Oblivion Graphics Extender, Thread 12

Post » Sat Dec 11, 2010 5:44 pm

Brilliant, thanks. :D I'll take a look at that for sure.
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Solène We
 
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Post » Sat Dec 11, 2010 9:12 pm

He he, do we get to see a cool-smiley in-game with an ENB-shader? :lol:
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tiffany Royal
 
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Post » Sun Dec 12, 2010 1:28 am

OK AA killed the menu X.x

Next Problem ... I can't make any FX work beside cellshading and DoF. Changing any values doesnt have any real effects

I have an NVIDIA 260
Windows 7 64bit newest DX update Feb2010

Error from OBSE when using the Support menu

Error in script 1c000800
An expression failed to evaluate to a valid result
File: Oblivion Graphics Extender Support.esp Offset: 0x0001 Command:


[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Serialization]
bSaveData=http://forums.bethsoft.com/index.php?/topic/1080264-oblivion-graphics-extender-thread-12/1
bLoadData=http://forums.bethsoft.com/index.php?/topic/1080264-oblivion-graphics-extender-thread-12/1
[PluginInterOp]
bEnableInterOp=1
[Shaders]
bUseShaderList=1
sShaderListFile=data\shaders\shaderlist.txt
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Mizz.Jayy
 
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Post » Sat Dec 11, 2010 5:23 pm

The water splatter looks cool. Reminds me of being out in rainy weather. Yep, I wear glasses.
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zoe
 
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Post » Sun Dec 12, 2010 1:41 am

I'm not able to reproduce it on my end. Did you make a clean save before updating ? In any case, see if one helps.


A clean save cleared up the menu issue, thanks :) Though, I'm not sure if changing any of the settings via the menu actually does anything. Other than activating/deactivating the shaders, nothing seems to make any difference. Altering any of the settings produces no noticeable change :shrug: Still getting blurring and text weirdness too.
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Lawrence Armijo
 
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Post » Sat Dec 11, 2010 8:40 pm

The water splatter looks cool. Reminds me of being out in rainy weather. Yep, I wear glasses.


What water splatter? Am I missing a cool mod, or is this a preview of something?
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Melissa De Thomasis
 
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Post » Sat Dec 11, 2010 2:21 pm

Shaders using point filtering get screen pixeliated, and linear filtering makes things overly blurry.
Cel shader and Godrays use linear filtering, and make screen blurry. Color Mood, DoF, Color effects and SSAO use point and that makes screen pixeliated. Scanti mentioned some pixel offset causing this. Do we have to change something in the shader or will it be fixed in a new release?

On the other hand, everything is working here. Menu looks good and variables are working.

But a user experienced a strange thing, that one of the variables is resetting to zero. It is visible in his logs. But I couldn't reproduce that in my system.

Wrinklyninja, here is my attempt at converting ENB, you may find it useful:
http://www.gamesas.com/bgsforums/index.php?showtopic=1039077&hl=
I must warn you, it is one of my first shaders. And ENB is quite complicated. (deliberately.)

I have to fix its issues though(the blur part is low quality.). Maybe I can use scanti's blur codes.

PS. After spending soo much time in Morrowind Mods forums and coming here, it is like flash sideways. :P
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Causon-Chambers
 
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Post » Sun Dec 12, 2010 3:01 am

What water splatter? Am I missing a cool mod, or is this a preview of something?


There's a video on the nexus page. http://www.tesnexus.com/downloads/file.php?id=30054
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Dj Matty P
 
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Post » Sat Dec 11, 2010 8:38 pm

There's a video on the nexus page. http://www.tesnexus.com/downloads/file.php?id=30054


Ah yes. Very good stuff.
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Oceavision
 
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Post » Sat Dec 11, 2010 3:30 pm

FYI: I actually broke down and started working on what I hope will be a fairly "Oblivion Compatible" volumetric cloud shader. I'm just working on the shader algorithm, prototyping it in 3DS Max, for now. Getting it into Oblivion is a WHOLE OTHER THING, caps and bold to indicate that it is no cakewalk. But, I'm designing the shader in a manner that SHOULD be relatively easy to inject into the game, recycling as much of the original weather system as possible (and hopefully keeping all those wonderful weather mods from breaking).

I've got almost all of the algorithm unique to this shader written down on my notepad (the rest of it based a bit off of Parallax Occlusion Mapping's raytrace algorithm), so it should come to life, hopefully, tomorrow (no promises). At that point, I'll show you what I cooked up, unless it fails spectacularly... Maybe even if it fails spectacularly... I have no idea if my idea will even work or not, or even if it is original. Heh... I'd hate to think I just reinvented something already done.

Here is an http://img534.imageshack.us/i/fig25dvol.png/ when I was mulling over the best way to create a volumetric cloud shader specifically for Oblivion. Can anyone find a volumetric cloud shader that may work similarly?
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biiibi
 
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Post » Sat Dec 11, 2010 11:39 pm

FYI: I actually broke down and started working on what I hope will be a fairly "Oblivion Compatible" volumetric cloud shader. I'm just working on the shader algorithm, prototyping it in 3DS Max, for now. Getting it into Oblivion is a WHOLE OTHER THING, caps and bold to indicate that it is no cakewalk. But, I'm designing the shader in a manner that SHOULD be relatively easy to inject into the game, recycling as much of the original weather system as possible (and hopefully keeping all those wonderful weather mods from breaking).

I've got almost all of the algorithm unique to this shader written down on my notepad (the rest of it based a bit off of Parallax Occlusion Mapping's raytrace algorithm), so it should come to life, hopefully, tomorrow (no promises). At that point, I'll show you what I cooked up, unless it fails spectacularly... Maybe even if it fails spectacularly... I have no idea if my idea will even work or not, or even if it is original. Heh... I'd hate to think I just reinvented something already done.

Here is an http://img534.imageshack.us/i/fig25dvol.png/ when I was mulling over the best way to create a volumetric cloud shader specifically for Oblivion. Can anyone find a volumetric cloud shader that may work similarly?

Sounds good. Can't wait to see what happens.
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Eoh
 
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Post » Sat Dec 11, 2010 3:18 pm

I have all my fingers and toes crossed for you to get it to work in oblivion, HawkleyFox ;)


Edit*

"Can anyone find a volumetric cloud shader that may work similarly?"

I have no computer languages skills, so I have no idea if this helps, but have you looked at the sites I have posted before:
- http://www.vterrain.org/Atmosphere/Clouds/
- http://www.gamerendering.com/category/sky/

Did a search on "volumetric cloud" at http://www.gamedev.net/community/forums/ , got a lot of links, again I have no idea if there was anything useful for you. :shrug:
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Elisha KIng
 
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Post » Sat Dec 11, 2010 7:14 pm

How are things going on the (Cloud Shadow Shader) I was expecting allot from that one, It really ads a new feeling to the game, but I have heard nothing about it the last weeks.
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Javaun Thompson
 
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Post » Sat Dec 11, 2010 10:20 pm

What would be the possibility of getting a depth of field effect when using the bow? I think it would be cool to pull the bow string (and zoom when you hit the appropriate level) and have depth of field kick in.
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Mylizards Dot com
 
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Post » Sat Dec 11, 2010 7:56 pm

So, any updates from anyone?
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vanuza
 
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Post » Sat Dec 11, 2010 3:40 pm

I'm curious as to whether or not y'all have made any headway on the blur/pixelation issue... and the new fast reply thing is kick effing ASS.
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jenny goodwin
 
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Post » Sat Dec 11, 2010 9:31 pm

So, any updates from anyone?


None from me at the moment. I haven't had any free time to work on anything. :(
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scorpion972
 
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Post » Sun Dec 12, 2010 12:29 am

So, any updates from anyone?

I completed my prototype of the volumetric cloud shader. It is very beautiful, and I think it'll be completely usable, but hard to gauge it's performance in 3DSMax. I was preping up a simple demo for YouTube earlier today, but got called off by my brother to house sit. Maybe I'll be able to get it done tomarrow when I head home for the day. How long before it gets into Oblivion, I've no clue.

There are a few unaddressed issues about getting it into Oblivion. I'm unsure about how to handle changes in weather. Right now the game does a slow fade between textures, but how the game tells the GPU to do that I'm not sure. I'll need to try and access the vanilla cloud shader to figure out the inputs and such and try and emulate it.

Another is how to add my noise texture into the pipeline. In order to increase apparent quality without sacrificing huge amounts of performance, I recycled the jitter concept from the SSAO shader. This isn't a fullscreen shader, and so far, OBGE has handled fullscreen shading only. I don't know if I can use it to load textures for a shader that doesn't operate in screen-space. It might require me simply altering the sky-box-dome-plane-whatever model to tell it to load an additional texture, or it may take a deep hack job. I've never messed with this stuff, but this is all a big learning experience anyways. I'll find a way.

And finally, the big one: I don't know how to get the shader in at all. Its very possible I could just replace the vanilla cloud shader in one of those shader packages straight up, or maybe it'd just take a quick little hack to replace the call for the vanilla shader with mine. Or it may be so complicated that it is near on impossible. Well, I came this far, so might as well go all the way. Heh...

If anyone has any suggestions, advice, or better yet, solutions to any of these, please feel free to offer it up. :P
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Smokey
 
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Post » Sat Dec 11, 2010 7:49 pm

snip

I'm afraid I have 0 experience with this stuff. But it sounds promising, and I wish you luck.
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xxLindsAffec
 
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Post » Sun Dec 12, 2010 3:56 am

I completed my prototype of the volumetric cloud shader. It is very beautiful, and I think it'll be completely usable, but hard to gauge it's performance in 3DSMax. I was preping up a simple demo for YouTube earlier today, but got called off by my brother to house sit. Maybe I'll be able to get it done tomarrow when I head home for the day. How long before it gets into Oblivion, I've no clue.

There are a few unaddressed issues about getting it into Oblivion. I'm unsure about how to handle changes in weather. Right now the game does a slow fade between textures, but how the game tells the GPU to do that I'm not sure. I'll need to try and access the vanilla cloud shader to figure out the inputs and such and try and emulate it.

Another is how to add my noise texture into the pipeline. In order to increase apparent quality without sacrificing huge amounts of performance, I recycled the jitter concept from the SSAO shader. This isn't a fullscreen shader, and so far, OBGE has handled fullscreen shading only. I don't know if I can use it to load textures for a shader that doesn't operate in screen-space. It might require me simply altering the sky-box-dome-plane-whatever model to tell it to load an additional texture, or it may take a deep hack job. I've never messed with this stuff, but this is all a big learning experience anyways. I'll find a way.

And finally, the big one: I don't know how to get the shader in at all. Its very possible I could just replace the vanilla cloud shader in one of those shader packages straight up, or maybe it'd just take a quick little hack to replace the call for the vanilla shader with mine. Or it may be so complicated that it is near on impossible. Well, I came this far, so might as well go all the way. Heh...

If anyone has any suggestions, advice, or better yet, solutions to any of these, please feel free to offer it up. :P


There's 3 ways I can think of to do this:

  • Use a full screen post process shader. Work out the position of the clouds relative to the worldspace and camera. Render the clouds. Then mask out the sky from the game render (the godrays shader does this) and merge in your clouds.
  • Rewrite Oblivion's cloud rendering code. A rewrite of the shaders may not be enough and you'll probably have to decompile and rewrite the actual game engine code.
  • Use Oblivion's existing shader code for the clouds but instead of using the existing cloud texture you create your own cloud texture using a shader.
Option 1 will work with OBSEv2 as it is now bit will require a lot of math and work. It's not the fastest option either as the sky will effectively get rendered twice.

Option 2 will require a major rewrite of the game engine and you'll need to change things in the engine that I haven't decoded yet.

Option 3 would probably be the best solution. You just need to find the position of the cloud textures in the game's memory and hook a piece of code that renders your new clouds to that texture. It would require adding some extra code to OBSEv2 to get it to work.

I'd go with option 1 first and if the clouds are a hit I'll integrate them into OBGEv2 using option 3.
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josie treuberg
 
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Post » Sun Dec 12, 2010 3:23 am

Hey hey hey. Bow depth of field. Can someone make it? I'll pay them $100.

Well, maybe not...
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Danny Blight
 
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Post » Sat Dec 11, 2010 9:51 pm

Hey hey hey. Bow depth of field. Can someone make it? I'll pay them $100.

Well, maybe not...


I could make it. It's certainly possible, so I'll add it to my list, along with time-dependent and a more optimised DoF.

And correct me if I'm wrong, but if I do without the CS, I could charge $100 for it. B) :P

@ Scanti: Your option 3 would certianly also be useful for cloud shadows, though my shader will probably end up being obsoleted by HawkleyFox's volumetric stuff.
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Vivien
 
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Post » Sat Dec 11, 2010 11:20 pm

I could make it. It's certainly possible, so I'll add it to my list, along with time-dependent and a more optimised DoF.

And correct me if I'm wrong, but if I do without the CS, I could charge $100 for it. B) :P

@ Scanti: Your option 3 would certianly also be useful for cloud shadows, though my shader will probably end up being obsoleted by HawkleyFox's volumetric stuff.


Thanks you very much, wrinklyninja. You are a good man.
Yeah, if you find a way to make it without the CS you get $100.00. :)
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Laura-Jayne Lee
 
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Post » Sat Dec 11, 2010 6:47 pm

Here is a http://www.youtube.com/watch?v=lvepPxmWhrQ. The video is still processing, so it isn't at it's fullest quality quite yet. It shows off the "3D" volume of the clouds and the sorta-real looking lighting on the clouds. I did most of this animation at what I call "performance" settings, the settings I'd imagine would be used in-game. During the initial camera turn, I do pump up the quality to 3X and then back down, but with the video compression, you might not even notice. It also shows some of the ways the clouds can be distorted at the end.

@ Scanti: Your option 3 would certianly also be useful for cloud shadows, though my shader will probably end up being obsoleted by HawkleyFox's volumetric stuff.

Sadly, the cloud shader only performs lighting calculations on itself and not the terrain. So, your shader would still very much be appreciated.

PS: The cloud texture used came directly from HTF's Atmospheric Weather System mod for Oblivion, showing that it can use assets from the game. The texture was not modified in any way. However, some textures DO work better than others. I still anticipate seeing cloud texture packs created just for this shader to maximized visual quality.
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Roddy
 
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Post » Sat Dec 11, 2010 8:11 pm

If IlmrynAkios was here, he may be able to provide some insight into volumetric clouds, as in the OVEP project, it was planned.

Nice video by the way.
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Alessandra Botham
 
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