Oblivion Graphics Extender "OBGE"

Post » Fri May 27, 2011 4:07 am

If you don't need it then you can do so. However it shouldn't effect my plug-in if you do keep it.
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Daramis McGee
 
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Post » Fri May 27, 2011 7:02 am

Okay, problem solved. Turns out I had to many files listed in the shaderlist.txt file. I just replaced the default ones (depth, testshader) with the other ones (godrays, depthoffield). Thanks for the help, and the wonderful effects!

On a related note, is it possible that the order of the files in the shaderlist could effect how the game looks? If the depth of field is applied before the godrays it might look different than if it was applied afterwards.
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 4:38 am

So you're saying that OBGE isn't required. That makes sense to me. Should I remove OGBE then?



EDIT: Haa! Progress!

I removed obge.dll, added the GodraysforOblivionv001a and DepthOfField to the Shaders folder, and added them to the shaderlist.txt file. I also disabled AA.
In game, everything looked normal so I typed in the command. After a small delay I got an effect which can only be described by http://i8.photobucket.com/albums/a36/Sypron/oblivion-20091128-151213.jpg.

EDIT:
Upon closer inspection I could tell that the godrays AND depth of field were working perfectly. The only problem is the graphical glitch which clouds everything out.



Remove the Depth.fx and Testshader.fx from your shader folder. :) That's what I had to do!


Edit: Ninja'd by White Envy. :) And yes the order the files are in will effect the look of the game slightly.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 10:15 am

Could someone explain to me what the various matrices are acting on? I'm having a hard time understanding what they do and how you apply them, because I can't visualise them. I know that since they're 4x4, they've got to be acting on a 4xn, probably a 4x1, matrix/vector. What I don't understand is what they are acting on, and what each of the indices in the matrices are. How do they fit into the data->what you see conversion, basically?

I think this lack of understanding is preventing me from getting any further with this, and I can't find any decent explanations online.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 7:11 am

I'm still failing to get this to work. After installing everything as specified, when I run OBSE I get the error message "Cannot find d3dx9_41.dll." Would the dx9 refer to directX 9? I am running a system with directX 10 on it.
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sally coker
 
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Post » Fri May 27, 2011 2:18 am

So you're saying that OBGE isn't required. That makes sense to me. Should I remove OGBE then?



EDIT: Haa! Progress!

I removed obge.dll, added the GodraysforOblivionv001a and DepthOfField to the Shaders folder, and added them to the shaderlist.txt file. I also disabled AA.
In game, everything looked normal so I typed in the command. After a small delay I got an effect which can only be described by http://i8.photobucket.com/albums/a36/Sypron/oblivion-20091128-151213.jpg.

EDIT:
Upon closer inspection I could tell that the godrays AND depth of field were working perfectly. The only problem is the graphical glitch which clouds everything out.


I have a way to describe it, Black n' White n' Noise :P
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Rhysa Hughes
 
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Post » Fri May 27, 2011 12:19 pm

but http://i431.photobucket.com/albums/qq35/PCGamerKyle/Oblivion2009-11-2500-33-51-70.jpg is absurd, and un-playable, for obvious reasons ;)


lol i had the same thing happen to me when i first tryed it take out Depth.fx out of your shaderlist.txt i only have the GodraysforOblivionv001a.fx & Godrays.fx in my shaderlist.txt



As Cogstar explained, thats the depth.fx and testshader.fx. You must remove those in the shaderlist to get our shaders working...as the OP says.



I have a way to describe it, Black n' White n' Noise :P


take out depth.fx and testshader.fx from shaderlsit.txt that should get rid of black and white noise..
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Irmacuba
 
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Post » Fri May 27, 2011 5:53 am

take out depth.fx and testshader.fx from shaderlsit.txt that should get rid of black and white noise..


I didn't ask how you fixed it, because I already knew that. It was supposed to be a funny reply to the guy who said "it can only be described with a picture like this ".

Edit: anti-capslock
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Brian Newman
 
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Post » Fri May 27, 2011 3:57 pm

I'm still failing to get this to work. After installing everything as specified, when I run OBSE I get the error message "Cannot find d3dx9_41.dll." Would the dx9 refer to directX 9? I am running a system with directX 10 on it.

There's a link in the first post saying "http://www.microsoft.com/downloads/details.aspx?familyid=04AC064B-00D1-474E-B7B1-442D8712D553&displaylang=en". You'll need that.

Vac
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Andrea P
 
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Post » Fri May 27, 2011 11:59 am

Thanks vac, and sorry for being dense! XD I'm downloading now, and I hope it'll work now...
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Bloomer
 
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Post » Fri May 27, 2011 1:27 pm

ok, whereabouts should I install it to? and then what?

I'm sorry, the linked page doesn't have much information on it about where it should go, and it doesn't come up with a default location.
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Bones47
 
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Post » Fri May 27, 2011 5:15 pm

ok, whereabouts should I install it to? and then what?

I'm sorry, the linked page doesn't have much information on it about where it should go, and it doesn't come up with a default location.
The directx update just has to be run. It knows where it has to go and it can't go anywhere else.

If it comes up with a request for a location, it must just be asking for a temporary location to unzip the archive to before running the install, so any temp folder will do.
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barbara belmonte
 
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Post » Fri May 27, 2011 3:51 am

ok, thanks, sorry for the hassle :)
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Hairul Hafis
 
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Post » Fri May 27, 2011 11:37 am

Could someone explain to me what the various matrices are acting on? I'm having a hard time understanding what they do and how you apply them, because I can't visualise them. I know that since they're 4x4, they've got to be acting on a 4xn, probably a 4x1, matrix/vector. What I don't understand is what they are acting on, and what each of the indices in the matrices are. How do they fit into the data->what you see conversion, basically?

I think this lack of understanding is preventing me from getting any further with this, and I can't find any decent explanations online.


Haven't seen the code you're referring to, but I've written a 3d engine before (OpenGL, not Direct3D, but the math is the same), so I can make an educated guess: they're to be multiplied with existing matrices.

Usually a 4x4 matrix is a rotation matrix, to be multiplied with a vector (to get a position in worldspace) or multiplied with another rotation matrix (to get a cumulative rotation; animation, translation from worldspace to screenspace, multiple forces in physics engine, etc).

Another possibility, since you're working with pixel shaders, is deformation matrices to be applied to the framebuffer - I've seen 4x4 deformation matrices in Photoshop and GIMP plugins, but I never looked into them enough to figure out exactly what they were doing.
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Andrea P
 
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Post » Fri May 27, 2011 10:39 am

Could someone explain to me what the various matrices are acting on? I'm having a hard time understanding what they do and how you apply them, because I can't visualise them. I know that since they're 4x4, they've got to be acting on a 4xn, probably a 4x1, matrix/vector. What I don't understand is what they are acting on, and what each of the indices in the matrices are. How do they fit into the data->what you see conversion, basically?

I think this lack of understanding is preventing me from getting any further with this, and I can't find any decent explanations online.
These articles should help - http://www.gamedev.net/reference/articles/article1832.asp | http://www.gamedev.net/reference/articles/article1373.asp
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Nuno Castro
 
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Post » Fri May 27, 2011 3:42 pm

Cheers shadeMe, those should definitely help. (I just finished writing up my vector/matrices notes for my maths course, what good timing! :P)
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Marcia Renton
 
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Post » Fri May 27, 2011 2:39 am

This is somewhat off topic, but this was the only OBGE thread I could find.

I read on the Construction Set website that I could type Memory:float? or GetAvailableGraphicsMemory
in the console and should get the info displayed on my monitor. I did this, but nothing happens.
The command GetAvailableGraphicsMemory registers, but returns no data.

Also, for people that have tried OMG WaterRefraction, what is the trick to get the refraction to slow down?
It is painful watching the water move so fast. Is there an alternate shader for OBGE yet for water?
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(G-yen)
 
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Post » Fri May 27, 2011 1:42 am

I can't help you with your first problem, but OMG WaterRefraction isn't an OBGE mod. It's also just using a modified version of the effect used on Oblivion gates (forgotten the name), hence why it (IMHO) looks god awful. And no, there isn't an OBGE water shader yet.
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Tania Bunic
 
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Post » Fri May 27, 2011 2:50 pm

Sorry for asking really, because I'm sure I've just missed the info somehow, but what effects are available (that use OBGE) so far?

I'm using godrays and screeneffects, and have tried depth of field and water reflection blur. So, what else can I trial?
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Jarrett Willis
 
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Post » Fri May 27, 2011 2:14 pm

A list with links can be found here:
http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&st=36
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Alisha Clarke
 
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Post » Fri May 27, 2011 2:28 am

I read on the Construction Set website that I could type Memory:float? or GetAvailableGraphicsMemory
in the console and should get the info displayed on my monitor. I did this, but nothing happens.
The command GetAvailableGraphicsMemory registers, but returns no data.
Set the return value to a variable - That's the only way you'll get to see the result.
set zzSOmeQuest.fSomeFloatVar to getAvailableGraphicsMemory
That should echo something like this : set fSomeFloatVar >> 493
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sam
 
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Post » Fri May 27, 2011 7:46 am

here are some nice eye candy for you guys

http://screenshot.xfire.com/screenshot/natural/5def0cf0d5fdfa601d43e29df13becacb501d289.png
http://screenshot.xfire.com/screenshot/natural/7fbf33da4df6a8e4bb9fe57560a40c149b9de2c1.png
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sw1ss
 
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Post » Fri May 27, 2011 11:58 am

After intalling the files and type the "showtestshader" my screen turns blue but I can still hear myself play.
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 5:33 pm

Blue screen error is most likely to result from graphic card issues.
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Robert Jr
 
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Post » Fri May 27, 2011 1:44 am

Blue screen error is most likely to result from graphic card issues.


hmm i had a blue screen ones from Screen Effects truns out i for got to install Oblivion Graphics Extender
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stacy hamilton
 
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