[WIP/REL] Oblivion Graphics Extender

Post » Wed Mar 30, 2011 10:39 am

Oh, yeah, sorry. Hmm. It does indeed sound like it could be related to the height issues if it happens when there's water in the current cell, but only tomerk would be able to confirm exactly what's going on, I imagine.

Also, as far as I know the water.fx shader is OBGE Liquid Water (along with the esp of course). Unless there's another water shader mod that uses the same file name, and I'm pretty sure tomerk's water is the only such water mod.

The nighteye issue you're describing is pretty unique though, I don't think I've heard anything like that mentioned up until now, and as my newly-modified signature attests, I'm the #1 OBGE Liquid Water fanbro! gfhgfhg
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Kelli Wolfe
 
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Post » Wed Mar 30, 2011 5:22 am

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.


That sounds like the nighteye shader messes with either the position matrices or the depth map. Probably the reason there are bugs with using godrays and nighteye
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DAVId Bryant
 
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Post » Wed Mar 30, 2011 1:28 am

-edit- I'll ask again later when I need it.
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rolanda h
 
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Post » Wed Mar 30, 2011 1:03 pm

Using the Liquid Water SSAO shaders(but not the water shader itself), is there any way to run All Natural weather mod along with this, without producing visual artifacts? When it's foggy, the SSAO will make contours around objects otherwise obscured by the fog. I know the Liquid Water shaders are supposed to be more compatible with fog under water, and during thunderstorms, etc, but for some reason, either it doesn't work with All Natural, or All Natural just makes it more obvious. Would be awesome if it could be fixed, but if it is indeed an engine limitation, there's not much you can do I guess.
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Tania Bunic
 
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Post » Wed Mar 30, 2011 12:29 pm

The liquid water shaders aren't any more compatible with fog, you have to be running through the liquid water esp to get the foog fix.
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Taylor Thompson
 
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Post » Wed Mar 30, 2011 1:51 pm

Also just a note that All Natural shouldn't have anything to do with it, as it's an artifact of the foggy weather, and AN is just serving it up, not producing it. But yeah it's fixed anyway.

Just wanted to mention that to avoid the spread of misinformation! Hurry everyone rename your shaderpackage to shaderpackage666 to unlock DirectX 13 hypershading!!!!! full screen solid state astronomy upgrade!!!!!!! neil degrasse tyson mode !!!!!!!!!!
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 6:11 am

Also just a note that All Natural shouldn't have anything to do with it, as it's an artifact of the foggy weather, and AN is just serving it up, not producing it. But yeah it's fixed anyway.

Just wanted to mention that to avoid the spread of misinformation! Hurry everyone rename your shaderpackage to shaderpackage666 to unlock DirectX 13 hypershading!!!!! full screen solid state astronomy upgrade!!!!!!! neil degrasse tyson mode !!!!!!!!!!


http://sharetv.org/images/person/neil_tyson.jpg
Neil frowns upon your shenigans.

Everyone knows that DX13 can only be gained by pressing that big button on the computer box.
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Ray
 
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Post » Wed Mar 30, 2011 3:34 am

http://sharetv.org/images/person/neil_tyson.jpg
Neil frowns upon your shenigans.

I would play NdGT mode in a second, man. My character would crush enemies with his Moustache of +1000000000 Enthusiasm and summon the ghost of Carl Sagan as a greater power.
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Mrs. Patton
 
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Post » Wed Mar 30, 2011 11:44 am

for those interested Ethatron seems to be making progress:

http://forum.beyond3d.com/showthread.php?p=1543982#post1543982
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R.I.P
 
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Post » Wed Mar 30, 2011 11:24 am

Ethatron’s work does sound interesting, decompiling shaders is new to this game, and I keep wondering why the thing that he is atempting to do has not been done before. But we will see what he come’s up with. I hope its something mind blowing.
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 8:18 am

...I keep wondering why the thing that he is atempting to do has not been done before...

I actually kind of have the opposite feeling about his work, in the sense of having never expected to see something like it accomplished (it is of course beyond impressive!!!). I mean, how many games end up having their shader guts exposed and rearranged and cyborg implants installed? If that's even the right metaphor, I am so ignorant about graphics workings heh. But I just wonder if Oblivion's openness to modding and continued improvement has kind of led to Ethatron's work, or if most popular games end up being thoroughly deconstructed if you wait five years or so. It's just so impressive, like to my possibly-uninformed mind it seems like the kind of work you see done with a game 10+ years after release, or after the source is released or something. Of course I could be misunderstanding the scale of Ethatron's work seeing as how I barely understand it anyway, but I'm pretty sure the ultimate impact will be revolutionary!!!
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sara OMAR
 
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Post » Tue Mar 29, 2011 11:49 pm

Does OBGE Core or some of the Shader selections automatically adjust some of your Video settings like shadow preferences? I noticed that my shadows were gone after trying OBGE. And if I go into the Video Settings to reactivate them, they vanish again within a second, with the Interior and Exterior Shadows getting set back to 0 after I'd manually increased them.

I was late for work today playing around with Shader combos. Having fun with this one!
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Taylah Haines
 
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Post » Wed Mar 30, 2011 8:22 am

I have no idea if OBGE resets the INI setting on the fly.
But I do know that the game changes the setting from time to time.
My advice is; set the INI as you want it to be and then LOCK the file.
That way the game can’t change the settings anymore.
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Sweet Blighty
 
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Post » Tue Mar 29, 2011 10:01 pm

Ya, I'd love procedual BLOOD splashes on my face! :hubbahubba:


You can have blood splashes on ur face by adding Deady reflex 6 :)
it got a blood splatter shader, however it corrupts your saves :(
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Matt Bigelow
 
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Post » Wed Mar 30, 2011 7:48 am

I'm having some trouble getting the shaders I want to use to automatically activate when I start a new game and to use the settings I want them to use. The shaders themselves work fine, but whenever I start a new game no shaders are automatically activated. I have to click the OBGE item in my inventory and activate the ones I want and change their settings. After I do that they work great.

To make the shaders remember the values I want to use, I went to my Data\Shaders folder and opened each shader I want to use in Notepad and changed the values of the variables I wanted to change and clicked Save for each, but when I load a new game the shaders I want to use don't remember the values I changed them to in Notepad and instead use the default values.

To make the shaders I want to use automatically activate when I start a new game, I created the shaderlist.txt in my Data\Shaders folder and listed the shaders I want to use in order according to the readme, and yes I remembered to put the .fx file extension at the end of each. I have changed bUseShaderList to true in the OBGE.ini in the Documents\MyGames\Oblivion folder.

While typing this post I realized that when I BOSS my load order, it recognizes OBGE Support.esp version 0.42 but the other file isn't on the list, which I'm thinking might be a problem. But like I said, when I activate the OBGE item in my inventory and activate the shaders I want and change their settings to what I want, they all work great.

Help?
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Danel
 
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Post » Wed Mar 30, 2011 1:48 am

Hey, I am actually experiencing a problem. Generally eveything has worked perfectly. However, my obge.ini is not generating atm. The shaders work via liquid water. However vssao seems constantly faded even when i increase the values. Yet all of this was working perfectly until it randomly did not. So liquid water, godrays, a weak vssao. All load up. However I cant change the water resolution or anything due to obge.ini not existing.


I've not changed anything. Either..
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NO suckers In Here
 
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Post » Wed Mar 30, 2011 2:24 am

Hey, I am actually experiencing a problem. Generally eveything has worked perfectly. However, my obge.ini is not generating atm. The shaders work via liquid water. However vssao seems constantly faded even when i increase the values. Yet all of this was working perfectly until it randomly did not. So liquid water, godrays, a weak vssao. All load up. However I cant change the water resolution or anything due to obge.ini not existing.


I've not changed anything. Either..


Can't help with the INI not generating issues, but as for changing the values of variables, make sure you read the section in the obge liquid water readme on changing shader variables and follow the steps described there, or increasing the shader values won't do anything.

And @Hogtown Hoodlum:
What are the contents of your OBGE.ini?
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Thema
 
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Post » Wed Mar 30, 2011 7:01 am

Can't help with the INI not generating issues, but as for changing the values of variables, make sure you read the section in the obge liquid water readme on changing shader variables and follow the steps described there, or increasing the shader values won't do anything.


Reading up on it.

Tomerk, could you do me a favor and paste your obge.ini values. Since it seems pretty universal.

Edit: or anyone really, just copy that obge.ini file in my documents/mygames/oblivion here. Mine won't generate, even when I do a fresh oblivion install.

Thx
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Sammygirl
 
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Post » Wed Mar 30, 2011 4:42 am

Actually, i just decided to play for a while. And it generated. Odd.

Now, to try and get this ssao darker.
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Richus Dude
 
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Post » Wed Mar 30, 2011 9:30 am

And @Hogtown Hoodlum:
What are the contents of your OBGE.ini?

OBGE.ini:
Spoiler

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

shaderlist.txt, found in Data\Shaders:
Spoiler

NormalFilterAA.fx
CrysisDoF.fx
Godrays.fx
ColorEffects.fx

And for whatever reason, my load order:
Spoiler

Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  All Natural Base.esm  [Version 1.2.1]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Better Cities Resources.esm  [Version 4.9.0]05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Better Cities .esp0B  All Natural.esp  [Version 1.2]0C  All Natural - SI.esp  [Version 1.2.1]0D  Immersive Interiors.esp  [Version 0.7]0E  Immersive Interiors - Lights Addon.esp  [Version 0.7]0F  All Natural - Real Lights.esp  [Version 1.2]10  WindowLightingSystem.esp11  AmbientDungeons.esp  [Version 1.3]12  Living Economy.esp13  Living Economy - Items.esp14  Cutthroat Merchants.esp15  Oblivion Graphics Extender Support.esp  [Version 0.42]16  Streamline 3.1.esp17  Map Marker Overhaul.esp  [Version 3.5.1]18  Map Marker Overhaul - SI additions.esp  [Version 3.5]19  CapesandCloaks.esp1A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]1B  OOO-Map_Markers_Stock.esp  [Version 1.33]1C  OOO-No_Guild_Ownership.esp  [Version 1.33]1D  OOO-DLT_Remover.esp  [Version 1.33]1E  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]1F  Knights.esp20  Knights - Unofficial Patch.esp  [Version 1.0.9]21  xuldarkforest.esp  [Version 1.0.5]22  xulStendarrValley.esp  [Version 1.2.2]23  xulTheHeath.esp24  XulEntiusGorge.esp25  xulFallenleafEverglade.esp  [Version 1.3.1]26  xulColovianHighlands_EV.esp  [Version 1.2.1]27  xulChorrolHinterland.esp  [Version 1.2.2]28  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]29  xulBravilBarrowfields.esp  [Version 1.3.2]2A  xulLushWoodlands.esp  [Version 1.3.1]2B  xulAncientYews.esp  [Version 1.4.3]2C  xulAncientRedwoods.esp  [Version 1.6]2D  xulCloudtopMountains.esp  [Version 1.0.3]2E  xulArriusCreek.esp  [Version 1.1.3]2F  xulPatch_AY_AC.esp  [Version 1.1]30  xulRollingHills_EV.esp  [Version 1.3.3]31  xulPantherRiver.esp32  xulRiverEthe.esp  [Version 1.0.2]33  xulBrenaRiverRavine.esp  [Version 1.1]34  xulImperialIsle.esp  [Version 1.6.6]35  xulBlackwoodForest.esp  [Version 1.1.0]36  xulCheydinhalFalls.esp  [Version 1.0.1]37  xulAspenWood.esp  [Version 1.0.2]38  xulSkingradOutskirts.esp  [Version 1.0.1]39  xulSnowdale.esp  [Version 1.0.2]3A  xulCliffsOfAnvil.esp3B  Harvest [Flora].esp  [Version 3.0.0]3C  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3D  Quest Award Leveller.esp  [Version 2.0.1]3E  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]3F  Alternative Start by Robert Evrae.esp40  OOO-Level_Stock.esp  [Version 1.33]41  RealisticLeveling.esp42  Let There Be Darkness - Cyrodiil + SI.esp43  Let There Be Darkness - Knights.esp44  Better Cities Full.esp  [Version 4.9.0]45  Better Cities - VWD of the IC.esp  [Version 4.7.0]46  Better Imperial City.esp  [Version 4.9.0]47  Better Cities Full FPS Patch.esp  [Version 4.9.0]48  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]49  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]4A  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]4B  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]4C  Better Imperial City FPS Patch.esp  [Version 4.8.1]4D  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]4E  No More Annoying Comments.esp4F  [GFX]_Initial_Glow-all.esp50  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]51  Bashed Patch, 0.esp52  GenericFaces_v1.1.esp


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Kelly Osbourne Kelly
 
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Post » Wed Mar 30, 2011 10:30 am

Hey guys, are there any news about shadows?
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Maeva
 
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Post » Wed Mar 30, 2011 5:05 am

Actually, i just decided to play for a while. And it generated. Odd.

Now, to try and get this ssao darker.


It only generates when the game successfully terminates. You got a crash (or FastExit I suppose ...) you won't get any OBGE.ini.
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Anthony Diaz
 
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Post » Tue Mar 29, 2011 11:00 pm

Putting an idea on the table here.

This is possibly an easy thing to do, but after several days of rain (and more rain coming this upcoming week :( ) I noticed that more realistic rain can be achieved using randomly placed circles (or textures) of random size and a precomputed motion blur effect - Essentially the rain would be moving so fast that any motion can faked without much notice. So, how why not make a rain shader for alternate rain effects?
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Chris Jones
 
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Post » Wed Mar 30, 2011 6:17 am

OBGE.ini:
Spoiler

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

shaderlist.txt, found in Data\Shaders:
Spoiler

NormalFilterAA.fx
CrysisDoF.fx
Godrays.fx
ColorEffects.fx

And for whatever reason, my load order:
Spoiler

Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  All Natural Base.esm  [Version 1.2.1]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Better Cities Resources.esm  [Version 4.9.0]05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Better Cities .esp0B  All Natural.esp  [Version 1.2]0C  All Natural - SI.esp  [Version 1.2.1]0D  Immersive Interiors.esp  [Version 0.7]0E  Immersive Interiors - Lights Addon.esp  [Version 0.7]0F  All Natural - Real Lights.esp  [Version 1.2]10  WindowLightingSystem.esp11  AmbientDungeons.esp  [Version 1.3]12  Living Economy.esp13  Living Economy - Items.esp14  Cutthroat Merchants.esp15  Oblivion Graphics Extender Support.esp  [Version 0.42]16  Streamline 3.1.esp17  Map Marker Overhaul.esp  [Version 3.5.1]18  Map Marker Overhaul - SI additions.esp  [Version 3.5]19  CapesandCloaks.esp1A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]1B  OOO-Map_Markers_Stock.esp  [Version 1.33]1C  OOO-No_Guild_Ownership.esp  [Version 1.33]1D  OOO-DLT_Remover.esp  [Version 1.33]1E  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]1F  Knights.esp20  Knights - Unofficial Patch.esp  [Version 1.0.9]21  xuldarkforest.esp  [Version 1.0.5]22  xulStendarrValley.esp  [Version 1.2.2]23  xulTheHeath.esp24  XulEntiusGorge.esp25  xulFallenleafEverglade.esp  [Version 1.3.1]26  xulColovianHighlands_EV.esp  [Version 1.2.1]27  xulChorrolHinterland.esp  [Version 1.2.2]28  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]29  xulBravilBarrowfields.esp  [Version 1.3.2]2A  xulLushWoodlands.esp  [Version 1.3.1]2B  xulAncientYews.esp  [Version 1.4.3]2C  xulAncientRedwoods.esp  [Version 1.6]2D  xulCloudtopMountains.esp  [Version 1.0.3]2E  xulArriusCreek.esp  [Version 1.1.3]2F  xulPatch_AY_AC.esp  [Version 1.1]30  xulRollingHills_EV.esp  [Version 1.3.3]31  xulPantherRiver.esp32  xulRiverEthe.esp  [Version 1.0.2]33  xulBrenaRiverRavine.esp  [Version 1.1]34  xulImperialIsle.esp  [Version 1.6.6]35  xulBlackwoodForest.esp  [Version 1.1.0]36  xulCheydinhalFalls.esp  [Version 1.0.1]37  xulAspenWood.esp  [Version 1.0.2]38  xulSkingradOutskirts.esp  [Version 1.0.1]39  xulSnowdale.esp  [Version 1.0.2]3A  xulCliffsOfAnvil.esp3B  Harvest [Flora].esp  [Version 3.0.0]3C  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3D  Quest Award Leveller.esp  [Version 2.0.1]3E  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]3F  Alternative Start by Robert Evrae.esp40  OOO-Level_Stock.esp  [Version 1.33]41  RealisticLeveling.esp42  Let There Be Darkness - Cyrodiil + SI.esp43  Let There Be Darkness - Knights.esp44  Better Cities Full.esp  [Version 4.9.0]45  Better Cities - VWD of the IC.esp  [Version 4.7.0]46  Better Imperial City.esp  [Version 4.9.0]47  Better Cities Full FPS Patch.esp  [Version 4.9.0]48  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]49  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]4A  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]4B  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]4C  Better Imperial City FPS Patch.esp  [Version 4.8.1]4D  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]4E  No More Annoying Comments.esp4F  [GFX]_Initial_Glow-all.esp50  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]51  Bashed Patch, 0.esp52  GenericFaces_v1.1.esp




Not sure why the OBGE support plugin isnt saving your enabled shaders. However, the reason the values you've saved in your shader fx files aren't loading is because you have the support plugin active. Don't run both at the same time. Just disable the support plugin and the shaders will use the values in the shader fx files.
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gemma
 
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Post » Tue Mar 29, 2011 11:20 pm

Hey guys, are there any news about shadows?


So there is something about shadows ...
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Eve(G)
 
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