OBGEv2 Water Package

Post » Tue Mar 29, 2011 9:44 pm

hi,

not getting any water at all, tried the water.fx from 4shared didn't make a difference
win7 64bit
AMD 6970

im assuming setting benable to 0 in OBGE.ini disaabled OBGE plugin?

OBGE.ini

Spoiler

[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Serialization]
bSaveData=http://forums.bethsoft.com/index.php?/topic/1177225-obgev2-water-package/1
bLoadData=http://forums.bethsoft.com/index.php?/topic/1177225-obgev2-water-package/1
[PluginInterOp]
bEnableInterOp=0
[Shaders]
bNoShadersInMenus=0
bUseShaderList=0
sShaderListFile=data\shaders\shaderlist.txt
bUseLegacyCompiler=0
bRenderHalfScreen=0
[General]
bEnabled=0
[ScreenBuffers]
iBufferTexturesNumBits=8


shader.ini

Spoiler

;=============================================================================
; Shaders.ini
;`````````````````````````````````````````````````````````````````````````````
; Intended for use with the OBGE Water Package and the OBGEv2 Shaders Pack
;`````````````````````````````````````````````````````````````````````````````
; http://www.tesnexus.com/_______________
;`````````````````````````````````````````````````````````````````````````````
; DO NOT RUN ALONGSIDE THE SHADERLIST OR SUPPORT PLUGIN METHODS
;`````````````````````````````````````````````````````````````````````````````
;=============================================================================


;=============================================================================
; SSAO Filter Choice ONLY CHOOSE ONE Toggle On/Off
;=============================================================================
set OBGEWater.enableRingSSAO to 0 ; Use Ring SSAO?
set OBGEWater.enableVolumetricSSAO to 1 ; Use Volumetric SSAO?
set OBGEWater.enableHBAO to 0 ; Use HBAO?

;=============================================================================
; Godrays Toggle On/Off
;=============================================================================
set OBGEWater.enableGodrays to 1 ; Use Godrays?

;=============================================================================
; NormalFilter AntiAliasing Toggle On/Off
;=============================================================================
set OBGEWater.enableNormalFilterAA to 0 ; Use NormalFilter AA?

;=============================================================================
; Color Altering Toggle On/Off
;=============================================================================
set OBGEWater.enableENBColorEffect to 0 ; Use ENBColorEffect?
set OBGEWater.enableColorMood to 0 ; Use ColorMood?
set OBGEWater.enableHLSLBleachBypass to 1 ; Use HLSL Bleach Bypass?
set OBGEWater.enableHLSLColorGrading to 0 ; Use HLSL Color Grading?

;=============================================================================
; Other Toggle On/Off
;=============================================================================
set OBGEWater.enableObSharpen to 0 ; Use ObSharpen?
set OBGEWater.enableColorEffects to 0 ; Use ColorEffects?
set OBGEWater.enableHLSLVignette to 1 ; Use HLSL Vignette?


OSBE log
Spoiler

OBSE: initialize (version = 20.5 010201A0)
oblivion root = K:\oblivion\
plugin directory = K:\oblivion\Data\OBSE\Plugins\
checking plugin K:\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand DumpFrameScript (2115)
RegisterCommand DumpFrameSurfaces (2116)
plugin K:\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin K:\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin K:\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
loading from C:\Users\admin\Documents\My Games\Oblivion\Saves\autosave.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: C:\Users\admin\Documents\My Games\Oblivion\Saves\autosave.ess
loading from C:\Users\admin\Documents\My Games\Oblivion\Saves\autosave.obse
OBSE: deinitialize


OBGE log
Spoiler

Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: D3D queried from 0x00763e24
OD3D9: D3D constructed from 0x0307a28e
OD3D9: D3D queried from 0x00761e31
OD3D9: D3D constructed from 0x0307a28e
OD3D9: Device queried from 0x0076a547
OD3D9: Device constructed from 0x0307ac61
OD3D9: GetSurfaceLevel[0]: 0x095f7e40
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x094dc1a0
OD3D9: GetSurfaceLevel[0]: 0x095f7e80
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x094dc2c0
OD3D9: GetSurfaceLevel[0]: 0x095f7ec0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x094dc3e0
OD3D9: GetSurfaceLevel[0]: 0x70c4f7a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71024520
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 3072, Height = 768
OD3D9: GetSurfaceLevel[0]: 0x70c51920
OD3D9: CreateRenderTarget via CreateTexture from 0x030b07fa: 0x71025680
OD3D9: GetSurfaceLevel[0]: 0x70c51960
OD3D9: CreateRenderTarget via CreateTexture from 0x030b083b: 0x710257a0
OD3D9: GetSurfaceLevel[0]: 0x70c519a0
OD3D9: CreateRenderTarget via CreateTexture from 0x030b087c: 0x710258e0
Setting shader surfaces.
Setting depth texture.
ShaderList has been disabled by the INI file.
Added to list OK.
OD3D9: GetSurfaceLevel[0]: 0x70c528e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71025b20
OD3D9: GetSurfaceLevel[0]: 0x70c52920
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71025c40
OD3D9: GetSurfaceLevel[0]: 0x70c52960
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71025d80
OD3D9: GetSurfaceLevel[0]: 0x70c52aa0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71026460
OD3D9: GetSurfaceLevel[0]: 0x70c52ae0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71026580
OD3D9: GetSurfaceLevel[0]: 0x70c52b20
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x710266c0
OD3D9: GetSurfaceLevel[0]: 0x70c52f20
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71026da0
OD3D9: CreateDepthStencilSurface from 0x0076ded8: 0x096610e0
OD3D9: GetSurfaceLevel[0]: 0x70c52f60
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71026ec0
OD3D9: GetSurfaceLevel[0]: 0x70c52fa0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71027000
OD3D9: GetSurfaceLevel[0]: 0x70c52fe0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71027120
OD3D9: GetSurfaceLevel[0]: 0x70c53020
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71027240
OD3D9: GetSurfaceLevel[0]: 0x70c53060
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x71027360
OD3D9: GetSurfaceLevel[0]: 0x70c530a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x710274a0
OD3D9: GetSurfaceLevel[0]: 0x7a99e3a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa235a0
Alt Render target - width = 3072, height = 768
OD3D9: GetSurfaceLevel[0]: 0x7a99f120
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa23dc0
OD3D9: GetSurfaceLevel[0]: 0x7a99f160
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa23ee0
OD3D9: GetSurfaceLevel[0]: 0x7a99f1a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa24020
OD3D9: GetSurfaceLevel[0]: 0x7a99f1e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa24140
OD3D9: GetSurfaceLevel[0]: 0x7a99f260
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa24260
OD3D9: GetSurfaceLevel[0]: 0x7a99f7a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa25aa0
OD3D9: GetSurfaceLevel[0]: 0x7a9a9320
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2a4a0
OD3D9: GetSurfaceLevel[0]: 0x7a9a9360
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2a5e0
OD3D9: GetSurfaceLevel[0]: 0x7a9a93a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2a700
OD3D9: GetSurfaceLevel[0]: 0x7a9a93e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2a820
OD3D9: GetSurfaceLevel[0]: 0x7a9a9420
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2a940
OD3D9: GetSurfaceLevel[0]: 0x7a9a9460
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2aa80
OD3D9: GetSurfaceLevel[0]: 0x7a9a94a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7aa2aba0
OD3D9: GetSurfaceLevel[0]: 0x7a9aee20
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7c576080
OD3D9: GetSurfaceLevel[0]: 0x7a9aee60
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x7c5761a0
Alt Render target - width = 3072, height = 768


edit:i cant really tell if other shaders are running because all i seem to get is dark rain...lol . will try and determine that

edit2: doesn't look like other shaders are loading


bEnabled=0 would disable all shaders, set it to 1.

Tried the HDR fix, and personally i think the far away reflections and water look a little too smooth, compared to the water near to the player. Is it possible for the reflections to be "rougher" to match the near by reflections?


No, because with HDR, mipmapping doesn't work correctly. Do you think the previous fix I posted looked better (other than the normals not appearing near the player)?
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Wed Mar 30, 2011 1:28 am

Perhaps some people may prefer the second fix, but I personally think your first fix had better distant reflections (ignoring the bug with the nearby normals hehe)

Here are some comparism shots:

http://img854.imageshack.us/i/screenshot17h.jpg/
http://img858.imageshack.us/i/screenshot14.jpg/
http://img840.imageshack.us/i/screenshot16qq.jpg/
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Mar 30, 2011 9:12 am

Perhaps some people may prefer the second fix, but I personally think your first fix had better distant reflections (ignoring the bug with the nearby normals hehe)

Here are some comparism shots:

http://img854.imageshack.us/i/screenshot17h.jpg/
http://img858.imageshack.us/i/screenshot14.jpg/
http://img840.imageshack.us/i/screenshot16qq.jpg/


I like Fix 2 :)
So where can I get this fix? I haven't read all the pages here. Or do I just wait for the mod to be updated?
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Mar 30, 2011 10:00 am

Updated the mod to 1.1.0, and renamed it to OBGE Liquid Water. Link is the tesnexus link at the top of the page.

Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

Also, now that it's stable I would appreciate endorsemants as I am somewhat disappointed http://www.tesnexus.com/downloads/file.php?id=37794 has so many more endorsemants despite being released only two days earlier :P

edit: In the future I'll make it possible to change the lod settings of the water to your liking, and I'll add DoF compatibility (more complicated than I originally expected)
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Wed Mar 30, 2011 1:16 am

Updated the mod to 1.1.0, and renamed it to OBGE Liquid Water. Link is the tesnexus link at the top of the page.

Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

Also, now that it's stable I would appreciate endorsemants as I am somewhat disappointed http://www.tesnexus.com/downloads/file.php?id=37794 has so many more endorsemants despite being released only two days earlier :P

edit: In the future I'll make it possible to change the lod settings of the water to your liking, and I'll add DoF compatibility (more complicated than I originally expected)

Great news tomerk :celebration:

Might I also suggest including some INI Tweaks to assist in installing? I use:
OBGE Liquid Water, Install [Oblivion].ini
[Water]bUseWaterLOD=0fSurfaceTileSize=0.0000bUseWaterDisplacements=0


OBGE Liquid Water, ~Uninstall [Oblivion].ini
[Water]bUseWaterLOD=1fSurfaceTileSize=2048.0000bUseWaterDisplacements=1


Makes it easier to setup with Wrye Bash

Edit: Added disabling water ripples to the tweaks
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Wed Mar 30, 2011 5:24 am

Updated the mod to 1.1.0, and renamed it to OBGE Liquid Water. Link is the tesnexus link at the top of the page.

Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

Also, now that it's stable I would appreciate endorsemants as I am somewhat disappointed http://www.tesnexus.com/downloads/file.php?id=37794 has so many more endorsemants despite being released only two days earlier :P

edit: In the future I'll make it possible to change the lod settings of the water to your liking, and I'll add DoF compatibility (more complicated than I originally expected)


Great work tomerk and Ethatron! Thank you for including me to participate in testing the memory leak issue and fix. Can't wait to re-buld my load order with the new water! :thumbsup:
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Wed Mar 30, 2011 3:06 am

Updated the mod to 1.1.0, and renamed it to OBGE Liquid Water. Link is the tesnexus link at the top of the page.

Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

Also, now that it's stable I would appreciate endorsemants as I am somewhat disappointed http://www.tesnexus.com/downloads/file.php?id=37794 has so many more endorsemants despite being released only two days earlier :P

edit: In the future I'll make it possible to change the lod settings of the water to your liking, and I'll add DoF compatibility (more complicated than I originally expected)

So HDR works now? This is awesome :D

Btw, I remember you saying something about DoF not working before with this. Does it work now? Is distant blur from... a shader like CrysisDoF compatible?

About the endorsemants. Statistically your mod got more endorsemants per download, quite a bit more too :P
I think it's just because Realistic Water is easier to install. But all in all, your water mod makes the water look much much much better. I tried Realistic Water and thought it looked pretty good during late afternoons, but pretty bad and weird at the rest of the times. Your water firstly look amazing, and secondly look like that all the time.

I remember I carefully requested if we could get MGE-quality water a long time ago. Now that request has come true :)
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Wed Mar 30, 2011 12:08 am

Updated the mod to 1.1.0, and renamed it to OBGE Liquid Water. Link is the tesnexus link at the top of the page.

Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

Also, now that it's stable I would appreciate endorsemants as I am somewhat disappointed http://www.tesnexus.com/downloads/file.php?id=37794 has so many more endorsemants despite being released only two days earlier :P

edit: In the future I'll make it possible to change the lod settings of the water to your liking, and I'll add DoF compatibility (more complicated than I originally expected)

Looking good. One of these days I'll actually download it. :P
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Wed Mar 30, 2011 10:32 am

Nice! Although I do wonder what you have changed to the water caustics as I had to bump it's Strength all the way to 15~ for a similar effect as the previous release.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Wed Mar 30, 2011 6:43 am

Nice! Although I do wonder what you have changed to the water caustics as I had to bump it's Strength all the way to 15~ for a similar effect as the previous release.


I noticed this as well.
I endorsed and added some of my own screenshots to the OBGE Liquid Water page. :celebration:
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Wed Mar 30, 2011 2:44 am

DoF still isn't compatible (Because it's depth wasn't in world-space from the start, it's complicated adding compatibility with the water and getting the shaders to act in the same way)

And as for water caustics, I guess I accidentally changed something, I'm not quite sure.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Wed Mar 30, 2011 4:19 am

bEnabled=0 would disable all shaders, set it to 1.



No, because with HDR, mipmapping doesn't work correctly. Do you think the previous fix I posted looked better (other than the normals not appearing near the player)?


yeah the documenation under /docs isn't that descriptive. how do i disable to in game plugin then?
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed Mar 30, 2011 8:52 am

If you're talking about the OBGE support plugin, you simply disable it in your mod list.
Or are you referring to something else?

If you want more documentation about the OBGEv2 things you can look at the OBGEv2 documentation, as this documentation pertains specifically to this mod.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Wed Mar 30, 2011 5:26 am

New lava comparison shots

Liquid Lava:
http://www.tesnexus.com/downloads/images/37825-1-1302014169.jpg

Real Lava:
http://www.tesnexus.com/downloads/images/6854-3-1192209563.jpg
http://www.tesnexus.com/downloads/images/6854-1-1192222800.jpg
http://www.tesnexus.com/downloads/images/6854-1-1192209562.jpg

Looks good, but the new lava looks to cool. this is basically hell we are talking about. so any way we could make it look a bit hotter?
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Wed Mar 30, 2011 8:06 am

New lava comparison shots

Liquid Lava:
http://www.tesnexus.com/downloads/images/37825-1-1302014169.jpg

Real Lava:
http://www.tesnexus.com/downloads/images/6854-3-1192209563.jpg
http://www.tesnexus.com/downloads/images/6854-1-1192222800.jpg
http://www.tesnexus.com/downloads/images/6854-1-1192209562.jpg

Looks good, but the new lava looks to cool. this is basically hell we are talking about. so any way we could make it look a bit hotter?


HDR affecting the water and the water not drawing over the heat effects, which isn't a possibility at the moment.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Wed Mar 30, 2011 5:55 am

Any way we can make our own HDR/heat effect shader that will go over the water shader as a fix until we can get HDR to render over the water?
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Tue Mar 29, 2011 8:16 pm

Actually, I have been able to http://img38.imageshack.us/img38/3294/screenshot489.jpg

In Water.fx find:
		if (lava)		{			float lod = saturate( (norm_camera_vector.z*norm_camera_vector.z) * 64 * m44proj[0][0] /(rcpres.x * eyepos.z/-norm_camera_vector.z) );			color = lerp( float4(1,0.55,0.1,1),tex2D(lavaSampler, surfPos / 2048), lod );		}


and replace it with
		if (lava)		{			float lod = saturate( (norm_camera_vector.z*norm_camera_vector.z) * 64 * m44proj[0][0] /(rcpres.x * eyepos.z/-norm_camera_vector.z) );			color = lerp( float4(1,0.37,0.1,1),tex2D(lavaSampler, surfPos / 2048), lod );			color.r += 0.6;		}

User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Wed Mar 30, 2011 1:34 am

Thats exactly what I was talking about. sweet.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Wed Mar 30, 2011 2:32 am

Liquid water is Legend... wait for it, wait for it...ary
Have to wait and then you'll have my endorsemant :thumbsup:
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Wed Mar 30, 2011 4:54 am

Can I apply the "blue paint syndrome" fix just the same with the new release? Just want to check ahead of trying it out, not even sure if I'm going to stick with it.

Also, the lava looks incredible. Great job! Inspiring.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Mar 30, 2011 6:03 am

Can I apply the "blue paint syndrome" fix just the same with the new release? Just want to check ahead of trying it out, not even sure if I'm going to stick with it.

Also, the lava looks incredible. Great job! Inspiring.


The fix should work the same, but I recommend lowering inScattCoeff to 0.15 instead, as that maintains consistency between above water and below water, and it still has a similar, more physically based effect.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Wed Mar 30, 2011 11:44 am

The fix should work the same, but I recommend lowering inScattCoeff to 0.15 instead, as that maintains consistency between above water and below water, and it still has a similar, more physically based effect.

Okay, thanks.

Can I just say thanks once again for your being on top of all the questions flooding this thread? Releasing the update so quickly was awesome enough, but you've been quick to answer everyone's questions since the initial release and it's just doubly awesome.

Okay, now that I'm approaching sycophant territory I'll try to lurk more, hehe.

EDIT: Also, is this thread setting some record for fastest to hit 200 posts? Almost time for another thread, heh.
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Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Wed Mar 30, 2011 2:41 am

Near the farm outside of Chorrol North gate, I had some water disappearance problem.
Water is ok if I'm 1m away from the pond; 3m away and its gone.

It can not be fix as it's exterior/exterior, but is there a way to control how far water starts to disappear ?
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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Wed Mar 30, 2011 1:16 am

Ok here is my report as to why the hell i dont have water reflections you got me

http://screenshot.xfire.com/s/112663805-4.jpg

System.

Spoiler
OS Name Microsoft Windows XP Professional
Version 5.1.2600 Service Pack 3 Build 2600
System Type X86-based PC
ATIRadeon HD 4800 ( 512megs.)
Processor x86 Family 6 Model 15 Stepping 2 GenuineIntel ~1868 Mhz
Total Physical Memory 4,096.00 MB
Available Physical Memory 2.36 GB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 5.09 GB
Page File D:\pagefile.sys


OBGE LOG.

Spoiler

Ingnoring message.
Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
Setting shader surfaces.
Setting depth texture.
ShaderList has been disabled by the INI file.
Added to list OK.
ShaderList has been disabled by the INI file.
Save file links 0 textures.
Shader Index = 13
Shader num = 0
Filename = Ring_SSAO.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\Ring_SSAO.fx)
Float scale = 2.000000(1)
Float aoRadiusMultiplier = 4.000000(1)
Float aoStrengthMultiplier = 3.000000(1)
Float aoCap = 1.000000(1)
Float aoClamp = 0.700000(1)
Float angleBias = 20.000000(1)
Float aorange = 150.000000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float Blur_DropThreshhold = 20.000000(1)
Float Blur_RadiusMultiplier = 1.000000(1)
Float fogStart = 4094.531738(1)
Float fogEnd = 169985.656250(1)
Float rcpres = 0.000521(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 1
Filename = Volumetric_SSAO.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\Volumetric_SSAO.fx)
Float scale = 1.000000(1)
Float aoRadiusMultiplier = 2.000000(1)
Float aoStrengthMultiplier = 1.000000(1)
Float aoClamp = 0.500000(1)
Float ThicknessModel = 100.000000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float fogStart = 4094.531738(1)
Float fogEnd = 169985.656250(1)
Float rcpres = 0.000521(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 2
Filename = HBAO.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\HBAO.fx)
Float scale = 1.000000(1)
Float aoRadiusMultiplier = 4.000000(1)
Float aoStrengthMultiplier = 3.000000(1)
Float aoClamp = 0.600000(1)
Float Attenuation_Factor = 0.040000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float fogStart = 4094.531738(1)
Float fogEnd = 169985.656250(1)
Float rcpres = 0.000521(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 3
Filename = Water.fx
Enabled = 1
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\Water.fx)
Shader compilation errors occured - trying legacy compiler.
Found filename : effects\water_NRM.dds
Loading texture (data\textures\effects\water_NRM.dds)
Found filename : water\alternatelavaX.dds
Loading texture (data\textures\water\alternatelavaX.dds)
Float waterHeight = 0.000000(1)
Float sunColor = 0.308927(1)
Float fogStart = 4094.531738(1)
Float fogEnd = 169985.656250(1)
Float fogColor = 0.247681(1)
Float lava = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.524147(1)
Float m44world = 1.000000(1)
Float m44view = 0.009201(1)
Float m44proj = 0.977419(1)
Float f4SunDir = -1.#IND00(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 4
Filename = Godrays.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\Godrays.fx)
Float globalmul = 1.000000(1)
Float morningshaftex = 2.300000(1)
Float eveningshaftex = 3.500000(1)
Float goldendecay = 0.990000(1)
Float noonshaftex = 1.000000(1)
Float noondecay = 0.990000(1)
Float moonshaftex = 0.090000(1)
Float moondecay = 0.880000(1)
Float showraypass = 0.000000(1)
Float scale = 2.000000(1)
Float startsunrise = 4.000000(1)
Float endsunrise = 10.000000(1)
Float startevening = 17.000000(1)
Float endevening = 21.000000(1)
Float Density = 0.700000(1)
Float Weight = 0.700000(1)
Float goldensaturate = 0.540000(1)
Float noonsaturate = 0.010000(1)
Float Luminance = 0.440000(1)
Float fMiddleGray = 0.990000(1)
Float fWhiteCutoff = 0.400000(1)
Float m44view = 0.000000(1)
Float m44world = 0.000000(1)
Float f3EyeForward = 0.000000(1)
Float f4SunDir = 0.000000(1)
Float rcpres = 0.000521(1)
Float f4Time = 0.000000(1)
Int hasWater = 1(1)
Float waterHeight = 0.000000(1)
Float FOV = 75.000000(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 5
Filename = NormalFilterAA.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\NormalFilterAA.fx)
Float filterStrength = 1.000000(1)
Float filterSpread = 3.000000(1)
Float rcpres = 0.000521(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 6
Filename = ENBColorEffect.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\ENBColorEffect.fx)
Float OffsetMult = 0.700000(1)
Float BrightnessMult = 1.120000(1)
Float BrightnessPow = 0.660000(1)
Float tempF9 = 0.760800(1)
Float tempF0 = 0.096000(1)
Float rcpres = 0.000521(1)
Float offset = -1.000000(8)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 7
Filename = ColorMood.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\ColorMood.fx)
Float fRatio = 1.000000(1)
Float moodR = 0.400000(1)
Float moodG = 0.270000(1)
Float moodB = 0.330000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 8
Filename = HLSLbleachbypass.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\HLSLbleachbypass.fx)
Float Opacity = 0.370000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 9
Filename = HLSLColorGrading02.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\HLSLColorGrading02.fx)
Float saturatex = 0.650000(1)
Float opacity = 0.800000(1)
Float rcpres = 0.000521(1)
Float f4Time = 0.000000(1)
Float weights = 0.125000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 10
Filename = obsharpen.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\obsharpen.fx)
Float sharpval = 8.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 11
Filename = ColorEffects.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\ColorEffects.fx)
Float Saturation = 1.000000(1)
Float Brightness = 1.000000(1)
Float Contrast = 1.000000(1)
Float GContrast = 1.000000(1)
Float GBrightness = 1.000000(1)
Float FGIntensity = 0.000000(1)
Float BHMagnitude = 10.000000(1)
Float BHBrightness = 4.000000(1)
Float f4Time = 0.000000(1)
Float greyscale = 0.299000(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 12
Filename = HLSLvignette.fx
Enabled = 0
RefID = 9000ED5
Is in use = 1
Loading shader (data\shaders\HLSLvignette.fx)
Float radius = 4.000000(1)
Float darkness = 0.550000(1)
Setting effects screen texture.
Inserting the shader into the list.
Ingnoring message.
Alt Render target - width = 1920, height = 1080
Shader (Ring_SSAO.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Volumetric_SSAO.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HBAO.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Water.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Godrays.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (NormalFilterAA.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ENBColorEffect.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ColorMood.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLbleachbypass.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLColorGrading02.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (obsharpen.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ColorEffects.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLvignette.fx) - Script refID = 9000ed5
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1920, height = 1080
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE LOG.

Spoiler
OBSE: initialize (version = 20.5 010201A0)
oblivion root = D:\Games\Bethesda Softworks\Oblivion\
plugin directory = D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
checking plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin D:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
loading from D:\My Documents\My Games\Oblivion\Saves\autosave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: D:\My Documents\My Games\Oblivion\Saves\autosave.ess
loading from D:\My Documents\My Games\Oblivion\Saves\autosave.obse
plugin did not read all of its data (at 00000000000058DD expected 00000000000058DE)


Shader ini
Spoiler

;=============================================================================
; Shaders.ini
;`````````````````````````````````````````````````````````````````````````````
; Intended for use with the OBGE Water Package and the OBGEv2 Shaders Pack
;`````````````````````````````````````````````````````````````````````````````
; http://www.tesnexus.com/_______________
;`````````````````````````````````````````````````````````````````````````````
; DO NOT RUN ALONGSIDE THE SHADERLIST OR SUPPORT PLUGIN METHODS
;`````````````````````````````````````````````````````````````````````````````
;=============================================================================


;=============================================================================
; SSAO Filter Choice ONLY CHOOSE ONE Toggle On/Off
;=============================================================================
set OBGEWater.enableRingSSAO to 1 ; Use Ring SSAO?
set OBGEWater.enableVolumetricSSAO to 0 ; Use Volumetric SSAO?
set OBGEWater.enableHBAO to 0 ; Use HBAO?

;=============================================================================
; Godrays Toggle On/Off
;=============================================================================
set OBGEWater.enableGodrays to 1 ; Use Godrays?

;=============================================================================
; NormalFilter AntiAliasing Toggle On/Off
;=============================================================================
set OBGEWater.enableNormalFilterAA to 1 ; Use NormalFilter AA?

;=============================================================================
; Color Altering Toggle On/Off
;=============================================================================
set OBGEWater.enableENBColorEffect to 0 ; Use ENBColorEffect?
set OBGEWater.enableColorMood to 0 ; Use ColorMood?
set OBGEWater.enableHLSLBleachBypass to 0 ; Use HLSL Bleach Bypass?
set OBGEWater.enableHLSLColorGrading to 1 ; Use HLSL Color Grading?

;=============================================================================
; Other Toggle On/Off
;=============================================================================
set OBGEWater.enableObSharpen to 0 ; Use ObSharpen?
set OBGEWater.enableColorEffects to 1 ; Use ColorEffects?
set OBGEWater.enableHLSLVignette to 0 ; Use HLSL Vignette?


L.O

Spoiler
Active Mod Files:00  Oblivion.esm01  DLCShiveringIsles.esp02  DropLitTorchOBSE.esp  [Version 2.4]03  DLCVileLair.esp04  DLCMehrunesRazor.esp05  DLCSpellTomes.esp06  Knights.esp07  ATakesAll.esp08  Denock Arrows.esp09  OBGE - Liquid Water.esp0A  Bashed Patch, 0.esp


hmm I just discovered something interesting in the readme of OBGE - Liquid Water it said

How To Change The Reflection Resolution

When you first run the game with OBGE: Liquid Water installed, you'll most likely find yourself seeing vanilla Oblivion's low resolution reflections. Luckily, you can change the reflection resolution with the following steps:

1. Make sure you've run the game at least once with OBGE: Liquid Water version 1.1.0 or higher loaded in your mod list.
2. Open your OBGE.ini (If you don't know where that is check the OBGEv2 documentation)
3. Set iReflectionMapSize either to 0 to automatically set the reflection resolution to your current screen-width, or to whatever resolution you want the reflection map to be.

well in my OBGE ini i dont have a Set iReflectionMapSize it looks like this. EDIT: i download OBGE yesterday on TES NEXUS could it be an old obge has been upload by mistake? The reason i say this is because i have this bug.

http://screenshot.xfire.com/s/112664572-4.jpg

http://screenshot.xfire.com/s/112664615-4.jpg

http://screenshot.xfire.com/s/112664595-4.jpg

[spoiler][code][DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Serialization]
bSaveData=http://forums.bethsoft.com/index.php?/topic/1177225-obgev2-water-package/1
bLoadData=http://forums.bethsoft.com/index.php?/topic/1177225-obgev2-water-package/1
[PluginInterOp]
bEnableInterOp=0
[Shaders]
bNoShadersInMenus=0
bUseShaderList=1
sShaderListFile=data\shaders\shaderlist.txt
bUseLegacyCompiler=0
bRenderHalfScreen=0
[General]
bEnabled=1
[ScreenBuffers]
iBufferTexturesNumBits=8
[spoiler][code]
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Wed Mar 30, 2011 4:54 am

mod is epic!!!!!!!!!!!!!!!!!!!!!!

love your work, will love your work even more when we can have DOF back :hugs: .

cant wait to see what comes next from the OBGE team :clap:
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

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