OBGE-Oblivion Graphics Extender

Post » Mon Nov 16, 2009 9:47 pm

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?

Make sure its ShowTestShader with the caps.

Do you have the dlls in the right spot?
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Kat Stewart
 
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Post » Tue Nov 17, 2009 12:53 pm

ok new video of godrays looks a bit blue and a torch has godrays to http://www.xfire.com/video/1979d9/
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Roy Harris
 
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Post » Tue Nov 17, 2009 9:12 am

More than one dll?

I have the on called DepthTest.dll in the OBSE\pluggins folder. What other dll? I thought I downloaded all the parts.

here is the conlogger log:

ShowTestShader 1
Script 'SysWindowCompileAndRun', line 1:
Script command "ShowTestShader" not found.
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Verity Hurding
 
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Post » Tue Nov 17, 2009 11:13 am

Hehe...it looks like godrays does some funny stuff with particles and lights. I took these pics of Anvil Street lights with Godrays illuminating through them. Looks like how light turns into a rainbow through a prism.

http://img4.imageshack.us/img4/3392/godlight02.jpg
http://img21.imageshack.us/img21/5769/godlight03.jpg

Put the depthtest also in the oblivion ini folder. Are you using OBSE? You need to have OBSE running with oblivion to use Godrays and OBGE script commands.
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Ellie English
 
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Post » Tue Nov 17, 2009 1:44 am

Of course I use OBSE - which is why I stated I put the dll in the OBSE\plugins folder

Putting the DepthTest.dll in the Oblivion.ini folder? You mean the top directory of where the game is or where the save game files are?

I guess I'll assume where game is.

=====

so attempting to put the dll in both of those locations yeilded the same result - this does not work for me.

I even tried putting in the original obge dll as well and again nothing.

Can't use it - sounds neat though.
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Mario Alcantar
 
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Post » Tue Nov 17, 2009 5:15 am

Is it possible to fix rain so that it doesn't dissipate when it hits the ground and also so the rain doesn't go through roofs when their interior is in the world cell? Also is it possible to make rivers actually have a current?
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Ally Chimienti
 
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Post » Tue Nov 17, 2009 4:35 am

Please list in detail the stuff you have. Im assuming you have OBSE v18 (not really sure if a required version is needed).

Im assuming the following:

That you placed everything from scanti's test plugin (contains the following: the src folder and its following contents in the game ini location, the obse data in its proper location "data/obse/plugins/depthtest.dll", the shader folder with following contents "depth.fx, shaderlist.txt, TestShader.fx" into said location [data/shaders], and you updated the shader list as wrinklyninja explained.)

Did you use the OMOD install of OBGE from Timeslip's page (http://timeslip.chorrol.com/obmm_download.html) or did you download the source code file and only install the .dll? There are various files in the folder from the OBGE source download. I have no clue where the go so I put them all in the same folder as the OBGE .dll file location and the game ini location.

No need to give up and have that attitude. We will help you to our fullest ability here :)
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dean Cutler
 
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Post » Tue Nov 17, 2009 7:30 am

Of course I use OBSE - which is why I stated I put the dll in the OBSE\plugins folder

Putting the DepthTest.dll in the Oblivion.ini folder? You mean the top directory of where the game is or where the save game files are?

I guess I'll assume where game is.

=====

so attempting to put the dll in both of those locations yeilded the same result - this does not work for me.

I even tried putting in the original obge dll as well and again nothing.

Can't use it - sounds neat though.


Go http://www.tesnexus.com/downloads/file.php?id=13444, click files and download godrays test, thats what Im using and its working for me
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Vivien
 
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Post » Tue Nov 17, 2009 1:31 pm

I re-downloaded OBGE (I have back ups of it and the debugged version) becasue you made me doubt myself - and I was right even the omod version of OBGE is just an OBSE dll.

I use OBSE 18b5.

I'll try Jjiinx's solution - let you know.
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Natalie Harvey
 
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Post » Tue Nov 17, 2009 1:46 pm

Some of these images are Split Screens. Look in the upper corners to see what half has the effect applied.

Can I be honest here?
You needn't have bothered specifying which was which. There's a clear difference in image quality there. :)
Shame I'm off on a Thanksgiving trip tomorrow, and have to stop working on this...
I agree it's a shame you're going to miss a day, but I have to say I am very impressed with what you've done already. It does look very impressive already. Great stuff!

I think I just fell in love with SSAO...

Vac
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Rachel Eloise Getoutofmyface
 
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Post » Tue Nov 17, 2009 7:45 am

I re-downloaded OBGE (I have back ups of it and the debugged version) becasue you made me doubt myself - and I was right even the omod version of OBGE is just an OBSE dll.

I use OBSE 18b5.

I'll try Jjiinx's solution - let you know.

I didn't use the OMOD version. Im fairly sure you need the extra files included in the source download.
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Rachie Stout
 
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Post » Tue Nov 17, 2009 3:16 am

Can someone else confirm that the files from the source code download are also necessary?

If so where do they go?

I thought that was all for people who wanted to make a mod OBGE dependent - use OBGe functions.

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

Ok from scratch I
1. extracted Scanti's TestShaderv3 7z package at the level of the game directory (above data).
2. Installed the OBGE dll
3. Made an OMOD out of Jjiinx's package (which all looked the same as what I had set up anyway) and installed that.

the results are the same:

ShowTestShader 1
Script 'SysWindowCompileAndRun', line 1:
Script command "ShowTestShader" not found.
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laila hassan
 
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Post » Mon Nov 16, 2009 11:47 pm

Hehe...it looks like godrays does some funny stuff with particles and lights. I took these pics of Anvil Street lights with Godrays illuminating through them. Looks like how light turns into a rainbow through a prism.

http://img4.imageshack.us/img4/3392/godlight02.jpg
http://img21.imageshack.us/img21/5769/godlight03.jpg

Put the depthtest also in the oblivion ini folder. Are you using OBSE? You need to have OBSE running with oblivion to use Godrays and OBGE script commands.


lol well just look at my video i said torchs have Godrays http://screenshot.xfire.com/screenshot/natural/373a6543b02e2b10f99838724b1c8a6bc1761f2a.png
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Alexx Peace
 
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Post » Tue Nov 17, 2009 5:07 am

lol well just look at my video i said torchs have Godrays http://screenshot.xfire.com/screenshot/natural/373a6543b02e2b10f99838724b1c8a6bc1761f2a.png

that was in response to your video ;)

I loved how your sword gave the rays an extra kick. Looked like something that only angels would wield :)
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Ladymorphine
 
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Post » Tue Nov 17, 2009 2:06 am

@ HawkleyFox: SSAO is looking good, progress seems to be very quick. Good work! :thumbsup:
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Imy Davies
 
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Post » Tue Nov 17, 2009 3:11 pm

that was in response to your video ;)

I loved how your sword gave the rays an extra kick. Looked like something that only angels would wield :)


the sword is from the Vaults of Cyrodiil Mod :D
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Ilona Neumann
 
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Post » Tue Nov 17, 2009 10:31 am

Movie posted by Cogstar:
http://www.xfire.com/video/1979d9/

If the effect looks like this then there is something wrong with the effect. God rays do not make the sun look like a flash light.

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

Idea: Dynamic Lens Flare effect

Now we know the position of the sun, maybe that it is now possible to make a dynamic lens flare effect as well. I hope that those that know what there are doing look into the idea and come up with something useful.

Image:
http://faculty.weber.edu/lmacleod/tbe2533/Images2/Render/Lens%20Flare.jpg

Article:
http://www.gamedev.net/reference/articles/article813.asp
http://www.gamedev.net/reference/articles/article874.asp

Yes I know a effect like this is caused by a lens in a camera and not the human eye itself, but I like the effect and it gives the game some more umpf..

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

Qzilla
Can anyone remember the god ray mod project Qzilla was working on? He had made a shader for an effect like seen in the next screenshot. The project never got released due to the fact we had no clue where the sun was on the screen at that time.

An effect similar to this:
http://ic2.pbase.com/g5/64/18664/2/68043679.6QXDrDYY.jpg
http://www.corbisimages.com/images/42-15326149.jpg?size=67&uid=6831FED2-86AA-4CD3-A05B-275B1E0DA9A2

Note:
There is no sun on screen but god rays are drawn from the position of the sun and start at the brightest spots of light on screen. The percentage of brightness and darkness on the screen are set to determine the length of the beams. Total screen 95% dark and 5% bright then draw god rays from 5% bright with a length of ?
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Anthony Diaz
 
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Post » Tue Nov 17, 2009 12:35 pm

Hehe...it looks like godrays does some funny stuff with particles and lights. I took these pics of Anvil Street lights with Godrays illuminating through them. Looks like how light turns into a rainbow through a prism.

http://img4.imageshack.us/img4/3392/godlight02.jpg
http://img21.imageshack.us/img21/5769/godlight03.jpg

Put the depthtest also in the oblivion ini folder. Are you using OBSE? You need to have OBSE running with oblivion to use Godrays and OBGE script commands.

What texture pack is that? o_o
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Nitol Ahmed
 
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Post » Tue Nov 17, 2009 4:13 am

HawkleyFox great work on the SSAO :foodndrink:

Looking forward to see more of your work :tops:
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Justin Hankins
 
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Post » Tue Nov 17, 2009 9:54 am

So... does all this OBGE stuff need some special DirectX files, or anything like that? I'm using Windows 7, and I remember having problems with MGE because I had Vista back then (and Vista and Windows 7 aren't that different, I guess). Or are there any requirements to the graphic card?
I'm asking because I just downloaded scanti's OBGE stuff... did all the shader installing business... but that isn't important because no matter how many shaders I write into the shader list (even if the list is completely empty), I get http://img72.imageshack.us/img72/7386/oblivion200911221226313.jpg.

DepthShaderTest.log says:
Ingnoring messageFailed to create buffer texture (INTZ).Failed to create buffer texture (DF24).Failed to create buffer texture (DF16).Depth buffer texture (RAWZ) (1440,900) created OK.Depth buffer attached OK.


What texture pack is that? o_o

I'm guessing it's his own. At least the street and the sidewalk and the tree, I think.
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Isabel Ruiz
 
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Post » Tue Nov 17, 2009 12:24 pm

I'm on windows 7 here too, so it's not that. Maybe Scanti would know.
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marie breen
 
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Post » Tue Nov 17, 2009 2:53 am

More eye candy for you guys with a new http://www.xfire.com/video/197f27/ all i can say about this one is Who needs a star on your Christmas Tree when you can have Godrays :bigsmile:
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sara OMAR
 
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Post » Tue Nov 17, 2009 2:11 pm

Fearabbit-

Where does one find the depthshader test log?

I'm on Vista - maybe that has an effect on my not being able to initialize the dll.

Still no other answers to my question above??? :(
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Lisa Robb
 
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Post » Tue Nov 17, 2009 4:05 am

The DepthShaderTest.log file can be found directly in your Oblivion folder.
I guess your questions will also be easier to answer once you post the text of that file - or at least, you'll give scanti a clue what still needs fixing. I'm not hoping for an easy solution to my problem, I'm guessing it's because it's such an early version we're using. Some are lucky, others like us aren't. :lol:
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Bedford White
 
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Post » Tue Nov 17, 2009 5:25 am

The DepthShaderTest.log file can be found directly in your Oblivion folder.
I guess your questions will also be easier to answer once you post the text of that file - or at least, you'll give scanti a clue what still needs fixing. I'm not hoping for an easy solution to my problem, I'm guessing it's because it's such an early version we're using. Some are lucky, others like us aren't. :lol:


wel y iam at it here is mine now iam off to bed cya's

Ingnoring message
Depth buffer texture (INTZ) (1440,900) created OK.
Depth buffer attached OK.
Ingnoring message
Creating vertex buffers.
Creating screen texture.
Width = 1440, Height = 900
Setting screen surface.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\PostEffects.fx)
Shader compilation errors occured
PostEffects.fx
D:\Games\Bethesda Softworks\Oblivion\data\shaders\PostEffects.fx(2,14): error X3650: 'texelSize': global variables cannot use the 'half' type in ps_2_0. To treat this variable as a float, use the backwards compatibility flag.
D:\Games\Bethesda Softworks\Oblivion\data\shaders\PostEffects.fx(239,17): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression
ID3DXEffectCompiler: Compilation failed

Loading shader (data\shaders\GodraysforOblivionv001a.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\)
Failed to load.
Added to list OK.
Ingnoring message
Ingnoring message
Ingnoring message
Depth buffer : Lost device callback.
Lost device callback.
Calling Lost Device
Depth buffer : Lost device callback.
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Rhiannon Jones
 
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