OBGE-Oblivion Graphics Extender

Post » Tue Nov 17, 2009 6:11 am

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


Just tell me what I need to do to get Depth of Field installed and God Rays, so that I can test it myself..Never used OBGE before..but now I am intrested with God Rays and your depth of field..

1.2 can still be found on tesnexus..
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Dan Scott
 
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Post » Tue Nov 17, 2009 4:55 am

To use Godrays/DoF:

1.) Download Godrays and DoF test shaders from links in first post, and Scanti's OBSE plugin from http://www.oblation.eu/downloads/obge/TestShaderv3.7z.
2.) Put the .fx files from the two shaders in your Data\Shaders folder, and extract the OBSE plugin archive to your Oblivion folder (one up from data).
3.) Replace the contents of the shaderlist.txt file in your Shaders folder with the names of your two test shaders, so the file looks like this:

DepthOfField.fxGodraysforOblivionv001a.fx


Load up Oblivion, and in the console type: showtestshader 1

That should be it.
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Steeeph
 
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Post » Mon Nov 16, 2009 9:53 pm

So has anybody using the godrays test shader noticed that Alyied wells give off godrays at night and in cloudy weather? How f'ing cool is that?????? :goodjob:

EDIT: Scratch that, it doesn't work at night, only in cloudy weather and when you're looking through the alyied well in the sun's direction, but it still looks amazing, light beams come from every particle. Will upload screens soon!

EDIT: Screens: http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot17.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot19.jpg

It's a little tough to catch what's going on in a screen but when you see it in motion, it looks really cool. It's easiest to see from the small particles up near the top.

And yeah, I know sunshafts come from the sun, but in cloudy weather the sun is not visible and if you look at an alyied well from the side, you will see sunbeams coming from the well's particles from the direction that the sun should be in, as if the particles are letting the sunbeams through. Wait for some cloudy weather and see for yourself.

The screens were taken at about 7am in-game time, I will upload better ones if I can capture them.

EDIT: More screens, remember that there is no sun visible in this scene, it's completely cloudy. http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot17-1.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot24.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot27.jpg
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Johnny
 
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Post » Tue Nov 17, 2009 1:13 am

Uh, no they don't. Godrays only come from the sun. It's just that they also make the well effect look better.
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Gaelle Courant
 
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Post » Tue Nov 17, 2009 6:06 am

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.


Thx for that works now http://screenshot.xfire.com/screenshot/natural/fa649214786cc56244475f7bc921800dbe1a638a.png B)
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Lance Vannortwick
 
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Post » Mon Nov 16, 2009 7:19 pm

You can remove testshader.fx from the list and the ShowTestShader will still work :whisper:
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Chris Ellis
 
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Post » Tue Nov 17, 2009 10:02 am

You can remove testshader.fx from the list and the ShowTestShader will still work :whisper:


ya did that thx
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Tania Bunic
 
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Post » Mon Nov 16, 2009 11:44 pm

I am away so I had no time this week but for next week I will work on something to fix the problems with this godrays shader.
In the mean time I want to point to Scanti's post with a tweaked version, I am sure it is better: :P
http://www.gamesas.com/bgsforums/index.php?showtopic=1050580&st=160&p=15329325&#entry15329325

....
EDIT: Screens: http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot17.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot19.jpg

It's a little tough to catch what's going on in a screen but when you see it in motion, it looks really cool. It's easiest to see from the small particles up near the top.

And yeah, I know sunshafts come from the sun, but in cloudy weather the sun is not visible and if you look at an alyied well from the side, you will see sunbeams coming from the well's particles from the direction that the sun should be in, as if the particles are letting the sunbeams through. Wait for some cloudy weather and see for yourself.

The screens were taken at about 7am in-game time, I will upload better ones if I can capture them.

EDIT: More screens, remember that there is no sun visible in this scene, it's completely cloudy. http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot17-1.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot24.jpg http://i26.photobucket.com/albums/c117/klunk52/screens/ScreenShot27.jpg

I guess particle fx is not written in depth buffer or written with wrong depth info, something like that... Scanti would know, and hopefully fix it. ;) Kudos to Scanti, he is doing the hard work on this.

PS. In godrays shader there are some tweakables.
//edit for sunshafts intensity decay exposurefloat Density=0.9;float Decay=0.99;float Weight=0.44;float Exposure=0.22;//sky brightpassstatic const float Luminance = 0.44;static const float fMiddleGray = 0.99f;static const float fWhiteCutoff = 0.99f;//edit for light colorness, lower the value for more desaturated ray colors...static const float saturate = 0.540f;

Lowering exposure will lower the power of godrays. Lowering 'decay' will shorten them. With lowering fMiddleGray you can lower how much of the bright parts of the sky would create the rays. Commenting last 2-3 passes at the end you can see what parts of the sky enters the shader or only lightshafts before merging them with original image...

I like the progress here, I wonder if some projects could be merged with MGE. MGE is in a good(perfect) state to create all crazy stuff listed before. (I would kill for shadows and normal maps in Morrowind... :))
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yermom
 
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Post » Tue Nov 17, 2009 5:32 am

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.


I actually like that effect a lot. Obviously it wasnt youre intent, but it seems to give the scene a cel-shaded sort of feel.
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Mrs shelly Sugarplum
 
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Post » Tue Nov 17, 2009 10:14 am

The archive contains only the shader file, which goes in Data\Shaders, and it's name (with .fx suffix) should be entered into the shaderlist file there. Basically just read Scanti's readme on how to use this.


Where?
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Richard Thompson
 
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Post » Tue Nov 17, 2009 5:01 am

This has nothing to do with Godrays or DOF, but a extremely cool edition to Oblivion would be to use tessellation from Directx 11. Although the work would be astoundingly large, it would probably be the best Mod for the game.

Ex. What im talking about. Its a comparison video of DirectX 10 vs 11. http://www.youtube.com/watch?v=PR40GwRtFyw

Im just saying, i wouldn't expect anyone to take on that amount of work. Redoing all those meshes (i think), would take a lot of time.

Edit: forgot link. XD
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Siidney
 
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Post » Tue Nov 17, 2009 6:02 am

I'm trying to install the depth and gopdrays shader as per above post here http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&view=findpost&p=15342966

I disabled HDR

I extracted the test shader package in directory above Data folder
I replaced the shader files with the newer versions in the shader folder
I made sure the OBSE plugin was there

I load the game and then type 'showtestshader 1' I then get an error that states this is an unknown command.

What did I do wrong?
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Eric Hayes
 
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Post » Tue Nov 17, 2009 4:24 am

GodRays does not want to work for me..Here is log says it failed to load from log file..Where did I go wrong..?

Using Tweaked Version that Scanti Did..testshader3..

Everything is installed correctly has DepthofField is working..

OBSE folder is under data directory, so that is correct.

only have depthoffield.fx and godrays.fx in shader directory, removed depth.fx and testshader.fx has well, since it was suggested..

hdr is disabled, bloom turned on..

edit shaderlist.txt has needed added depth and godray removed the other two.

Ingnoring messageFailed to create buffer texture (INTZ).Depth buffer texture (DF24) (640,480) created OK.Depth buffer attached OK.Ingnoring messageCreating vertex buffers.Creating screen texture.Width = 640, Height = 480Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\DepthofField.fx)Setting effects screen texture.Loading shader (data\shaders\GodraysforOblivion001a.fx)Failed to load.Added to list OK.Received ExitGame messageCalling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


ATI 3650,

Using ShaderPackage19 renamed to ShaderPackage17 for Shader 3.0 if that has anything to do with it..

Corepc
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мistrєss
 
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Post » Mon Nov 16, 2009 11:37 pm

This has nothing to do with Godrays or DOF, but a extremely cool edition to Oblivion would be to use tessellation from Directx 11. Although the work would be astoundingly large, it would probably be the best Mod for the game.

Ex. What im talking about. Its a comparison video of DirectX 10 vs 11. http://www.youtube.com/watch?v=PR40GwRtFyw

Im just saying, i wouldn't expect anyone to take on that amount of work. Redoing all those meshes (i think), would take a lot of time.

Edit: forgot link. XD


That would be INSANE! :D I think oblivion would be the first game to have DX11 support!
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Helen Quill
 
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Post » Mon Nov 16, 2009 11:26 pm

@ Psymon: Are you sure DepthTest.dll is in your OBSE plugins folder? That's what gives the console command.

@ Corepc: Scanti's tweaked version is called Godrays.fx, and that needs to replace the GodraysforOblivion....fx in the shaderlist.txt file.

@ Adrius: The readme is found in Scanti's DepthTest OBSE plugin's archive.
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Jessie
 
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Post » Tue Nov 17, 2009 3:17 am

@ Corepc: Scanti's tweaked version is called Godrays.fx, and that needs to replace the GodraysforOblivion....fx in the shaderlist.txt file.


:facepalm: -

Edit I see no Godrays.fx in scanti tweaked version that is posted in 58 of this thread..
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Mason Nevitt
 
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Post » Tue Nov 17, 2009 2:34 am

@ Corepc: Scanti's tweaked version is called Godrays.fx, and that needs to replace the GodraysforOblivion....fx in the shaderlist.txt file.

Ummm... is scanti's tweaked version of the Godrays somewhere other than in the TestShaders3 archive linked to?

Because all I have (from that archive) is Depth.fx and TestShader.fx

The only Godrays I have is GodraysforOblivionv001a.fx from the archive of the same name... am I supposed to just list it as "Godrays.fx" in the shaderlist.txt despite the fact that the fx file itself has a different name?

I'm confused (needless to say).
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Laura Hicks
 
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Post » Mon Nov 16, 2009 8:36 pm

Ummm... is scanti's tweaked version of the Godrays somewhere other than in the TestShaders3 archive linked to?

Because all I have (from that archive) is Depth.fx and TestShader.fx

The only Godrays I have is GodraysforOblivionv001a.fx from the archive of the same name... am I supposed to just list it as "Godrays.fx" in the shaderlist.txt despite the fact that the fx file itself has a different name?

I'm confused (needless to say).


Me too. let me rename obliviongodrays to godrays.fx and see if that works for me..
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Charlie Sarson
 
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Post » Tue Nov 17, 2009 9:53 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1050580&st=160&p=15329325&#entry15329325
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Thema
 
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Post » Tue Nov 17, 2009 8:34 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1050580&st=160&p=15329325&#entry15329325

Thank you for explaining :) .
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Alada Vaginah
 
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Post » Tue Nov 17, 2009 12:25 am

let me rename obliviongodrays to godrays.fx and see if that works for me..



http://www.gamesas.com/bgsforums/index.php?showtopic=1050580&st=160&p=15329325&#entry15329325


Renaming worked, Now I see what you posted earlier in that video..

Using Scanti Tweaked version from that post , You have to rename the GodRaysforOblivion001a.fx to GodRays.fx and edit shaderlist.txt to be the same in order for godrays to work.

WOW...Now to figure out if playing around with the value's that where posted will help with the blinding vibrant sun god rays.. :bigsmile:
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Benito Martinez
 
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Post » Tue Nov 17, 2009 1:37 am

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.


That helped plenty. Using some of the Starcraft 2 techniques, I've improved the visual quality quite a bit. Used a Depth Considerate Gaussian Blur, which isn't as smooth as I want, but I can improve that later, and it doesn't cause darkening on non-adjacent objects. Also, I figured out how to get the depth buffer to linear up a bit better to improve the SSAO results at a distance. Suprising that the performance hit isn't as bad as you'd think...

Some of these images are Split Screens. Look in the upper corners to see what half has the effect applied.
http://img20.imageshack.us/img20/9941/screenshot21x.jpg
Cheydinhal Chapel, http://img20.imageshack.us/img20/333/screenshot30n.jpg and http://img20.imageshack.us/img20/5835/screenshot31uw.jpg
http://img692.imageshack.us/img692/4368/screenshot37j.jpg
http://img692.imageshack.us/img692/7583/screenshot38s.jpg

I could put together some tricks to reduce artifacting on (and around) the LOD terrain, but can't do anything if the fog rolls in, though. I'd need the fog parameters to come up with a certain fix for that case. Still can't think of what to do with alpha channel artifacts, though, but progress has been made.

Shame I'm off on a Thanksgiving trip tomorrow, and have to stop working on this...
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steve brewin
 
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Post » Tue Nov 17, 2009 3:19 am

@ Adrius: The readme is found in Scanti's DepthTest OBSE plugin's archive.


I'm not trying to be rude.. so I apologize, but..

Same question. Where?
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Doniesha World
 
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Post » Tue Nov 17, 2009 4:58 am

Wow, that is truly incredible work. Next modder interview anyone???
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Luna Lovegood
 
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Post » Mon Nov 16, 2009 9:44 pm

Its not just one modder, but a whole mess of contributing modders and oblivion fans pitching ideas and goals which then turn into tests and betas. I hope to start my contribution soon!
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Matt Bigelow
 
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