Godrays

Post » Fri May 27, 2011 1:58 pm

I wish you the best of luck vtastek. :tops:

This is something I have wanted for oblivion a very long time, but didn't believe it would be possible. If this could be done it would take oblivion to a whole new level. :chaos: :coolvaultboy:
The video looks so amazing :drool: .I can't believe that is morrowind, the game I played a very long time ago.
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lolli
 
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Post » Thu May 26, 2011 11:49 pm

See, I have no idea.

PS. Can somebody point me to the right tool and documentations for it as well as some existed shader mods? Thank you.

Unfortunatetly I don't think that there are any shaders for OB other than that DoF one that you linked. There are a couple of fake HDR shaders on the Nexus, http://www.tesnexus.com/downloads/file.php?id=3170 and http://www.tesnexus.com/downloads/file.php?id=2773 whether they would help or not, I don't know. Though, the second one is done by Timeslip so it could be a good base to learn off of. :shrug:

If you need a hand with something, just flick me a PM. I'm always keen to learn.
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Spencey!
 
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Post » Fri May 27, 2011 10:04 am

Unfortunatetly I don't think that there are any shaders for OB other that DoF one that you linked. There are a couple of fake HDR shaders on the Nexus, http://www.tesnexus.com/downloads/file.php?id=3170 and http://www.tesnexus.com/downloads/file.php?id=2773 whether they would help or not, I don't know. Though, the second one is done by Timeslip so it could be a good base to learn off of. :shrug:

If you need a hand with something, just flick me a PM. I'm always keen to learn.

That one I linked was Motion blur and got me excited at first, but now I think this was a false alarm.

I was excited by this line:
texture depthbuffer;	// depth buffer! :D


This is the magic behind DoF, SSAO and Godrays. But I couldn't find any trace in the rest of code. I should suspect that after that smiley. I should contact qzilla about it. I am sure if they could have gotten that worked there would be a revolution in your shaders too.
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brian adkins
 
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Post » Fri May 27, 2011 1:44 am

Count me in too. I may not know much, but I am a fast learner, and this sounds like a pretty interesting project, Which I'd love to help with, if I can.

It's related to what I'm trying to do in a WIP I've got (as in it uses shaders too), so I'll be needing to learn more anyway.

EDIT: AKAIK, OVEP were never able to get the depth buffer, and that's one of the reasons they stopped. I could be wrong though. And I recall seeing a lot of stuff being 'completed, pending view vector derivation' which is presumably the camera vector.
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Causon-Chambers
 
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Post » Fri May 27, 2011 10:15 am

You have no idea how happy I am now!
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celebrity
 
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Post » Fri May 27, 2011 2:54 am

I wouldn't get your hopes up like that - it's another reason why it failed, they tried to take on too much of the as-yet impossible, and when the going got tough, too many people were counting on it being finished or something, and they burned out due to all those hopes resting on them.

This is just a discussion at this stage, everything should be viewed as 'in theory' so as to maximise chances of success.
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Jeff Tingler
 
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Post » Thu May 26, 2011 10:28 pm

I wouldn't get your hopes up like that - it's another reason why it failed, they tried to take on too much of the as-yet impossible, and when the going got tough, too many people were counting on it being finished or something, and they burned out due to all those hopes resting on them.

This is just a discussion at this stage, everything should be viewed as 'in theory' so as to maximise chances of success.

allright... calming down...
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Mélida Brunet
 
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Post » Fri May 27, 2011 9:21 am

allright... calming down...

After finding the DVD at the last place I looked. Installing, patching, omm, obge, obse and:
so sorry to tease you back.

http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays1.jpg
http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays2.jpg
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Tyler F
 
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Post » Fri May 27, 2011 3:55 am

After finding the DVD at the last place I looked. Installing, patching, omm, obge, obse and:
so sorry to tease you back.

http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays1.jpg
http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays2.jpg

Oh my god!!!!
Getting excited again! Looks amazing! So uncontrollable!!!
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BrEezy Baby
 
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Post » Fri May 27, 2011 12:04 pm

That one I linked was Motion blur and got me excited at first, but now I think this was a false alarm.

I was excited by this line:
texture depthbuffer;	// depth buffer! :D


This is the magic behind DoF, SSAO and Godrays. But I couldn't find any trace in the rest of code. I should suspect that after that smiley. I should contact qzilla about it. I am sure if they could have gotten that worked there would be a revolution in your shaders too.

After finding the DVD at the last place I looked. Installing, patching, omm, obge, obse and:
so sorry to tease you back.

http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays1.jpg
http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays2.jpg

I knew that you could figure this out, well done dude. :D
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Pants
 
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Post » Fri May 27, 2011 5:20 am

I am actually at the same position when I first wrote godrays for Morrowind. I was able to get the effect without depth buffer. But it was full of artifacts, it was ugly and it was static, just like this version. Without depth buffer access, I can't fix those issues. To make it dynamic, I will need variables like sunvec and eyevec or sunpos. I don't know if they are available.

Until depth buffer feature, that's all folks. :shrug:
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Tha King o Geekz
 
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Post » Fri May 27, 2011 7:42 am

You may like to look through the http://www.gamesas.com/bgsforums/index.php?showtopic=993021&hl=OVEP and PM a few of the guys in there. They may be able to point you in the right direction.
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Tyrone Haywood
 
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Post » Fri May 27, 2011 1:43 am

You may like to look through the http://www.gamesas.com/bgsforums/index.php?showtopic=993021&hl=OVEP and PM a few of the guys in there. They may be able to point you in the right direction.
Well, I would probably try to trick Scanti transfer back to MGE. There are some incomplete shaders of him, IIRC.

I've read threads 11, 12, 13. We were at the same position back then for MGE, everybody was excited about depthbuffer access and its possibilities, but nobody could find it. Then 2 months ago one guy came and fixed it. Just like that. The problem was discontinued developments and the project hugeness. It turned out depth buffer was always there. ;)

With some patience, like 8 years, you might get it too. :P
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Alexander Lee
 
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Post » Fri May 27, 2011 2:50 am

After finding the DVD at the last place I looked. Installing, patching, omm, obge, obse and:
so sorry to tease you back.

http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays1.jpg
http://i51.photobucket.com/albums/f386/vtastek/oblivion/Godrays/OblivionGodrays2.jpg

I think this man deserves a http://www.imperial-library.info/dogate/til_fishystick.jpg.
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BlackaneseB
 
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Post » Thu May 26, 2011 11:55 pm

Wow, hope renewed. The depth buffer really can be found. I hope it's possible that it can be found in the near future.

EDIT: Not related to godrays, but http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/shadows/ They've managed to get shadows on objects and such. I hope that will be possible with Oblivion too.
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Rodney C
 
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Post » Fri May 27, 2011 1:27 am

I don't know if this will be useful, but rpg-blackdragons released a shadow project a few years back:

- http://oblivionmodgods.de/rpg-blackdragons-oblivion-with-shadows-t442.html
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Maria Garcia
 
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Post » Fri May 27, 2011 2:05 am

I don't know if this will be useful, but rpg-blackdragons released a shadow project a few years back:

- http://oblivionmodgods.de/rpg-blackdragons-oblivion-with-shadows-t442.html

Yes, but it's pretty buggy.
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SexyPimpAss
 
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Post » Fri May 27, 2011 9:04 am

Oblivion could use a new water shader too... Look what was released for Morrowind today:

Along with great reflections and such it has above/underwater caustics and freaking waves (hard to see in screenshots)! :o

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot12.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot13-3.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot15-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot16-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot23-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot10-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot11-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot7-1.jpg


Anyway I hope that the depth buffer can be found for Oblivion since it has done so much for Morrowind's shaders.
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Guy Pearce
 
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Post » Fri May 27, 2011 9:51 am

Scanti released that memory dumper. Am I right in thinking that could be used to find the depth buffer? And what is it that we would be looking for in the dumped memory that would signal the location of the buffer? If anyone knows, a whole bunch of people looking for the memory address would be faster than just one person, and I for one would help look for it.
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Kelsey Hall
 
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Post » Fri May 27, 2011 3:38 am

Scanti released that memory dumper. Am I right in thinking that could be used to find the depth buffer? And what is it that we would be looking for in the dumped memory that would signal the location of the buffer? If anyone knows, a whole bunch of people looking for the memory address would be faster than just one person, and I for one would help look for it.

So would I, if I knew what to do!
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sas
 
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Post » Fri May 27, 2011 11:48 am

Wow, the new water shader for morrowind looks amazing, I so want that for oblivion :angel:


I want to help, but I have zero modding skills, so I did a search on google on depth buffer in oblivion.
I found a link to cs wiki site, where depth buffer was mentioned:

ZbufferProperty
Used to trick the depth buffer into rendering things in a different order. Flags: Enable reading and writing, as well as the method. Again, I can't properly describe this one still. But it is useful for determining render order in special effects, such as particles, or transparent arrays. Something best played around with, sorry

- http://cs.elderscrolls.com/constwiki/index.php/Working_With_Nifs_301_:_Properties_Breakdown

Is this the same depth buffer that everyone is taking about ?

If it is, maybe post in the cs wiki about how it works ?
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Ruben Bernal
 
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Post » Fri May 27, 2011 6:18 am

Those pics of Morrowind water are amazing, especially http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot16-1.jpg one! Are people actually playing the game with this or is it experimental?... pics can be misleading.

When Morrowind first came out I bought a copy but unfortunately my comp was too weak and I returned it! :sad:
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Myles
 
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Post » Fri May 27, 2011 4:22 am

Those pics of Morrowind water are amazing, especially http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot16-1.jpg one! Are people actually playing the game with this or is it experimental?... pics can be misleading.

I sure am. The only effect I don't actually play the game with are the Depth of Field shaders. They are great for http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot6.jpg but IMO it blurs a bit too much for normal gameplay. MGE also has a separate 'distant blur' effect which blurs the far distant land only similar to Oblivion's fake Depth of Field mod.

My current shader lineup is a Bloom+HDR shader, SSAO, Sun Shafts (godrays), underwater caustics and http://www.gamesas.com/bgsforums/index.php?showtopic=1045446 for water.
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Scarlet Devil
 
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Post » Fri May 27, 2011 2:16 am

Oblivion could use a new water shader too... Look what was released for Morrowind today:

Along with great reflections and such it has above/underwater caustics and freaking waves (hard to see in screenshots)! :o

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot12.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot13-3.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot15-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot16-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot23-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot10-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot11-2.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot7-1.jpg


Anyway I hope that the depth buffer can be found for Oblivion since it has done so much for Morrowind's shaders.

Wow, as well as looking incredible, the water seems to blend in seamlessly when it comes in contact with land. We must have this for Oblivion. :drool:
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Bad News Rogers
 
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Post » Fri May 27, 2011 12:37 pm

Ooh... I so excited now :)
Sorry about this next question as I know it's a little off topic but is it remotely possible to add occlusion culling to oblivion?
Will there be a graphics extender for oblivion?
If so will it use DX10 (oh please...)

The community could just about start a donation programme as a sort of "semi return" if it gets finished.
Damn if only I was rich I could pay for the modders to drop their jobs and work on oblivion continuously :)
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suzan
 
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