OBGEv2 Water Package

Post » Wed Mar 30, 2011 2:39 am

in my OBGE ini i dont have a Set iReflectionMapSize


Have you tried adding it to the ini? I have it at the end of mine, so not sure if maybe the latest version I don't have omits it or something?

Also, man, your screenshot--the waterliquid is so awesome that even without reflections it greatly improves a scene.

I've found that I can use lower values of iReflectionMapSize than my screen width and it still looks fine. Now I'm wondering if it has any effect on performance; I didn't really pay attention.

I'm taking screenshots with different settings to find what my preference is, so I'll post a nice comparison set later on.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Wed Mar 30, 2011 8:34 am

Okay time for some comparison screenshots. I've got HDR enabled (because like AA I can't live without it) and my resolution is 1680x1050 though most of the screenshots here use a smaller width for the iReflectionMapSize value. All other parameters aside from those noted for the shots below are at default values.

http://i54.tinypic.com/of7kmh.jpg

http://i53.tinypic.com/2a6kr9s.jpg

http://i53.tinypic.com/210ylv9.jpg

http://i55.tinypic.com/6zvtcm.jpg

http://i52.tinypic.com/sb6dt0.jpg

Also, I forgot to mention that I've got caustic strength at 0.5, up from 0.35, though you can't really see it in thosescreenshots. That's why I've got the http://i53.tinypic.com/2h6ytlt.jpg!

Finally, I think the http://i55.tinypic.com/2lm5i5e.jpg would be more of a problem if it didn't look kind of awesome in its own way.

I wish there was some way to make the game reflect distant trees, I don't understand why that doesn't work.

Anyway, I think I'm going to go with the water pretty dark and not too choppy, though higher than the 0.2 choppiness value I used for that screenshot. Also the caustics are more visible in the game than in that screenshot featuring the world-famous caustic crab, but I'll probably increase that as well.

*resisting urge to say 'thank you tomerk this is awesome' for the thousandth time*

not a sycophant i swear
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i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Wed Mar 30, 2011 11:43 am

Um. What, or where even, is iReflectionMapSize exactly...? I just looked through a few files, and it ain't there.

I have a feeling I should know, but well, it's just one of those things.
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Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Wed Mar 30, 2011 9:29 am

Been following this thread and finally installed it yesterday. Looks simply beautiful. Added an endorsemant over at tesnexus. Thanks for the effort and keep up the good work!
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Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Wed Mar 30, 2011 7:37 am

Um. What, or where even, is iReflectionMapSize exactly...? I just looked through a few files, and it ain't there.

I have a feeling I should know, but well, it's just one of those things.

It should be at the end of OBGE.ini, which is in the same folder as Oblivion.ini, My Documents\My Games\Oblivion.

Hmm, maybe I should go with this: http://i56.tinypic.com/28aryol.jpg

I'm scared to mess with some of the other options, with all the possible combinations I might end end up taking like a thousand pointless comparison screenshots. But I wonder what murkier water would look like... :teehee:
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Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Wed Mar 30, 2011 3:31 am

Oh. Of course, I didn't look at that file. :facepalm:

Thanks. I'll see what that does for me, if anything. I'm also experimenting with water.fx (and other) settings, with mixed results, so far.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Wed Mar 30, 2011 2:53 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]


For whatever reason, the OBGE dll included in the download isn't being loaded, and an older version of the OBGE dll is.

edit: Also, does anyone know another place to advertise this? (admittedly I still want to beat realistic water :P)
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Wed Mar 30, 2011 3:08 am

For whatever reason, the OBGE dll included in the download isn't being loaded, and an older version of the OBGE dll is.

edit: Also, does anyone know another place to advertise this? (admittedly I still want to beat realistic water :P)

A thread on TES Nexus? :P

That would end up more as support though. I'd just say give it time to mature and become known, because even just from screens this looks way better than any other water available, so it's going to become the default choice as it gets more stable/easy to use/etc.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Wed Mar 30, 2011 10:00 am

Haha, I just saw Realistic Water mentioned in the AN thread and had to suppress my urge to make a post advertising OBGE water :P

You can put it up in TESA if you haven't yet, though I imagine it has a lot of the same folks.

Did you post at tesnexus forums? I never go there but I imagine lots of people do.

EDIT: nexus ninja'd.

Also I've learned from uploading my road texture that stuff gets a steady amount of continuing downloads, like a long tail kind of thing I guess, of course the number of people interested in the water is orders of magnitude higher. I'm pretty certain like wrinklyninja says that given enough time it'll become the standard.

I know for one I'm putting it at the top of the water mods on my almost-done mod site, if that should ever see any popularity, hehe.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Wed Mar 30, 2011 4:11 am

edit: Also, does anyone know another place to advertise this? (admittedly I still want to beat realistic water :P)

I think it's the slight barrier of needing [some parts of] OBGEv2 + this mod, and neither being a usual type of mod, for many people. Oh, and both requiring obse (and in this case, the latest *beta* version of that). Not quite as "plug 'n play" (arguably).

Then there are manual edits to Oblivion.ini required as well.

Lastly, it might seem that there are still kinks to work out. And, I suppose, there are a few left. :shrug:

Don't get me wrong though - it is, by a long shot, the very best water available for Oblivion. :thumbsup:

Basically, when it "appears more stable" (and maybe easy/intuitive) to the casual onlooker, I suspect it will beat all other water mods ever, and by a huge margin. The gains already outweigh the (very minor) losses - considerably.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Wed Mar 30, 2011 8:07 am

I actually download your roads HQ mod from your sig Palidoo ;)
I just noticed that shoreFactor is not editable anymore.
Can I modify it there
color = lerp(water_result, color, saturate( pow(saturate(exp(world_pos.z/800)), 90) ));

or is it a don't-touch-this-you-little-fooligan :biggrin:
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Wed Mar 30, 2011 2:30 am

I actually download your roads HQ mod from your sig Palidoo ;)

Cool, I actually noticed that compared to the first iteration of that texture which wasn't advertised, the new one has been downloaded more frequently, which is to be expected, but it wasn't an extreme amount like I was thinking it might be. Then somehow I end up wondering how much the Oblivion modding scene ~activity~ will taper off post-Skyrim.

Anyway, I was messing around with transparency and caustics and took some more screenshots using somewhat extreme values:

http://i53.tinypic.com/2j2eyz8.jpg

http://i52.tinypic.com/i5t1ec.jpg

And I'm still really enjoying making the water darker as you can see. With some extra transparency I think I've got it customized to my liking. I disabled AliveWaters when installing MMM, but I'm going to have to re-enable it to take advantage of the transparency with its foliage and higher frequency of fish than MMM.

Okay, I think I'm about done with the Liquid Configuration Chronicles, I'll try to lurk for real now. ...hopefully
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Wed Mar 30, 2011 9:45 am

I actually download your roads HQ mod from your sig Palidoo ;)
I just noticed that shoreFactor is not editable anymore.
Can I modify it there
color = lerp(water_result, color, saturate( pow(saturate(exp(world_pos.z/800)), 90) ));

or is it a don't-touch-this-you-little-fooligan :biggrin:


The only reason I had shoreFactor in the beginning was that I thought I might use it for rendering lava. Then I realized that I don't need to edit that variable to render lava, so because the water looks bad with shorefactor at 0, and the other effects of shorefactor can be done by changing turbidity, so I just removed it, to simplify water customization.

edit: Also, @palidoo and everyone else, feel free to upload your own pictures
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Wed Mar 30, 2011 10:36 am

Maybe in the future you can include an .exe installer or .omod installer for the .ini edits. would help alot of those who are new to the modding scene.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Wed Mar 30, 2011 10:45 am

can .omods make ini changes?
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Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Wed Mar 30, 2011 7:37 am

can .omods make ini changes?

Yeah. My best example to show this would be the OMOD installation of Enhanced Economy. You can still edit the .ini after installing, but it has all the features from the .ini as part of the setup process.
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BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Wed Mar 30, 2011 6:55 am

can .omods make ini changes?


Thru an attached script, it should be able to. I recall a mod or two that could do this thru the OMOD installation.. The OMOD installation would warn to make a backup of Oblivion.ini as it was about to make changes to it. Just can't remember which mod it was that I used that did this off hand.

EDIT: Oh, yes it was DarN's UI mod. :)
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Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Wed Mar 30, 2011 6:04 am

Would anyone be willing to make an OMOD for this? I used to know how to write omod installation scripts, but I don't have much time to refresh myself on it right now. I'd probably get around to it at some point though.
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Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Wed Mar 30, 2011 10:46 am

For whatever reason, the OBGE dll included in the download isn't being loaded, and an older version of the OBGE dll is.

edit: Also, does anyone know another place to advertise this? (admittedly I still want to beat realistic water :P)


ok well iam useing Wrye Bash to install it so maybe Wrye Bash didn't install it properly ill try to do it manually see if that works and then ill report back.

EDIT : iam happy to report that has worked i now have Water reflections. So all i did was manually put the OBGEv2.dll in D:\Games\Bethesda Softworks\Oblivion\Data\obse\plugins went in to game didnt have reflections exit the game went to the OBGE ini and found iReflectionMapSize=256 and changed it to iReflectionMapSize=0 looks like this now.

[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
iReflectionMapSize=0

so ya it works and here is a pic for your viewing pleasure http://screenshot.xfire.com/s/112688798-4.jpg :celebration:
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stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Wed Mar 30, 2011 1:47 am

edit: Also, @palidoo and everyone else, feel free to upload your own pictures

Will do; I'm actually going to play the game some tonight (shocking, I know) so I'll make sure to take some scenic pictures in various weathers / at various times so I've got something besides those comparison screenshots, though hopefully the comparison screenshots will be useful to people on tesnexus. Going to try to finally venture into the Isles, too, if only to see how great the water looks there, hehe (I wonder if themythofstrider is almost finished with his Mythic Madness creature retextures for SI...). And since I'm going with darker more transparent water my screenshots hopefully won't be too redundant on top of what's already there. Oh, and if I've got time I'll jump into an Oblivion gate and get some good shots of the lava too.

If you have any specific requests for screenshots you want to see up there but don't have time to do yourself let me know and I'll try to take them.

Don't worry, before long OBGE Liquid Water will be the only thing everyone uses and "Realistic Water" will just be a distant memory, hehe (no offense to the author of that mod or anything).
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Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Wed Mar 30, 2011 1:28 am

Will do; I'm actually going to play the game some tonight (shocking, I know) so I'll make sure to take some scenic pictures in various weathers / at various times so I've got something besides those comparison screenshots, though hopefully the comparison screenshots will be useful to people on tesnexus. Going to try to finally venture into the Isles, too, if only to see how great the water looks there, hehe (I wonder if themythofstrider is almost finished with his Mythic Madness creature retextures for SI...). And since I'm going with darker more transparent water my screenshots hopefully won't be too redundant on top of what's already there. Oh, and if I've got time I'll jump into an Oblivion gate and get some good shots of the lava too.

If you have any specific requests for screenshots you want to see up there but don't have time to do yourself let me know and I'll try to take them.

Don't worry, before long OBGE Liquid Water will be the only thing everyone uses and "Realistic Water" will just be a distant memory, hehe (no offense to the author of that mod or anything).


Any screenshots would do, I'm not looking for anything specific.
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Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Mar 30, 2011 7:15 am

Curious-- do you think there's any remote chance that there's some undiscovered trick to get distant trees to show up in reflections? It always seemed like something that should have been done very easily in the game initially, but maybe it's just impossible due to the nature of the billboards.
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Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Wed Mar 30, 2011 8:11 am

Any screenshots would do, I'm not looking for anything specific.


If you're trying to essentially advertise your mod to make players interested enough to download it, I think the key is to have beautiful screenshots.
One thing about the folks on these forums is that we are all somewhat advanced thinkers with our modding and such. Most of us probably do a bit more research in the read-me files rather than base our judgement to install a mod based on photos. That is the Official Forums way of going about it...

I like to consider TESNexus more of a mainstream hub for mods. Therefore, many people on TESNexus are going to be newcomers to the game, or people that are just looking for a couple enhancing mods. They may not want to get to technical with their mod installations due to fear they might break something.
BUT, they may not be aware of how absolutely beautiful you can make Oblivion look.... That is until they see a STUNNING screenshot of your water mod.
Then suddenly they want their game to look like the screenshot on your mods opening page on TESNexus. Now suddenly they are interested to mod a bit more hardcoe.

The moral of this story...

six sells and your mod is DAMN sixY!!! So strut it's stuff dude! Don't just post some low res screenshots with jagged edges and nasty Vanilla LOD.
Make the opening pics beautiful!! And get rid of the ugly ones. More pics doesn't equal more downloads. It's the quality of the pic. ;)

OH, and the videos linked are only hurting your mod. The videos showcase issues. Why would anyone want to download a mod that has issues? Not me. But luckily, we read up on things here and know the fix to those issues. The average TESNexus JOE is not going to go to the same great length. He will move on to the next water mod because the videos and screenshots didn't show bugs. So yah, get rid of those vids and lets get some beautiful videos of your water in action. Use some of the ones you showed us in the forums when you were building up our excitement! The one with Water Caustics, and the other one showing off underwater godrays... :)
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Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Wed Mar 30, 2011 1:40 am

Problem is, I'm not sure which pics to delete and which to keep :P
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Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Wed Mar 30, 2011 10:05 am

I sacrifice framerate so I can have the best image quality possible--do you want me to pack my screenshots into an archive that you can download, so the super beautiful screenshots I'm going to take show up on the author's image section instead of the uploader's section? Probably too minor of an issue, but if you want guaranteed beautiful shots showing up prominently right when someone clicks the images tab, I'm pretty confident I can deliver!

I agree that the issues with the mod (many of which are now resolved), like in the videos, shouldn't be displayed in any prominent place on tesnexus. For the average joe there's already the whole OBGE/editing Oblivion.ini/etc. process working against the mod, so it's probably best to minimize stuff that might add to someone's doubt and confusion.
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Crystal Clear
 
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Joined: Wed Aug 09, 2006 4:42 am

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