti
Great news. For sun position, maybe a script/math expert can reconstruct an approximation...

Hey vtastek, do you got some eye candy for us today ? :angel:

http://www.youtube.com/watch?v=ty_lc0y93ew&hd=1
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Fri May 27, 2011 11:33 am

Holy **** dude! Kick ***!!!!! I now fully understandy why they're called "god"rays!!!!
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

PreviousNext

Return to IV - Oblivion