OBGE Liquid Water

Post » Wed Mar 30, 2011 5:08 am

Hey tomerk, any chance you could get the bokeh DoF working? I MUST try hexagonal with the new lod tweaks! That would produce some truly amazing screenies. Wouldn't quite be playable for for me but smooth enough to go for a photo shoot.
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Campbell
 
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Post » Tue Mar 29, 2011 11:31 pm

I'd suggest sewer water looking much more murky and brown/green. With the way your water blends in the shallow depth in sewers often makes it seem out of place when in sewers or harder too appreciate to the same extent when outside.

Would heat haze help with the lava effect in oblivion ? maybe thats for another mod.

I second that, and then the sewer liquid water can be use for Bravil in town as technically bravilian use niben as open sewer.
What would be great (but probably not possible) would be per town water color in shader.ini
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-__^
 
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Post » Wed Mar 30, 2011 6:46 am

I'll see if I can get bokeh and worldspace based water settings out in the next few days.
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Madison Poo
 
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Post » Wed Mar 30, 2011 7:36 am

I beg to differ, I rather like the second shot. and aren't you Darkstone on the Oldblivion forums? I thought I recognized your location. but wasn't there a Darkstorne with some kitty avatar or am I mixing up Darkstorn on youtube? or are all three you? lol

Meow. He's not me, I'm not him, and we certainly aren't all the same person!

On topic, how many more updates is this mod likely to receive Tomerk? I'm trying to hold off downloading until the updates become less frequent, so looks like now might be the time if you've come up against a brick wall.
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Mélida Brunet
 
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Post » Wed Mar 30, 2011 7:45 am

Ha, darkstone and Darkstorne. I'd get confused too, if darkstone didn't post all the super pretty stylish screenshots I get jealous of.

Anyway, I would definitely download the mod right now. Just about every major issue that isn't "impossible for now" has been resolved, and the mod is now extremely customizable. Obviously there will be future updates, perhaps with individualized water for specific areas, unless tomerk takes off to the moon or otherwise can't work on the mod. But its status right now is super excellent ++awesome so you're missing out every second you go without it!!!!!
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Khamaji Taylor
 
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Post » Wed Mar 30, 2011 4:37 am

Man, this mod [censored] rules. Endorsed on the nexus so that it will hopefully find a place above all of the crap that is in the top 100 right now.

I know you have a lot on the proverbial plate, tomerk, but have you considered/would it be possible to make the water "splatter" effect from the vanilla OBGE page? http://www.tesnexus.com/downloads/file.php?id=30054 (under videos)

I know shademe was working on that, but it was never released, and I can't help but think how well it would go with the new water.
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m Gardner
 
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Post » Wed Mar 30, 2011 3:56 am

I got a comment on my blog about how the Liquid Water looks too blue when underwater. I'm assuming that's something you can change using the .ini, right? If so, could somebody give me a recommendation of what would look most similar to the way Enhanced Water does underwater? If you need a reference for that, just take a look at the Enhanced Water section of my video. Thanks a million.
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 3:04 am

I figure I should share some of these screenshots I'm accumulating, so here's my latest set. There's a lot of redundancy but that's how we do things during Operation Beautiful F###########king Screenshots!

http://i51.tinypic.com/2606i42.jpg|http://i52.tinypic.com/2jezips.jpg|http://i54.tinypic.com/scwdie.jpg|http://i52.tinypic.com/wugx0m.jpg|http://i56.tinypic.com/k53okp.jpg|http://i55.tinypic.com/10f9g8i.jpg|http://i53.tinypic.com/wcidu8.jpg|http://i54.tinypic.com/28u4lqg.jpg|http://i54.tinypic.com/2yyyqma.jpg|http://i53.tinypic.com/v4qdrl.jpg|

Actually there's so many similar shots because the water makes every scene look so damn good I can't decide what to discard. Anyway I'm trying to kill two birds with one stone by showcasing the water but also doing nice scenic shots, in fact maybe I'll link these in that screenshot thread for people who may have avoided the new water for whatever reason. Next on my list of things to do is finding a way to get screenshots of more subtle caustics, like in shot #8 in-game there were obvious caustics at the edge of the water in front of the camera but being animated the way it is it doesn't really translate to the screenshot. So the only way to capture caustics action in a screenshot is to turn it up really high or take shots only at midday from above (which actually says a lot about the high quality of the caustics, being variable and lighting-appropriate and not too overdone). Looks amazing either way but I'm going for variation here! Anyway I'm gonna flood tomerk with a billion screenshots and make him choose what to discard ha ha ha :teehee:
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Eileen Collinson
 
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Post » Wed Mar 30, 2011 7:47 am

I got a comment on my blog about how the Liquid Water looks too blue when underwater. I'm assuming that's something you can change using the .ini, right? If so, could somebody give me a recommendation of what would look most similar to the way Enhanced Water does underwater? If you need a reference for that, just take a look at the Enhanced Water section of my video. Thanks a million.


I believe tomerk already changed the painted blue syndrome in his last update 1.1.2
Check the version history on Nexus.
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Shelby Huffman
 
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Post » Tue Mar 29, 2011 10:47 pm

I think he might be referring to the underwater fog? I'm not sure how to adjust that, only the darkness with depth. Maybe turbidity affects it, and maybe it's possible to change the color via inExtCoeff. I guess tomerk would be way more suited to explain, maybe he might want to implement a setting for underwater fog if none of those other variables affect it?
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Elena Alina
 
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Post » Tue Mar 29, 2011 10:29 pm

I figure I should share some of these screenshots I'm accumulating, so here's my latest set. There's a lot of redundancy but that's how we do things during Operation Beautiful F###########king Screenshots!

http://i51.tinypic.com/2606i42.jpg|http://i52.tinypic.com/2jezips.jpg|http://i54.tinypic.com/scwdie.jpg|http://i52.tinypic.com/wugx0m.jpg|http://i56.tinypic.com/k53okp.jpg|http://i55.tinypic.com/10f9g8i.jpg|http://i53.tinypic.com/wcidu8.jpg|http://i54.tinypic.com/28u4lqg.jpg|http://i54.tinypic.com/2yyyqma.jpg|http://i53.tinypic.com/v4qdrl.jpg|

Actually there's so many similar shots because the water makes every scene look so damn good I can't decide what to discard. Anyway I'm trying to kill two birds with one stone by showcasing the water but also doing nice scenic shots, in fact maybe I'll link these in that screenshot thread for people who may have avoided the new water for whatever reason. Next on my list of things to do is finding a way to get screenshots of more subtle caustics, like in shot #8 in-game there were obvious caustics at the edge of the water in front of the camera but being animated the way it is it doesn't really translate to the screenshot. So the only way to capture caustics action in a screenshot is to turn it up really high or take shots only at midday from above (which actually says a lot about the high quality of the caustics, being variable and lighting-appropriate and not too overdone). Looks amazing either way but I'm going for variation here! Anyway I'm gonna flood tomerk with a billion screenshots and make him choose what to discard ha ha ha :teehee:


REALLY nice :D
I love the dark-green colour effect near shallow water especially much.
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Captian Caveman
 
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Post » Wed Mar 30, 2011 4:16 am

For an effect less blue and more similar to enhanced water, take version 1.1.2, increase reflectivity, and increase the blue component of inExtCoeff and decrease the first component until the water looks grayish.
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Austin England
 
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Post » Wed Mar 30, 2011 5:12 am

I think he might be referring to the underwater fog?

Correct.

For an effect less blue and more similar to enhanced water, take version 1.1.2, increase reflectivity, and increase the blue component of inExtCoeff and decrease the first component until the water looks grayish.

I already had the latest version, but tweaking the inExtCoeff helped quite a bit. In case anybody else wants to have underwater color similar to Enhanced Water, the values for my inExtCoeff are 0.3884, 0.3984, 0.4800

http://img.photobucket.com/albums/v510/mattkaine/Oblivion/Oblivion2011-04-1214-44-55-37.jpg
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+++CAZZY
 
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Post » Tue Mar 29, 2011 10:41 pm

Nice little test and discovery for everyone...

I installed and loaded OBGEv2 w/ support plugin. Created a save game with no shaders active, exited the game, and then unchecked the support plugin .esp.
Next, I installed and loaded Liquid Water 1.1.2 and replaced OBGEv2.dll with the one from Liquid Water.

Next I created a save with liquid water loaded and exited the game.

Next I activated the OBGEv2 support plugin .esp

Reloaded my save game

Walah!! All the OBGEv2 shaders are all working thru the support plugin!!! :celebration:

Who's ur daddy??

EDIT - I wasn't using the DoF patch for Liquid Water
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 7:06 am

Would simply activating the support plugin after installing the water variant be enough - do you need to first activate the support plugin then deactivate and install this then reactivate?

then are you sure it will allow control of shaders you definitely turned off in this versions ini?
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 11:12 am

Nice little test and discovery for everyone...

I installed and loaded OBGEv2 w/ support plugin. Created a save game with no shaders active, exited the game, and then unchecked the support plugin .esp.
Next, I installed and loaded Liquid Water 1.1.2 and replaced OBGEv2.dll with the one from Liquid Water.

Next I created a save with liquid water loaded and exited the game.

Next I activated the OBGEv2 support plugin .esp

Reloaded my save game

Walah!! All the OBGEv2 shaders are all working thru the support plugin!!! :celebration:

Who's ur daddy??

EDIT - I wasn't using the DoF patch for Liquid Water


Very interesting,the only thing thats stopped me trying Liquid Water is that the support plug in has to be disabled.....I`m a tweaker,I like to be able to tweak the shaders ingame. :D
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 12:01 am

Nice little test and discovery for everyone...

I installed and loaded OBGEv2 w/ support plugin. Created a save game with no shaders active, exited the game, and then unchecked the support plugin .esp.
Next, I installed and loaded Liquid Water 1.1.2 and replaced OBGEv2.dll with the one from Liquid Water.

Next I created a save with liquid water loaded and exited the game.

Next I activated the OBGEv2 support plugin .esp

Reloaded my save game

Walah!! All the OBGEv2 shaders are all working thru the support plugin!!! :celebration:

Who's ur daddy??

EDIT - I wasn't using the DoF patch for Liquid Water


This would be great if the plugin didn't crash my game since fresh install of obgev2 and oblivion :/ I guess that's where the ssd comes into play though with me booting the game about 100 times/hour
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David John Hunter
 
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Post » Wed Mar 30, 2011 4:18 am

If I remember correctly, the support plugin was never entirely incompatible with the water in the first place - it's just that the shader order would be screwed up, leading to lots of graphical glitches if things didn't go right.
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 1:07 pm

If I remember correctly, the support plugin was never entirely incompatible with the water in the first place - it's just that the shader order would be screwed up, leading to lots of graphical glitches if things didn't go right.


Pretty much this. I suppose if you made sure you had a save game with obge liquid water loaded before loading the support plugin you would be able to run any shaders except for ssao, godrays, and DoF through the support plugin without graphical glitches, but thats assuming OBGE can keep shader load order constant.
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Horse gal smithe
 
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Post » Wed Mar 30, 2011 7:11 am

How does one get depth of field shaders to work with this?

Will this ever be integrated into the main OBGE?
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koumba
 
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Post » Wed Mar 30, 2011 8:54 am

How does one get depth of field shaders to work with this?

http://tesnexus.com/downloads/file.php?id=37825 (under "optional files")


Will this ever be integrated into the main OBGE?

I suspect so, but naturally, I'd wait for the official word. ;)
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Kaley X
 
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Post » Tue Mar 29, 2011 11:00 pm

Would simply activating the support plugin after installing the water variant be enough - do you need to first activate the support plugin then deactivate and install this then reactivate?

then are you sure it will allow control of shaders you definitely turned off in this versions ini?


Not sure on that Psymon. I only tried my method above. Feel free to try it and let us know. I admit i haven't tested this long enough to notice any graphical glitches, but when I did try it, I was using GodRays, Volumetric SSAO and Hexagonal DoF all turned on through the OBGEv2 support plugin in game. No noticable changes to tomerks water.
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CYCO JO-NATE
 
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Post » Tue Mar 29, 2011 11:52 pm

Not sure on that Psymon. I only tried my method above. Feel free to try it and let us know. I admit i haven't tested this long enough to notice any graphical glitches, but when I did try it, I was using GodRays, Volumetric SSAO and Hexagonal DoF all turned on through the OBGEv2 support plugin in game. No noticable changes to tomerks water.


Unless you know what to look for you probably won't notice any graphical glitches, except for ssao. If you run ssao through the support plugin, I imagine it would show up through the water and that the fog fix wouldn't work.
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Sammie LM
 
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Post » Wed Mar 30, 2011 8:54 am

Unless you know what to look for you probably won't notice any graphical glitches, except for ssao. If you run ssao through the support plugin, I imagine it would show up through the water and that the fog fix wouldn't work.


Yes, that's true. The ssao effect is showing through the water. Similar to how ssao behaved prior to the fix created by your water mod.
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Nicholas C
 
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Post » Tue Mar 29, 2011 10:30 pm

Is the interest in getting the other shaders working mostly about DoF? I guess I'm lucky due to my distaste for losing super crispness by using DoF so I've been happy with the shaders available for use with the water. I only use NFAA, godrays, SSAO, and a little saturation boost with ColorEffects. But are there other shaders people want to use that I'm not considering?
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James Baldwin
 
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