Oblivion Graphics Extender, Thread 11

Post » Fri Apr 23, 2010 7:58 pm

I am investigating Oldoblivion project for a couple of days now, I am kinda trying to make the same to Morrowind, but for increasing quality. I found how to disassemble shaders, but no success so far for recompiling them. I can use some help on that.
You can use the DirectX API's effect file compiler (fxc.exe) to compile HLSL sourcefiles. Shaders written in assembly can also be compiled using it ( or the D3DXCompileShaderFromFile API function ). In any case, I'd think Morrowind is old enough to be used without such a tool :P

I think we can have a look at Oblivion's original shaders too. They are ASM but we can do something with them. Beginning with increasing water refraction index and get rid of the thick underwater fog. According to my shader knowledge as long as you know what enters the shader, between output and input, you are free...
Timeslip's ShaderEdit tool will let you edit Oblivion's shader packages. You can modify the water shader during runtime by using the modWaterShader console command - IIRC, its got a RI parameter.
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Robert Jackson
 
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Post » Sat Apr 24, 2010 5:02 am

I'm having some trouble, ever since I installed OBGEv2 and Support plugin, I have been getting random CTDs when I enter/exit places. Infrequent but before that I never got a CTD.

And now, I am trying to remove OBGEv2 to see if it really is the cause, when I remove the OBGEv2.dll and all relevant shaders and textures, my save games CTD on load. I'd like to know if I can load my save without having to revert back many many levels? Or perhaps isolate why it is causing CTDs?

Also, should I have the original obge.dll in Plugins? (I do, if that could be causing it.)
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Jeff Tingler
 
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Post » Sat Apr 24, 2010 6:24 am

You can use the DirectX API's effect file compiler (fxc.exe) to compile HLSL sourcefiles. Shaders written in assembly can also be compiled using it ( or the D3DXCompileShaderFromFile API function ). In any case, I'd think Morrowind is old enough to be used without such a tool :P

I used fxc.exe to disassemble,

fxc.exe /dumpbin fauxEMBM.pso

which gave me ASM code like this.

  ps_1_1  def c1, 0.5, 0.5, 0.5, 0.5  def c5, 0.09375, 0.507799983, 0.49217999, 0  tex t0  texm3x2pad t2, t0_bx2  texm3x2tex t3, t0_bx2  mul t1, c2, t0_bx2  dp3 r1, t1, v0_bx2  mul r0.xyz, t3, c4+ mad r0.w, r1.w, c1.w, c1.w  mov r1, v0_bx2  lrp r0.xyz, r1.w, c6, r0  mul r0.w, r0.w, r0.w  add r0.w, r0.w, -c7.w


Documentation says it doesn't support ps 1.1 shaders anymore, but actually it supports, by including a Legacy flag. ( We don't support, but we support! Don't tell anyone. Microsoft...)

But I can't recompile it with the legacy flag /LD or the /GEC, I think it is too raw to compile. I need to add something, because it gives syntax errors about def.


Timeslip's ShaderEdit tool will let you edit Oblivion's shader packages. You can modify the water shader during runtime by using the modWaterShader console command - IIRC, its got a RI parameter.

I have the ShaderEdit tool, but it crashed my first time, I can try back. Where can I get more information about modWaterShader console commands?

I think we all agree that the water is ugly looking because of the lack of opacity/refraction.
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Avril Louise
 
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Post » Sat Apr 24, 2010 1:36 am

I think we all agree that the water is ugly looking because of the lack of opacity/refraction.


Agrees :nod: , that and many other things.

Nice looking water:

- http://www.gametrailers.com/video/nvidia-mini-doc-just-cause-2/62589 :drool:
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Brentleah Jeffs
 
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Post » Sat Apr 24, 2010 12:35 am

Scanti seems to have been somewhat inspired by Timeslips nightvision shader when making that vertex shader. It looks fairly similar. Nothing wrong with that. Since vertex shading reduces load on the gpu it would be nice to have Timeslips Hit, Nighteye and Misc shaders in vertex versions (if it's possible) . I don't think they have much impact on performance though.
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Kari Depp
 
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Post » Sat Apr 24, 2010 4:51 am

Timeslip's ShaderEdit tool will let you edit Oblivion's shader packages.


I've always wondered what's inside those packages. Guess I can take a look when he finishes fixing the links on his new site. :) I'll update the OP link too, actually.


Scanti seems to have been somewhat inspired by Timeslips nightvision shader when making that vertex shader. It looks fairly similar. Nothing wrong with that. Since vertex shading reduces load on the gpu it would be nice to have Timeslips Hit, Nighteye and Misc shaders in vertex versions (if it's possible) . I don't think they have much impact on performance though.


Timeslip has them as replacers, not addons, so I'm not really sure what the point of having them in OGE too would be. That, and you'll only notice the difference between vertex and pixel for complicated shaders, AFAIK. :shrug:
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kiss my weasel
 
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Post » Sat Apr 24, 2010 7:38 am

Ah yes, I guessed as much. Anyway, I was playing around with the support plugin and had an "evil" epiphany of sorts: a mod that changes the shaders on a random basis, just to annoy the player. :evil: :lol: It would be fun to see how people reacted.

Here's a few screenshots I took while messing with the Colour Effects settings:



http://i776.photobucket.com/albums/yy46/igerup/games/Screenie1.jpg

http://i776.photobucket.com/albums/yy46/igerup/games/Screenie2.jpg

http://i776.photobucket.com/albums/yy46/igerup/games/Untitled261.png


http://i776.photobucket.com/albums/yy46/igerup/games/Untitled262.png



And no, I don't mind that you uploaded them to Nexus....
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Leanne Molloy
 
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Post » Fri Apr 23, 2010 5:50 pm

I asked on the Tes4edit thread but I might as well ask the gfx guru here :).
Anyone know the distance between 2 points in a LAND record(the exterior cell child record), ie the distance between (x,y) and (x+1,y)?
It's a grid of 33x33 points but I'm having trouble getting the ratio right with the height(which is in step of 8 game units) to display the accurate landscape.
---
Ok nevermind about the VCLR data, apparently my vertex are showing colors according to the height...Those shaders are going to be the death of me :P.

Anyway if anyone know that distance I'm all ears :P.
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Max Van Morrison
 
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Post » Sat Apr 24, 2010 6:42 am

I've updated the OP with the link to OBGE's new page.

Tried out ShaderEdit, it just crashed with an unhandled exception for me. :(

@ iggey: Nice screens, I've added them to Nexus for you.
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Captian Caveman
 
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Post » Fri Apr 23, 2010 9:45 pm

I was surfing through the Black Marsh site today (www.silgrad.com), and saw some great concept art for possible settlements, like this :
- http://img214.imageshack.us/img214/9697/swampvillage01.jpg

I really love the lighting effect and the fog in the picture. So here's my (probably stupid) question:
Is possible now or in the future, to add specific shaders to specific areas in the world?
Like when you comes close to a swamp area the lighting colour change gradually and it gets more foggy.

I was also wondering if it's possible to make moving fogg?

- http://www.youtube.com/watch?v=T9_CqmO1zYg ignore the first 17 sek graphic glitch
- http://www.youtube.com/watch?v=MQI1gR-5sJ8
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He got the
 
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Post » Fri Apr 23, 2010 5:36 pm

Yeah, I was quite pleased with them myself too. :) I did honestly not notice any difference in image quality now (with depth buffer on and thus AA disabled; does that happen on both ATI and Nvidia?) compared to before. My guess is the obsharpen shader helps alleviate that. And possibly also the CelShader thingy. Correct?
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N3T4
 
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Post » Fri Apr 23, 2010 7:49 pm

when is the new support plugin gonna be updated to identify the more modern and older versions of the shaders? also if i just replace a shader with another version but with the same name will the support plugin accept it or just treat it has an older version?
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Jonathan Braz
 
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Post » Fri Apr 23, 2010 9:34 pm

It'll accept the new version. No problem, at least not forme.
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Dean Brown
 
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Post » Sat Apr 24, 2010 12:30 am

Yeah, I was quite pleased with them myself too. :) I did honestly not notice any difference in image quality now (with depth buffer on and thus AA disabled; does that happen on both ATI and Nvidia?) compared to before. My guess is the obsharpen shader helps alleviate that. And possibly also the CelShader thingy. Correct?


Yes, I'd imagine that they'd help against jaggies. And yes, no AA is on both ATI and NVIDIA.


when is the new support plugin gonna be updated to identify the more modern and older versions of the shaders? also if i just replace a shader with another version but with the same name will the support plugin accept it or just treat it has an older version?


shadeMe has said that he's going to try to get a new version of the support plugin out by next week. But it'll be done when it's done.
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GLOW...
 
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Post » Fri Apr 23, 2010 9:48 pm

Is possible now or in the future, to add specific shaders to specific areas in the world?
Like when you comes close to a swamp area the lighting colour change gradually and it gets more foggy.

yep. with the YouAreHere.esm http://www.tesnexus.com/downloads/file.php?id=18385 does just that :P
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Charlie Ramsden
 
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Post » Sat Apr 24, 2010 7:41 am

Okay so looking from this project you guys are doing. is this supposed to turn the game into a new way of creating photoshop, fireworks, adobe ae effects type deal to game. Im just wondering b/c im not liking how the effects in support plugin make my game look too cartoonish... Is this the main objective to this project. Just wondering. When i first read this i was like oh something that enhances the quality of graphics or that is how it seemed to me but trying to tweak the settings in support plugin i couldnt find a way to make the game not look so cartoonish. The effect reminds me of Naruto games for ps2 and ps3 the most recent ones. WIth hard outlines and stuff. You know the fighting games.
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Matt Bee
 
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Post » Sat Apr 24, 2010 6:45 am

No. This isn't anything to do with photoshop-like effects. The only thing that is anything like that is my ColorEffects shader, which is just for fun, basically.

The only 'main objective' of this project is to add a variety of effects to Oblivion. We all do what we want to do, and fulfill the occasional request in between. An example - I've gotten help from vtastek with my cloud shadows because he's had some experience with similar things in MGE. I've also requested some stuff for the support plugin from shadeMe, and of course I've pestered Scanti about stuff for OBGEv2, but ultimately no-one is telling me what to do. The same goes for everyone else, we can request stuff off each other, or suggest stuff, but I'd never tell someone to do something. There's no overarching heirarchy, with a team leader or anything, just a bunch of people that work on graphical effects and work with each other on them.

SSAO, Godrays and Depth of Field are three effects that are most certainly not cartoonish, and are used in pretty much every new game, one way or another. The Color Mood shader too is another rather commonly used effect - it was taken from Crysis, which is pretty far from cartoony.

The thing that's responsible for your cartoony effect is the CelShader+EdgeAA shader. Cel shading is the method used to get cartoony effects in games, so that's giving you your black outlines. If you don't like it, you can always turn it off.
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Amelia Pritchard
 
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Post » Fri Apr 23, 2010 8:31 pm

The only 'main objective' of this project is to add a variety of effects to Oblivion. We all do what we want to do, and fulfill the occasional request in between. An example - I've gotten help from vtastek with my cloud shadows because he's had some experience with similar things in MGE. I've also requested some stuff for the support plugin from shadeMe, and of course I've pestered Scanti about stuff for OBGEv2, but ultimately no-one is telling me what to do. The same goes for everyone else, we can request stuff off each other, or suggest stuff, but I'd never tell someone to do something. There's no overarching heirarchy, with a team leader or anything, just a bunch of people that work on graphical effects and work with each other on them.

SSAO, Godrays and Depth of Field are three effects that are most certainly not cartoonish, and are used in pretty much every new game, one way or another. The Color Mood shader too is another rather commonly used effect - it was taken from Crysis, which is pretty far from cartoony.

These sentences in particular should be in the readme. also i have some questions...Is it possible for you to implement some sort of shoreline to oblivion water? seeing has the shoreline on oblivion is probably the most outdated this it has(no shoreline/water effect) also i dunno but i'd imagine it's would be extremly demanding for the PC cause it would force it to calculate and emulate every contact between land and water. Also would it be possible to create a wave like effect to the oblivion waters? nothing really that spectacular but something that would make the watermass move in the direction of the wind. And on my last question, is there any date to the volumetric clouds and the water cam effects?
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Yvonne
 
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Post » Sat Apr 24, 2010 3:34 am

And on my last question, is there any date to the volumetric clouds and the water cam effects?


No and No

shoreline:
- http://www.youtube.com/watch?v=3rXs8OT4kDA
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Hot
 
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Post » Fri Apr 23, 2010 8:09 pm

No and No

shoreline:
- http://www.youtube.com/watch?v=3rXs8OT4kDA

well too bad for the first two and those shorelines need work :P
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Tanya
 
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Post » Sat Apr 24, 2010 12:48 am

Generally asking dates for stuff is a bad idea, because we can't give you any.

Water is something that's pretty darn hard, and something that's definitely way out of my league. I'd imagine that it's possible that OGE would do something with it one day, but that's a long, long time away yet.
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Darian Ennels
 
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Post » Sat Apr 24, 2010 2:26 am

http://i776.photobucket.com/albums/yy46/igerup/games/Screenie2.jpg

(Off-topic, sorry) What sword is that?
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Jessica White
 
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Post » Fri Apr 23, 2010 6:16 pm

Generally asking dates for stuff is a bad idea, because we can't give you any.

Water is something that's pretty darn hard, and something that's definitely way out of my league. I'd imagine that it's possible that OGE would do something with it one day, but that's a long, long time away yet.

well ninja i got the same issue has always again :( http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0517-59-47-57.jpg

has i feared everything is working BUT the godrays..no sunset..no sunrise either

MY obgev2 log(maybe there you can check wether it loaded it or not though it should've been on)
 Ingnoring message.RESZ not supported.Depth buffer texture (INTZ) (1280,1024) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1280, Height = 1024Setting screen surface.Setting depth texture.Loading the shaders.Added to list OK.Loading the shaders.Save file links 0 textures.Shader Index = 9Shader num = 1Filename = DepthOfField.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000781(1)Float f4Time = 40167.910156(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader num = 2Filename = timelygodraysv3.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float morningshaftex = 0.040000(1)Float eveningshaftex = 0.200000(1)Float goldendecay = 0.990000(1)Float noonshaftex = 0.490000(1)Float noondecay = 0.630000(1)Float moonshaftex = 0.090000(1)Float moondecay = 0.880000(1)Float startsunrise = 4.000000(1)Float endsunrise = 10.000000(1)Float startevening = 17.000000(1)Float endevening = 21.000000(1)Float Density = 0.000000(1)Float Weight = 0.440000(1)Float m44view = 0.813967(1)Float f3EyeForward = 0.389765(1)Float f4SunDir = 0.316862(1)Float rcpres = 0.000781(1)Float f4Time = 40167.910156(1)Float t = 0.767327(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader num = 3Filename = CelShader+EdgeAA.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000781(2)Float edgeStrength = 20.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 4Filename = ColorEffects.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.250000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 40167.910156(1)Float greyscale = 0.299000(1)Float rcpres = 0.000781(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 5Filename = ColorMood.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 6Filename = obsharpen.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 10.000000(1)Inserting the shader into the list.Shader num = 8Filename = ssao_perf.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Float rcpres = 0.000781(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader (ssao_perf.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 8a000800  Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Shader (DepthOfField.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (CelShader+EdgeAA.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 41545.750000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.993538Found float: name - f3EyeForward, size - 1, data[0] - 0.108782Found float: name - f4SunDir, size - 1, data[0] - 0.249176Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 41545.750000Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 41545.750000Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 49120.421875Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.000003Found float: name - f3EyeForward, size - 1, data[0] - 1.000000Found float: name - f4SunDir, size - 1, data[0] - -0.049448Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 49120.421875Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 49120.421875Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 51538.601563Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.623798Found float: name - f3EyeForward, size - 1, data[0] - -0.622397Found float: name - f4SunDir, size - 1, data[0] - -0.049448Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 51538.601563Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 51538.601563Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 62471.433594Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.218256Found float: name - f3EyeForward, size - 1, data[0] - 0.904967Found float: name - f4SunDir, size - 1, data[0] - -0.693548Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 62471.433594Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 62471.433594Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


and my OBSElog
OBSE: initialize (version = 18.5 010201A0)oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Program Files\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)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dllSetOpcodeBase 000022D0RegisterCommand MPConnect (22D0)RegisterCommand MPSendActor (22D1)RegisterCommand MPSendFullStat (22D2)RegisterCommand MPSendChat (22D3)RegisterCommand MPSyncTime (22D4)RegisterCommand MPGetPosX (22D5)RegisterCommand MPGetPosY (22D6)RegisterCommand MPGetPosZ (22D7)RegisterCommand MPGetRotZ (22D8)RegisterCommand MPGetCell (22D9)RegisterCommand MPGetTime (22DA)RegisterCommand MPGetDay (22DB)RegisterCommand MPGetMonth (22DC)RegisterCommand MPGetYear (22DD)RegisterCommand MPGetIsInInterior (22DE)RegisterCommand MPGetStat (22DF)RegisterCommand MPGetDebugData (22E0)RegisterCommand MPGetSpawnedRef (22E1)RegisterCommand MPSpawned (22E2)RegisterCommand MPTotalPlayers (22E3)RegisterCommand MPDisconnect (22E4)RegisterCommand MPClearSpawn (22E5)RegisterCommand MPSendEquipped (22E6)RegisterCommand MPGetEquipment (22E7)RegisterCommand MPGetMyID (22E8)RegisterCommand MPSetInCombat (22E9)RegisterCommand MPGetIsInCombat (22EA)RegisterCommand MPLogin (22EB)RegisterCommand MPSynchActors (22EC)RegisterCommand MPBuildCache (22ED)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dll (00000001 OblivionOnline 00000001) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedDoLoadGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.essloading from C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseLoading stringsLoading array variablesplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin did not read all of its data (at 000000000000A15C expected 000000000000A15D)**Dumping Array #5 **Refs: 1 Owner 77: Map Marker Overhaul.espRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseOBSE: deinitialize

User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri Apr 23, 2010 6:32 pm

Your log shows that godrays is loading fine, so I can't really help, I'm afraid.

EDIT: Looks like I might be able to get some time this weekend to work on my cloud shadows. :)
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Fri Apr 23, 2010 8:27 pm

I used fxc.exe to disassemble,

fxc.exe /dumpbin fauxEMBM.pso

which gave me ASM code like this.
...

Documentation says it doesn't support ps 1.1 shaders anymore, but actually it supports, by including a Legacy flag. ( We don't support, but we support! Don't tell anyone. Microsoft...)

But I can't recompile it with the legacy flag /LD or the /GEC, I think it is too raw to compile. I need to add something, because it gives syntax errors about def.


fxc wont work for this. If you download the August 2006 SDK, there is a utility called psa.exe / vsa.exe that will compile raw pixel / vertex shaders.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

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