OBGE-Oblivion Graphics Extender

Post » Mon Nov 16, 2009 9:30 pm

[Consored] Double Post.
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Dominic Vaughan
 
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Post » Mon Nov 16, 2009 7:57 pm

Ok here is the http://www.xfire.com/video/195e61/ next i think ill will try Bloom B) EDIT Ok thanks for that Scanti
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Ryan Lutz
 
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Post » Mon Nov 16, 2009 5:19 pm

That video...looks like your walking into a nuclear explosion of overbloom :P

I would like to throw kudos to Wrinklyninja for his great Depth of Field that he just released. :goodjob:

And to Scanti for making it all possible :goodjob:
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Silencio
 
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Post » Mon Nov 16, 2009 9:26 pm

Is the god rays shader still static?
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patricia kris
 
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Post » Mon Nov 16, 2009 3:06 pm

Ok here is Godrays this time with Bloom http://www.xfire.com/video/195ed5/ B)
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Poetic Vice
 
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Post » Mon Nov 16, 2009 10:48 pm

Links to old threads (and that test godray shader too! :ahhh: )

http://www.gamesas.com/bgsforums/index.php?showtopic=1045352
http://www.gamesas.com/bgsforums/index.php?showtopic=1047648
http://www.gamesas.com/bgsforums/index.php?showtopic=1050580
http://www.4shared.com/file/152752485/dcb70a06/GodraysforOblivionv001a.html

Fantastic work everyone! :)
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Tanika O'Connell
 
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Post » Tue Nov 17, 2009 3:20 am

I think the first post should have those links too, as a summary post of everything that's been accomplished so far. We could have it as the opposite of the old OBGE threads - instead of listing all the cool stuff that we can do, we'll be listing all the cool stuff that we have done. :)
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Rachel Briere
 
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Post » Mon Nov 16, 2009 7:55 pm

Okay, well as a little project, I decided to throw myself as the SSAO implementation mentioned by tombofsoldier in the previous thread (this one http://www.gamedev.net/community/forums/topic.asp?topic_id=550699), and got some results. Unfortunately, the results are kinda poor.

The algorithm needs some additional data, like self-illumination/specular and texture alpha, to get it visually pleasing. I fixed the self-illumination/specular problem a bit by taking scene brightness into account. The jittering algorithm results in a lot of noise all over the place. I haven't figured out how to fix it, but you can see it in the video provided by ArKano22 in the linked forum thread above, so its not anything I'm doing wrong. It just needs to be improved.

Unless someone with more experience comes along and picks it up, I don't see how this will be usable. Hey, I only started with HLSL yesterday. I can only take this so far. :P

Anyways, here are some images, so you can at least maybe see what could be.

http://img509.imageshack.us/img509/5020/screenshot2yf.jpg
http://img509.imageshack.us/img509/932/screenshot3hp.jpg
http://img509.imageshack.us/img509/6939/screenshot16l.jpg
http://img514.imageshack.us/img514/3950/screenshot18z.jpg

http://www.4shared.com/file/156516836/6c35cf9c/ArKano22_SSAO.html for those of you who wanna mess with it. I'm going to bed.
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gemma king
 
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Post » Mon Nov 16, 2009 4:37 pm

HawkleyFox have you looked at the SSAO manuals and guides that was posted in the previous threads ?
Much good info there on how to implement SSAO.

Here is some of them:

- http://www.scribd.com/doc/4898192/Graphics-TechSpec-from-StarCraft-2

- http://www.gamerendering.com/2008/11/04/screen-spaced-ambient-occlusion/

- http://www.gamerendering.com/2009/01/14/ssao/

- http://www.gamedev.net/community/forums/topic.asp?topic_id=550699

- http://www.infinity-universe.com/Infinity/index.php?option=com_smf&Itemid=75&topic=6484.0.html
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Pat RiMsey
 
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Post » Tue Nov 17, 2009 1:16 am

I think the first post should have those links too, as a summary post of everything that's been accomplished so far. We could have it as the opposite of the old OBGE threads - instead of listing all the cool stuff that we can do, we'll be listing all the cool stuff that we have done. :)

I'd also appreciate it if the mods that have been developed in the old threads would be listed here. They are really hard to find - I remember scanning through all those old OBGE threads only to find that one little link for the mod that blurs distant water, for example.
As far as I can remember, there were also some motion blur mods, one mod that caused your underwater vision to be all "wobbly" and one that made underwater vision blurry.

And of course, some information on how to set up the mods would be nice. In this thread, most people seem to be acquainted with this, but I guess that many of the lurkers are like me and aren't exactly sure what to do, and don't want to spend too much time on trying to figure it out. :)
(And basically, I don't want to end up in the same situation as with MGE - where I'm always thinking "Okay my game looks kind of nice now... but Vality's screenshots still look so much cooler!!!")

Links to the old OBGE mods (just the ones I remember & could find now, there might be more)
http://tesnexus.com/downloads/file.php?id=23372
http://tesnexus.com/downloads/file.php?id=15245
http://tesnexus.com/downloads/file.php?id=14339
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Liv Staff
 
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Post » Tue Nov 17, 2009 4:41 am

I'm trying to think of a way to get a time-based blur shift in my DoF shader (I know, I just can't let it go), but I'm having trouble thinking how that could happen. The shader can access time, though not time passed since last frame, but I don't really need that, if I can get the blur to take place incrementally over a number of frames. I'm thinking something like this:

1. Scene is static, no change in blur.
2. focus shifts, blur shifts by a specified degree.
3. blur shifts again by same amount.
...
30. blur shifts by same amount.
31. scene is static, no change in blur.

That's based off a 1 second blur shift in a 30 fps game. Obviously I can tie it to frame rate by using the f4Time variable, which measures Oblivion time. At the moment, each frame I get the unblurred frame and calculate what the blur for each point on screen should be, and apply that.

So I can add a slight twist to that, and change it so that it blurs by a fraction of what the blur should be, with the fraction based on the given time interval, and increase that fraction each frame until I get the full blur effect. Trouble is, I have no way of measuring how much time (or how many frames, more accurately) has passed since I started applying the blur, and so I won't be able to tell when to stop blurring, as I can't compare the current level of blur to the desired level either.

Another way to do it would be to somehow rewrite my shader so the blur function is dependent on time, but that would again run into the same problem of undefined start and end times. And since the shader is re-run every frame, I can't store such variables in its code.

This rambling was more for me, but if anyone's got any ideas, please do share!
------------------------------
EDIT: @ Fearabbit: All good points. I think those three mods were all of them. As for more info for users regarding how to set up for prettiest effects, I'm sure that will come once everything gets a bit more polished. I'll probably make a start on an in-game frontend for this once Scanti's rewritten OBGE, and that should make it a lot easier for people to mess around with settings and the such, as well as getting things a bit tidier. Everythings still in its infancy ATM though.
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Mrs shelly Sugarplum
 
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Post » Mon Nov 16, 2009 6:00 pm

The only official OBGE mod released is this one:

OBGE Motion Blur v1.6
http://tesnexus.com/downloads/file.php?id=14339

====================================

Here is a list of mods, that improve / alter the graphical appearance of the game,
and are in some cases based on the original OBGE project but do not relate them to it.

OBGE & OVEP - OBGE Motion Blur:
http://tesnexus.com/downloads/file.php?id=14339

Current functions (v1.6):
- Makes the screen blurry when player rotates fast around.
- Gives the player a nice and realistic underwater wobbly screen effect as in Crysis.
- Adds bleach-bypass which many find makes the game look nicer.
- Horizontal blur fades as player looks up/down.
- 3-frame motion average for cleaner transitions.
- Color grading as per the Crysis implementation.

There is also this one:

OBGE DLL v01 Debugged
http://tesnexus.com/downloads/file.php?id=25912

The bug fix has never been oficially confirmed.

===========================================
OBGE & OVEP - Forward Motion Blur:
http://tesnexus.com/downloads/file.php?id=15566

Current functions (v1.1a):
- Gives the player a motion blur screen effect when fast moving forward.

===========================================
OBGE & OVEP - Detailed Terrain:
http://tesnexus.com/downloads/file.php?id=15245

Current functions (v0.4Beta):
- A new and better shader effect applied on ground textures.

===========================================
OBGE & OVEP - Screen Effects v1.0
http://tesnexus.com/downloads/file.php?id=16323

Current functions (v1.0):
- ScreenEffects allows modders to easily control eight visual effects via script.
* Brightness
* Shadows Intensity
* Highlights Intensity
* Contrast
* Saturation
* Graduated Filter Magnitude
* Posterization
* Fullscreen Blur

The following is a list of mods that currently use ScreenEffects:

Enhanced Weather
http://tesnexus.com/downloads/file.php?id=16544

Weather All Natural
http://tesnexus.com/downloads/file.php?id=18305

Ambient Dungeons
http://tesnexus.com/downloads/file.php?id=18385

Fatigue and Sleeping
http://tesnexus.com/downloads/file.php?id=19501

===========================================
Water Reflection Blur:
http://hosted.filefront.com/Zeroed

Current functions (v0.3):
- Improves the far distant water reflections (blur applied on reflections to remove sharp edges).

Before:
http://img149.imageshack.us/my.php?image=screenshot1ux3.jpg

After:
http://img213.imageshack.us/my.php?image=screenshot2gs5.jpg

===========================================
Qarl and Timeslips Depth of Field:
Normal - http://tesnexus.com/downloads/file.php?id=8771
OMOD - http://tesnexus.com/downloads/file.php?id=8773

Current functions (v1.0):
- Everything that is far away will be blurry after a certain distance.

===========================================

NOTE:
I did not update this list so a few mods could be missing
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Nice one
 
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Post » Tue Nov 17, 2009 2:03 am

Ok i tryed out the Godrays but i think ive done somethink rong I put it iin D:\Games\Bethesda Softworks\Oblivion\Data\Shaders

I put in Shaders and ive got that is my shaderlist.txt

Depth.fx
TestShader.fx

GodraysforOblivionv001a.fx

I have OBSE and the old OBGE and the TestShader v3 in and http://www.xfire.com/video/195a6d/ is what it looks like could it be becouse its Overcast ?


Remove Depth.fx and TestShader.fx
TeshShader adds this grain (the file Textures\Effects\TerrainNoise.dds is basically the file it puts up as a pattern on the screen), and Depth makes it all black and white.
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Ashley Tamen
 
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Post » Tue Nov 17, 2009 3:17 am

It would appear that my DoF shader has to load before the Godrays shader in the shaderlist.txt, otherwise everything looks really weird.

Also, I made a few videos of some bugs I came across, you can find them on my new youtube account http://www.youtube.com/user/WrinklyNinja1.
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Charlotte X
 
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Post » Mon Nov 16, 2009 9:12 pm

Would it be possible to add blur on melee weapons when you swing them?
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Louise
 
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Post » Tue Nov 17, 2009 8:16 am

Object-based motion blur would be a lot cooler for sure. :D

Dunno if it's possible though, I haven't the foggiest how it actually works.
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Emily Jones
 
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Post » Tue Nov 17, 2009 2:38 am

First Post Updated
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stephanie eastwood
 
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Post » Tue Nov 17, 2009 4:46 am

Those screenshots looks amazing AmpolX :wub:
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Richard Dixon
 
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Post » Mon Nov 16, 2009 9:30 pm

It would appear that my DoF shader has to load before the Godrays shader in the shaderlist.txt, otherwise everything looks really weird.

Also, I made a few videos of some bugs I came across, you can find them on my new youtube account http://www.youtube.com/user/WrinklyNinja1.


In case you're implying those are bugs with your DoF shader, or your DoF shader in tandem with the Godrays shader, then let me be the first to ease your conscience!
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Silvia Gil
 
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Post » Tue Nov 17, 2009 5:19 am

Traditionally for MGE, one would have to have the Depth of Field Shader before any godrays shader in the shader load list. I assumed that was the case for oblivion too so I put Depth of Field first and everything worked just fine.
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Yonah
 
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Post » Mon Nov 16, 2009 6:20 pm

It would appear that my DoF shader has to load before the Godrays shader in the shaderlist.txt, otherwise everything looks really weird.

Also, I made a few videos of some bugs I came across, you can find them on my new youtube account http://www.youtube.com/user/WrinklyNinja1.


? What Sun Textures are you using Beaming SunGlare or Vibrant 1.3 ?
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Kellymarie Heppell
 
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Post » Tue Nov 17, 2009 5:44 am

Vibrant, but when I removed the sunglare texture it goes back to normal, with no super-whiteouts, though I still get the change in tint, which is now more subtle.

EDIT: Heh, just applied an inverse colors shader, looks pretty decent with a slight colour tint to it. I should really stop mucking around...
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Ells
 
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Post » Tue Nov 17, 2009 5:38 am

Vibrant, but when I removed the sunglare texture it goes back to normal, with no super-whiteouts, though I still get the change in tint, which is now more subtle.


I thought Vibrant Because of Horizon Change like in Second Movie..Perhaps I tweaked the alpha channel information too much..Do you still have 1.2 Vibrant Sun does it have a same problem..
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Gen Daley
 
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Post » Tue Nov 17, 2009 1:51 am

Those godrays are absolutely amazing.

For DoF, though, I'm not certain I would like to play with the effect always on given that the shader needs to make certain assumptions about focus that aren't always in alignment with what I'm really focusing on in the game. However, one time that focus is without question is during conversation. Is there a way for the DoF only to be applied when conversation is initiated? (with the point of focus being the NPC you are talking with) In my opinion, that would be a subtle, but very important improvement to the graphics of the game.
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Iain Lamb
 
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Post » Mon Nov 16, 2009 5:53 pm

@ Corepc: No sorry, I don't have Vibrant 1.2 anymore.

@ wilde: Yep, DoF isn't an effect I would have active the whole time. ATM there isn't a way to get it to do that, but once Scanti's done the OBGE rewrite there will be, and it's my intention to do just that, as well as making it toggleable for things like screenshots, and tweakable to turn it into distance blur.

The shader assumes that you're focusing on what the crosshair is pointing at, for the record.
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louise hamilton
 
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