[RELWIP] Oblivion Graphics Extender

Post » Thu May 03, 2012 2:22 pm

Hi all,

I've been trying to find the right piece of information on the Wiki and elsewhere, but can't find it. Maybe some of you guys can help me out with this?

I'm interested in the HUD part of OBGE. I would like to make a Sundial/Clock HUD by using two textures, one on top of the other, of a sun/moon dial with on top of that a dial with a 'slit' in it. If you've played Minecraft; I'm thinking of the 'sundial' item of Minecraft.

In OBGE I've seen it's possible to load textures, place them in the HUD, and rotate them (which is all great). How can I have 2 layers of textures on top of each other? Another question: how can I (dynamically) paint in the textures?

Thanks for your help!
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Thu May 03, 2012 1:56 pm

Hi!

I know that this problem has cropped up earlier but I can't find the solution anywhere. My sky is severly messed up when using OBGE v3.

Picture describing the problem:

http://www.tesnexus.com/imageshare/image.php?id=111694

If some kind soul could just point me in the way of a solution, I would be much obliged!
User avatar
Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Thu May 03, 2012 9:56 am

http://www.tesnexus.com/imageshare/image.php?id=111694

If some kind soul could just point me in the way of a solution, I would be much obliged!
Yeah I remember someone posted the similar problem. I think it had something to do with Physical Correct Sky or Liquid Water. What OBGE packages did you install? What version? What is in obge.log?
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Thu May 03, 2012 2:55 pm

Yeah I remember someone posted the similar problem. I think it had something to do with Physical Correct Sky or Liquid Water. What OBGE packages did you install? What version? What is in obge.log?

Strangely enough it seems to have corrected itself by playing for a while. If the problem reappears I will post my logs, but I'm using the lastest release candidates except for POM and and PCS since the first tanks my rigs performance indoors, and the second creates the shining band horizon even with LLOD and short fogging distance.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Thu May 03, 2012 9:19 am

Arthmoor said once it's that specific sky that has that problem even in vanilla if I understood right. To me it seems that one of the two cloud-layer textures doesn't tile. But I never investigated it thoroughly.

The main cloud-texture looks like "htfclear6.dds" (which is identical to "ewclear3.dds") from All Natural.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Thu May 03, 2012 8:55 am

Hello, I have two issues. First one is this lighting issue I get on the IC waterfront during storms (look at reflections) http://i41.tinypic.com/315fi45.jpg

secondly, here is an LOD issue from the far west of the TWMP summerset isle http://i43.tinypic.com/2uhb8di.jpg

the strange thing is it goes away when i look in certain places. Thanks. PS - have liquid water and all the wip packages installed.


Active Mod Files:
Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.2]02  TamRes.esm03  TamRes_LandscapeResource.esm04  Enhanced Daedric Invasion.esm05  Better Cities Resources.esm  [Version 5.1.1]07  MenuSysFramework.esm08  DLCShiveringIsles.esp09  Better Cities .esp  [Version 4.7.0]0A  TamRes.esp0B  All Natural.esp  [Version 1.33]0C  All Natural - SI.esp  [Version 1.3.2]0D  OBGE - Liquid Water.esp0E  All Natural - Real Lights.esp  [Version 1.3.2]0F  300_Lore_Dialogue_Updated.esp10  Akatosh Mount By Saiden Storm.esp11  RAEVWD New Sheoth.esp  [Version 1.7]12  Streamline 3.1.esp13  EVE_StockEquipmentReplacer.esp++  MaleBodyReplacerV4.esp14  VipCxj_HighHeels.esp17  VipCxjHHTest.esp18  Kragenir's Death Quest.esp  [Version 2.11]19  KDQ - Rural Line Additions.esp1A  Scribe Supplies.esp1B  VaultsofCyrodiilBC.esp1C  Knights.esp1D  EVE_KnightsoftheNine.esp1E  Enhanced Daedric Invasion.esp1F  Tamriel.esp20  ElsweyrAnequina.esp21  TWMP_Summerset.esp22  TWMP_Valenwood_Elsweyr.esp23  xuldarkforest.esp  [Version 1.0.5]24  xulStendarrValley.esp  [Version 1.2.2]25  xulTheHeath.esp26  XulEntiusGorge.esp27  xulFallenleafEverglade.esp  [Version 1.3.1]28  Anequina-Fallenleaf-Patch.esp29  xulColovianHighlands_EV.esp  [Version 1.2.1]2A  xulChorrolHinterland.esp  [Version 1.2.2]2B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]2C  xulBravilBarrowfields.esp  [Version 1.3.3]2D  xulLushWoodlands.esp  [Version 1.3.1]2E  xulAncientYews.esp  [Version 1.4.3]2F  xulAncientRedwoods.esp  [Version 1.6]30  xulCloudtopMountains.esp  [Version 1.0.3]31  xulArriusCreek.esp  [Version 1.1.3]32  xulPatch_AY_AC.esp  [Version 1.1]33  xulRollingHills_EV.esp  [Version 1.3.3]34  xulPantherRiver.esp35  xulRiverEthe.esp  [Version 1.0.2]36  xulBrenaRiverRavine.esp  [Version 1.1.1]37  xulImperialIsle.esp  [Version 1.6.7]38  xulBlackwoodForest.esp  [Version 1.1.0]39  xulCheydinhalFalls.esp  [Version 1.0.1]3A  xulAspenWood.esp  [Version 1.0.2]3B  xulSkingradOutskirts.esp  [Version 1.0.1]3C  xulSnowdale.esp  [Version 1.0.4]3D  xulCliffsOfAnvil.esp  [Version 1.12]3E  xulSilverfishRiverValley.esp  [Version 1.0.2]3F  xulJerallGlacier.esp  [Version 1.0.0]40  xulTheEasternPeaks.esp  [Version 1.0]41  KragenirsDeathQuest-UniqueLandscapes Merged patch.esp  [Version 2.0]42  EVE_ShiveringIslesEasterEggs.esp4C  Alternative Start by Robert Evrae.esp4D  Carry_all_you_want-5118.esp++  Specialanims.esp**  Let There Be Darkness - Cyrodiil.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp4F  VipCxj_HairEyeSet.esp50  Elves Of Lineage II.esp51  Vampire Race Reloaded.esp52  1em_Vilja.esp  [Version 4.04]53  Arren.esp54  EVE_KhajiitFix.esp55  Better Cities Full.esp  [Version 5.1.1]56  Better Cities - VWD of the IC.esp  [Version 4.7.0]57  Better Cities IC Arboretum.esp  [Version 5.1.0]58  Better Cities IC Arcane University.esp  [Version 5.1.0]59  Better Cities IC Arena.esp  [Version 5.1.0]5A  Better Cities IC Elven Gardens.esp  [Version 5.1.0]5B  Better Cities IC Green Emperor Way.esp  [Version 5.1.0]5C  Better Cities IC Market.esp  [Version 5.1.1]5D  Better Cities IC Prison.esp  [Version 5.1.0]5E  Better Cities IC Talos Plaza.esp  [Version 5.1.0]5F  Better Cities IC Temple.esp  [Version 5.1.0]60  Better Cities IC Waterfront.esp  [Version 5.1.0]61  Better Cities IC Waterfront FPS Patch.esp  [Version 5.0.0]62  Better Cities - All Natural.esp  [Version 4.9.5]63  Better Cities - Unique Landscape Barrowfields.esp  [Version 5.1.2]64  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.1.0]65  Better Cities - Knights of the Nine.esp  [Version 4.9.8]66  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.0.0]67  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.1.0]68  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  Better Cities - Open Better Cities.esp  [Version 4.9.5]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3.2]69  Bashed Patch, 0.esp71  TWMP_Tamriel_Ingame_ Map.esp
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu May 03, 2012 6:35 am

I looked through the readme's and found nothing mentioning anisotropic filtering. So, I can enable it in my ATI Catalyst control center? Or do some of OBGE's filters hate it?
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Thu May 03, 2012 7:45 am

I looked through the readme's and found nothing mentioning anisotropic filtering. So, I can enable it in my ATI Catalyst control center? Or do some of OBGE's filters hate it?
Set it in obge.ini, 8x AF for example
iSamplerAnisotropy=8
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Thu May 03, 2012 11:58 am

For some reason, when I use the Bokeh Circle DoF shader, I get a wierd purplish flickering outline on all my characters that never goes away.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Thu May 03, 2012 4:46 pm

Hey Guys. First timer for OBGE here. Amazing work, great job to developers, many thanks. Got most things working, but have a few concerns. Will be concise.

1. Readme/FAQ would be nice to include more recommendations and compatibility details about the shaders. Just my thought <3. On that note, can anyone recommend the most efficient shaders i.e. best looking for the least performance hit? I tried a handful and almost immediately saw a scary 5fps in-game. This was with CrysisA0, Godrays, HBAO, NormalFilterAA, and CrysisDOF. I have since disabled all but Godrays. Are you only supposed to pick one shader per category i.e. A0, Lighting, DoF?

2. I am trying to download various shaders and Includes from this website:
http://obge.paradice-insight.us/wiki/Includes_%28Effects%29#Time_.5BOBGEv3.5D
but the drop-down menus that contain the code simply open then immediately close on me. Tried in both chrome and firefox. Wtf? Any alternate download methods/locations?

3. I am seeing some issues in my OBGEv2.log file. Notably loops only running for 1 iteration and divide-by-zero warnings. Are these okay?

My System:
Windows 7 64bit
core i7 2.3Ghz
6GB DDR3 1333MHz
Two MSI GTX 460 Hawk 1.5GB Memory each, SLI, not overclocked (yet)

Shaderlist has only Godrays enabled for now, and it appears to be working fine.

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = D:\Bethesda Softworks\Oblivion\
plugin directory = D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\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)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
patched
loading from C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.ess
loading from C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.obse
plugin did not read all of its data (at 0000000000008138 expected 000000000000F1D3)
RenameGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse
OBSE: deinitialize
Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=0
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0
[Lighting]
Godrays05.fx=0
Godrays06.fx=0
Godrays.fx=1
LightShafts_PCS.fx=0
[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=0
SMAA.fx=0
[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0
[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0

Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x013476d7
OD3D9: Driver 0x02918f78 constructed from 0x01347643 (1 drivers available)
OD3D9: Driver 0x02918f78 destructed from 0x0134d7c5 (0 drivers left)
OD3D9: Driver queried from 0x013476b8
OD3D9: Driver 0x02918f78 constructed from 0x01347643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x02918768 constructed from 0x0134d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Init: NVCPL.dll queried.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1200
Format = A16B16G16R16F
Loading the effects.
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
Shader compiling messages occured in data\shaders\Godrays06.fx:
D:\Bethesda Softworks\Oblivion\memory(67,10): error X1507: failed to open source file: 'includes/Time.hlsl'
Found filename : effects\mlaa_map.dds
Loading texture (data\textures\effects\mlaa_map.dds)
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Shader compiling messages occured in data\shaders\ColorEffects.fx:
D:\Bethesda Softworks\Oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
D:\Bethesda Softworks\Oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Added to list OK.
Found filename : effects\mlaa_map.dds
Loading texture (data\textures\effects\mlaa_map.dds)
Linking to existing texture.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Save file links 1 textures.
Error loading texture list: too small.
No effect data in save file.
Effect (NormalFilterAA.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Volumetric_SSII.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (HBAO.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Ring_SSAO.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Volumetric_SSAO.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (DepthOfField.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (CrysisDoF.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Bokeh_Circle_DoF.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (Godrays.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (CelShader+EdgeAA.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (ColorEffects.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (ColorMood.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (ENBColorEffect.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLbleachbypass.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLColorGrading03.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLvignette.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Effect (obsharpen.fx) - Script refID = 9000800
Loading effect that already exists. Returning index of existing effect.
Received save game message.
Saving a game.
EffectManager::SaveGame
EffectManager::SaveGame
pEffect index = 24
pEffect data\shaders\Volumetric_SSAO.fx has 14 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 2.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - aoClamp, size - 1, data[0] - 0.500000
Found float: name - ThicknessModel, size - 1, data[0] - 100.000000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Volumetric_SSII.fx has 13 parameters.
Found float: name - IIRadiusMultiplier, size - 1, data[0] - 10.000000
Found float: name - IIStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Volumetric_SSGI.fx has 16 parameters.
Found float: name - giRadiusMultiplier, size - 1, data[0] - 10.000000
Found float: name - iiStrengthMultiplier, size - 1, data[0] - 4.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - giClamp, size - 1, data[0] - 0.500000
Found float: name - ThicknessModel, size - 1, data[0] - 100.000000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Ring_SSAO.fx has 18 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 4.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - aoCap, size - 1, data[0] - 1.000000
Found float: name - aoClamp, size - 1, data[0] - 0.300000
Found float: name - angleBias, size - 1, data[0] - 20.000000
Found float: name - aorange, size - 1, data[0] - 150.000000
Found float: name - Blur_DropThreshhold, size - 1, data[0] - 20.000000
Found float: name - Blur_RadiusMultiplier, size - 1, data[0] - 1.000000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\HBAO.fx has 14 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 5.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 2.000000
Found float: name - aoClamp, size - 1, data[0] - 0.400000
Found float: name - Attenuation_Factor, size - 1, data[0] - 0.010000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\NormalFilterAA.fx has 5 parameters.
Found float: name - filterStrength, size - 1, data[0] - 1.000000
Found float: name - filterSpread, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\DLAA.fx has 3 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\MLAA.fx has 12 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\MDLAA.fx has 15 parameters.
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - YUVs_RGB, size - 1, data[0] - 0.299000
Found float: name - RGB_YUVs, size - 1, data[0] - 1.000000
pEffect data\shaders\Godrays.fx has 34 parameters.
Found float: name - globalmul, size - 1, data[0] - 1.000000
Found float: name - morningshaftex, size - 1, data[0] - 2.300000
Found float: name - eveningshaftex, size - 1, data[0] - 3.500000
Found float: name - goldendecay, size - 1, data[0] - 0.990000
Found float: name - noonshaftex, size - 1, data[0] - 1.000000
Found float: name - noondecay, size - 1, data[0] - 0.990000
Found float: name - moonshaftex, size - 1, data[0] - 0.090000
Found float: name - moondecay, size - 1, data[0] - 0.880000
Found float: name - showraypass, size - 1, data[0] - 0.000000
Found float: name - scale, size - 1, data[0] - 2.000000
Found float: name - startsunrise, size - 1, data[0] - 4.000000
Found float: name - endsunrise, size - 1, data[0] - 10.000000
Found float: name - startevening, size - 1, data[0] - 17.000000
Found float: name - endevening, size - 1, data[0] - 21.000000
Found float: name - Density, size - 1, data[0] - 0.700000
Found float: name - Weight, size - 1, data[0] - 0.700000
Found float: name - goldensaturate, size - 1, data[0] - 0.540000
Found float: name - noonsaturate, size - 1, data[0] - 0.010000
Found float: name - Luminance, size - 1, data[0] - 0.440000
Found float: name - fMiddleGray, size - 1, data[0] - 0.990000
Found float: name - fWhiteCutoff, size - 1, data[0] - 0.400000
Found float: name - oblv_ViewTransform_MAINPASS, size - 1, data[0] - -0.040593
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - 0.988253
Found float: name - oblv_SunDirection, size - 1, data[0] - 0.993153
Found float: name - rcpres, size - 1, data[0] - 0.000521
Found float: name - f4Time, size - 1, data[0] - 22978.000000
Found float: name - t, size - 1, data[0] - 0.767327
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
pEffect data\shaders\CelShader+EdgeAA.fx has 9 parameters.
Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000
Found float: name - edgeStrength, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Bokeh_Hexagon_DoF.fx has 14 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - base_blur_radius, size - 1, data[0] - 1.500000
Found float: name - R, size - 1, data[0] - 16.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Bokeh_Circle_DoF.fx has 13 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - base_blur_radius, size - 1, data[0] - 1.500000
Found float: name - R, size - 1, data[0] - 16.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Pseudo_Bokeh_DoF.fx has 18 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - dmax, size - 1, data[0] - 0.009000
Found float: name - base_blur_radius, size - 1, data[0] - 1.000000
Found float: name - blur_falloff, size - 1, data[0] - 2.000000
Found float: name - R, size - 1, data[0] - 8.000000
Found float: name - distantblur_startrange, size - 1, data[0] - 250.000000
Found float: name - distantblur_endrange, size - 1, data[0] - 1000.000000
Found float: name - distantblur_pow, size - 1, data[0] - 1.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\CrysisDoF.fx has 12 parameters.
Found float: name - NearBlurDepth, size - 1, data[0] - 0.400000
Found float: name - FarBlurDepth, size - 1, data[0] - 0.400000
Found float: name - MaxBlurCutoff, size - 1, data[0] - 1.000000
Found float: name - dofMinThreshold, size - 1, data[0] - 0.200000
Found float: name - ApertureDiameter, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - poisson, size - 8, data[0] - 0.000000
pEffect data\shaders\DepthOfField.fx has 10 parameters.
Found float: name - DoFAmount, size - 1, data[0] - 7.000000
Found float: name - FullFocusRange, size - 1, data[0] - 0.100000
Found float: name - NoFocusRange, size - 1, data[0] - 0.400000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\ColorEffects.fx has 12 parameters.
Found float: name - Saturation, size - 1, data[0] - 1.000000
Found float: name - Brightness, size - 1, data[0] - 1.000000
Found float: name - Contrast, size - 1, data[0] - 1.000000
Found float: name - GContrast, size - 1, data[0] - 1.000000
Found float: name - GBrightness, size - 1, data[0] - 1.000000
Found float: name - FGIntensity, size - 1, data[0] - 0.000000
Found float: name - BHMagnitude, size - 1, data[0] - 10.000000
Found float: name - BHBrightness, size - 1, data[0] - 4.000000
Found float: name - f4Time, size - 1, data[0] - 0.000000
Found float: name - rcpres, size - 1, data[0] - 0.000000
pEffect data\shaders\ColorMood.fx has 6 parameters.
Found float: name - fRatio, size - 1, data[0] - 1.000000
Found float: name - moodR, size - 1, data[0] - 0.400000
Found float: name - moodG, size - 1, data[0] - 0.270000
Found float: name - moodB, size - 1, data[0] - 0.330000
pEffect data\shaders\ENBColorEffect.fx has 9 parameters.
Found float: name - OffsetMult, size - 1, data[0] - 0.700000
Found float: name - BrightnessMult, size - 1, data[0] - 1.120000
Found float: name - BrightnessPow, size - 1, data[0] - 0.660000
Found float: name - tempF9, size - 1, data[0] - 0.760800
Found float: name - tempF0, size - 1, data[0] - 0.096000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - offset, size - 8, data[0] - -1.000000
pEffect data\shaders\HLSLbleachbypass.fx has 3 parameters.
Found float: name - Opacity, size - 1, data[0] - 0.370000
pEffect data\shaders\HLSLColorGrading03.fx has 5 parameters.
Found float: name - saturatex, size - 1, data[0] - 0.650000
Found float: name - opacity, size - 1, data[0] - 0.800000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\HLSLvignette.fx has 4 parameters.
Found float: name - radius, size - 1, data[0] - 4.000000
Found float: name - darkness, size - 1, data[0] - 0.550000
pEffect data\shaders\obsharpen.fx has 3 parameters.
Found float: name - sharpval, size - 1, data[0] - 8.000000
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Thu May 03, 2012 2:24 am

Shaderlist has only Godrays enabled for now, and it appears to be working fine.

It isn't working at all actually:
Shader compiling messages occured in data\shaders\Godrays06.fx:D:\Bethesda Softworks\Oblivion\memory(67,10): error X1507: failed to open source file: 'includes/Time.hlsl'
Looks like you have a screwed obge installation. What version do you use? The latest is 3.1RC4

Remove everything from shaderlist.txt and keep there only shaders you use, it's much easier to read log without all that spam from shaders that aren't even active.
Godrays is always slow, consider replacing it with http://tes.nexusmods.com/downloads/file.php?id=16533 if you have FPS issues.
HDAO for ambient occlusion.
SMAA for antialiasing.
OBGE wiki site is bugged. Disable javascript in your browser there.
Not sure, but obge doesn't work nice with crossfire or sli.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Thu May 03, 2012 4:21 am

It isn't working at all actually:
Shader compiling messages occured in data\shaders\Godrays06.fx:D:\Bethesda Softworks\Oblivion\memory(67,10): error X1507: failed to open source file: 'includes/Time.hlsl'
Looks like you have a screwed obge installation. What version do you use? The latest is 3.1RC4

Time.hlsl fixed by copying over the file from the wiki.
Got OBGE from this page http://tes.nexusmods.com/downloads/file.php?id=30054

I added the shaders you recommended and it looks gooooood. feelsgoodman.jpg

My OBGE.log file now shows that some variable "Fog" is undefined. Anyone know where it can be found?

My System:
Windows 7 64bit
core i7 2.3Ghz
6GB DDR3 1333MHz
Two MSI GTX 460 Hawk 1.5GB Memory each, SLI, not overclocked (yet)

Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x00fe76d7
OD3D9: Driver 0x010a8f78 constructed from 0x00fe7643 (1 drivers available)
OD3D9: Driver 0x010a8f78 destructed from 0x00fed7c5 (0 drivers left)
OD3D9: Driver queried from 0x00fe76b8
OD3D9: Driver 0x010a8f78 constructed from 0x00fe7643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x010a8768 constructed from 0x00fed8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Init: NVCPL.dll queried.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1200
Format = A16B16G16R16F
Loading the effects.
Shader compiling messages occured in data\shaders\HDAO.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'
Found filename : effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found filename : effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Added to list OK.
Found filename : effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found filename : effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Save file links 1 textures.
Error loading texture list: too small.
No effect data in save file.
Effect (NormalFilterAA.fx) - Script refID = 9000800
Effect (Volumetric_SSII.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Volumetric_SSII.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (HBAO.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\HBAO.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (Ring_SSAO.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (Volumetric_SSAO.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Volumetric_SSAO.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (DepthOfField.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\DepthOfField.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (CrysisDoF.fx) - Script refID = 9000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Bokeh_Circle_DoF.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Bokeh_Hexagon_DoF.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\Pseudo_Bokeh_DoF.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (Godrays.fx) - Script refID = 9000800
Effect (CelShader+EdgeAA.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\CelShader+EdgeAA.fx:
includes/Depth.hlsl(65,1): error X3000: unrecognized identifier 'Fog'

Effect (ColorEffects.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
D:\Bethesda Softworks\Oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 9000800
Effect (ENBColorEffect.fx) - Script refID = 9000800
Effect (HLSLbleachbypass.fx) - Script refID = 9000800
Effect (HLSLColorGrading03.fx) - Script refID = 9000800
Effect (HLSLvignette.fx) - Script refID = 9000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
D:\Bethesda Softworks\Oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 9000800
Received save game message.
Saving a game.
EffectManager::SaveGame
EffectManager::SaveGame
pEffect index = 22
pEffect data\shaders\NormalFilterAA.fx has 5 parameters.
Found float: name - filterStrength, size - 1, data[0] - 1.000000
Found float: name - filterSpread, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Godrays.fx has 34 parameters.
Found float: name - globalmul, size - 1, data[0] - 1.000000
Found float: name - morningshaftex, size - 1, data[0] - 2.300000
Found float: name - eveningshaftex, size - 1, data[0] - 3.500000
Found float: name - goldendecay, size - 1, data[0] - 0.990000
Found float: name - noonshaftex, size - 1, data[0] - 1.000000
Found float: name - noondecay, size - 1, data[0] - 0.990000
Found float: name - moonshaftex, size - 1, data[0] - 0.090000
Found float: name - moondecay, size - 1, data[0] - 0.880000
Found float: name - showraypass, size - 1, data[0] - 0.000000
Found float: name - scale, size - 1, data[0] - 2.000000
Found float: name - startsunrise, size - 1, data[0] - 4.000000
Found float: name - endsunrise, size - 1, data[0] - 10.000000
Found float: name - startevening, size - 1, data[0] - 17.000000
Found float: name - endevening, size - 1, data[0] - 21.000000
Found float: name - Density, size - 1, data[0] - 0.700000
Found float: name - Weight, size - 1, data[0] - 0.700000
Found float: name - goldensaturate, size - 1, data[0] - 0.540000
Found float: name - noonsaturate, size - 1, data[0] - 0.010000
Found float: name - Luminance, size - 1, data[0] - 0.440000
Found float: name - fMiddleGray, size - 1, data[0] - 0.990000
Found float: name - fWhiteCutoff, size - 1, data[0] - 0.400000
Found float: name - oblv_ViewTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_SunDirection, size - 1, data[0] - 0.000000
Found float: name - rcpres, size - 1, data[0] - 0.000000
Found float: name - f4Time, size - 1, data[0] - 0.000000
Found float: name - t, size - 1, data[0] - 0.767327
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\Godrays06.fx has 42 parameters.
Found float: name - globalmul, size - 1, data[0] - 4.500000
Found float: name - morningshaftex, size - 1, data[0] - 3.500000
Found float: name - eveningshaftex, size - 1, data[0] - 4.000000
Found float: name - noonshaftex, size - 1, data[0] - 1.500000
Found float: name - goldendecay, size - 1, data[0] - 0.990000
Found float: name - moonshaftex, size - 1, data[0] - 0.090000
Found float: name - startsunrise, size - 1, data[0] - 4.000000
Found float: name - endsunrise, size - 1, data[0] - 10.000000
Found float: name - startevening, size - 1, data[0] - 17.000000
Found float: name - endevening, size - 1, data[0] - 22.000000
Found float: name - Density, size - 1, data[0] - 1.990000
Found float: name - Weight, size - 1, data[0] - 0.100000
Found float: name - goldensaturate, size - 1, data[0] - 0.540000
Found float: name - noonsaturate, size - 1, data[0] - 0.010000
Found float: name - Luminance, size - 1, data[0] - 0.440000
Found float: name - fMiddleGray, size - 1, data[0] - 0.990000
Found float: name - fWhiteCutoff, size - 1, data[0] - 0.400000
Found float: name - showraypass, size - 1, data[0] - 0.000000
Found float: name - scalex, size - 1, data[0] - 2.000000
Found int: name - obge_Tick, size - 1, data[0] - 1674
Found int: name - oblv_GameTime, size - 1, data[0] - 23164
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - 0.984823
Found float: name - oblv_WorldTransform_MAINPASS, size - 1, data[0] - 1.000000
Found float: name - oblv_ProjectionInverse_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ViewTransform_MAINPASS, size - 1, data[0] - 0.089272
Found float: name - oblv_ViewInverse_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_WorldViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_WorldViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_SunDirection, size - 1, data[0] - 0.992273
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - sunColor, size - 1, data[0] - 1.000000
pEffect data\shaders\SMAA.fx has 11 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
pEffect data\shaders\CrysisDoF.fx has 12 parameters.
Found float: name - NearBlurDepth, size - 1, data[0] - 0.400000
Found float: name - FarBlurDepth, size - 1, data[0] - 0.400000
Found float: name - MaxBlurCutoff, size - 1, data[0] - 1.000000
Found float: name - dofMinThreshold, size - 1, data[0] - 0.200000
Found float: name - ApertureDiameter, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - poisson, size - 8, data[0] - 0.000000
pEffect data\shaders\ColorEffects.fx has 12 parameters.
Found float: name - Saturation, size - 1, data[0] - 1.000000
Found float: name - Brightness, size - 1, data[0] - 1.000000
Found float: name - Contrast, size - 1, data[0] - 1.000000
Found float: name - GContrast, size - 1, data[0] - 1.000000
Found float: name - GBrightness, size - 1, data[0] - 1.000000
Found float: name - FGIntensity, size - 1, data[0] - 0.000000
Found float: name - BHMagnitude, size - 1, data[0] - 10.000000
Found float: name - BHBrightness, size - 1, data[0] - 4.000000
Found float: name - f4Time, size - 1, data[0] - 0.000000
Found float: name - rcpres, size - 1, data[0] - 0.000000
pEffect data\shaders\ColorMood.fx has 6 parameters.
Found float: name - fRatio, size - 1, data[0] - 1.000000
Found float: name - moodR, size - 1, data[0] - 0.400000
Found float: name - moodG, size - 1, data[0] - 0.270000
Found float: name - moodB, size - 1, data[0] - 0.330000
pEffect data\shaders\ENBColorEffect.fx has 9 parameters.
Found float: name - OffsetMult, size - 1, data[0] - 0.700000
Found float: name - BrightnessMult, size - 1, data[0] - 1.120000
Found float: name - BrightnessPow, size - 1, data[0] - 0.660000
Found float: name - tempF9, size - 1, data[0] - 0.760800
Found float: name - tempF0, size - 1, data[0] - 0.096000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
Found float: name - offset, size - 8, data[0] - -1.000000
pEffect data\shaders\HLSLbleachbypass.fx has 3 parameters.
Found float: name - Opacity, size - 1, data[0] - 0.370000
pEffect data\shaders\HLSLColorGrading03.fx has 5 parameters.
Found float: name - saturatex, size - 1, data[0] - 0.650000
Found float: name - opacity, size - 1, data[0] - 0.800000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000000
pEffect data\shaders\HLSLvignette.fx has 4 parameters.
Found float: name - radius, size - 1, data[0] - 4.000000
Found float: name - darkness, size - 1, data[0] - 0.550000
pEffect data\shaders\obsharpen.fx has 3 parameters.
Found float: name - sharpval, size - 1, data[0] - 8.000000
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

Spoiler
HDAO.fx
Godrays06.fx
SMAA.fx

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = D:\Bethesda Softworks\Oblivion\
plugin directory = D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\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)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
patched
loading from C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.ess
loading from C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\Save 1 - Derp - City Isle, Level 1, Playing Time 00.21.15.obse
plugin did not read all of its data (at 0000000000008138 expected 000000000000F1D3)
RenameGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Andrew Thornton\Documents\My Games\Oblivion\Saves\autosave.obse
OBSE: deinitialize

EDIT
Should I download the latest from this page?
http://code.google.com/p/oblivion-graphics-extender/downloads/list
Is updating a pain? :( Should be easy if Wrye Bash has been used throughout right? Sorry I'm a noob and thank you for your patience.

EDIT
I just installed the latest from the link above. I took a guess at the correct packages in BAIN:
For Core I selected: Base, Core.
For Standalone Effects I selected: Base, Godrays Sunglare Fix, Support Plugin.
In Mods tab I selected: MenuSysFramework, (MultiModuleInstall), OBGE.esp, OBGE Common Components.

I also now have about 7 fps with the same effects used. :\ There are also shimmering artifacts on distant trees.

EDIT

Low FPS and shimmering trees was from HDAO.fx. I switched to Volumetric_SSAO and no FPS hit. I think I am good to go for now.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu May 03, 2012 9:00 am

what's the latest? are you guys already reverse engineering skyrim!?

LOL, i still don't even know how to rip a shore-foam algorithm out of whatever LW you mentioned a while back.
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Thu May 03, 2012 5:35 am

Today I got the files from
tesnexusmods -> fileid30054

In the description it says: core OBGEv3, opening the 7z file I read the read.me file.

The read.me file is clearly stating that there will be a warning concerning a OBGEv3.dll.

However when I installed it using Wrye Bash as in the readme file I noticed that it actually installs the (older) OBGEv2.dll.

Reading the info on that page gave me the impression that there will be a OBGEv3.dll

Reading the UserManual at
obge.paradice-insight.us wiki
it is more confusing.

I hope you will forgive me but in the wiki there is no mention about which version the dll will be.

Since I am not a programmer I stay clear from RC releases which can be found on the wiki. So I hope that the installed dll is the correct one to be used.

One can only tell if you install the version 3 by looking at the contents of the config file, I think it will be less confusing if you just compile and name it version 3 dll to be installed.
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Thu May 03, 2012 10:48 am

Hi, quick one from me - is there a known issue with Liquid water causing the Black Screen bug? Possibly in relation to HDR the HDR replacement shader?

I encountered this last night, using the latest release candidate, but I seem to remember something a bout Liquid Water and Black screen going back to 2.0.

Funny thing is, I'm sure it worked for 3.0 before I installed the HDR shader, and I got it to work using Crysis DOF, but that caused nuclear HDR and it was less "depth of field" than "blurry screen".

Any initial thoughts from the team? I'm on campus now, but I'm going to do some more testing tonight and will try to post logs and screenshots then.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu May 03, 2012 12:22 pm

]So, I'm having this strange flickering trees bug: I made a video of it

http://www.youtube.com/watch?v=qEv_kIQdQPA&feature=youtu.be

I can't think of anything on my end that would cause this, but nontheless it's there. the game is nonetheless playable, but it's just a distracting bug that I thought I would bring to your attention. I've tried running without any shaders save for MDLAA and PCS Lightshafts loaded and the bug is still there. I've also tried reinstalling the effects module, LLOD and PCS but the bug still remains.

I'm running Win7 x64 with a GTX 560 Ti.

OBGEv2.txt
Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x02e1e643
OD3D9: Driver 0x03278420 constructed from 0x02e1e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
OD3D9: Driver 0x03278420 destructed from 0x02e2773e (0 drivers left)
OD3D9: Driver queried from 0x02e1e624
OD3D9: Driver 0x03278420 constructed from 0x02e1e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x03277a30 constructed from 0x02e27b76 (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer reattached OK. 0
Init: NVCPL.dll queried.
Loading texture (data\textures\Effects/TerrainNoise_n.dds)
Linking to existing texture (data\textures\Effects/TerrainNoise_n.dds)
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Linking to existing texture (data\textures\sky/pcs/ScPh_1D.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Loading texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Loading texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1680, Height = 1050
Format = A16B16G16R16F
Loading the effects.
Found texture to load: ssao/RandomNoiseB.dds
Loading texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: sky/pcs/Sun_025k.dds
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Found texture to load: sky/pcs/OptDpta_2D.dds
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Found texture to load: effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Linking to existing texture (data\textures\Effects/TerrainNoise_n.dds)
Loading texture (data\textures\Effects/TerrainNoise.dds)
Linking to existing texture (data\textures\Effects/TerrainNoise_n.dds)
Linking to existing texture (data\textures\Effects/TerrainNoise.dds)
Linking to existing texture (data\textures\Effects/TerrainNoise_n.dds)
Linking to existing texture (data\textures\Effects/TerrainNoise.dds)
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Creating lod vertex buffers.
Added to list OK.
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: sky/pcs/Sun_025k.dds
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Found texture to load: sky/pcs/OptDpta_2D.dds
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Linking to existing texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Linking to existing texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Loading the effects.
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
Loading effect "Volumetric_SSGI.fx" that already exists. Returning index "2" of existing effect.
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
Loading effect "CrysisAO.fx" that already exists. Returning index "4" of existing effect.
Loading effect "HBAO.fx" that already exists. Returning index "5" of existing effect.
Loading effect "HDAO.fx" that already exists. Returning index "6" of existing effect.
Loading effect "JakobsenAO.fx" that already exists. Returning index "7" of existing effect.
Loading effect "Godrays06.fx" that already exists. Returning index "8" of existing effect.
Loading effect "LightShafts_PCS.fx" that already exists. Returning index "9" of existing effect.
Loading effect "NormalFilterAA.fx" that already exists. Returning index "10" of existing effect.
Loading effect "DLAA.fx" that already exists. Returning index "11" of existing effect.
Loading effect "FXAA2.fx" that already exists. Returning index "12" of existing effect.
Loading effect "FXAA3.fx" that already exists. Returning index "13" of existing effect.
Loading effect "MLAA.fx" that already exists. Returning index "14" of existing effect.
Loading effect "MDLAA.fx" that already exists. Returning index "15" of existing effect.
Loading effect "MFXAA.fx" that already exists. Returning index "16" of existing effect.
Loading effect "SMAA.fx" that already exists. Returning index "17" of existing effect.
Loading effect "Shaped_Bokeh_DoF.fx" that already exists. Returning index "18" of existing effect.
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "19" of existing effect.
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "20" of existing effect.
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "21" of existing effect.
Loading effect "CrysisDoF.fx" that already exists. Returning index "22" of existing effect.
Loading effect "DepthOfField.fx" that already exists. Returning index "23" of existing effect.
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "24" of existing effect.
Loading effect "ColorEffects.fx" that already exists. Returning index "25" of existing effect.
Loading effect "ColorMood.fx" that already exists. Returning index "26" of existing effect.
Loading effect "ENBColorEffect.fx" that already exists. Returning index "27" of existing effect.
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "28" of existing effect.
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "29" of existing effect.
Loading effect "HLSLvignette.fx" that already exists. Returning index "30" of existing effect.
Loading effect "obsharpen.fx" that already exists. Returning index "31" of existing effect.
Loading effect "Toon.fx" that already exists. Returning index "32" of existing effect.
Loading effect "Film16.fx" that already exists. Returning index "33" of existing effect.
Loading effect "SmartSat.fx" that already exists. Returning index "34" of existing effect.
Loading effect "Technicolor3.fx" that already exists. Returning index "35" of existing effect.
Save-game references to 15 textures.
Error loading texture list: too small.
No mesh data found in save-game.
No effect data in save-game.
LoadEffect (Water.fx) - Script refID = 22000ed5 (Managed)
Found texture to load: effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Found texture to load: effects\water_NRM_3D.dds
Loading texture (data\textures\effects\water_NRM_3D.dds)
Found texture to load: sky/pcs/Sun_025k.dds
Linking to existing texture (data\textures\sky/pcs/Sun_025k.dds)
Found texture to load: sky/pcs/OptDpta_2D.dds
Linking to existing texture (data\textures\sky/pcs/OptDpta_2D.dds)
Received ExitGame message.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

OBSE.txt
Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = F:\Oblivion\
plugin directory = F:\Oblivion\Data\OBSE\Plugins\
checking plugin F:\Oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin F:\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin F:\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin F:\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin F:\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin F:\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin F:\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 LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
RegisterCommand GetEffects (2126)
RegisterCommand GetEffectConstantHelps (2127)
RegisterCommand GetEffectConstantTypes (2128)
RegisterCommand GetEffectConstantHelp (2129)
RegisterCommand GetEffectConstantType (212A)
RegisterCommand GetEffectConstantB (212B)
RegisterCommand GetEffectConstantI (212C)
RegisterCommand GetEffectConstantF (212D)
RegisterCommand GetEffectConstantV (212E)
RegisterCommand GetEffectSamplerTexture (212F)
plugin F:\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin F:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin F:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin F:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
RegisterCommand GetWorldMapDoorway (26C0)
RegisterCommand GetTextEditString (26C1)
RegisterCommand GetMousePosInText (26C2)
plugin F:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin F:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin F:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000411A) loaded correctly
patched
loading from C:\Users\Kevin\Documents\My Games\Oblivion\Saves\Save 2667 - Kevsterr - Skingrad, Level 38, Playing Time 216.39.04.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
plugin has data in save file but no handler
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Kevin\Documents\My Games\Oblivion\Saves\Save 2667 - Kevsterr - Skingrad, Level 38, Playing Time 216.39.04.ess
loading from C:\Users\Kevin\Documents\My Games\Oblivion\Saves\Save 2667 - Kevsterr - Skingrad, Level 38, Playing Time 216.39.04.obse
plugin did not read all of its data (at 000000000001B561 expected 000000000002A3F5)
**
Dumping Array #0 **
Array does not exist

ShaderList.txt
Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=1
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0
[Lighting]
Godrays05.fx=0
Godrays06.fx=0
LightShafts_PCS.fx=1
[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=1
SMAA.fx=0
[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=1
CrysisDoF.fx=0
DepthOfField.fx=0
[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Thu May 03, 2012 10:41 am

Nevermind, I fixed it by uninstalling PCS.
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Thu May 03, 2012 2:38 am

Been fiddling with this. It's awesome.
Thank you OBGE developers. :D
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Thu May 03, 2012 3:31 pm

I'm a new user to OBGE finally with a machine that can handle it. Is there a list that details what each shader does? The one on the front page seems to be outdated and does not include some of the shaders currently part of the package
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Thu May 03, 2012 3:49 am

http://obge.paradice-insight.us/wiki/Main_Page
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Thu May 03, 2012 2:04 pm

http://obge.paradice-insight.us/wiki/Main_Page

I had looked there originally, but through some more digging I found them :D I would suggest bringing those lists out to the front page.
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Thu May 03, 2012 9:39 am

I am looking at my OBSE log, and find a bunch of rrors in it:
Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x00cee75a
OD3D9: Driver 0x041281a8 constructed from 0x00cee6cb (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
OD3D9: Driver 0x041281a8 destructed from 0x00cf77b3 (0 drivers left)
OD3D9: Driver queried from 0x00cee73b
OD3D9: Driver 0x041281a8 constructed from 0x00cee6cb (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x04126728 constructed from 0x00cf7beb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer reattached OK. 0
Init: NVCPL.dll queried.
Loading texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Loading texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Shader compiling messages occured in data\shaders\override\WATERDISPLACE005.pso:
includes/WATER.hlsl(282): error X3004: undeclared identifier 'glob_waveParams'

Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A16B16G16R16F
Loading the effects.
Effect compiling messages occured in data\shaders\Volumetric_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSII.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSII.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSII.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSGI.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSGI.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Volumetric_SSGI.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Ring_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Ring_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Ring_SSAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\HBAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\HBAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\HBAO.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Found texture to load: effects\mlaa_map.dds
Loading texture (data\textures\effects\mlaa_map.dds)
Effect compiling messages occured in data\shaders\MDLAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\MDLAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\MDLAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\MFXAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\MFXAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\MFXAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Hexagon_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Hexagon_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Hexagon_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Circle_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Circle_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Bokeh_Circle_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Pseudo_Bokeh_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Pseudo_Bokeh_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\Pseudo_Bokeh_DoF.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\DepthOfField.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\DepthOfField.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\DepthOfField.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\CelShader+EdgeAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\CelShader+EdgeAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Effect compiling messages occured in data\shaders\CelShader+EdgeAA.fx:
includes/Depth.hlsl(156,30): error X3004: undeclared identifier 'rcpres'

Creating lod vertex buffers.
Added to list OK.
Found texture to load: effects\mlaa_map.dds
Linking to existing texture (data\textures\effects\mlaa_map.dds)
Loading the effects.
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
Loading effect "Volumetric_SSGI.fx" that already exists. Returning index "2" of existing effect.
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
Loading effect "HBAO.fx" that already exists. Returning index "4" of existing effect.
Loading effect "NormalFilterAA.fx" that already exists. Returning index "5" of existing effect.
Loading effect "DLAA.fx" that already exists. Returning index "6" of existing effect.
Loading effect "MLAA.fx" that already exists. Returning index "7" of existing effect.
Loading effect "MDLAA.fx" that already exists. Returning index "8" of existing effect.
Loading effect "MFXAA.fx" that already exists. Returning index "9" of existing effect.
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "10" of existing effect.
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "11" of existing effect.
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "12" of existing effect.
Loading effect "CrysisDoF.fx" that already exists. Returning index "13" of existing effect.
Loading effect "DepthOfField.fx" that already exists. Returning index "14" of existing effect.
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "15" of existing effect.
Loading effect "ColorEffects.fx" that already exists. Returning index "16" of existing effect.
Loading effect "ColorMood.fx" that already exists. Returning index "17" of existing effect.
Loading effect "ENBColorEffect.fx" that already exists. Returning index "18" of existing effect.
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "19" of existing effect.
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "20" of existing effect.
Loading effect "HLSLvignette.fx" that already exists. Returning index "21" of existing effect.
Loading effect "obsharpen.fx" that already exists. Returning index "22" of existing effect.
Save-game references to 5 textures.
Error loading texture list: too small.
No mesh data found in save-game.
No effect data in save-game.
LoadEffect (Water.fx) - Script refID = 25000ed5 (Managed)
Found texture to load: effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)


My shaderlist is as follows:
Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=0
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0

[Lighting]
Godrays05.fx=0
Godrays06.fx=0
LightShafts_PCS.fx=0

[Filtering]
NormalFilterAA.fx=1
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=0
SMAA.fx=0

[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0

[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0


Can anyone shed a light on why these errors are occuring?
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CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Thu May 03, 2012 9:53 am

Can anyone shed a light on why these errors are occuring?
rcpres is defined in shaders\includes\Resolution.hlsl
Do you have this file? And a weird error in water.hlsl, I have a feeling that you are using mixed shaders and includes from different OBGE versions.
I suggest you to install the latest RC4 version from scratch.
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JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu May 03, 2012 2:36 pm

Hey. Just tried out obgev3 (been using obgev2 for a while) and i noticed the colours look very washed out again, like vanilla. I reinstalled v2, no shaders activated, and upon load, the colours seemed richer and slightly darker. I tried this on two computers, one with a vanilla install of oblivion, and found this to be the case on each trial, and was just wondering what the reason for this is. I love all the new shaders and developments that come with obgev3, but i dont think i can sacrafice the gorgeous colour changes that come with v2. Just wondering if there is a specific shader needed to re apply this effect, because id love to have best of both worlds. Thanks to anyone who can help.

Arfien.
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Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Thu May 03, 2012 4:23 pm

Hi, thanks for your work!
I have some troubles with LHDR and some effects ( color mood and bleach bypass ). With LHDR and without effects:
http://imageshack.us/photo/my-images/339/screenshot0oa.jpg/
All normal.

Without LHDR and with effects ( color mood and bleach bypass ):
http://imageshack.us/photo/my-images/822/screenshot1re.jpg/
All normal.

With LHDR and with effects ( color mood and bleach bypass ):
http://imageshack.us/photo/my-images/42/screenshot2ud.jpg/
Overbloomed. How i can tuning and decrease this overbloom?
Again thanks!
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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

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