[WIP/REL] Oblivion Graphics Extender

Post » Wed Mar 30, 2011 2:18 am

As I said, I was confused, ...


That's alright, all of this is just outright technical.
I just wanted to indicate that from now on there are not 2 people able to do a night-shader but probably tens-of maybe a hundred people.
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James Hate
 
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Joined: Sun Jun 24, 2007 5:55 am

Post » Wed Mar 30, 2011 12:26 am

And for that Sir, I thank you :thumbsup:
Can't wait to see what the talented modders here are going to make us :celebration:
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phil walsh
 
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Post » Wed Mar 30, 2011 12:59 pm

Thought I'd join in with the "Haha"s and "zOmg"s :thumbsup:
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adame
 
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Post » Wed Mar 30, 2011 12:22 pm

It was mentioned previously that your hooks allow in-game editing of the shaders. I didn't really think about this too much until I read this.


It's for development only, it's not necessary to do that once a shader is done with. Though of course anybody can come up with some magnificant use of it as a feature to do some incredible stuff.

I assume this kind of thing would need to be tied into use of, say JRoush's Magic Extender, or just use scripted spells to enable per-spell customisation of such shaders?


Well I think it'd be sub-optimal to do that on function-level. You're not changing the Oblivion-exe either to allow a variety of trees. You deal with that on data-level, your shader-function should better be constant, but you can make it adapt to varying inputs; like yellow, red and violet bolts for example, or bolts which branch 6 times or 10.

Dumb question, but there's a slight delay at present as the OBGEv2 HLSL shaders compile post game-load. What kind of delay are you seeing with so many HLSL shaders? I presume the mechanism is much the same (post game-load compilation).


The feature is two-fold, you can replace any shader, those files can be deployed as binaries, or source which is automatically compiled and saved as binary. So this won't require any time after the first source->bin. The binaries are fed to Oblivion as if they come directly out of the shaderpack. The runtime-feature is only there so you can run the game and develop instead restarting the entire game for just 1 code-change. Technically the shaders are loaded before the splash-video, I don't know if that counts as pre- or post-. :)

Oh, and apologies for this slightly negative question. :whistling: Agreed, it's not really necessary. I'm quite willing to accept your word for it that it's all working right, I was trying to point out all the shaders I could think of in that shot that demonstrated the "success" that people didn't seem to be noticing, and then mentioned a few more shaders that I suspected would get unnoticed even if they were included in the shot.


No offense taken, I perfectly understood the intention of your post. Though I have three monitors, I just got one brain and keyboards. As such I have to be a bit resource-conservative and currently don't have my fingers in all of the pies. I try to focus on handle things such that it has the highest chance of success.
The number of used shaders per scene is surprisingly low, let's say 30 or so. That's not much against 650 in all. I did not test all what is possible, didn't degrade the shader-model to use and so on. Partly because of time, partly because I believe we need tomerk's water-replacement to trigger a cascade of on-going shader-development. Remaining shader-glitches will be fixed then for sure, and much more efficiently.

Still greatly impressed. When the depth buffer was exposed for OBGE2, that was very good, this now is fantastic.


Well ... the depth-buffer ... it's causing me nightmares. I probably will end up redoing it because I need to expose the depth-buffers of all passes, not only the main-surface's one.
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KIng James
 
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Post » Wed Mar 30, 2011 12:37 pm

Thought I'd join in with the "Haha"s and "zOmg"s :thumbsup:


LOL, you're welcome. :wave:

I read lately PCF-fetch can be natively done on ATI-hardware, maybe on newer nVidia as well. I guess all of the 8-12 shadow-map accesses which are visible in the shaders can all be replaced by that. Should give them shadows a little speed-bump.
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Luis Longoria
 
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Post » Wed Mar 30, 2011 2:48 am

LOL, you're welcome. :wave:

I read lately PCF-fetch can be natively done on ATI-hardware, maybe on newer nVidia as well. I guess all of the 8-12 shadow-map accesses which are visible in the shaders can all be replaced by that. Should give them shadows a little speed-bump.
Nice. Even if I'm gonna scrap Oblivion's altogether and implement my own :P

PS: As far as the vanilla shadow system goes, I'm more concerned about the shadow stacking issue. The projection shader (SLS2058-2061, IIRC) needs an base texture sampler to include what could amount to a fix.
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Sheeva
 
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Post » Wed Mar 30, 2011 1:40 pm

I have a question.

One of the DoF Shaders was from crysis and adapted to oblivion, right?
So does that mean we can get other shaders from crysis and adapt them to work in Oblivion?
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gemma king
 
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Post » Wed Mar 30, 2011 12:56 am

Game startup OK, New/Load game OK, lockup 3-4 seconds into game. Suspect something isnt loading correctly.

Using _31 DX9 dll

Windows XP SP3
Nvidia 9800GT
OBGE Log:
Spoiler

Ingnoring message.
Ingnoring message.
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1280,768) created OK.
Depth buffer attached OK. 0
Starting a new game.
Creating vertex buffers.
Creating shader textures.
Width = 1280, Height = 768
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Error opening shaderlist.txt file.
Added to list OK.
Shader (NormalFilterAA.fx) - Script refID = 1d000800
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Shader (SSII.fx) - Script refID = 1d000800
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Shader (HBAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\HBAO.fx)
Setting effects screen texture.
Shader (ssao_perf.fx) - Script refID = 1d000800
Loading shader (data\shaders\ssao_perf.fx)
Setting effects screen texture.
Shader (ssao_test.fx) - Script refID = 1d000800
Loading shader (data\shaders\ssao_test.fx)
Found filename : ssao\RandomNoiseB.dds
Loading texture (data\textures\ssao\RandomNoiseB.dds)
Setting effects screen texture.
Shader (Ring_SSAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Shader (Volumetric_SSAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\Volumetric_SSAO.fx)
Setting effects screen texture.
Shader (DepthOfField.fx) - Script refID = 1d000800
Loading shader (data\shaders\DepthOfField.fx)
Shader compilation errors occured - trying legacy compiler.
Setting effects screen texture.
Shader (CrysisDoF.fx) - Script refID = 1d000800
Loading shader (data\shaders\CrysisDoF.fx)
Setting effects screen texture.
Shader (Bokeh_Circle_DoF.fx) - Script refID = 1d000800
Loading shader (data\shaders\Bokeh_Circle_DoF.fx)
Shader compilation errors occured - trying legacy compiler.

OBSE log:
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = d:\steam\steamapps\common\oblivion\
plugin directory = d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGE.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGE.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin d:\steam\steamapps\common\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 d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
patched
HandleNewGameHook

No shaderlist.
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Oscar Vazquez
 
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Post » Wed Mar 30, 2011 11:59 am

Something that I have been wanting for a long time in Oblivion is the ability to have exposed surfaces appear wet during rainy weather. Always struck me as odd that raindrops just disappear into totally dry ground and buildings. I don't know enough about shaders to know if that's possible, even with all the exciting developments recently, but it's something on my wishlist.

Not trying to be pushy as I don't have the knowledge to even attempt something like that. Just throwing it out there. :)
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Je suis
 
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Post » Wed Mar 30, 2011 2:34 am

Starting to head over my level of understanding, but I've still got a few more strands of curiousity if you'll forgive me.
Well I think it'd be sub-optimal to do that on function-level. You're not changing the Oblivion-exe either to allow a variety of trees. You deal with that on data-level, your shader-function should better be constant, but you can make it adapt to varying inputs; like yellow, red and violet bolts for example, or bolts which branch 6 times or 10.
Well, obviously there doesn't seem to be too much point to re-tweak things like, say, the ground shader(s) on the fly, but magic shaders, yes, wouldn't it make more sense to have a single shader being used with different variables for different spells than having multiple shaders that are identical in everything except the variables? Also, for skin shaders, it might be possible to do something like per-race settings, after all the fur on a Khajiit's skin doesn't have the same interaction with light as the pale skin of a Nord. Is my imagination running away with me here?
The feature is two-fold, you can replace any shader, those files can be deployed as binaries, or source which is automatically compiled and saved as binary. So this won't require any time after the first source->bin. The binaries are fed to Oblivion as if they come directly out of the shaderpack. The runtime-feature is only there so you can run the game and develop instead restarting the entire game for just 1 code-change. Technically the shaders are loaded before the splash-video, I don't know if that counts as pre- or post-. :)
That sounds very good. I would guess a one-time "slow load" would be acceptable to most people and will still allow the curious to peek into the innards of any given shader, which does wonders for encouraging innovation.
The number of used shaders per scene is surprisingly low, let's say 30 or so.... Remaining shader-glitches will be fixed then for sure, and much more efficiently.
Yes, I don't doubt there'll be plenty of reports of problems once there's a public release, we can only hope there's enough people willing to chip in and help out.

Good luck with the remaining problems!

Vac
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lolly13
 
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Post » Wed Mar 30, 2011 3:24 am

Is my imagination running away with me here?

Let it run! Let it be free! I think ideas like yours and the post before yours are what is really needed now (not to mention those with the skills to implement them). I'm thinking of starting a separate thread for it, and then they'll all end up on the wiki, or at least the viable ones will.
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des lynam
 
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Post » Wed Mar 30, 2011 3:33 am

Hello.
I converted MLAA shader for OBGEv2.
This is running on RADEON videocard only, at original OBGEv2.dll (tested with HD4670, HD5870, HD6850).
(need to set "iBufferTexturesNumBits=32" in OBGE.ini if you want to run with original OBGEv2.dll)
Because this shader use Alpha channel of "lastpass" texture but NVIDIA videocards have fixed Alpha channel (always return 1).

I modified OBGEv2.dll and got good result (tested with GeForce 7600GS).
- add Alpha channel to "iBufferTexturesNumBits=8" texture. It is not necessary to use "iBufferTexturesNumBits=32", that is very slow,
- render to "tempSurf" surface insted of "RenderTo" surface for NVIDIA videocards. This needs a little bit more memory and time.

shader and .dll is http://shy.jsphr.net/upload/img/ups26037.zip.
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Gisela Amaya
 
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Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Mar 30, 2011 12:25 am

Everything works fine except in only one place. I'll explain.

I am using Midas Magic and I used a spell specific to the mod called "Astral Recall."
The room the spell takes me is the 'astral realm' where there are planets floating around. However instead of the usual setting, the entire area is black. Now this seems to only happen with Godrays.fx is enabled. Every other shader in that room just works as they normally do. So I was wondering does anyone know any settings for Godrays to keep being enabled while not ruining this one important place?

OS: Windows 7 Home Premium 64-bit
Graphics Card: ATI Radeon HD 4850

OBGEv2.log (Hopefully OBGEv2.txt)
Spoiler

Detoured GetRenderedSurfaceParameters(); succeeded
Ingnoring message.
Ingnoring message.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: D3D queried from 0x00763e24
OD3D9: D3D constructed from 0x00d27004
OD3D9: D3D queried from 0x00761e31
OD3D9: D3D constructed from 0x00d27004
OD3D9: Device queried from 0x0076a547
OD3D9: Device constructed from 0x00d08987
Pre Hook
RESZ format supported.
OD3D9: DS GetSurfaceLevel[0]: 0x08cdbec0
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64f60
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64fa0
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64fe0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
OD3D9: RT GetSurfaceLevel[0]: 0x3432bd40
OD3D9: RT GetSurfaceLevel[0]: 0x3432bd80
OD3D9: RT GetSurfaceLevel[0]: 0x3432bdc0
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\Celshader+EdgeAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\ENBColorEffect.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLbleachbypass.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\Celshader+EdgeAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\ENBColorEffect.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLbleachbypass.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Save file links 0 textures.
Shader Index = 4
Shader num = 0
Filename = DRSplatter.fx
Enabled = 0
RefID = 9F000800
Is in use = 1
Loading shader (data\shaders\DRSplatter.fx)
Int flgBlood = 0(1)
Float tmrBlood = 0.000000(1)
Float rcpres = 0.000521(2)
Float blurDiv = 5.200000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 1
Filename = Water2D.fx
Enabled = 1
RefID = 69000ED5
Is in use = 1
Loading shader (data\shaders\Water2D.fx)
Found filename : effects\water_NRM_2D.dds
Loading texture (data\textures\effects\water_NRM_2D.dds)
Found filename : water\alternatelavaX.dds
Loading texture (data\textures\water\alternatelavaX.dds)
Float causticsStrength = 0.400000(1)
Float choppiness = 0.800000(1)
Float reflectivity = 0.900000(1)
Float turbidity = 1.000000(1)
Float inScattCoeff = 0.120000(1)
Float inExtCoeff = 0.360000(1)
Float depthDarkness = 0.100000(1)
Float LODdistance = 1.000000(1)
Float MinLOD = 0.000000(1)
Float waterHeight = -1000.000000(1)
Float sunColor = 0.000000(1)
Float fogStart = 1.000000(1)
Float fogEnd = 8000.000000(1)
Float fogColor = 0.215686(1)
Float lava = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.756714(1)
Float m44world = 1.000000(1)
Float m44view = -0.956446(1)
Float m44proj = 0.977419(1)
Float f4SunDir = -1.#IND00(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 2
Filename = Water.fx
Enabled = 0
RefID = 69000ED5
Is in use = 1
Loading shader (data\shaders\Water.fx)
Found filename : effects\water_NRM.dds
Loading texture (data\textures\effects\water_NRM.dds)
Found filename : water\alternatelavaX.dds
Loading texture (data\textures\water\alternatelavaX.dds)
Linking to existing texture.
Float causticsStrength = 0.350000(1)
Float choppiness = 0.800000(1)
Float waveHeight = 35.000000(1)
Float reflectivity = 0.900000(1)
Float turbidity = 1.000000(1)
Float inScattCoeff = 0.130000(1)
Float inExtCoeff = 0.398400(1)
Float depthDarkness = 0.100000(1)
Float LODdistance = 1.000000(1)
Float MinLOD = 0.000000(1)
Float waterHeight = 0.000000(1)
Float sunColor = 1.000000(1)
Float fogStart = 4096.000000(1)
Float fogEnd = 170000.000000(1)
Float fogColor = 0.390000(1)
Float lava = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.000000(1)
Float m44world = 0.000000(1)
Float m44view = 0.000000(1)
Float m44proj = 0.000000(1)
Float f4SunDir = 0.000000(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 3
Filename = ScreenEffects.fx
Enabled = 1
RefID = A000ED4
Is in use = 1
Loading shader (data\shaders\ScreenEffects.fx)
Float brightness = 1.000000(1)
Float shadows = 1.000000(1)
Float highlights = 1.000000(1)
Float contrast = 1.000000(1)
Float saturation = 1.000000(1)
Int p_steps = 0(1)
Float blurdist = 0.000000(1)
Float gfoffset = 0.408954(1)
Float gfmagnitude = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Ingnoring message.
OD3D9: RT GetSurfaceLevel[0]: 0x35065060
OD3D9: RT GetSurfaceLevel[0]: 0x350650a0
OD3D9: RT GetSurfaceLevel[0]: 0x350650e0
OD3D9: RT GetSurfaceLevel[0]: 0x35065120
OD3D9: RT GetSurfaceLevel[0]: 0x35065160
OD3D9: RT GetSurfaceLevel[0]: 0x350651a0
OD3D9: RT GetSurfaceLevel[0]: 0x35065320
OD3D9: RT GetSurfaceLevel[0]: 0x35065360
OD3D9: RT GetSurfaceLevel[0]: 0x350653a0
OD3D9: RT GetSurfaceLevel[0]: 0x350653e0
Alt Render target - width = 1920, height = 1080
OD3D9: RT GetSurfaceLevel[0]: 0x353dfc60
OD3D9: RT GetSurfaceLevel[0]: 0x353dfca0
OD3D9: RT GetSurfaceLevel[0]: 0x353dfce0
Shader (Water2D.fx) - Script refID = d5000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Water.fx) - Script refID = d5000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (DRSplatter.fx) - Script refID = 9e000800
Loading shader that already exists. Returning index of existing shader.
Shader (ScreenEffects.fx) - Script refID = a000ed4
Loading shader that already exists. Returning index of existing shader.
OD3D9: RT GetSurfaceLevel[0]: 0x353e16a0
OD3D9: RT GetSurfaceLevel[0]: 0x353e16e0
OD3D9: RT GetSurfaceLevel[0]: 0x353e1720


Obse.log (Hopefully obse.txt)
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\
plugin directory = C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifSE.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifWriteToDisk (24F3)
RegisterCommand NifOpen (24F4)
RegisterCommand NifClose (24F5)
RegisterCommand NifGetPath (24F6)
RegisterCommand NifGetOriginalPath (24F7)
RegisterCommand NifGetNumBlocks (24F8)
RegisterCommand GetNifTypeIndex (24F9)
RegisterCommand NiObjectGetType (24FA)
RegisterCommand NiObjectGetTypeName (24FB)
RegisterCommand NiObjectTypeDerivesFrom (24FC)
RegisterCommand NiObjectNETGetName (24FD)
RegisterCommand NiObjectNETSetName (24FE)
RegisterCommand NiObjectNETGetNumExtraData (24FF)
SetOpcodeBase 00002510
RegisterCommand NiObjectNETGetExtraData (2510)
RegisterCommand NiObjectNETGetExtraDataByName (2511)
RegisterCommand NiObjectNETAddExtraData (2512)
RegisterCommand NiObjectNETDeleteExtraData (2513)
RegisterCommand NiExtraDataGetName (2514)
RegisterCommand NiExtraDataSetName (2515)
RegisterCommand NiExtraDataGetNumber (2516)
RegisterCommand NiExtraDataSetNumber (2517)
RegisterCommand NiExtraDataGetString (2518)
RegisterCommand NiExtraDataSetString (2519)
RegisterCommand NiExtraDataGetArray (251A)
SetOpcodeBase 0000251C
RegisterCommand NiAVObjectGetLocalTransform (251C)
RegisterCommand NiAVObjectGetLocalTranslation (251D)
RegisterCommand NiAVObjectGetLocalRotation (251E)
RegisterCommand NiAVObjectGetLocalScale (251F)
SetOpcodeBase 00002523
RegisterCommand NiAVObjectSetLocalScale (2523)
RegisterCommand NiAVObjectSetLocalTransformTEMP (2524)
RegisterCommand NiAVObjectSetLocalTranslationTEMP (2525)
RegisterCommand NiAVObjectSetLocalRotationTEMP (2526)
RegisterCommand NiAVObjectGetNumProperties (2527)
RegisterCommand NiAVObjectGetProperties (2528)
RegisterCommand NiAVObjectGetPropertyByType (2529)
RegisterCommand NiAVObjectAddProperty (252A)
RegisterCommand NiAVObjectDeleteProperty (252B)
RegisterCommand NiNodeGetNumChildren (252C)
RegisterCommand NiNodeGetChildren (252D)
RegisterCommand NiNodeGetChildByName (252E)
RegisterCommand NiNodeDeleteChild (252F)
SetOpcodeBase 000025C0
RegisterCommand NiTexturingPropertyGetTextureCount (25C0)
RegisterCommand NiTexturingPropertySetTextureCount (25C1)
RegisterCommand NiTexturingPropertyHasTexture (25C2)
RegisterCommand NiTexturingPropertyGetTextureSource (25C3)
SetOpcodeBase 000025C6
RegisterCommand NiTexturingPropertyGetTextureClampMode (25C6)
RegisterCommand NiTexturingPropertyGetTextureFilterMode (25C7)
RegisterCommand NiTexturingPropertyGetTextureUVSet (25C8)
RegisterCommand NiTexturingPropertyTextureHasTransform (25C9)
RegisterCommand NiTexturingPropertyGetTextureTranslation (25CA)
RegisterCommand NiTexturingPropertyGetTextureTiling (25CB)
RegisterCommand NiTexturingPropertyGetTextureRotation (25CC)
RegisterCommand NiTexturingPropertyGetTextureCenterOffset (25CD)
RegisterCommand NiTexturingPropertySetTextureClampMode (25CE)
RegisterCommand NiTexturingPropertySetTextureFilterMode (25CF)
SetOpcodeBase 00002660
RegisterCommand NiTexturingPropertySetTextureUVSet (2660)
RegisterCommand NiTexturingPropertySetTextureHasTransform (2661)
SetOpcodeBase 00002664
RegisterCommand NiTexturingPropertySetTextureRotation (2664)
SetOpcodeBase 00002666
RegisterCommand NiSourceTextureIsixternal (2666)
RegisterCommand NiSourceTextureGetFile (2667)
RegisterCommand NiSourceTextureSetExternalTexture (2668)
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifSE.dll (00000001 NifSE 0001002F) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\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 C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
loading from C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.ess
loading from C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.obse
plugin has data in save file but no handler
plugin did not read all of its data (at 000000000002A1FE expected 000000000002A1FF)


Shaderlist.txt
Spoiler

NormalFilterAA.fx
SSII.fx
Ring_SSAO.fx
DepthOfField.fx
Godrays.fx
Celshader+EdgeAA.fx
ENBColorEffect.fx
HLSLbleachbypass.fx
HLSLColorGrading02.fx


Images URLs
-normal
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot0.jpg
-bug
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot1.jpg

Godrays.fx - settings have been changed to the 'Smooth' recommended settings.
Spoiler

extern float noonshaftex = 0.93f;
extern float noondecay = 0.89;
extern float endevening = 22.0f;
extern float Density=0.65;
extern float Weight=0.65;
extern float noonsaturate = 0.015f;


Also if curious. What the hell's wrong with my torch >_< look at teh FIRE* And also part of the whole Godray thing.... what the frack. Removed Godray from shaderlist.txt and then the fire and the entire place is fixed in one go. Depressing >_<
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot3.jpg
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Tue Mar 29, 2011 11:44 pm

Game startup OK, New/Load game OK, lockup 3-4 seconds into game. Suspect something isnt loading correctly.

Using _31 DX9 dll

Windows XP SP3
Nvidia 9800GT
OBGE Log:
Spoiler

Ingnoring message.
Ingnoring message.
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1280,768) created OK.
Depth buffer attached OK. 0
Starting a new game.
Creating vertex buffers.
Creating shader textures.
Width = 1280, Height = 768
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Error opening shaderlist.txt file.
Added to list OK.
Shader (NormalFilterAA.fx) - Script refID = 1d000800
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Shader (SSII.fx) - Script refID = 1d000800
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Shader (HBAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\HBAO.fx)
Setting effects screen texture.
Shader (ssao_perf.fx) - Script refID = 1d000800
Loading shader (data\shaders\ssao_perf.fx)
Setting effects screen texture.
Shader (ssao_test.fx) - Script refID = 1d000800
Loading shader (data\shaders\ssao_test.fx)
Found filename : ssao\RandomNoiseB.dds
Loading texture (data\textures\ssao\RandomNoiseB.dds)
Setting effects screen texture.
Shader (Ring_SSAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Shader (Volumetric_SSAO.fx) - Script refID = 1d000800
Loading shader (data\shaders\Volumetric_SSAO.fx)
Setting effects screen texture.
Shader (DepthOfField.fx) - Script refID = 1d000800
Loading shader (data\shaders\DepthOfField.fx)
Shader compilation errors occured - trying legacy compiler.
Setting effects screen texture.
Shader (CrysisDoF.fx) - Script refID = 1d000800
Loading shader (data\shaders\CrysisDoF.fx)
Setting effects screen texture.
Shader (Bokeh_Circle_DoF.fx) - Script refID = 1d000800
Loading shader (data\shaders\Bokeh_Circle_DoF.fx)
Shader compilation errors occured - trying legacy compiler.

OBSE log:
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = d:\steam\steamapps\common\oblivion\
plugin directory = d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGE.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGE.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin d:\steam\steamapps\common\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 d:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
patched
HandleNewGameHook

No shaderlist.

Any help please?
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Tue Mar 29, 2011 10:52 pm

Everything works fine except in only one place. I'll explain.

I am using Midas Magic and I used a spell specific to the mod called "Astral Recall."
The room the spell takes me is the 'astral realm' where there are planets floating around. However instead of the usual setting, the entire area is black. Now this seems to only happen with Godrays.fx is enabled. Every other shader in that room just works as they normally do. So I was wondering does anyone know any settings for Godrays to keep being enabled while not ruining this one important place?

OS: Windows 7 Home Premium 64-bit
Graphics Card: ATI Radeon HD 4850

OBGEv2.log (Hopefully OBGEv2.txt)
Spoiler

Detoured GetRenderedSurfaceParameters(); succeeded
Ingnoring message.
Ingnoring message.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: D3D queried from 0x00763e24
OD3D9: D3D constructed from 0x00d27004
OD3D9: D3D queried from 0x00761e31
OD3D9: D3D constructed from 0x00d27004
OD3D9: Device queried from 0x0076a547
OD3D9: Device constructed from 0x00d08987
Pre Hook
RESZ format supported.
OD3D9: DS GetSurfaceLevel[0]: 0x08cdbec0
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64f60
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64fa0
OD3D9: RT GetSurfaceLevel[0]: 0x0ce64fe0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
OD3D9: RT GetSurfaceLevel[0]: 0x3432bd40
OD3D9: RT GetSurfaceLevel[0]: 0x3432bd80
OD3D9: RT GetSurfaceLevel[0]: 0x3432bdc0
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\Celshader+EdgeAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\ENBColorEffect.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLbleachbypass.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Loading shader (data\shaders\Ring_SSAO.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\Celshader+EdgeAA.fx)
Setting effects screen texture.
Loading shader (data\shaders\ENBColorEffect.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLbleachbypass.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Save file links 0 textures.
Shader Index = 4
Shader num = 0
Filename = DRSplatter.fx
Enabled = 0
RefID = 9F000800
Is in use = 1
Loading shader (data\shaders\DRSplatter.fx)
Int flgBlood = 0(1)
Float tmrBlood = 0.000000(1)
Float rcpres = 0.000521(2)
Float blurDiv = 5.200000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 1
Filename = Water2D.fx
Enabled = 1
RefID = 69000ED5
Is in use = 1
Loading shader (data\shaders\Water2D.fx)
Found filename : effects\water_NRM_2D.dds
Loading texture (data\textures\effects\water_NRM_2D.dds)
Found filename : water\alternatelavaX.dds
Loading texture (data\textures\water\alternatelavaX.dds)
Float causticsStrength = 0.400000(1)
Float choppiness = 0.800000(1)
Float reflectivity = 0.900000(1)
Float turbidity = 1.000000(1)
Float inScattCoeff = 0.120000(1)
Float inExtCoeff = 0.360000(1)
Float depthDarkness = 0.100000(1)
Float LODdistance = 1.000000(1)
Float MinLOD = 0.000000(1)
Float waterHeight = -1000.000000(1)
Float sunColor = 0.000000(1)
Float fogStart = 1.000000(1)
Float fogEnd = 8000.000000(1)
Float fogColor = 0.215686(1)
Float lava = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.756714(1)
Float m44world = 1.000000(1)
Float m44view = -0.956446(1)
Float m44proj = 0.977419(1)
Float f4SunDir = -1.#IND00(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 2
Filename = Water.fx
Enabled = 0
RefID = 69000ED5
Is in use = 1
Loading shader (data\shaders\Water.fx)
Found filename : effects\water_NRM.dds
Loading texture (data\textures\effects\water_NRM.dds)
Found filename : water\alternatelavaX.dds
Loading texture (data\textures\water\alternatelavaX.dds)
Linking to existing texture.
Float causticsStrength = 0.350000(1)
Float choppiness = 0.800000(1)
Float waveHeight = 35.000000(1)
Float reflectivity = 0.900000(1)
Float turbidity = 1.000000(1)
Float inScattCoeff = 0.130000(1)
Float inExtCoeff = 0.398400(1)
Float depthDarkness = 0.100000(1)
Float LODdistance = 1.000000(1)
Float MinLOD = 0.000000(1)
Float waterHeight = 0.000000(1)
Float sunColor = 1.000000(1)
Float fogStart = 4096.000000(1)
Float fogEnd = 170000.000000(1)
Float fogColor = 0.390000(1)
Float lava = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.000000(1)
Float m44world = 0.000000(1)
Float m44view = 0.000000(1)
Float m44proj = 0.000000(1)
Float f4SunDir = 0.000000(1)
Float rcpres = 0.000521(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 3
Filename = ScreenEffects.fx
Enabled = 1
RefID = A000ED4
Is in use = 1
Loading shader (data\shaders\ScreenEffects.fx)
Float brightness = 1.000000(1)
Float shadows = 1.000000(1)
Float highlights = 1.000000(1)
Float contrast = 1.000000(1)
Float saturation = 1.000000(1)
Int p_steps = 0(1)
Float blurdist = 0.000000(1)
Float gfoffset = 0.408954(1)
Float gfmagnitude = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Ingnoring message.
OD3D9: RT GetSurfaceLevel[0]: 0x35065060
OD3D9: RT GetSurfaceLevel[0]: 0x350650a0
OD3D9: RT GetSurfaceLevel[0]: 0x350650e0
OD3D9: RT GetSurfaceLevel[0]: 0x35065120
OD3D9: RT GetSurfaceLevel[0]: 0x35065160
OD3D9: RT GetSurfaceLevel[0]: 0x350651a0
OD3D9: RT GetSurfaceLevel[0]: 0x35065320
OD3D9: RT GetSurfaceLevel[0]: 0x35065360
OD3D9: RT GetSurfaceLevel[0]: 0x350653a0
OD3D9: RT GetSurfaceLevel[0]: 0x350653e0
Alt Render target - width = 1920, height = 1080
OD3D9: RT GetSurfaceLevel[0]: 0x353dfc60
OD3D9: RT GetSurfaceLevel[0]: 0x353dfca0
OD3D9: RT GetSurfaceLevel[0]: 0x353dfce0
Shader (Water2D.fx) - Script refID = d5000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Water.fx) - Script refID = d5000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (DRSplatter.fx) - Script refID = 9e000800
Loading shader that already exists. Returning index of existing shader.
Shader (ScreenEffects.fx) - Script refID = a000ed4
Loading shader that already exists. Returning index of existing shader.
OD3D9: RT GetSurfaceLevel[0]: 0x353e16a0
OD3D9: RT GetSurfaceLevel[0]: 0x353e16e0
OD3D9: RT GetSurfaceLevel[0]: 0x353e1720


Obse.log (Hopefully obse.txt)
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\
plugin directory = C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifSE.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifWriteToDisk (24F3)
RegisterCommand NifOpen (24F4)
RegisterCommand NifClose (24F5)
RegisterCommand NifGetPath (24F6)
RegisterCommand NifGetOriginalPath (24F7)
RegisterCommand NifGetNumBlocks (24F8)
RegisterCommand GetNifTypeIndex (24F9)
RegisterCommand NiObjectGetType (24FA)
RegisterCommand NiObjectGetTypeName (24FB)
RegisterCommand NiObjectTypeDerivesFrom (24FC)
RegisterCommand NiObjectNETGetName (24FD)
RegisterCommand NiObjectNETSetName (24FE)
RegisterCommand NiObjectNETGetNumExtraData (24FF)
SetOpcodeBase 00002510
RegisterCommand NiObjectNETGetExtraData (2510)
RegisterCommand NiObjectNETGetExtraDataByName (2511)
RegisterCommand NiObjectNETAddExtraData (2512)
RegisterCommand NiObjectNETDeleteExtraData (2513)
RegisterCommand NiExtraDataGetName (2514)
RegisterCommand NiExtraDataSetName (2515)
RegisterCommand NiExtraDataGetNumber (2516)
RegisterCommand NiExtraDataSetNumber (2517)
RegisterCommand NiExtraDataGetString (2518)
RegisterCommand NiExtraDataSetString (2519)
RegisterCommand NiExtraDataGetArray (251A)
SetOpcodeBase 0000251C
RegisterCommand NiAVObjectGetLocalTransform (251C)
RegisterCommand NiAVObjectGetLocalTranslation (251D)
RegisterCommand NiAVObjectGetLocalRotation (251E)
RegisterCommand NiAVObjectGetLocalScale (251F)
SetOpcodeBase 00002523
RegisterCommand NiAVObjectSetLocalScale (2523)
RegisterCommand NiAVObjectSetLocalTransformTEMP (2524)
RegisterCommand NiAVObjectSetLocalTranslationTEMP (2525)
RegisterCommand NiAVObjectSetLocalRotationTEMP (2526)
RegisterCommand NiAVObjectGetNumProperties (2527)
RegisterCommand NiAVObjectGetProperties (2528)
RegisterCommand NiAVObjectGetPropertyByType (2529)
RegisterCommand NiAVObjectAddProperty (252A)
RegisterCommand NiAVObjectDeleteProperty (252B)
RegisterCommand NiNodeGetNumChildren (252C)
RegisterCommand NiNodeGetChildren (252D)
RegisterCommand NiNodeGetChildByName (252E)
RegisterCommand NiNodeDeleteChild (252F)
SetOpcodeBase 000025C0
RegisterCommand NiTexturingPropertyGetTextureCount (25C0)
RegisterCommand NiTexturingPropertySetTextureCount (25C1)
RegisterCommand NiTexturingPropertyHasTexture (25C2)
RegisterCommand NiTexturingPropertyGetTextureSource (25C3)
SetOpcodeBase 000025C6
RegisterCommand NiTexturingPropertyGetTextureClampMode (25C6)
RegisterCommand NiTexturingPropertyGetTextureFilterMode (25C7)
RegisterCommand NiTexturingPropertyGetTextureUVSet (25C8)
RegisterCommand NiTexturingPropertyTextureHasTransform (25C9)
RegisterCommand NiTexturingPropertyGetTextureTranslation (25CA)
RegisterCommand NiTexturingPropertyGetTextureTiling (25CB)
RegisterCommand NiTexturingPropertyGetTextureRotation (25CC)
RegisterCommand NiTexturingPropertyGetTextureCenterOffset (25CD)
RegisterCommand NiTexturingPropertySetTextureClampMode (25CE)
RegisterCommand NiTexturingPropertySetTextureFilterMode (25CF)
SetOpcodeBase 00002660
RegisterCommand NiTexturingPropertySetTextureUVSet (2660)
RegisterCommand NiTexturingPropertySetTextureHasTransform (2661)
SetOpcodeBase 00002664
RegisterCommand NiTexturingPropertySetTextureRotation (2664)
SetOpcodeBase 00002666
RegisterCommand NiSourceTextureIsixternal (2666)
RegisterCommand NiSourceTextureGetFile (2667)
RegisterCommand NiSourceTextureSetExternalTexture (2668)
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifSE.dll (00000001 NifSE 0001002F) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\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 C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin C:\Users\Silki\Documents\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
loading from C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.ess
loading from C:\Users\Silki\Documents\My Games\Oblivion\Saves\Save 94 - Jeanne - Astral Plane, Level 6, Playing Time 08.40.57.obse
plugin has data in save file but no handler
plugin did not read all of its data (at 000000000002A1FE expected 000000000002A1FF)


Shaderlist.txt
Spoiler

NormalFilterAA.fx
SSII.fx
Ring_SSAO.fx
DepthOfField.fx
Godrays.fx
Celshader+EdgeAA.fx
ENBColorEffect.fx
HLSLbleachbypass.fx
HLSLColorGrading02.fx


Images URLs
-normal
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot0.jpg
-bug
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot1.jpg

Godrays.fx - settings have been changed to the 'Smooth' recommended settings.
Spoiler

extern float noonshaftex = 0.93f;
extern float noondecay = 0.89;
extern float endevening = 22.0f;
extern float Density=0.65;
extern float Weight=0.65;
extern float noonsaturate = 0.015f;


Also if curious. What the hell's wrong with my torch >_< look at teh FIRE*
http://i871.photobucket.com/albums/ab274/2wardsthesky/ScreenShot3.jpg


Godrays is known to cause issues in certain situations, e.g. nighteye in some cases. I would imagine this is just another one of those situations. There is no known fix currently.

Any help please?


I imagine you're using the support plugin? The first time you load a save after you activate the support plugin you'll experience a lockup/freeze of maybe half a minute or so. To shorten it you could delete any effects from your shaders directory that you don't plan on ever using.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Wed Mar 30, 2011 3:35 am

right, thanks for that, attempting delete of low-performance shaders.

EDIT: Thank you, works now, will report any other bugs to help test in thanks :) Had to remove large-performance-hit shaders.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Wed Mar 30, 2011 11:15 am

I think I have spent 800 times more time tweaking and testing oblivion than I have playing oblivion as if It's just a game with absolutely no mod potential. At some point, I have to actually be happy with what I have.

Once I have shadows that is.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Wed Mar 30, 2011 10:57 am

Hmm, any recommended settings or shaders to bring about more realism in the colors of Oblivion without making it look gaudy-bling like the ENBseries?
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Wed Mar 30, 2011 12:04 am

Hmm, any recommended settings or shaders to bring about more realism in the colors of Oblivion without making it look gaudy-bling like the ENBseries?


http://www.tesnexus.com/downloads/file.php?id=16323 would be what you're looking for. Particularly the Contrast and Highlights settings. :thumbsup:
Be sure to delete the OBGE.dll file that comes with Screen Effects though as it can conflict with OBGEv2.dll.
Screen Effects will add "Matrix Of Perception" to your in game inventory.
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Wed Mar 30, 2011 1:00 am

"Realism"...?

Pretty subjective. If you mean strictly natural, you'll have a rough time achieving that (and appropriate textures, meshes and normal maps would go further towards this - also lighting, like All Natural's, maybe...) Otherwise, I'm not quite sure what you mean.

A bit more info?


edit: The thing I would do is, simply try enabling various shaders, one by one, then in combination. If you feel the need to tweak any of them, do so. :shrug:

edit2: never mind this bit. was only trying to be helpful. eh. :/
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed Mar 30, 2011 11:09 am

I just tried Deadly Reflex 6, and when I started my game, I got this weird error that I believe is caused by OBGE. Deadly Reflex 6 includes a shader for blood splatters on the screen. Everything is fine at first, but when I enter combat and my torch is automatically dropped (from Drop Lit Torches OBSE, a Deadly Reflex 6 requirement), the screen will rapidly flicker from a scene of a door that I passed earlier on in the dungeon during that play session and the current scene of combat. The reason I think that this is because of OBGE in general is that the same thing happened when I entered combat with just OBGE Liquid Water enabled (I disabled that mod after initially experiencing this problem).

  • Operating system: Windows Vista Ultimate 64-bit
  • Graphics card: Nvidia GeForce GTX 280

OBGEv2.txt:
Spoiler
Ingnoring message.
Ingnoring message.
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1200
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Error opening shaderlist.txt file.
Added to list OK.
Loading the shaders.
Error opening shaderlist.txt file.
Save file links 0 textures.
Shader Index = 1
Shader num = 0
Filename = radialblur.fx
Enabled = 0
RefID = 1C000ED4
Is in use = 1
Loading shader (data\shaders\radialblur.fx)
Float texelSize = 0.000521(1)
Float rcpres = 0.000521(2)
Float speed = 0.000000(1)
Float horizon = 0.495509(1)
Float cx = 0.500000(1)
Setting effects screen texture.
Inserting the shader into the list.
Ingnoring message.
Alt Render target - width = 1920, height = 1200
Shader (DRSplatter.fx) - Script refID = 78000800
Loading shader (data\shaders\DRSplatter.fx)
Setting effects screen texture.
Shader (radialblur.fx) - Script refID = 1c000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1920, height = 1200
Shader (radialblur.fx) - Script refID = 1c000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1920, height = 1200
Shader (radialblur.fx) - Script refID = 1c000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1920, height = 1200
Shader (radialblur.fx) - Script refID = 1c000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 256, height = 256
Received save game message.
Ingnoring message.
Saving a game.
Calling TextureManager::SaveGame
ShaderManager::SaveGame
Shader index = 2
Shader radialblur.fx has 7 parameters.
Found float: name - texelSize, size - 1, data[0] - 0.000521
Found float: name - rcpres, size - 2, data[0] - 0.000521
Found float: name - speed, size - 1, data[0] - 0.234140
Found float: name - horizon, size - 1, data[0] - 0.539534
Found float: name - cx, size - 1, data[0] - 0.500000
Found texture: name - thisframe - not in texture list.
Shader DRSplatter.fx has 10 parameters.
Found int: name - flgBlood, size - 1, data[0] - 0
Found float: name - tmrBlood, size - 1, data[0] - 0.000000
Found float: name - rcpres, size - 2, data[0] - 0.000521
Found texture: name - thisframe - not in texture list.
Found texture: name - lastpass - not in texture list.
Found texture: name - mapBlood - not in texture list.
Found float: name - blurDiv, size - 1, data[0] - 5.200000
Alt Render target - width = 1920, height = 1200
Shader (radialblur.fx) - Script refID = 1c000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1920, height = 1200
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.

OBSE.txt:
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = E:\Oblivion\
plugin directory = E:\Oblivion\Data\OBSE\Plugins\
checking plugin E:\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin E:\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin E:\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\NifSE.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifWriteToDisk (24F3)
RegisterCommand NifOpen (24F4)
RegisterCommand NifClose (24F5)
RegisterCommand NifGetPath (24F6)
RegisterCommand NifGetOriginalPath (24F7)
RegisterCommand NifGetNumBlocks (24F8)
RegisterCommand GetNifTypeIndex (24F9)
RegisterCommand NiObjectGetType (24FA)
RegisterCommand NiObjectGetTypeName (24FB)
RegisterCommand NiObjectTypeDerivesFrom (24FC)
RegisterCommand NiObjectNETGetName (24FD)
RegisterCommand NiObjectNETSetName (24FE)
RegisterCommand NiObjectNETGetNumExtraData (24FF)
SetOpcodeBase 00002510
RegisterCommand NiObjectNETGetExtraData (2510)
RegisterCommand NiObjectNETGetExtraDataByName (2511)
RegisterCommand NiObjectNETAddExtraData (2512)
RegisterCommand NiObjectNETDeleteExtraData (2513)
RegisterCommand NiExtraDataGetName (2514)
RegisterCommand NiExtraDataSetName (2515)
RegisterCommand NiExtraDataGetNumber (2516)
RegisterCommand NiExtraDataSetNumber (2517)
RegisterCommand NiExtraDataGetString (2518)
RegisterCommand NiExtraDataSetString (2519)
RegisterCommand NiExtraDataGetArray (251A)
SetOpcodeBase 0000251C
RegisterCommand NiAVObjectGetLocalTransform (251C)
RegisterCommand NiAVObjectGetLocalTranslation (251D)
RegisterCommand NiAVObjectGetLocalRotation (251E)
RegisterCommand NiAVObjectGetLocalScale (251F)
SetOpcodeBase 00002523
RegisterCommand NiAVObjectSetLocalScale (2523)
RegisterCommand NiAVObjectSetLocalTransformTEMP (2524)
RegisterCommand NiAVObjectSetLocalTranslationTEMP (2525)
RegisterCommand NiAVObjectSetLocalRotationTEMP (2526)
RegisterCommand NiAVObjectGetNumProperties (2527)
RegisterCommand NiAVObjectGetProperties (2528)
RegisterCommand NiAVObjectGetPropertyByType (2529)
RegisterCommand NiAVObjectAddProperty (252A)
RegisterCommand NiAVObjectDeleteProperty (252B)
RegisterCommand NiNodeGetNumChildren (252C)
RegisterCommand NiNodeGetChildren (252D)
RegisterCommand NiNodeGetChildByName (252E)
RegisterCommand NiNodeDeleteChild (252F)
SetOpcodeBase 000025C0
RegisterCommand NiTexturingPropertyGetTextureCount (25C0)
RegisterCommand NiTexturingPropertySetTextureCount (25C1)
RegisterCommand NiTexturingPropertyHasTexture (25C2)
RegisterCommand NiTexturingPropertyGetTextureSource (25C3)
SetOpcodeBase 000025C6
RegisterCommand NiTexturingPropertyGetTextureClampMode (25C6)
RegisterCommand NiTexturingPropertyGetTextureFilterMode (25C7)
RegisterCommand NiTexturingPropertyGetTextureUVSet (25C8)
RegisterCommand NiTexturingPropertyTextureHasTransform (25C9)
RegisterCommand NiTexturingPropertyGetTextureTranslation (25CA)
RegisterCommand NiTexturingPropertyGetTextureTiling (25CB)
RegisterCommand NiTexturingPropertyGetTextureRotation (25CC)
RegisterCommand NiTexturingPropertyGetTextureCenterOffset (25CD)
RegisterCommand NiTexturingPropertySetTextureClampMode (25CE)
RegisterCommand NiTexturingPropertySetTextureFilterMode (25CF)
SetOpcodeBase 00002660
RegisterCommand NiTexturingPropertySetTextureUVSet (2660)
RegisterCommand NiTexturingPropertySetTextureHasTransform (2661)
SetOpcodeBase 00002664
RegisterCommand NiTexturingPropertySetTextureRotation (2664)
SetOpcodeBase 00002666
RegisterCommand NiSourceTextureIsixternal (2666)
RegisterCommand NiSourceTextureGetFile (2667)
RegisterCommand NiSourceTextureSetExternalTexture (2668)
plugin E:\Oblivion\Data\OBSE\Plugins\\NifSE.dll (00000001 NifSE 0001002F) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin E:\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_Hud.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)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin E:\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_Hud.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctly
checking plugin E:\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 E:\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\open_cities.dll
plugin E:\Oblivion\Data\OBSE\Plugins\\open_cities.dll (00000002 open_cities 00000001) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin E:\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
checking plugin E:\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin E:\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
loading from C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\Save 10656 - Lentakhri - Horn Cave, Level 9, Playing Time 11.15.33.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\Save 10656 - Lentakhri - Horn Cave, Level 9, Playing Time 11.15.33.ess
loading from C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\Save 10656 - Lentakhri - Horn Cave, Level 9, Playing Time 11.15.33.obse
plugin did not read all of its data (at 000000000000B5C7 expected 000000000000B5C8)
RenameGameHook: C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.ess -> C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.bak
renaming C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.obse -> C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.obse.bak
DoSaveGameHook: C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.ess
saving to C:\Users\Sam Korson\Documents\My Games\Oblivion\Saves\quicksave.obse

shaderlist.txt: Not present.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Wed Mar 30, 2011 2:54 am

Wasn't DR's blood splattering supposed to be broken?
Hello.
I converted MLAA shader for OBGEv2.
This is running on RADEON videocard only, at original OBGEv2.dll (tested with HD4670, HD5870, HD6850).
(need to set "iBufferTexturesNumBits=32" in OBGE.ini if you want to run with original OBGEv2.dll)
Because this shader use Alpha channel of "lastpass" texture but NVIDIA videocards have fixed Alpha channel (always return 1).

I modified OBGEv2.dll and got good result (tested with GeForce 7600GS).
- add Alpha channel to "iBufferTexturesNumBits=8" texture. It is not necessary to use "iBufferTexturesNumBits=32", that is very slow,
- render to "tempSurf" surface insted of "RenderTo" surface for NVIDIA videocards. This needs a little bit more memory and time.

shader and .dll is http://shy.jsphr.net/upload/img/ups26037.zip.
This is awesome! So awesome, in fact, that I'm quoting it so that people don't miss it.
It works well using the modified DLL on my 8800GTS (I haven't tested with a normal DLL, though).

Any chance of this being supported in the next version of Liquid Water? Assuming, of course, that you aren't actually all really busy doing extreme shader hackery with Ethatron's extreme shader hackery thingy?
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Wed Mar 30, 2011 7:00 am

Any chance of this being supported in the next version of Liquid Water? Assuming, of course, that you aren't actually all really busy doing extreme shader hackery with Ethatron's extreme shader hackery thingy?


I'll look at the source-code. Pretty forward-thinking to include that! :thumbsup:
Too bad it's not a diff ... :glare:
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Wed Mar 30, 2011 12:29 pm

Hello.
I converted MLAA shader for OBGEv2.
This is running on RADEON videocard only, at original OBGEv2.dll (tested with HD4670, HD5870, HD6850).
(need to set "iBufferTexturesNumBits=32" in OBGE.ini if you want to run with original OBGEv2.dll)
Because this shader use Alpha channel of "lastpass" texture but NVIDIA videocards have fixed Alpha channel (always return 1).

I modified OBGEv2.dll and got good result (tested with GeForce 7600GS).
- add Alpha channel to "iBufferTexturesNumBits=8" texture. It is not necessary to use "iBufferTexturesNumBits=32", that is very slow,
- render to "tempSurf" surface insted of "RenderTo" surface for NVIDIA videocards. This needs a little bit more memory and time.

shader and .dll is http://shy.jsphr.net/upload/img/ups26037.zip.


talk to ethatron/tomrek and get this compatible with liquid water and i will give it a good go!
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Wed Mar 30, 2011 12:06 am

Just stopping by to say hello. Ethatron, thanks for your invaluable work. :clap: It will open new possibilities. Subsurface scattering, why not? There is a skin shader already, right? :D

PS. I will make a new godrays shader that looks and works better then the current one for Liquid water. But I'm not sure about interior/night eye compatibility. The practical fix for that is disabling godrays in those situations.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

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