OBGE Liquid Water

Post » Tue Mar 29, 2011 11:24 pm

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.


Honestly all the shaders I use are now supported by OBGE liquid water so I have no reason to use the shaderlist anymore.
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Stay-C
 
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Post » Wed Mar 30, 2011 12:40 am

I decided to try out Matthew_Kaine's inExtCoeff values and increased reflectivity like tomerk suggested for an Enhanced Water look, so here's a comparison (note I was also messing with the distant waves/blur thereof between shots and that I'm using lower values for inScatCoeff and turbidity):

http://img820.imageshack.us/img820/1857/obgeliquidcleardayicpoo.jpg vs. http://img846.imageshack.us/img846/8834/obgeliquidclearduskicpo.jpg

And here's an http://img829.imageshack.us/img829/8564/obgeliquidcleardayunder.jpg with the modified colors featuring MC Mudkrabbz tha Mic Marauder.

I'm conflicted because I like the more neutral underwater color but--even though I nagged early on about making the water dark and color neutral and purely reflective like Enhanced Water--I like the added color provided by the default values. Solution: MAKE WATER PURPLE

I wonder if tomerk is having second thoughts the nerd tweakfest he's unleashed!! ("these folks are spending their time obsessively modifying the variables of a video game water simulation because of ME!")
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Neil
 
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Post » Tue Mar 29, 2011 11:41 pm

I decided to try out Matthew_Kaine's inExtCoeff values and increased reflectivity like tomerk suggested for an Enhanced Water look, so here's a comparison (note I was also messing with the distant waves/blur thereof between shots and that I'm using lower values for inScatCoeff and turbidity):

http://img820.imageshack.us/img820/1857/obgeliquidcleardayicpoo.jpg vs. http://img846.imageshack.us/img846/8834/obgeliquidclearduskicpo.jpg

And here's an http://img829.imageshack.us/img829/8564/obgeliquidcleardayunder.jpg with the modified colors featuring MC Mudkrabbz tha Mic Marauder.

I'm conflicted because I like the more neutral underwater color but--even though I nagged early on about making the water dark and color neutral and purely reflective like Enhanced Water--I like the added color provided by the default values. Solution: MAKE WATER PURPLE

I wonder if tomerk is having second thoughts the nerd tweakfest he's unleashed!! ("these folks are spending their time obsessively modifying the variables of a video game water simulation because of ME!")


Actually, I'm thinking more that I should probably provide more than one default water settings, and instead provide multiple pretweaked settings to choose from :P
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 2:11 am


And here's an http://img829.imageshack.us/img829/8564/obgeliquidcleardayunder.jpg with the modified colors featuring MC Mudkrabbz tha Mic Marauder.



Any way to fix that gradient next or soon? I don't think thats normal.

and any way we can get an update from Jon and make the underwater more like this?
http://www.youtube.com/watch?v=doypdDo7Ft0

and recreate those procedural water splashes?
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Naughty not Nice
 
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Post » Wed Mar 30, 2011 5:33 am

Actually, I'm thinking more that I should probably provide more than one default water settings, and instead provide multiple pretweaked settings to choose from :P

That's a good idea, you can do kind of like the OBGE thread with its recommended settings, and include it somewhere prominently in the readme, with screenshots! Oh boy, another excuse for me to play with settings and take screenshots! Ha man, I've spent as much time doing that the last few days as actually playing the game probably. But it's fun, maybe I can come up with some equally appealing variations since I've got my preferred settings down.

Anyway, here are http://img64.imageshack.us/img64/9463/obgeliquidovercastdaych.jpg http://img27.imageshack.us/img27/9463/obgeliquidovercastdaych.jpg http://img31.imageshack.us/img31/6351/obgeliquidovercastdaypo.jpg I had lying around. The last one slyly avoids the issue with that fog around the water rendering "underneath" it. Anyway all of these shots I post are going to end up in an archive on 4shared for you to choose which to add to the tesnexus page to show it off the best, once I'm satisfied with what I've got, which should end up aroung 10,000,000 screenshots or so. :teehee:

Any way to fix that gradient next or soon? I don't think thats normal.

and any way we can get an update from Jon and make the underwater more like this?
http://www.youtube.com/watch?v=doypdDo7Ft0

and recreate those procedural water splashes?

Not sure how possible any of that is, but watching that video has me even more impressed with OBGE Liquid Water. It may not have as many atmospheric and splash-y effects as the Crysis water, but otherwise it looks just as good as Crysis', at least in my opinion.
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Heather Kush
 
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Post » Tue Mar 29, 2011 10:52 pm

Can someone please help me? I don't usually ask for help but I can't get this working. I have the "no water" problem that was observed in the first topic, with the small ring of water around me until I turned off "water ripples" but it didn't fix it, it just removed the ring.

Could someone tell me how to get the water to work please?
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Lisha Boo
 
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Post » Wed Mar 30, 2011 12:51 pm

Could someone tell me how to get the water to work please?

Read the OP.
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Bellismydesi
 
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Post » Wed Mar 30, 2011 3:15 am

Here's a screenshot. Is that what you meant? Because I read the whole OP and I couldn't find anything I did wrong.

http://i.imgur.com/z0j3A.jpg
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Josephine Gowing
 
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Post » Wed Mar 30, 2011 12:46 am

Sorry I was a bit abrupt there. :(

I really did think you hadn't read it (and followed the instructions to the letter), because it seems everyone else who has done so, doesn't have that problem.

However, the thing to do if you *do* have issues, as the OP tells you (again, you should've read this, sorry to say), is:

Read this readme fully, as well as the Bethesda forum thread, especially the FAQ's. If your problem is not described there, and you know for a fact it you did not have it with OBGEv2 before installing this mod:

Supply the following:

Your Operating System.
Your graphics card.
The contents of your OBGEv2.log. This log is in your Oblivion directory.
The contents of your OBSE.log. This log is in your Oblivion directory.
The contents of your Shaders.ini.



The above documents should be posted exactly how they appear in the file, in spoiler (ie.
Spoiler
content

) tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, again in spoiler tags.



edit: That's a direct quote, in case that's not quite clear.
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Nauty
 
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Post » Wed Mar 30, 2011 11:08 am

Here's a screenshot. Is that what you meant? Because I read the whole OP and I couldn't find anything I did wrong.

http://i.imgur.com/z0j3A.jpg

Your Oblivion.ini settings are most likely wrong. Read the OP again, see the settings it says to use in Oblivion.ini. If you'r using Wrye Bash, just use the 'OBGE - Liquid Water, Install [Oblivion].ini' tweak.
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Kit Marsden
 
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Post » Tue Mar 29, 2011 10:26 pm

Thanks guys for your help. Sorry Breton, I've gotten into a troublesome habit of only half reading things even though I'm sure I read it all.

I got my head around Wrye Bash and just hit "install" and it started working. Sorry it was my incompetence that was the problem, thanks for helping me.

So yeah thankyou guys, I really appreciate everything you do for everyone.
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carley moss
 
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Post » Wed Mar 30, 2011 1:42 am

Tomerk, I installed this today and am very impressed. The bad thing is that I was doing the Rebuilding the Gatekeeper quest and while collecting the blood liqueur, I found that the pool of blood looked like regular water. You might want to add the cell XPGardens03 to your list of exeptions and make the "water" there nice and bloody red. The vanilla liquid http://www.uesp.net/wiki/File:SI-object-Blood_Liqueur.jpg.

Vac
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Markie Mark
 
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Post » Wed Mar 30, 2011 1:42 am

Tomerk, I installed this today and am very impressed. The bad thing is that I was doing the Rebuilding the Gatekeeper quest and while collecting the blood liqueur, I found that the pool of blood looked like regular water. You might want to add the cell XPGardens03 to your list of exeptions and make the "water" there nice and bloody red. The vanilla liquid http://www.uesp.net/wiki/File:SI-object-Blood_Liqueur.jpg.

Vac


Thanks, I'll add that to the to-do list :)

And for everyone's reference, the to-do list for the next release:
  • A fix for water choppiness and water seams (implemented already, but I have to make it optional as it causes lag on Nvidia cards)
  • Worldspace-based unique water settings (meaning unique water settings for exteriors, every city, and all interiors)
  • Compatibility with all three Bokeh DoF's, and integrated DoF compatibility into the main release
  • Dithering in the underwater fog
  • Unique settings for blood
  • Compatibility with Nehrim (as I still haven't gotten around to playing it :P )


Don't expect a release as quickly as the previous releases though, as my free time is more limited than previously.
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Mizz.Jayy
 
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Post » Wed Mar 30, 2011 4:08 am

Dithering! Hooray. Take as long as you like, I think the current release is top notch, though DoF users might be quite eager for the next one, heh.
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ANaIs GRelot
 
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Post » Wed Mar 30, 2011 6:24 am

Here's a screenshot. Is that what you meant? Because I read the whole OP and I couldn't find anything I did wrong.

http://i.imgur.com/z0j3A.jpg


That reminds me, is there any mod that allows for the removal of most of the underwater rocks. I don't spend that much time underwater and the polygon fps hit of having 200+ rocks loaded at all times must be huge. I always thought that the rocks underwater should be far lower poly, or replaced with watergrass+ the occasional rock.
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Fam Mughal
 
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Post » Tue Mar 29, 2011 9:34 pm

http://i.imgur.com/dHEoY.png (Make sure you make it full sized or banding is reintroduced :P

When moving the camera quickly banding is still sort-of noticable, but far from as badly as before.
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Pat RiMsey
 
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Post » Wed Mar 30, 2011 8:22 am

And for everyone's reference, the to-do list for the next release:
* A fix for water choppiness and water seams (implemented already, but I have to make it optional as it causes lag on Nvidia cards)
* Worldspace-based unique water settings (meaning unique water settings for exteriors, every city, and all interiors)
* Compatibility with all three Bokeh DoF's, and integrated DoF compatibility into the main release
* Dithering in the underwater fog
* Unique settings for blood
* Compatibility with Nehrim (as I still haven't gotten around to playing it :P ).


Last time your mentioned the Worldspace-based unique water settings you wheren't sure if it was possible, does it seem likes it might be doable now ? Would you be able to use different settings between sewers, caves and Ayleid Ruins
What are the OBGE shaders that still need to be intergrated ?
My final gripe is the angle to see thens above the water from below it seem very limited. and the rest is just blocked out.Would a simple tweak in the ini ? I would maintain fully visiable items above water would be best but instead of the blue 'paint' effect to block it a better solution would be high refreaction when there's an accure view to the water., the water has waves on it so more refraction from underneath woule make sence to me.

Appologies, Im rambling, Need sleep.
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Crystal Clear
 
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Post » Wed Mar 30, 2011 11:11 am

http://i.imgur.com/dHEoY.png (Make sure you make it full sized or banding is reintroduced :P

When moving the camera quickly banding is still sort-of noticable, but far from as badly as before.


Awesome! Will this be in the next update?
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Claire Jackson
 
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Post » Wed Mar 30, 2011 3:25 am

Look at the to-do list for the next update :P
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KIng James
 
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Post » Wed Mar 30, 2011 7:29 am

Oh gawd bokeh is going to be so cash with the distant water. I'll be sure to do a screenie hunt. Only other thing that would really complete this water for me is internal reflection, which I believe should be possible, but I'm not actually 100% informed on what you'r limitations are.
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Ruben Bernal
 
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Post » Wed Mar 30, 2011 4:05 am

Huh. So that's what that banding is.

When using OBGE in general, and looking at the sky, would banding there be due to something similar? I suppose it would, but I don't know exactly what.
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Sabrina garzotto
 
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Post » Tue Mar 29, 2011 10:58 pm

http://www.gamesas.com/index.php?/topic/1179977-obge-liquid-water/
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Catharine Krupinski
 
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Post » Wed Mar 30, 2011 6:11 am

By "in general," do you use any shaders that adjust colors or contrast? I can't remember ever seeing banding like that using OBGE, and I've only got a saturation boost and nothing else manipulating things that I figure might contribute to it.
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Darrell Fawcett
 
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Post » Tue Mar 29, 2011 10:08 pm

Hi I tried loading Liquid Water in Nehrim it looked great in the rivers http://img854.imageshack.us/i/oblivion201104152128099.jpg/
but this is what happened once I got to the Ocean http://img696.imageshack.us/i/oblivion201104152133216.jpg/ & this http://img155.imageshack.us/i/oblivion201104152134173.jpg/.

Nehrim's ocean is not that well implemented, the waves look decidedly odd & i expect getting it to work might not be easy.
I don't expect that getting it to work with Nehrim is going to be that high a priority, but I would like to use the Ini for loading shaders in Nehrim .

I find it a considerable improvement on the Shaderlist.txt & it seems to me it would be a lot easier to adapt to Nehrim, than the Obge Support plugin.

I have already tried using it without the Water Shader & it seemed to work OK but I expect I would need to do some editing of the Script to really get it to work Properly.

I know this is somewhat off topic but any Input will be really appreciated Regards Beebee
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Rozlyn Robinson
 
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Post » Wed Mar 30, 2011 5:33 am

hi :)

water looks tasty
lava looks hot

but my clouds are pinned to the roof, they no longer move :/
i uninstalled liquid water and obge, but they are still frozen
masser and secunda do not move arround either

is that normal or did i break my compass or something?

have a nice day :)

edit: i tracked it down to all natural esp, i guess i just did not notice it before
so its my fault i think - godrays made me notice XD
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sally R
 
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