Oblivion Graphics Extender, Thread 10

Post » Tue Dec 29, 2009 12:49 pm

......
With eyepos, it should be possible to do the vector geometry to get godrays working from any camera position, so you don't have to be facing the sun to see the effects. It's up to vtastek to implement that if he wants to though.

I want to but it is not that easy, that would need drawing my own sun off-screen and apply directional blur in this off-screen area. These are real challenges for a shader newbie. I am on it though. (I can use documentation on off-screen rendering. I'm intimidated by it, but maybe it turns out an easy thing. I need somebody to point me in easiness of this thing. :P)

PS. And I am working on v3 of timelygodrays, trying something to perfect transition phases, what I have in mind is using the incremental 59 minutes within an hour to my advantage. I think I would need using lerp and/or clamp functions to make it continuous from noon exposure to golden hours exposure. After that I can focus on off-screen rendering for v4.

PPS. I will convert some of my MGE shaders to OGE as well. Wait 4-5 shaders from me. :)
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Nadia Nad
 
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Post » Tue Dec 29, 2009 5:13 am

I want to but it is not that easy, that would need drawing my own sun off-screen and apply directional blur in this off-screen area. These are real challenges for a shader newbie. I am on it though. (I can use documentation on off-screen rendering. I'm intimidated by it, but maybe it turns out an easy thing. I need somebody to point me in easiness of this thing. :P )

PS. And I am working on v3 of timelygodrays, trying something to perfect transition phases, what I have in mind is using the incremental 59 minutes within an hour to my advantage. I think I would need using lerp and/or clamp functions to make it continuous from noon exposure to golden hours exposure. After that I can focus on off-screen rendering for v4.

PPS. I will convert some of my MGE shaders to OGE as well. Wait 4-5 shaders from me. :)


Yeah, I'm almost glad I'm too busy to mod, it means I don't need to worry about how I do a similar thing for the cloud shadow shader. :P

Your other stuff sounds good though. :)
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Ryan Lutz
 
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Post » Tue Dec 29, 2009 5:40 am

I want to thank all of you that are working so hard on this project. Every day I see these new ideas and options being taken and put to reality. Myself, I can't even climb the ladder of code writhing, its so hard for me to understand, maybe it's just me thinking of to much stuff at the same time and hitting myself in the face.
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Chris Jones
 
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Post » Tue Dec 29, 2009 1:07 am

Is there a way to port shaders from obge to oge?
Apparently all I get from AmbientDungeons with OGE is a black screen :).

edit:
I can't believe .Fx files are actually text files...I thought those things were compiled...
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JUDY FIGHTS
 
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Post » Tue Dec 29, 2009 3:34 am

I'm getting corrupt save games with OBGEv2. Whenever the games saves, it crashes and the save is corrupt.

EDIT

Disabling bSaveData in the .ini has corrected it so far. Knock on Wood.
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Tiffany Carter
 
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Post » Tue Dec 29, 2009 12:00 am

Is there a way to port shaders from obge to oge?
Apparently all I get from AmbientDungeons with OGE is a black screen :) .

edit:
I can't believe .Fx files are actually text files...I thought those things were compiled...


I thought that it was compatible... Never mind, I'll be going over AD anyway to make sure all bugs are fixed and release a final version soon.

.fx files are just text, yes. They're compiled when Oblivion loads.
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BethanyRhain
 
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Post » Tue Dec 29, 2009 2:24 am

I want to thank all of you that are working so hard on this project. Every day I see these new ideas and options being taken and put to reality. Myself, I can't even climb the ladder of code writhing, its so hard for me to understand, maybe it's just me thinking of to much stuff at the same time and hitting myself in the face.


Thanks for saying that. I do totally agree.
While sitting in front of my Seam/J2EE stuff, I dont seem to get easily into oblivion modding. But I'd like to.
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kiss my weasel
 
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Post » Tue Dec 29, 2009 2:23 pm

I thought that it was compatible... Never mind, I'll be going over AD anyway to make sure all bugs are fixed and release a final version soon.

.fx files are just text, yes. They're compiled when Oblivion loads.


Ok it works, my bad :x.
Apparently the version I grabbed yesterday off the 1st post of this thread didn't work.
I took the version posted today on tesnexus and it works fine(may also have something to do with the fact that I didn't create a shaderlist.txt at the time...).
Should have rechecked the 1st post before posting, sorry :).

Anyway great work, this version doesn't appear to have any of the bugs I encountered with the old obge on win7 :).
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Flesh Tunnel
 
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Post » Tue Dec 29, 2009 2:38 pm

Is there any way to make it so that the SSAO shader doesn't make nights dark as crap?
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Paula Rose
 
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Post » Tue Dec 29, 2009 6:46 am

Scanti: Maybe you can make the "backwards compatibility" flag configurable via the ini file. I don't know jack about what it takes, just a suggestion. As soon as the ini file works correctly, that is.

Also, the save game picture from within the game is all messed up. It's pixelated real bad. Plus is you hit escape, the screen goes blurry kinda.


I'm working on those 2 bugs now. I decided to stop working on new bugs before the release on OGBEv2 because otherwise it would never get released. I can't find any backwards compatiblity flag in any of Microsoft's documentation. There is a flag that tells the effect compiler to use the old version of the compiler which I think should fix the problem. The messed up save game picture will probably take a bit of trail and error to fix because I have no idea what's causing it.

I'm getting corrupt save games with OBGEv2. Whenever the games saves, it crashes and the save is corrupt.

Disabling bSaveData in the .ini has corrected it so far. Knock on Wood.


Oh, goes outside for a few seconds and says some very naughty words, dear. Can you give me a list of what OBSE plug-ins you are using, what version of OBSE you are using and your mod list. I'll see if I can replicate the problem or at least, if anyone else has a problem, a common denominator.

Your OBGE.INI file wasn't created the first time because either Oblivion crashed or you exited using the 'QQQ' console command. OBGEv2 needs Oblivion to exit cleanly for the INI settings to be saved.
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Alex Vincent
 
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Post » Tue Dec 29, 2009 2:47 am

Is there any way to make it so that the SSAO shader doesn't make nights dark as crap?

You can try tweaking the DarkenAO_Threshold variable to reduce the darkness of the SSAO, but it would affect day time as well. If you play with one of those super-scary-dark-night mods, you might try disabling it. Or you can use a mod to increase the ambient darkness of the night to compensate for the darkening introduced with SSAO.

But, thats all that can be done for now. Try one of these suggestions out and see if it helps.
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Mr. Allen
 
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Post » Tue Dec 29, 2009 6:18 am

I've moved just about all the screenshots and videos from the OP to the Nexus page for Scanti's package. I'm going to try shifting the media focus from this thread to there, while maintaining the thread as the main source of information. This'll mean I'll upload any screenshots and link and videos to the Nexus page, and link to it for them, while keeping the OP's FAQs and info on the project.

I'm also going to start uploading new versions of my shaders directly to Nexus, rather than somewhere else and linking to them here. The idea is that we have one big package containing all the files we've done at time of packaging, and then a bunch of separate shader packages that contain updates to included shaders or new shaders that go on top of the main package. These updates get merged in with the next update to the main package, and the cycle repeats. This lets individual coders to work at their own pace, while still maintaining an ordered distribution structure.

On that note, if any of you other shader authors want editing access to the Nexus page so that you can manage your own files, just PM me with your Nexus user ID, and I'll add you. Unless Scanti objects?
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Penny Courture
 
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Post » Tue Dec 29, 2009 12:40 pm

I'm working on those 2 bugs now. I decided to stop working on new bugs before the release on OGBEv2 because otherwise it would never get released. I can't find any backwards compatiblity flag in any of Microsoft's documentation. There is a flag that tells the effect compiler to use the old version of the compiler which I think should fix the problem. The messed up save game picture will probably take a bit of trail and error to fix because I have no idea what's causing it.

Oh, goes outside for a few seconds and says some very naughty words, dear. Can you give me a list of what OBSE plug-ins you are using, what version of OBSE you are using and your mod list. I'll see if I can replicate the problem or at least, if anyone else has a problem, a common denominator.

Your OBGE.INI file wasn't created the first time because either Oblivion crashed or you exited using the 'QQQ' console command. OBGEv2 needs Oblivion to exit cleanly for the INI settings to be saved.


I'm using OBSE version 0018 Beta 6. Plugins are Elys uncapper, OSR, Fast Exit 2 and OBGEv2 (of course). Mods:
Masters for: Streamsave_4.ess00  Oblivion.esm  [Version 1.2.0416]01  All Natural Base.esm  [Version 0.9.8]02  DA Run Fatigue.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Kvatch Rebuilt.esm  [Version 1.1]0B  Progress.esm  [Version 2.2]0C  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0D  DLCShiveringIsles.esp0E  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0F  Oblivion Citadel Door Fix.esp10  All Natural - Real Lights.esp  [Version 0.9.8]11  All Natural.esp  [Version 0.9.8]12  All Natural - SI.esp  [Version 0.9.8]13  All Natural - EW + NW + AWS.esp  [Version 0.9.6]14  Kvatch Rebuilt Weather Patch.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]16  Oblivion Vwalk UOS.esp17  DLCShiveringIsles Vwalk UOS.esp18  DLCShiveringIsles Vwalk DG_DS UOS.esp19  TNR ALL RACES FINAL Vwalk UOS.esp1A  TNR - ShiveringIsles no helms Vwalk UOS.esp1B  Francesco's Optional Chance of Stronger Bosses.esp1C  Francesco's Optional Chance of Stronger Enemies.esp1D  Francesco's Optional Chance of More Enemies.esp1E  Francesco's Optional Leveled Guards.esp1F  FCOM_Francescos.esp  [Version 0.9.9]20  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]21  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]22  Fran Armor Add-on.esp23  Fran_Lv30Item_Maltz.esp24  Natural_Habitat_by_Max_Tael.esp25  phinix-waterfix.esp26  Symphony of Violence.esp27  AmbientTownSounds.esp  [Version 1.0]28  MIS.esp  [Version 1.0]29  MIS New Sounds Optional Part.esp  [Version 1.0]2A  Atmospheric Oblivion.esp  [Version 1.1]2B  Distant Chapel Bells.esp2C  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]2D  Louder Nirnroot Sound.esp  [Version 1.0]2E  Rainbows.esp2F  WindowLightingSystem.esp  [Version 5.1.6]30  Book Jackets Oblivion.esp  [Version 0.01]31  bgShaderStandAloneEV.esp  [Version 1.0EV]32  Cobl Bookjackets.esp33  ClocksOfCyrodiil.esp34  Chapel Tithe.esp35  Days&Months.esp36  diversegrasses.esp37  ImprovedSigns.esp38  RAEVWD Cities.esp  [Version 1.4]39  RoadSigns.esp3A  Update My Statue.esp  [Version 1.30]3B  VA_BetterGold.esp3C  Map Marker Overhaul.esp  [Version 3.3]3D  AddMapMarkers.esp3E  DLCHorseArmor.esp3F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]40  MaleBodyReplacerV4.esp41  Adonnays Classical Weaponry.esp42  ClassyClothingCompendium.esp43  CSR - Fine Iron.esp  [Version 1.2]44  CSR - Golden Saint.esp  [Version 1.2]45  Jade Dishes.esp46  Pek_Painting_Exchanger.esp47  Reznod_Mannequin_HD[Eng].esp**  mz_Shields_SI.esp**  Armamentium female.esp48  Tyrael Armor.esp49  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]4A  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]4B  Slof's Oblivion Robe Trader.esp4C  Cobl Glue.esp  [Version 1.72]4D  Cobl Si.esp  [Version 1.63]4E  FCOM_Cobl.esp  [Version 0.9.9]4F  Bob's Armory Oblivion.esp  [Version 1.1]50  FCOM_BobsArmory.esp  [Version 0.9.9]51  Loth's Blunt Weapons for Npcs.esp  [Version 3.0]52  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]53  Oblivion WarCry EV.esp54  FCOM_WarCry.esp  [Version 0.9.9MB3]55  zCats & Rats.esp56  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]57  OOO-Water_Weeds.esp  [Version 1.33]58  Oscuro's_Oblivion_Overhaul Vwalk.esp59  RealitySpectreStars2HeavenBetterPotionsOOOEffects.esp  [Version 2.1]5A  OOO 1.32-Cobl.esp  [Version 1.72]5B  ArmamentariumArtifacts.esp  [Version 1.3]5C  OBSE-Storms & Sound SI.esp5D  FCOM_Convergence.esp  [Version 0.9.9Mb3]5E  FCOM_RealSwords.esp  [Version 0.9.9]5F  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]60  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3]61  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]62  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]63  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]64  Mart's Monster Mod - Farm Animals.esp65  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]66  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]67  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]68  Mart's Monster Mod - Shivering Isles.esp69  ArmamentariumLL4OOO.esp  [Version 2.0]6A  Atmospheric Oblivion - MMM Patch.esp6B  Fransfemale.esp6C  RustyItems for OOO.esp6D  OOOPekImperialHorseArmor.esp6E  Diverse Effect Icons for OOO.esp6F  MMM-Cobl.esp  [Version 1.69]70  EVE_StockEquipmentReplacer4FCOM.esp71  BenirusManorRebuilt.esp  [Version 1.0]72  Kvatch Rebuilt.esp  [Version 1.1]73  Kvatch Rebuilt - OOO Compatibility.esp  [Version 1.1]74  Kvatch Rebuilt - Leveled Guards - FCOM.esp  [Version 1.1]75  Kvatch Rebuilt Vwalk.esp76  LetThePeopleDrink.esp  [Version 2.5]77  24HrArenaAliveV2.esp78  DLCBattlehornCastle.esp79  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]7A  BrumaMGRestored.esp**  Knights - Book Jackets.esp  [Version 1.0]7B  Knights.esp7C  Knights - Unofficial Patch.esp  [Version 1.0.9]7D  Knights Vwalk UOP.esp7E  Lost Paladins of the Divines.esp7F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]80  FCOM_Knights.esp  [Version 0.9.9Mb3]81  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]82  road+bridges.esp  [Version 4.5.2]83  xulImperialIsle.esp  [Version 1.6.3]84  xulImperialIsle Vwalk.esp85  NRB4+UL-II+LtPD Patch.esp  [Version 3.0]86  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]87  Harvest [Flora].esp  [Version 3.0.0]88  ANB_Item_Switchers.esp  [Version 0.8]89  BlackScreenSneakFix.esp8A  more books teach.esp8B  P1DkeyChain.esp  [Version 5.00]8C  Toggleable Quantity Prompt.esp  [Version 3.1.1]8D  DA Fatigued Running.esp8E  DA Sprint.esp8F  WPHealthRegen.esp  [Version 1.0]90  RealisticHealth.esp91  SpellDeflection.esp92  Poison FX.esp93  Lightweight Potions.esp  [Version 1.1]94  Enchantment Enhanced.esp95  EnchantmentRestore.esp  [Version 1.9]96  attack and hide easier v2.0.esp  [Version 2.0]97  sycHearNoEvil.esp  [Version 1.0]98  DeadlyReflex 5 - Combat Moves.esp99  kuerteeAttributeAndSkillBasedDamageModifiers.esp9A  Duke Patricks - Actors Can Miss Now.esp9B  OOO-Level_Stock.esp  [Version 1.33]9C  Kobu's Character Advancement System.esp9D  Smarter Mercantile Leveling - Multi.esp  [Version 1.65]9E  Grandmaster of Alchemy.esp9F  Atmospheric Loading Screens - No Text.espA0  Slof's Oblivion Better Beasts.espA1  bgBalancingEVCore.esp  [Version 10.52EV-D]A2  bgBalancingEVOptionalBetterRedguards.espA3  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]A4  ArgonianFeets.espA5  MRP - Loading area.esp  [Version 1.02]A6  Get Wet.espA7  Better Lava by elveon.esp  [Version 1.0]A8  MotionBlur.espA9  Visually Enchanted 2.1.espAA  X-Ray Detect.espAB  SnArrowEffects.espAC  Faction Rank Fix.espAD  wd purse of wonders.espAE  MiniMap.espAF  Ls More Butterflies and Fireflies Not In Interiors 4.0 Halved.espB0  NRB4 Standard Road Record.espB1  VHBloodlines 1.2.esp  [Version 1.4]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]B2  Bashed Patch, 0.espB3  kuerteeCleanUp.espB4  Streamline 3.1.esp



You can try tweaking the DarkenAO_Threshold variable to reduce the darkness of the SSAO, but it would affect day time as well. If you play with one of those super-scary-dark-night mods, you might try disabling it. Or you can use a mod to increase the ambient darkness of the night to compensate for the darkening introduced with SSAO.


I'll tweak it some to see if it helps. I'm using a night brightening (well I guess technically it's not brightening it) mod. All Natural with Enhanced Nights set to vanilla. I can't stand dark nights in any game. That's my biggest qualm with STALKER - Call of Pripyat. Fortunately I found a night brightening mod. Hehe.
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Ladymorphine
 
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Post » Tue Dec 29, 2009 8:51 am

A useless post to say there is a typo in the #1 post:
A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This isreported to be the case on both ATI and NVIDIA graphics cards. The only solution is to edit the obse.ini file in yourMy Documents\My Games\Oblivion folder and change this line:

It's obviously obGe.ini :).
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Gen Daley
 
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Post » Tue Dec 29, 2009 6:48 am

I've moved just about all the screenshots and videos from the OP to the Nexus page for Scanti's package. I'm going to try shifting the media focus from this thread to there, while maintaining the thread as the main source of information. This'll mean I'll upload any screenshots and link and videos to the Nexus page, and link to it for them, while keeping the OP's FAQs and info on the project.

I'm also going to start uploading new versions of my shaders directly to Nexus, rather than somewhere else and linking to them here. The idea is that we have one big package containing all the files we've done at time of packaging, and then a bunch of separate shader packages that contain updates to included shaders or new shaders that go on top of the main package. These updates get merged in with the next update to the main package, and the cycle repeats. This lets individual coders to work at their own pace, while still maintaining an ordered distribution structure.

On that note, if any of you other shader authors want editing access to the Nexus page so that you can manage your own files, just PM me with your Nexus user ID, and I'll add you. Unless Scanti objects?


Cool I have no problem with that. I'm pretty rubbish at all the admin stuff. I have a hard enough time remembering what I had for lunch the day before let alone organise all this stuff. :blink:

A useless post to say there is a typo in the #1 post:
A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This isreported to be the case on both ATI and NVIDIA graphics cards. The only solution is to edit the obse.ini file in yourMy Documents\My Games\Oblivion folder and change this line:

It's obviously obGe.ini :).


Whoops. I'll change it next update.
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Portions
 
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Post » Tue Dec 29, 2009 10:12 am

Here's a thought - a 3D filter. In the increasing interest in 3d technology, is it possible to bring that to oblivion?
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scorpion972
 
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Post » Tue Dec 29, 2009 2:21 pm

Here's a thought - a 3D filter. In the increasing interest in 3d technology, is it possible to bring that to oblivion?


You mean like an anaglyph where you wear glasses with red and blue lenses?

It's sort of possible at the moment. You could write a shader that displaced objects according to their distance but you would have to interpolate what's behind the displaced object. It probably wouldn't look very good.

Usually you would have to render the scene twice, from each eye's point of view. Then tint each scene and merge them together. The problem is I don't have that sort of control over the renderer yet plus you will end up halving the frame rate.
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Mark
 
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Post » Tue Dec 29, 2009 6:14 am

Hi friends.

Thanks for all your tremendous work. This is quite lovely.


I had been using ScreenEffects, which I understand is not compatible. First - is that true, or is there a workaround?

Second: the color mood shader does everything I had used ScreenEffects for, except full-scene blur. Is that something that a shader genius could whip up and add to the repository? If anyone is familiar with ScreenEffects, I had "blur" set to 0.03.

Basically, it was a shader that applied a full blur to the whole scene and was quite adjustable. I found that 0.03 kept the game looking sharp while adding a nice semi-mystical quality.

Some of my screenshots featured it:


http://www5.picturepush.com/photo/a/2854053/img/Oblivion/Oblivion-2010-01-30-17-35-58-68.jpg


http://www1.picturepush.com/photo/a/2822104/img/Oblivion/Oblivion-2010-01-24-12-16-06-54.jpg


http://www5.picturepush.com/photo/a/2744383/img/Oblivion/Oblivion-2009-12-22-17-02-48-60.jpg



Thanks much!
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jasminε
 
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Post » Tue Dec 29, 2009 2:29 pm

I've moved just about all the screenshots and videos from the OP to the Nexus page for Scanti's package. I'm going to try shifting the media focus from this thread to there, while maintaining the thread as the main source of information. This'll mean I'll upload any screenshots and link and videos to the Nexus page, and link to it for them, while keeping the OP's FAQs and info on the project.

I'm also going to start uploading new versions of my shaders directly to Nexus, rather than somewhere else and linking to them here. The idea is that we have one big package containing all the files we've done at time of packaging, and then a bunch of separate shader packages that contain updates to included shaders or new shaders that go on top of the main package. These updates get merged in with the next update to the main package, and the cycle repeats. This lets individual coders to work at their own pace, while still maintaining an ordered distribution structure.

On that note, if any of you other shader authors want editing access to the Nexus page so that you can manage your own files, just PM me with your Nexus user ID, and I'll add you. Unless Scanti objects?

So it is still OK to post shaders here, and they will be included in main package with next OGE update or even before. Then:

Download

http://www.4shared.com/file/225791759/4343cf84/godraystimev34.html

1. Install the fx file into Data\shaders\ folder and enable it in shaderlist.txt.

2. Lots of new tweakables, including effect start and end times for sunrise and sunset... Golden hours, noon, night exposure values with customizable ray lengths(decay)... With descriptive commenting...

3. TODO!
Better system for transitions, off-screen rendering, fixing excessive brightness and underwater rays +many more things! :)

4. Tweak! Play! Enjoy!

Author: vtastek


This one reflects the product in my mind a lot more.

@jack.q.frost
Screeneffects has so many features, breaking it into smaller shaders can help the performance. I could make it but I am very tired. No love for Oblivion for a while. But who knows. :)

PS. IFs in a shader, it is a trap!
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Kim Bradley
 
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Post » Tue Dec 29, 2009 9:25 am

Ooooh! Nice!! Thanks Vtastek!
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jason worrell
 
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Post » Tue Dec 29, 2009 3:01 am

Thank you very much vtastek, for the new version :foodndrink:
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priscillaaa
 
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Post » Tue Dec 29, 2009 3:36 pm

For on-the-fly changes to shaders, a framework will need to be created to allow them to be customised from within the game, and loaded without needing a shaderlist.txt. It's on my to-do list, once I get more time. :) Once that's in place, OGE will begin it gather some real momentum, I think.
Are we thinking about a common plugin that loads available shaders and their registered/known tweak-able values ? If yes, I believe I wrote one up sometime ago.

My Nexus ID is shademe. And shademe hopes to sully the plugin's page with some procedurally generated blood soon. shademe rests.
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AnDres MeZa
 
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Post » Tue Dec 29, 2009 9:08 am

A useless post to say there is a typo in the #1 post:
It's obviously obGe.ini :) .


Fixed. :)

I had been using ScreenEffects, which I understand is not compatible. First - is that true, or is there a workaround?

Second: the color mood shader does everything I had used ScreenEffects for, except full-scene blur. Is that something that a shader genius could whip up and add to the repository? If anyone is familiar with ScreenEffects, I had "blur" set to 0.03.

Basically, it was a shader that applied a full blur to the whole scene and was quite adjustable. I found that 0.03 kept the game looking sharp while adding a nice semi-mystical quality.


I just checked it out, and ScreenEffects has the same problem as Motion Blur and Realistic Health with the half variables. I'll make the note in the 2nd post a general one for pre-OGE shader mods, the same solution applies to this.

As for the effect, someone could shamelessly rip the code for it from the ScreenEffects shader, and put it in its own shader, as an alternative to keeping ScreenEffects around. <_< Not me though, far to busy as it is.

http://www.4shared.com/file/225791759/4343cf84/godraystimev34.html


Added to OP. :)

Are we thinking about a common plugin that loads available shaders and their registered/known tweak-able values ? If yes, I believe I wrote one up sometime ago.

My Nexus ID is shademe. And shademe hopes to sully the plugin's page with some procedurally generated blood soon. shademe rests.


Yes, that's what I was thinking of. You should now have editing access to the Nexus page. :)
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Ricky Rayner
 
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Post » Tue Dec 29, 2009 3:56 am

Changed all instances of "half" to "float" in ScreenEffects. Works perfectly. Thanks so much!
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James Hate
 
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Post » Tue Dec 29, 2009 12:00 pm

Right, I've added the info about that to the OP's FAQ on blue screening.
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James Baldwin
 
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