Oblivion Graphics Extender, Thread 11

Post » Fri Apr 23, 2010 5:17 pm

...
Yep. I've got it there, I just loaded Oblivion to main menu, then quit, and it was created fine. Using FastExit2. FastExit doesn't allow ini writing on exit, so use FE2 instead.
...


I don't understand it... I'm using FE2, and I did just that... load it to the main menu and then quit. It's just not appearing... maybe I installed it wrong? The sahders are in the shaders folder, the .esp is in Data and active in my load order, the OBGEv2 plugin is in my OBSE/Plugins folder... have I missed anything? This is really frustrating :(
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Harinder Ghag
 
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Post » Fri Apr 23, 2010 8:22 pm

I see that the OP has been updated with new instructions - Bravo :goodjob:

I don't understand it... I'm using FE2, and I did just that... load it to the main menu and then quit. It's just not appearing... maybe I installed it wrong? The sahders are in the shaders folder, the .esp is in Data and active in my load order, the OBGEv2 plugin is in my OBSE/Plugins folder... have I missed anything? This is really frustrating :(

[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=1[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1078966-oblivion-graphics-extender-thread-11/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bUseShaderList=0sShaderListFile=data\shaders\shaderlist.txt
If all else fails, create it yourself (inside the My Games\Oblivion directory)
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rheanna bruining
 
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Post » Fri Apr 23, 2010 12:05 pm

Apologies for the attitude, but the readme file, which most of us go by, rather than running off to the forums on an obscure hunch there MIGHT be a topic there, said VERY little about anything, and most of what it DID say made very little sense to a layman. Now that I know you are using the forums as your place to disseminate the proper information, the problem is pretty much solved...what had me ticked off was that the readme file was, I thought, the only source of information for the mod, and there was jack squat in it.


As for being lazy, yadda yadda. Far from it, bunky. I spend anywhere up to 14 hours a day MODDING for four different games, as well as taking care of an ailing father and a young son, by myself, AND doing typing and proofing for an area magazine, so if I tend to get a wee bit impatient with README files that have next to no information in them, I apologize.

Again, apologies for any percieved attitude, but, as you said, NONE of us have time to spare for a great number of things, and from my end that means time to spare for running around the internet wondering if a secret cache of vital information on your mod is hidden out there in forum land somewhere.


I have to be at work in about 10 minutes so I can't give you a list straight away. (I'll take my laptop into work with me and if I have some spare time I'll post a list of shaders and what they do).


nbo i'm not comparing..i am afirming that i wasted a lot of time waiting for the the godrays,seeing the game time pass and whatnot and all i get is sunglare..only sunglare..and i have eliminated the screeneffects.fx from my shaderlist.txt and if i enable depthbuffer all i get is this http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0114-27-31-12.jpg
if you still don't understand read the other posts
and if you don't understand the problem well all i see is sky and no ground or distant image..it shows my character has invisible(that's a third person screenshot) floating on air


Turn off your anti-aliasing.

Anybody knows why I get this small bar?

Thanks


It to do with how the ssao shader works out the normals of each point. It compares the pixel data below the current pixel. As the pixel is at the bottom of the screen there's no data to compare and so you end up with a white bar effect. It might be possible to tweak the shader to decrease the kernel size at the bottom of the screen.
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Darlene DIllow
 
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Post » Fri Apr 23, 2010 7:00 pm

An odd problem... when I click the support item in the inventory, it flickers (the pop-up box saying to close the inventory screen, that is), preventing me from closing the inventory window to activate the actual options. This is with no other plugins going, just Oblivion.esm and the support plugin. with the latest OBSE running. Is there another way to activate the options?
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Everardo Montano
 
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Post » Fri Apr 23, 2010 9:21 am

Here's what each shader that's packaged with OBGEv2 does:

CelShader+EdgeAA - can either add a cartoony black edge to objects or smooth the edges of objects.

ColorEffects - Adds photoshop like colour controls.

ColorMood - Adds a tint to the screen.

DepthOfField - Blurs objects that are in the distance.

obsharpen - Sharpens the screen.

RAWZfix - DO NOT USE (used internally by OBGEv2 as a bug fix for older nVidia cards).

ssao_test - Adds stylised lighting to the scene. Adds depth and contrast. You need a good graphics card to use this.

timelygodraysv3 - Adds shafts of light emanating from the sun. The effect is only triggered at certain times of the day.

test1, test2, test3, test4 - Used by me for testing the shader system. They basically put a big purple 1,2,3 or 4 on the screen. You can use these to test to see if OBGEv2 is working OK.
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Prohibited
 
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Post » Fri Apr 23, 2010 9:42 am

Okay, I don't know what's going on... I've manually created an OBGE.ini file, but it still doesn't seem like anything's happening. I'll post my OBSE and OBGE log file here:

OBSE: initialize (version = 18.5 010201A0)oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dllplugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dllplugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifScript.dllSetOpcodeBase 000024F0RegisterCommand NifGetAltGrip (24F0)RegisterCommand NifGetOffHand (24F1)RegisterCommand NifGetBackShield (24F2)RegisterCommand NifOpen (24F3)RegisterCommand NifClose (24F4)RegisterCommand NifGetNthExtraDataName (24F5)RegisterCommand NifGetNthExtraDataType (24F6)RegisterCommand NifGetExtraDataTypeByName (24F7)RegisterCommand NifSetNthExtraDataString (24F8)RegisterCommand NifSetExtraDataStringByName (24F9)RegisterCommand NifDeleteNthExtraData (24FA)RegisterCommand NifDeleteExtraDataByName (24FB)RegisterCommand NifGetPath (24FC)RegisterCommand NifGetNthExtraDataString (24FD)RegisterCommand NifGetExtraDataStringByName (24FE)plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifScript.dll (00000001 NifScript 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllcouldn't load plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllchecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlychecking plugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatched


Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1680,1050) created OK.Depth buffer attached OK.Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1680, Height = 1050Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Added to list OK.

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Rachyroo
 
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Post » Fri Apr 23, 2010 9:35 pm

Okay, I don't know what's going on... I've manually created an OBGE.ini file, but it still doesn't seem like anything's happening. I'll post my OBSE and OBGE log file here:
Strange ! The OBSE log asserts that the plugin couldn't be loaded, while the plugin's log seems to get populated.
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neen
 
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Post » Fri Apr 23, 2010 9:36 pm

Strange ! The OBSE log asserts that the plugin couldn't be loaded, while the plugin's log seems to get populated.


Oh... maybe that's not so strange... I just took a close look and the OBGE.log file is from almost a week ago, whereas the OBSE.log is from the last time I started the game. So, what's preventing the game from loading the OBGE plugin?
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Prue
 
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Post » Fri Apr 23, 2010 11:18 am

@HawkleyFox

Any new thoughts about doing volumetric clouds ? :whistle:

Nothing seriously. I wouldn't even know where to start.
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Chris Ellis
 
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Post » Fri Apr 23, 2010 5:15 pm

Oh... maybe that's not so strange... I just took a close look and the OBGE.log file is from almost a week ago, whereas the OBSE.log is from the last time I started the game. So, what's preventing the game from loading the OBGE plugin?
Some internal error - The log doesn't clarify. Perhaps the plugin load call timed out ? Does the OBSE loader take long to start Oblivion ?
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Lauren Denman
 
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Post » Fri Apr 23, 2010 7:39 am

Some internal error - The log doesn't clarify. Perhaps the plugin load call timed out ? Does the OBSE loader take long to start Oblivion ?


When I start Oblivion from Bash, everything seems okay, but when I start from my desktop shortcut, I get an error message that says "The program can't start because d3fx9_41.dll is missing from your computer. The obse_loader command prompt box thingy stays open for as long as the error box is, so I can see that it's saying that it couldn't inject the .dll. I DON'T get these errors if I launch from Bash, and the OBSE button is checked, of course. Would it be better to start asking after this in the OBSE thread? It seems like it's no longer specific to OBGE :shrug:

[EDIT] Ignore the bit about being unable to inject the OBSE .dll... that was an issue with the Oblivion process still being running when I tried to start it up again... for whatever reason, sometimes the process sticks around after I exit the game.
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Smokey
 
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Post » Fri Apr 23, 2010 9:06 am

@wrinklyninja,
my tesnexus id is vtastek. But I may need some help how to manage the project, I've never been involved in something like that, my web skills are low. :P I assume it is as easy as download, unpack, add, repack and upload?

I couldn't get support plugin to work. I saw the added key, and get the message to close inventory. And the name is displayed at topleft corner but nothing happens. Shaders are working correctly though.

Here is a snip of relevant errors I think.

Loading array variablesplugin did not read all of its data (at 00000000000000DC expected 00000000000000DD)Error in script 01000800Unexpected token type 66 (42) encounteredError in script 01000800Unexpected token type 66 (42) encounteredError in script 01000800Unexpected token type 66 (42) encounteredError in script 01000800Unexpected token type 66 (42) encounteredError in script 01000800


I'm new to Oblivion modding, did I break something?

@all users want to test beta shaders,
We are all new in this. And they are beta, your problems are expected in most cases. And will be solved in time. Don't get frustrated please. And participate in testing and most important enjoy! The new support plugin will fix most of my issues I am certain. And it will help me progress faster.
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SamanthaLove
 
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Post » Fri Apr 23, 2010 11:08 pm

Some internal error - The log doesn't clarify. Perhaps the plugin load call timed out ? Does the OBSE loader take long to start Oblivion ?


Try the http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en. If the plug-in fails it should log a reason why, unless the system can't actually load the dll. The only reason that would happen is if you are missing a direct x dll that the plug-in needs.

Edit:
When I start Oblivion from Bash, everything seems okay, but when I start from my desktop shortcut, I get an error message that says "The program can't start because d3fx9_41.dll is missing from your computer. The obse_loader command prompt box thingy stays open for as long as the error box is, so I can see that it's saying that it couldn't inject the .dll. I DON'T get these errors if I launch from Bash, and the OBSE button is checked, of course. Would it be better to start asking after this in the OBSE thread? It seems like it's no longer specific to OBGE :shrug:


Yup you are missing the d3fx9_41.dll. The direct x update should fix that.
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Rich O'Brien
 
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Post » Fri Apr 23, 2010 9:41 am

@wrinklyninja,
my tesnexus id is vtastek. But I may need some help how to manage the project, I've never been involved in something like that, my web skills are low. :P I assume it is as easy as download, unpack, add, repack and upload?

I couldn't get support plugin to work. I saw the added key, and get the message to close inventory. And the name is displayed at topleft corner but nothing happens. Shaders are working correctly though.

Here is a snip of relevant errors I think.

Loading array variables plugin did not read all of its data (at 00000000000000DC expected 00000000000000DD) Error in script 01000800 Unexpected token type 66 (42) encountered Error in script 01000800 Unexpected token type 66 (42) encountered Error in script 01000800 Unexpected token type 66 (42) encountered Error in script 01000800 Unexpected token type 66 (42) encountered Error in script 01000800


I'm new to Oblivion modding, did I break something?
The nexus file manager is quite intuitive - You shouldn't have any issues with it. As for the above error, I wager a guess that you aren't using OBSE 18b6 (needs to be mentioned in the OP). At least that's what the error would imply.
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Shannon Marie Jones
 
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Post » Fri Apr 23, 2010 8:17 pm

Try the http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en. If the plug-in fails it should log a reason why, unless the system can't actually load the dll. The only reason that would happen is if you are missing a direct x dll that the plug-in needs.

Edit:


Yup you are missing the d3fx9_41.dll. The direct x update should fix that.


:facepalm: Yup, that did it. I totally thought that I had done that. Maybe I did it on my other computer, and not this one? Anyway, I'm dumb, and you all are really helpful. Thanks a bunch :)
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Marcus Jordan
 
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Post » Fri Apr 23, 2010 2:49 pm

A little update on what I'm working on.

Looking at the save game problem I found a function that renders the 3D world to a texture. I'm planning on using this function to create the depth buffer. Basically before rendering the 3d world to the back buffer I will set the render flags to only render textures (no lighting or any other stuff), hook the shaders to create a depth texture and render to a texture. This will create a depth buffer hopefully. It's not the most efficient solution but it should work with the knowledge I have of the rendering system so far.

The cool thing about having a function that can render a scene to a texture is it's possible to create portals (in theory). :hubbahubba:
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daniel royle
 
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Post » Fri Apr 23, 2010 11:33 am

...wow.
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Sasha Brown
 
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Post » Fri Apr 23, 2010 8:21 pm

Yeah... wow.
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x a million...
 
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Post » Fri Apr 23, 2010 9:28 am

The nexus file manager is quite intuitive - You shouldn't have any issues with it. As for the above error, I wager a guess that you aren't using OBSE 18b6 (needs to be mentioned in the OP). At least that's what the error would imply.

OK, I got it to work. A couple of questions:
Does it work on filenames, should I rename my new shader to older one? What is the naming policy now?
Is there a limit for variables? 10 maybe? Can I use float4's for gaining extra room?
How does commenting work?
Why do variables read as 0s?

Thanks for this, I wish we have this for Morrowind too.
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Pawel Platek
 
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Post » Fri Apr 23, 2010 10:06 pm

A little update on what I'm working on.

Looking at the save game problem I found a function that renders the 3D world to a texture. I'm planning on using this function to create the depth buffer. Basically before rendering the 3d world to the back buffer I will set the render flags to only render textures (no lighting or any other stuff), hook the shaders to create a depth texture and render to a texture. This will create a depth buffer hopefully. It's not the most efficient solution but it should work with the knowledge I have of the rendering system so far.

The cool thing about having a function that can render a scene to a texture is it's possible to create portals (in theory). :hubbahubba:
ooh .. nasty :evil: Speaking of the save game texture, it doesn't seem to have been fixed in the current release. Apparently, only OBGE's shaders are being saved to it - The rest of the scene is being rendered at all (there is the blue/black placeholder instead)

OK, I got it to work. A couple of questions:
Does it work on filenames, should I rename my new shader to older one? What is the naming policy now?
Is there a limit for variables? 10 maybe? Can I use float4's for gaining extra room?
How does commenting work?
Why do variables read as 0s?

Thanks for this, I wish we have this for Morrowind too.
.The general consensus is that we name shaders independent of their internal version/revision. Something like Godrays.fx should do. This is to keep from frequently updating the plugin with new info, as it's indexed internally by shader name.
. No limit. The menu should automatically add and remove buttons as required. The same applies to the shader menu.
. The plugin doesn't read from the shader file directly - You'd have to update its scripts manually with the CS. Info on the structure should be present in the core script - You can take a look at the zzOBGEzFunctAddShaderInfo1/2 scripts to see how it's been implemented currently.
. I noticed that to happen occasionally, though I haven't a clue why. I'll tinker around and see if there is something that can be done. IIRC, the issue stops after you change the default values using the plugin.
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Alexis Estrada
 
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Post » Fri Apr 23, 2010 9:51 am

OK i got it to work i think..lol i get these periods where the whole ground is whitened..what do i edit to increase the godray? or better yet to have them all the time,except night obviously lol i like the idea of traveling through the woods and seeing the rays pass through every single leaf lol gives it that mystic thing..also my shadow is a black blob? like if i had a darkness aura xP any help with that?
My bad about the shadow and the over white thing lol..turns out i did have the aura of dark ilumination running lol... but the question about the rays still remains...i want to know what parameters to edit to increase the number/force of the godrays and to make them appear all day long
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Monique Cameron
 
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Post » Fri Apr 23, 2010 3:55 pm

@ vtastek: I'm going to need your member ID, not your username. I can't find you anywhere on the site to get it myself. Log in at Nexus, and go to the "Members" tab at the top right of the page. The second line in your profile should have your User ID, and I need that number.

To edit the Nexus page, scroll down further in your Members page and click on the "Manage other files you have access to" button to be taken to a page which will have OBGEv2's page listed, with all the editing subsections. To upload/remove a file, click the "Files" link. You then give a file name, browse to the file you want to upload, and enter in an optional short description. Make sure to package your shader in a zip file first.

I think that's all there is to it. I'll get you access as soon as I have that number.
------------------

In other news, HawkleyFox now has editing access too. :)

@ Scanti: Good news. I'll add your shader effect descriptions to the OP too.
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Avril Louise
 
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Post » Fri Apr 23, 2010 8:33 am

I'am having a problem with OBGEv2. When ever bUseDepthBuffer is 1 oblivion will crash when trying to load a saved game and the faulting module will be OGBEv2.dll, I have made no changes to any shaders. If I set bUseDepthBuffer to 0 OGBEv2.log will not have the failures and no fault occurs and the shaders work except any that need the depth buffer.

My System
Ingnoring message.RESZ not supported.Failed to create buffer texture (INTZ).Failed to create buffer texture (DF24).Failed to create buffer texture (DF16).Depth buffer texture (RAWZ) (1024,768) created OK.Depth buffer attached OK. 3Setting IsRAWZflag.Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1024, Height = 768Setting screen surface.Setting depth texture.RAWZ depth texture - applying fix.Loading the shaders.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Added to list OK.Loading the shaders.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Save file links 0 textures.Shader Index = 0


shaderlist.txt
timelygodraysv3.fxColorEffects.fxColorMood.fx

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victoria gillis
 
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Post » Fri Apr 23, 2010 2:17 pm

question: what do you mean by "possible to create portals" and why is that exciting ?

also I still don't really know what the Sharpen shader does... can anyone post a comparison screenshot?
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Victoria Vasileva
 
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Post » Fri Apr 23, 2010 6:03 pm

question: what do you mean by "possible to create portals" and why is that exciting ?

also I still don't really know what the Sharpen shader does... can anyone post a comparison screenshot?


Portals, like in the game Portal. That's exciting, because... duh! :P

Screenshots are on the Nexus page for the project.
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Kira! :)))
 
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