[WIP/REL] Oblivion Graphics Extender

Post » Wed Mar 30, 2011 6:30 am

In terms of replacing Oblivion's HDR shader... would a new one have to be made, or could a pre-existing one be used?


HDR is more than just a shader. It's an entire group of renderpasses. And in addition if you want to make it really right you have to modify the lighting calculation. Currently all light is clamped [0,1], and almost all blending of light is clamped; if it wouldn't be like that non-HDR would look like nightgoggles put on on a bright day. I'm not even sure you really can reach into the algorithms and handle lights above 1.0, but only that is true HDR.

Changing the HDR in it's core is probably programming wise the biggest thing you can change in Oblivion. Changing the range-expander at the end, which makes the bloom, is another thing.
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Kevin Jay
 
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Post » Wed Mar 30, 2011 11:32 am

Also some people might want to http://en.wikipedia.org/wiki/High-dynamic-range_rendering. I sometimes wonder if people have come to use "HDR" interchangeably with bloom, in a way, when it's really something bigger.

I actually didn't realize how much I appreciated until I disabled it briefly to try the first release of the new water. When I loaded my game I was almost surprised that everything looked so flat. Thankfully the new water works pretty well with HDR enabled now, I'm not sure I could have played without it, hehe.

I think we're going to face a new generation of confusion as http://www.nvidia.com/object/tessellation.html becomes more standard, considering it seems a level of magnitude more complicated than what http://en.wikipedia.org/wiki/Tessellation.

EDIT: Does anyone have some good values to use for godrays to make the effect more subtle, or just less overwhelming than the default? I tried the ones suggested in the original post but I don't think I was happy with the results--anyone have something they've used for a while?
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Emma louise Wendelk
 
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Post » Wed Mar 30, 2011 8:04 am

I wonder if we are ever going to see those awesome displacement maps for the water that we saw in morrowind mge. Morrowinds water still has the edge. Significantly.
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 1:51 am

I wonder if we are ever going to see those awesome displacement maps for the water that we saw in morrowind mge. Morrowinds water still has the edge. Significantly.


Displacement maps in the sense of physical 3d waves or in the sense of ripples form as you move through water?
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Genevieve
 
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Post » Wed Mar 30, 2011 6:55 am

Displacement maps in the sense of physical 3d waves or in the sense of ripples form as you move through water?


I think for now, we all just want water ripples back. so what is exactly getting in the way of it? and how is it tied in with the water height issue as you said in the Liquid Water thread?
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Alexis Acevedo
 
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Post » Wed Mar 30, 2011 12:20 pm

Im having some really strange problems, 1st- If I swing at a wall, my sword/fist goes through that wall (If I delete OBGEv2 this problem is fixed), 2nd- I see a light noise texture that I think is from a LOD noise replacer mod ( I have no filmgrain currently on).

I have no idea what the problem is...
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james kite
 
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Post » Tue Mar 29, 2011 10:51 pm

Im having some really strange problems, 1st- If I swing at a wall, my sword/fist goes through that wall (If I delete OBGEv2 this problem is fixed), 2nd- I see a light noise texture that I think is from a LOD noise replacer mod ( I have no filmgrain currently on).

I have no idea what the problem is...


Can you take some screen shots of what is happening?

also RTFM. we need your OBGE.ini OBSE log and OBGE logs and your system like CPU, RAM, GPU, OS etc.
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Brian Newman
 
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Post » Wed Mar 30, 2011 5:31 am

Can you take some screen shots of what is happening?

also RTFM. we need your OBGE.ini OBSE log and OBGE logs and your system like CPU, RAM, GPU, OS etc.


This should explain my delima.
http://img694.imageshack.us/i/oblivion201104111734441.png/ - Thats my arm going through the wall :facepalm:
Here are my stats
Intel core i5 760 2.8ghz
4gigs of RAM
Geforce 560ti
Windows 64 bit

Where are the logs?

[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=1[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1178025-wiprel-oblivion-graphics-extender/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bNoShadersInMenus=0bUseShaderList=1sShaderListFile=data\shaders\shaderlist.txtbUseLegacyCompiler=0bRenderHalfScreen=0[General]bEnabled=1[ScreenBuffers]iBufferTexturesNumBits=8iReflectionMapSize=256

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Justin
 
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Post » Wed Mar 30, 2011 1:04 pm

Now are you on Windows XP or Vista/7? just 64 bits isn't going to help us. and I think they are in your Users/My Documents/My games/Oblivion folder.
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Marquis deVille
 
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Post » Wed Mar 30, 2011 10:33 am

Are there any updated or new shaders released in the last month or so (don't feel like scouring through old threads)?
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Milagros Osorio
 
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Post » Wed Mar 30, 2011 12:02 pm

Are there any updated or new shaders released in the last month or so (don't feel like scouring through old threads)?

Apart from the water, nope. :(

Still, the water got released. :D
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Jessie
 
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Post » Wed Mar 30, 2011 6:35 am

Water, huh? http://i54.tinypic.com/28u4lqg.jpg http://i53.tinypic.com/v4qdrl.jpg http://i52.tinypic.com/wugx0m.jpg http://i51.tinypic.com/2606i42.jpg. :teehee:
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Christine Pane
 
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Post » Wed Mar 30, 2011 8:16 am

Now are you on Windows XP or Vista/7? just 64 bits isn't going to help us. and I think they are in your Users/My Documents/My games/Oblivion folder.


Sorry, Windows 7

I'm not finding the logs, in My Documents, I'm only finding Oblivion.ini, OBGE.ini, BlendSettings.ini, Render.txt, and my saves folder.
I'll continue looking.
Meanwhile, I'll post more images.
http://img194.imageshack.us/i/22935711.png/
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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 6:08 am

Tomerk, is it possible to create http://www.youtube.com/watch?v=Ehb6MkU4djI shader using your snow shader?
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Gavin boyce
 
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Post » Wed Mar 30, 2011 2:16 pm

Tomerk, is it possible to create http://www.youtube.com/watch?v=Ehb6MkU4djI shader using your snow shader?

Not tomerk, but we do have access to the scene normals as the more advanced shaders currently available show, so it looks to me like having a rain shader that does the whole surface run-off thing is actually possible. That doesn't mean we can give rain collision though. Boy, now that got me excited. Damn my workload. :(

Tomerk: There's your next project (that and procedural water splashes on screen). :D
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Sophie Louise Edge
 
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Post » Wed Mar 30, 2011 5:03 am

First I want to get all the kinks worked out of the water project (meaning ALL the bugs, the transparency issues, the water height issues, etc.) and get it reintegrated into the main OBGEv2 (since it is a fork of the project currently) then I'll see what I can do about rain shaders and procedural water splashes :P
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Alyesha Neufeld
 
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Post » Wed Mar 30, 2011 9:12 am

First I want to get all the kinks worked out of the water project (meaning ALL the bugs, the transparency issues, the water height issues, etc.) and get it reintegrated into the main OBGEv2 (since it is a fork of the project currently) then I'll see what I can do about rain shaders and procedural water splashes :P


Any idea on how to get the OBGE to work with transparent textures? is it even possible?
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Charlotte Henderson
 
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Post » Tue Mar 29, 2011 11:08 pm

In terms of the water at least: Rendering the water before transparent things are applied to the screen
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rheanna bruining
 
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Post » Wed Mar 30, 2011 5:34 am

Sorry, Windows 7

I'm not finding the logs, in My Documents, I'm only finding Oblivion.ini, OBGE.ini, BlendSettings.ini, Render.txt, and my saves folder.
I'll continue looking.
Meanwhile, I'll post more images.
http://img194.imageshack.us/i/22935711.png/


Found my logs, they were hiding in my appdata. :celebration:

OBGEv2
Detoured GetRenderedSurfaceParameters(); succeededIngnoring message.Ingnoring message.Init: D3D9.DLL loaded.Init: Took over Direct3DCreate9.OD3D9: D3D queried from 0x00763e24OD3D9: D3D constructed from 0x00bd64c4OD3D9: D3D queried from 0x00761e31OD3D9: D3D constructed from 0x00bd64c4OD3D9: Device queried from 0x0076a547OD3D9: Device constructed from 0x00bb8507Pre HookRESZ not supported.OD3D9: DS GetSurfaceLevel[0]: 0x05d5fce0Depth buffer texture (INTZ) (1680,1050) created OK.Depth buffer attached OK. 0OD3D9: RT GetSurfaceLevel[0]: 0x09ce1f60OD3D9: RT GetSurfaceLevel[0]: 0x09ce1fa0OD3D9: RT GetSurfaceLevel[0]: 0x09ce1fe0OD3D9: RT GetSurfaceLevel[0]: 0x09ce2020OD3D9: RT GetSurfaceLevel[0]: 0x09ce2060OD3D9: RT GetSurfaceLevel[0]: 0x09ce20a0OD3D9: RT GetSurfaceLevel[0]: 0x09ce20e0OD3D9: RT GetSurfaceLevel[0]: 0x09ce2120OD3D9: RT GetSurfaceLevel[0]: 0x09d5fde0OD3D9: RT GetSurfaceLevel[0]: 0x09d5fe20OD3D9: RT GetSurfaceLevel[0]: 0x09d5fe60OD3D9: RT GetSurfaceLevel[0]: 0x09d5fea0OD3D9: RT GetSurfaceLevel[0]: 0x09d5fee0Starting a new game.Creating vertex buffers.Creating shader textures.Width = 1680, Height = 1050OD3D9: RT GetSurfaceLevel[0]: 0x31a2e860OD3D9: RT GetSurfaceLevel[0]: 0x31a2fc20OD3D9: RT GetSurfaceLevel[0]: 0x31a2fc60Setting shader surfaces.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.OD3D9: RT GetSurfaceLevel[0]: 0x35ba9b20OD3D9: RT GetSurfaceLevel[0]: 0x35ba9ae0OD3D9: RT GetSurfaceLevel[0]: 0x35ba9aa0OD3D9: RT GetSurfaceLevel[0]: 0x35ba9a60Alt Render target - width = 1680, height = 1050Shader (Ring_SSAO.fx) - Script refID = 16000ed5  Loading shader (data\shaders\Ring_SSAO.fx)Setting effects screen texture.Shader (Volumetric_SSAO.fx) - Script refID = 16000ed5  Loading shader (data\shaders\Volumetric_SSAO.fx)Setting effects screen texture.Shader (HBAO.fx) - Script refID = 16000ed5  Loading shader (data\shaders\HBAO.fx)Setting effects screen texture.Shader (Water.fx) - Script refID = 16000ed5  Loading shader (data\shaders\Water.fx)Found filename : effects\water_NRM.ddsLoading texture (data\textures\effects\water_NRM.dds)Found filename : water\alternatelavaX.ddsLoading texture (data\textures\water\alternatelavaX.dds)Setting effects screen texture.Shader (DepthOfField.fx) - Script refID = 16000ed5  Loading shader (data\shaders\DepthOfField.fx)Shader compilation errors occured - trying legacy compiler.Setting effects screen texture.Shader (CrysisDoF.fx) - Script refID = 16000ed5  Loading shader (data\shaders\CrysisDoF.fx)Setting effects screen texture.Shader (Godrays.fx) - Script refID = 16000ed5  Loading shader (data\shaders\Godrays.fx)Setting effects screen texture.Shader (NormalFilterAA.fx) - Script refID = 16000ed5  Loading shader (data\shaders\NormalFilterAA.fx)Failed to load.Shader (ENBColorEffect.fx) - Script refID = 16000ed5  Loading shader (data\shaders\ENBColorEffect.fx)Failed to load.Shader (ColorMood.fx) - Script refID = 16000ed5  Loading shader (data\shaders\ColorMood.fx)Failed to load.Shader (HLSLbleachbypass.fx) - Script refID = 16000ed5  Loading shader (data\shaders\HLSLbleachbypass.fx)Failed to load.Shader (HLSLColorGrading02.fx) - Script refID = 16000ed5  Loading shader (data\shaders\HLSLColorGrading02.fx)Failed to load.Shader (obsharpen.fx) - Script refID = 16000ed5  Loading shader (data\shaders\obsharpen.fx)Failed to load.Shader (ColorEffects.fx) - Script refID = 16000ed5  Loading shader (data\shaders\ColorEffects.fx)Failed to load.Shader (HLSLvignette.fx) - Script refID = 16000ed5  Loading shader (data\shaders\HLSLvignette.fx)Failed to load.OD3D9: RT GetSurfaceLevel[0]: 0x3797a760Alt Render target - width = 256, height = 256Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 7Shader Ring_SSAO.fx has 21 parameters.Found float: name - scale, size - 1, data[0] - 2.000000Found float: name - aoRadiusMultiplier, size - 1, data[0] - 4.000000Found float: name - aoStrengthMultiplier, size - 1, data[0] - 3.000000Found float: name - aoCap, size - 1, data[0] - 1.000000Found float: name - aoClamp, size - 1, data[0] - 0.700000Found float: name - angleBias, size - 1, data[0] - 20.000000Found float: name - aorange, size - 1, data[0] - 150.000000Found float: name - FOV, size - 1, data[0] - 75.000000Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000Found float: name - Blur_DropThreshhold, size - 1, data[0] - 20.000000Found float: name - Blur_RadiusMultiplier, size - 1, data[0] - 1.000000Found float: name - fogStart, size - 1, data[0] - 600.000000Found float: name - fogEnd, size - 1, data[0] - 3000.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - m44proj, size - 1, data[0] - 0.000000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Shader Volumetric_SSAO.fx has 17 parameters.Found float: name - scale, size - 1, data[0] - 1.000000Found float: name - aoRadiusMultiplier, size - 1, data[0] - 2.000000Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000Found float: name - aoClamp, size - 1, data[0] - 0.500000Found float: name - ThicknessModel, size - 1, data[0] - 100.000000Found float: name - FOV, size - 1, data[0] - 75.000000Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000Found float: name - fogStart, size - 1, data[0] - 600.000000Found float: name - fogEnd, size - 1, data[0] - 3000.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - m44proj, size - 1, data[0] - 1.086021Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Shader HBAO.fx has 17 parameters.Found float: name - scale, size - 1, data[0] - 1.000000Found float: name - aoRadiusMultiplier, size - 1, data[0] - 4.000000Found float: name - aoStrengthMultiplier, size - 1, data[0] - 3.000000Found float: name - aoClamp, size - 1, data[0] - 0.600000Found float: name - Attenuation_Factor, size - 1, data[0] - 0.040000Found float: name - FOV, size - 1, data[0] - 75.000000Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000Found float: name - fogStart, size - 1, data[0] - 600.000000Found float: name - fogEnd, size - 1, data[0] - 3000.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - m44proj, size - 1, data[0] - 0.000000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Shader Water.fx has 24 parameters.Found float: name - waterHeight, size - 1, data[0] - 0.000000Found float: name - sunColor, size - 1, data[0] - 0.000000Found float: name - fogStart, size - 1, data[0] - 600.000000Found float: name - fogEnd, size - 1, data[0] - 3000.000000Found float: name - fogColor, size - 1, data[0] - 0.070588Found float: name - lava, size - 1, data[0] - 0.000000Found float: name - FOV, size - 1, data[0] - 75.000000Found float: name - frame, size - 1, data[0] - 0.105155Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found texture: name - watertexture - not in texture list.Found texture: name - lavatexture - not in texture list.Found texture: name - reflection - not in texture list.Found float: name - m44world, size - 1, data[0] - 0.000000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - m44proj, size - 1, data[0] - 0.000000Found float: name - f4SunDir, size - 1, data[0] - 0.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Shader DepthOfField.fx has 16 parameters.Found float: name - DoFAmount, size - 1, data[0] - 7.000000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.400000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - f4Time, size - 1, data[0] - 0.000000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 0.000000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - m44world, size - 1, data[0] - 0.000000Found int: name - hasWater, size - 1, data[0] - 0Found float: name - waterHeight, size - 1, data[0] - 0.000000Shader CrysisDoF.fx has 20 parameters.Found float: name - NearBlurDepth, size - 1, data[0] - 0.400000Found float: name - FarBlurDepth, size - 1, data[0] - 0.400000Found float: name - MaxBlurCutoff, size - 1, data[0] - 1.000000Found float: name - dofMinThreshold, size - 1, data[0] - 0.200000Found float: name - ApertureDiameter, size - 1, data[0] - 3.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - m44proj, size - 1, data[0] - 0.000000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - m44world, size - 1, data[0] - 0.000000Found int: name - hasWater, size - 1, data[0] - 0Found float: name - waterHeight, size - 1, data[0] - 0.000000Found float: name - poisson, size - 8, data[0] - 0.000000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Shader Godrays.fx has 37 parameters.Found float: name - globalmul, size - 1, data[0] - 1.000000Found float: name - morningshaftex, size - 1, data[0] - 2.300000Found float: name - eveningshaftex, size - 1, data[0] - 3.500000Found float: name - goldendecay, size - 1, data[0] - 0.990000Found float: name - noonshaftex, size - 1, data[0] - 1.000000Found float: name - noondecay, size - 1, data[0] - 0.990000Found float: name - moonshaftex, size - 1, data[0] - 0.090000Found float: name - moondecay, size - 1, data[0] - 0.880000Found float: name - showraypass, size - 1, data[0] - 0.000000Found float: name - scale, size - 1, data[0] - 2.000000Found float: name - startsunrise, size - 1, data[0] - 4.000000Found float: name - endsunrise, size - 1, data[0] - 10.000000Found float: name - startevening, size - 1, data[0] - 17.000000Found float: name - endevening, size - 1, data[0] - 21.000000Found float: name - Density, size - 1, data[0] - 0.700000Found float: name - Weight, size - 1, data[0] - 0.700000Found float: name - goldensaturate, size - 1, data[0] - 0.540000Found float: name - noonsaturate, size - 1, data[0] - 0.010000Found float: name - Luminance, size - 1, data[0] - 0.440000Found float: name - fMiddleGray, size - 1, data[0] - 0.990000Found float: name - fWhiteCutoff, size - 1, data[0] - 0.400000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - m44world, size - 1, data[0] - 0.000000Found float: name - f3EyeForward, size - 1, data[0] - 0.000000Found float: name - f4SunDir, size - 1, data[0] - 0.000000Found float: name - rcpres, size - 1, data[0] - 0.000595Found float: name - f4Time, size - 1, data[0] - 0.000000Found int: name - hasWater, size - 1, data[0] - 0Found float: name - waterHeight, size - 1, data[0] - 0.000000Found float: name - FOV, size - 1, data[0] - 75.000000Found float: name - m44proj, size - 1, data[0] - 0.000000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - Depth - not in texture list.Alt Render target - width = 1680, height = 1050Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing thisframe texture.Releasing lastpass surface.Releasing lastpass texture.Releasing lastframe surface.Releasing lastframe texture.Releasing shader vertex buffer.Depth buffer : Lost device callback.Releasing the depth buffer surface.Releasing the depth buffer texture.


obse

OBSE: initialize (version = 20.6 010201A0)oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllSetOpcodeBase 00002100RegisterCommand 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:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionReborn.dllSetOpcodeBase 00002710RegisterCommand MPConnect (2710)RegisterCommand MPDisconnect (2711)RegisterCommand MPGetDebugData (2712)RegisterCommand MPGetNextSpawn (2713)RegisterCommand MPSaveSpawn (2714)RegisterCommand MPSyncSpawn (2715)RegisterCommand MPGetPosData (2716)RegisterCommand MPFixPlayer (2717)RegisterCommand MPChat (2718)RegisterCommand MPHelp (2719)RegisterCommand MPGetPlayers (271A)plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionReborn.dll (00000001 OblivionReborn 00000001) loaded correctlypatchedHandleNewGameHookRenameGameHook: C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Narutonmber1\Documents\My Games\Oblivion\Saves\autosave.obseOBSE: deinitialize

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Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Wed Mar 30, 2011 12:54 am

Not tomerk, but we do have access to the scene normals as the more advanced shaders currently available show, so it looks to me like having a rain shader that does the whole surface run-off thing is actually possible. That doesn't mean we can give rain collision though. Boy, now that got me excited. Damn my workload. :(

Tomerk: There's your next project (that and procedural water splashes on screen). :D


Ya, I'd love procedual BLOOD splashes on my face! :hubbahubba:
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Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Tue Mar 29, 2011 11:12 pm

Hi I'm using Obge in Nehrim, so no Plug-in. Is there a correct order to list shaders in the Shader list. txt?
I was reading a post on the liquid Water Forum that seemed to suggest there is. Regards Beebee


Hi I'm using Obge in Nehrim, so no Plug-in. Is there a correct order to list shaders in the Shader list. txt?
I was reading a post on the liquid Water Forum that seemed to suggest there is. Regards Beebee

Iv'e been looking at the documentation & having a guess at load order

1 Depth of Field Shader: choose one

2 Ambient Occlusion

At the moment either Ring or Volumetric

God Rays does it's thing for me
but which of the rest of them work well together ?
I spent days looking at them in my last install & was never certain about any of them.
I would guess if I use EdgeAA I wouldn't use Normal filter AA, but as for the rest, I would like some advice on which combinations work well together to use as a starting point.Regards Beebee
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Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Wed Mar 30, 2011 6:11 am

Hi I'm using Obge in Nehrim, so no Plug-in. Is there a correct order to list shaders in the Shader list. txt?
I was reading a post on the liquid Water Forum that seemed to suggest there is. Regards Beebee


The "Read Me" part of Read me's is highly encouraged.

-Oblivion Graphics Extender v2 Shaders ReadMe-

When you next launch Oblivion, the shader you listed in the shaderlist.txt will be applied. When listing multiple shaders in the shaderlist, there is a specific load order they must be listed in:

NormalFilterAA
SSII
SSAO or HBAO (only have one SSAO or HBAO shader loaded at any one time)
Depth Of Field (only have one depth of field shader loaded at any one time)
Godrays
CelShader + Edge AA
Any other OBGEv2 shaders
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Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Wed Mar 30, 2011 2:36 am

Well, while I'm here....


I've always had an issue with OBGE's Water.fx affecting my Night eye shader. When I have the water.fx enabled it fills the bottom half of my screen with water when using Night eye, this never bothered me as I don't usually use Night eye, but I thought I'd try Scanti's night eye switcher and Kuertee's night eye shader to get a workaround of a sort.

That, however, did not end up working, with the new shaders the screen just fills up white, which I am sure is due to the bug with the original water.fx I have. I've tried multiple water.fx files and settings (Currently using Liquid Water) to no avail, I've read everything I possibly could on OBGE to try and find why this might be happening and haven't learned anything new. I've had this issue on multiple instals on multiple machines too, and I'm never able to find any information on this particular problem, which is slightly irritating.

So I'm hoping one of the more knowledgeable modders here would have some insight as to why this is happening solely with my water.fx being active.

(At work so no access to files or screenshots atm, sowwy :( )


-Edit- Oddly enough I found the reason for this on the Nexus forums in a response from Tomerk earlier today, still kind of odd this question isn't brought up more or addressed in any readme/faqs..
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Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Mar 30, 2011 10:50 am

The way the water shader is implemented, it's going to display on top of various things like magic effects, rain/snow, and yes, nighteye shaders. Unfortunately if you want to use OBGE Liquid Water that's one of the trade-offs.
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Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Wed Mar 30, 2011 11:36 am

The way the water shader is implemented, it's going to display on top of various things like magic effects, rain/snow, and yes, nighteye shaders. Unfortunately if you want to use OBGE Liquid Water that's one of the trade-offs.



Yes, I always figured it was using the water shader or nighteye, an easy enough decision to make. But I think you misunderstood what I meant. Regardless of if water is even visible on screen, as long as its in the same cell, it causes half the screen to be rendered in a base water shader, the upper half of the screen is viewable normally -with- the night eye effect, if there isn't water in the cell however; some caves, ruins, houses, etc then the night eye functions normally. Not the issue of the water being rendered on top of everything else, also this was caused by the default water.fx shader, not just Liquid Waters. In any case it seems like a water height issue to me, I just can't figure out any kind of personal fix, but again it's not very important to me anyway.
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NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

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