[WIP/REL] Oblivion Graphics Extender

Post » Wed Mar 30, 2011 8:54 am

The only news about shadows is that there is no news about shadows.

Actually, there may be tentative pre-news about shadows, or shadow rumors hiding in the shadows, if you will.

If I understand things correctly, at this point shadeMe is kind of stuck and can't resolve the current significant issues with the tools available to him.

However! Ethatron's work tearing open Oblivion's shader guts to make it possible for OBGE to get all Captain Hook-y on Oblivion's clunky ass may enable shadeMe to resolve the major issues with shadow implementation.

But I could be misunderstanding things. I'm due to nag shadeMe about his progress in another month or two (I have a calendar specifically for this), though, so maybe that will lead to real news in the future!
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Shirley BEltran
 
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Post » Wed Mar 30, 2011 7:21 am

Is there anyway to prevent obge from causing a crash on exit or is there a conflict with something like fast exit. Everything is working fine ingame but it crashes on exit which is something it didn't do at all before adding obge and I know because I did the activate one plugin at a time routine like seen in the 50+ steps to stable FCOM thread so I started and exited the game over 100 times in succession without a crash on exit. Add obge and crashes 100% of the time now. Not really a big deal but it will mess up my screenshot numbering everytime I exit the game and I like to take screenshots through my playthroughs so it will likely cause me to continuously backup any screenshots after every session.
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Claire
 
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Post » Wed Mar 30, 2011 8:46 am

Is there anyway to prevent obge from causing a crash on exit or is there a conflict with something like fast exit. Everything is working fine ingame but it crashes on exit which is something it didn't do at all before adding obge and I know because I did the activate one plugin at a time routine like seen in the 50+ steps to stable FCOM thread so I started and exited the game over 100 times in succession without a crash on exit. Add obge and crashes 100% of the time now. Not really a big deal but it will mess up my screenshot numbering everytime I exit the game and I like to take screenshots through my playthroughs so it will likely cause me to continuously backup any screenshots after every session.


Just out of curiaucity you said your useing Fast Exit however there is another one called http://www.tesnexus.com/downloads/file.php?id=22410
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Karine laverre
 
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Post » Wed Mar 30, 2011 2:13 am

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.

I tried disabling the support plugin and that removed OBGE completely from my game. The item wasn't in my inventory or anything. Is there supposed to be a core plugin file in my Data folder? Because all I have in there is the support plugin, and I just downloaded the OBGEv2 Core archive from the TES nexus page and I don't see a core plugin.
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Alisha Clarke
 
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Post » Wed Mar 30, 2011 1:45 am

Just out of curiaucity you said your useing Fast Exit however there is another one called http://www.tesnexus.com/downloads/file.php?id=22410


Yea I am using Fast Exit 2, worked great till I added obge.
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Noely Ulloa
 
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Post » Wed Mar 30, 2011 1:06 pm

I tried disabling the support plugin and that removed OBGE completely from my game. The item wasn't in my inventory or anything. Is there supposed to be a core plugin file in my Data folder? Because all I have in there is the support plugin, and I just downloaded the OBGEv2 Core archive from the TES nexus page and I don't see a core plugin.


I meant disable the support plugin and run the shaderlist method instead :P
sorry for the confusion
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Lauren Dale
 
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Post » Wed Mar 30, 2011 12:20 am

I meant disable the support plugin and run the shaderlist method instead :P
sorry for the confusion

So you're saying disable the support plugin (that just means uncheck it in the Oblivion launcher --> Data Files right?), but keep the shaderlist.txt in my Shaders folder with the list of shaders I want to use? That's what I did, but when I loaded up a new game, I could tell no OBGE shaders were active and I had no OBGE item in my inventory.

Edit: :facepalm: Wow...... facepalm and a half..... I saved the shaderlist.txt as shaderlist.txt, so the file name was shaderlist.txt.txt. Stupid mistake. Anyway, I got it figured out. I really appreciate you trying to help me though!
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Eoh
 
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Post » Wed Mar 30, 2011 2:30 am

The only news about shadows is that there is no news about shadows.

Actually, there may be tentative pre-news about shadows, or shadow rumors hiding in the shadows, if you will.


What I mean is that I was previously wondering if shadows somehow became disabled while using OBGEv2. I don't think there's anything in the ReadMe about it. But from the cryptic shadow-related comments on the thread, I'm guessing that you can't have shadows with OBGEv2?
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Melis Hristina
 
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Post » Wed Mar 30, 2011 12:21 am

What I mean is that I was previously wondering if shadows somehow became disabled while using OBGEv2. I don't think there's anything in the ReadMe about it. But from the cryptic shadow-related comments on the thread, I'm guessing that you can't have shadows with OBGEv2?


I think he is toying with you. maybe there's pics of Godrays will cheer you up :)

http://screenshot.xfire.com/s/113396263-4.jpg

http://screenshot.xfire.com/s/113397182-4.jpg

http://screenshot.xfire.com/s/113397238-4.jpg

http://screenshot.xfire.com/s/113234803-4.jpg :sad:
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Iain Lamb
 
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Post » Tue Mar 29, 2011 11:35 pm

I think he is toying with you. maybe there's pics of Godrays will cheer you up :)

http://screenshot.xfire.com/s/113396263-4.jpg

http://screenshot.xfire.com/s/113397182-4.jpg

http://screenshot.xfire.com/s/113397238-4.jpg

http://screenshot.xfire.com/s/113234803-4.jpg :sad:


OK I guess everyone is toying with me, because noone answers the question :confused:
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yessenia hermosillo
 
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Post » Wed Mar 30, 2011 2:18 pm

OK I guess everyone is toying with me, because noone answers the question :confused:

I'm pretty sure everybody has been assuming that you're talking about shadeMe's shadow project, which adds dynamic shadows to buildings and other static meshes in the game. These shadows were never in the original game, so what he's doing isn't a fix, it's an addon. OBGE doesn't remove any shadows from the game, so don't worry about that. If it does, there's probably something wrong with the way you installed it.
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Jessica Thomson
 
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Post » Wed Mar 30, 2011 12:11 am

I'm pretty sure everybody has been assuming that you're talking about shadeMe's shadow project, which adds dynamic shadows to buildings and other static meshes in the game. These shadows were never in the original game, so what he's doing isn't a fix, it's an addon. OBGE doesn't remove any shadows from the game, so don't worry about that. If it does, there's probably something wrong with the way you installed it.


Ahh! Thank you! :celebrate: Haha. I'll start trying to see what I did to kill my shadows.
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Melung Chan
 
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Post » Wed Mar 30, 2011 4:40 am

Am I able to use HDR + AA forced through my Nvidia Control Panel through this? I was able to before installing OBGEv2, but now it doesn't seem to effect Oblivion. I tried using the Normal AA shader, but it doesn't look nearly as good as 32x aa, with 8xmsaa forced through Nvidia Control Panel.

In any case, great f*cking utility. Most appreciated.
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Hussnein Amin
 
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Post » Wed Mar 30, 2011 12:08 am

Can anyone help me altering the godrays settings that they look like in http://www.youtube.com/watch?v=YC5z_t6sEDw video at around 0:14 - 0:22? My godrays always look really weird, the shadows are stronger than the godrays itself. (standard settings)
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Leticia Hernandez
 
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Post » Wed Mar 30, 2011 12:39 am

Edit: :facepalm: Wow...... facepalm and a half..... I saved the shaderlist.txt as shaderlist.txt, so the file name was shaderlist.txt.txt. Stupid mistake. Anyway, I got it figured out. I really appreciate you trying to help me though!


Yeah, I always hated how Windows would hide the extenstions for files, so if I wanted to make a .cfg file from a .txt file it would be config.cfg.txt :banghead:

Ahh! Thank you! :celebrate: Haha. I'll start trying to see what I did to kill my shadows.


Do you happen to use Streamline? make sure you edit the .ini so it does not change your shadow settings on the fly. and initialize it via the in game menu. Streamline for me would always turn off shadows trying to increase the Frames.
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Katy Hogben
 
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Post » Wed Mar 30, 2011 11:56 am

Do you happen to use Streamline? make sure you edit the .ini so it does not change your shadow settings on the fly. and initialize it via the in game menu. Streamline for me would always turn off shadows trying to increase the Frames.


I do have Streamline, but disabled the Streamsmooth module ages ago, but it's worth double-checking. Thanks!
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Liv Brown
 
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Post » Tue Mar 29, 2011 10:03 pm

It sure is getting quiet in here. I can't wait for Ethatron to release his Shader Mod. would this allow for better HDR and Sub-Surface Scattering for skin shading?
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Shae Munro
 
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Post » Tue Mar 29, 2011 10:05 pm

I've wondered about sub-surface scattering, I know there was talk about it before and I want to say it was something that might have promise with what Ethatron's doing, but I can't remember the posts too well.

But I also am curious about better HDR, if it will be possible to eliminate stuff like http://i53.tinypic.com/vy3zfl.jpg. And that's a situation where s.s.s.s. would apply as well.

I guess I really just want a list of what to get excited about, haha.
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Chrissie Pillinger
 
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Post » Wed Mar 30, 2011 9:24 am

Speaking of SSS, I found I realtime shader today, came in an fx. file, granted its for 3dsmax viewport realtime rendering, but I was wondering if the authors permission was sought, would it be very troublesome to convert for obliivon?
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 4:24 am

I've no problems with the wishlish, maybe it's easier that way to find volunteers to do them. Basically all boils down to art-direction from now on. We need shader-writers and reviewers as the shaders are not 100%, just maybe 99.8%. :D I play the game with all shaders replaced and there are very few visual glitches.

Normally I'd suggest a wiki for that stuff, @palidoo you'd be willing to take care of a wiki of wishlists?
I guess we start needing a web-space, hm?
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Baby K(:
 
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Post » Wed Mar 30, 2011 1:50 pm

Should it be a wiki? I mean it could just be a thread here for it or a simple text list. I've never set up a wiki before, but if it's the best thing to do I'd be glad to do it. I'm just not sure how many people are actually going to be working on things such that coordinating and reviewing progress on a wiki would be the most appropriate thing.

But it's times like these I wish I knew how to write shaders lololol

I'm totally on board to beta test / guinea pig anything, though. So curious what your game is looking like!!!!
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GPMG
 
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Post » Wed Mar 30, 2011 10:05 am

I'm totally on board to beta test / guinea pig anything, though. So curious what your game is looking like!!!!

I agree. Any chance we could see a few pictures/video of the remade vanilla shaders?
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 7:12 am

Well, actually, I guess if he did everything correctly his game would look pretty much like the game with vanilla shaders, I'm assuming. But perhaps he's gone on to do some major tweakings.
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Bambi
 
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Post » Wed Mar 30, 2011 10:56 am

I think there will be some changes. The biggest change that will come to rewriting the shaders will be HDR, primarily to where it's not trying to gouge your eyes out when looking at an Alyeid ruin on a sunny day and taking up four screen layers(or something like that) while doing it. Parallax shading might have the same thing done to it as well, so there isn't such high contrast shading in some normal maps; one example being while looking at a house's wall in Anvil or the IC and there's some serious dark spots in places despite no trace of a shadow there. (These shaders seem to have problems with really sunny days, don't they?)


Also I've got some shader news; I don't know if I'll upset the person making it by telling you guys this, but I ran into some info about someone on the Japanese end of the Oblivion community making a MLAA shader for OBGE; there's a test file and comparison image out there if you know where to look.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 2:01 am

Also I've got some shader news; I don't know if I'll upset the person making it by telling you guys this, but I ran into some info about someone on the Japanese end of the Oblivion community making a MLAA shader for OBGE; there's a test file and comparison image out there if you know where to look.


Why would it upset the person making it? And mind providing a link to the thread/website?
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Robert Devlin
 
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