Oblivion Graphics Extender, Thread 12

Post » Sun Dec 12, 2010 7:12 am

Nice work HawkleyFox, I`m really excited to see your clouds in game :aaah:

Edit*

Here are some sky texture:

- http://best-photoshop-tutorials.blogspot.com/2009/01/free-cloud-and-sky-textures.html

- http://www.burningwell.org/gallery2/v/textures/skies/

- http://www.sharecg.com/v/7684/texture/High-resolution-sky-texture?division_id=6

This is some of the sky texture from L.U.R.K
- http://www.megaupload.com/?d=2KH2NJTE

Edit2*

Nice looking textures

- http://mayang.com/textures/Nature/html/Clouds/index.html

- http://lostandtaken.com/2008/10/20-epic-cloud-and-sky-textures.html
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sun Dec 12, 2010 6:26 am

I'm searching my jaw. I dropped it after seeing a youtube video.

PS. It looks great. Both low quality and high quality versions.

PPS. This is something I wanna see in Morrowind for a long time.
http://mgeshaderlib.50.forumer.com/viewtopic.php?p=385#p385
I hope to see a Morrowind version of this. :)
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Sat Dec 11, 2010 9:37 pm

I'm searching my jaw. I dropped it after seeing a youtube video.



:24:
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sat Dec 11, 2010 4:38 pm

I hope to see a Morrowind version of this. :)

Getting it into Morrowind would probably be easier, really. It's rendering engine is many times more understood than Oblivion's. Should anyone be interested in trying to use this shader for Morrowind, I'll happily hand the code to them. Seeing it in game would give me a good feel for how it will work in Oblivion; if the shader has enough performance to be even practical, or if this will end up just barely puttering along like the high-quality SSAO shader.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sat Dec 11, 2010 7:11 pm

Getting it into Morrowind would probably be easier, really. It's rendering engine is many times more understood than Oblivion's. Should anyone be interested in trying to use this shader for Morrowind, I'll happily hand the code to them. Seeing it in game would give me a good feel for how it will work in Oblivion; if the shader has enough performance to be even practical, or if this will end up just barely puttering along like the high-quality SSAO shader.

We have one example shader, projecting cloud alpha texture for use with godrays shader. We use it to mask rays and additional sun disk. Additionally we have another method called texture hooking. Where you can hook any texture in game with your custom texture and a custom shader. Not many examples are out there for texture hooking but it can be a use. (With texture hooking you can hook videos too.)

I'm very interested and I am sure we can find ways to approximate things to gain some performance.

PS. I have been reading your SSAO shader, and I saw comments about bleeding. Isn't it for color bleeding, like color bounce for indirect illumination?
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sun Dec 12, 2010 12:33 am

Additionally we have another method called texture hooking. Where you can hook any texture in game with your custom texture and a custom shader. Not many examples are out there for texture hooking but it can be a use. (With texture hooking you can hook videos too.)
Looks like that's scanti proposed method #3 there. It shouldn't be too hard to write a new function (presumably, given MGE's codebase) that renders the volumetric shader to a DDS texture during runtime and then using that texture (set before hand if need be) to replace the game's sky/cloud texture(s). But the overhead the accompanies writing to the HDD and subsequently reading it every frame (will probably need a change made to the hook functions, as they probably load the hooked textures at load time) should be sizable.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat Dec 11, 2010 7:44 pm

3. 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.

In all honesty, this is my personal #1 choice at the moment. I built the shader to be a modest replacement for the vanilla one, not requiring huge rewrites to the cloud rendering system. The shader is designed to use almost all the assets already available to the normal cloud shader and simply render to a flat plane in the sky. There are already two of these planes in the game, so might as well use those. I've just gotta find the code in the game where it loads the shader and it's textures, hook in a small code diversion to make it load my shader instead, along with any additional textures/data not normally available to the shader, and let it go.

I make it seem simple, but I'm sure its not...

I've aquired at least some Oblivion hacking experience after EMC, though I do realize that messing with the graphics rendering in Oblivion is a BIT more complicated than the sound/music parts... I'm sure I can manage to figure it out, though.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Sat Dec 11, 2010 4:42 pm

One of the things I installed for OGE (it had no .esp, btw, but I don't know which exact one) did http://i946.photobucket.com/albums/ad307/Nextmastermind/ScreenShot0.jpg and it's bugging me. How would I fix this?
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Sat Dec 11, 2010 7:07 pm

Hi all,

a true noob question:

- after dl-ing DirectX update I`m asked where to install it, well, where to? I`m on Vista Home Premium SP2, 32 bit.

Regards, Haldir
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Sat Dec 11, 2010 10:16 pm

Hi all,

a true noob question:

- after dl-ing DirectX update I`m asked where to install it, well, where to? I`m on Vista Home Premium SP2, 32 bit.

Regards, Haldir


It more likely is asking you where to extract to. Just make a folder on your desktop labled DX or something then extract it to that folder. Once its done extracting look in the folder for the setup. Run it and it should be all good =]
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sun Dec 12, 2010 5:50 am

Hi all,

a true noob question:

- after dl-ing DirectX update I`m asked where to install it, well, where to? I`m on Vista Home Premium SP2, 32 bit.

Regards, Haldir


I don't think it's asking you where to install it. I think it's asking you where to extract it. You can do this anywhere, e.g. a folder on your desktop. Then, run the setup.exe in that folder. Though, it should be a web-based installer that doesn't extract anything anywhere...
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Sat Dec 11, 2010 8:27 pm

I don't think it's asking you where to install it. I think it's asking you where to extract it. You can do this anywhere, e.g. a folder on your desktop. Then, run the setup.exe in that folder. Though, it should be a web-based installer that doesn't extract anything anywhere...

.... woahh..... did I just say that? XD lol
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Sun Dec 12, 2010 7:03 am

Maybe something for the F.A.Q on OP:

A: After using the OBGEv2 Plugin it vanishes from my misc. items menu. Why?

Q: This happens when using COBL. If you cannot find the OBGEv2 Support in your misc. items menu you have to look in the +Options Menu from Cobl.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sat Dec 11, 2010 11:43 pm

A shader that plays video? [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/cool.gif[/img] Now that would indeed be cool. Probably kill performance for most players. but who cares? As long as it's cool.[img]http://static.zenimax.com/forums/images/public/style_emoticons/default/laugh.gif[/img]



Hope the smilies show up properly by now.


User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Sat Dec 11, 2010 6:39 pm

A shader that plays video? [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/cool.gif[/img] Now that would indeed be cool. Probably kill performance for most players. but who cares? As long as it's cool.[img]http://static.zenimax.com/forums/images/public/style_emoticons/default/laugh.gif[/img]



Hope the smilies show up properly by now.

More like a video with a shader applied. So you can have TVs in Morrowind. :P I actually used it for this.
http://www.youtube.com/watch?v=v51G6kIvdWA

and later for this
http://www.youtube.com/watch?v=g5pAp1FjeKY

And one other user did this:
http://www.youtube.com/watch?v=7vbhjG5UEZA

It is about you finding a good way to use it.
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Sun Dec 12, 2010 3:54 am

The DOF one TESNexus doesn't make anything blurry or more focused. Help?
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Sat Dec 11, 2010 9:46 pm

The DOF one TESNexus doesn't make anything blurry or more focused. Help?


It does. It's just subtle. There's a setting to increase the effect. I forget what it is.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sun Dec 12, 2010 4:51 am

Actually, it doesn't with Scanti's latest plugin (the one shadeMe linked to), as it doesn't get applied properly since it lacks a vertex shader. I'm holding back on updates since I'd actually like to get some changes made for the next release, but I'm having a crisis of sorts with the latest release of All Natural that's preventing me from working on this, not to mention RL getting in the way...

The variable is DoFAmount, or something like that, BTW.

EDIT: Would I be right in thinking that the z component of the vertex shader's POSITION semantic'd variable would be the depth, or can I not access depth in vertex shader?
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Sat Dec 11, 2010 7:28 pm

It works if you add it to the shaderlist. But it is subtle.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sat Dec 11, 2010 10:18 pm

Correct me if I'm wrong, but ATM it doesn't look like the POSITION semantic actually carries any meaning, only TEXCOORD does. Am I right?
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Sun Dec 12, 2010 12:19 am

Hello, I finally got my new video card back and now that everything is running smoothly I seem to notice that I might be getting that "Spotlight" effect from the god rays. I have the FOV set the same as what the game is, which is 75. And when I look at the horizon at some angles the rays blind me.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sat Dec 11, 2010 8:52 pm

Correct me if I'm wrong, but ATM it doesn't look like the POSITION semantic actually carries any meaning, only TEXCOORD does. Am I right?
Correct. POSITION is used to do coordinate translations (Ob->Wrld and such). The one passed by the vertex buffer currently is already in viewspace. You'll need to use a depth sampler to access Z values in either shader.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sun Dec 12, 2010 8:13 am

Hello, I finally got my new video card back and now that everything is running smoothly I seem to notice that I might be getting that "Spotlight" effect from the god rays. I have the FOV set the same as what the game is, which is 75. And when I look at the horizon at some angles the rays blind me.

It is still not 100% accurate. So there will be some spotlight effect. Maybe in the future it can get fixed. And I have a fix for blinding rays now. Wait for the next release please.

---------------------------------
static const float2 texproj = 0.5*float2(1,-rcpres.y/rcpres.x)/t;static const float d=dot(f3EyeForward,sd);static const float3 sunview_v=mul(sd/d,m44view);static const float2 sunview=float2(0.5,0.5)+sunview_v.xy*texproj;

this is the code in the shader. I have one other code that doesn't produce spotlight effect but it uses a sunpos variable. I admit I don't understand what's going there, and I am open to suggestions.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Sat Dec 11, 2010 8:22 pm

It is still not 100% accurate. So there will be some spotlight effect. Maybe in the future it can get fixed. And I have a fix for blinding rays now. Wait for the next release please.


Alright sure thing I was just double checking.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Sat Dec 11, 2010 10:16 pm

Hello all. I've been monitoring this topic for a very long time, never posted or tried it, untill just a couple of min ago. I must say that this is absolutely a great job. I don't have any real technical data to add to the discussion as of yet, but after testing it out (with very good detailed instructions from WN on the front page), I can tell you all but the SSAO has actually increased the performance of my game. I am using about 100 differant mods atm, not too many graphical ones, but still all in all I got an overall increase from loading screens, and actually my ingame invt menu has dramatically spead up too. I did however also add an SLi bridge yesterday that I had been missing for the last week (SLi was turned off while I didn't have it), but I don't think thats responcible for this drastic a change in performance. I will test further and post back results and such, but i wanted to say i completely support this mod/group of mods. Ohh I do have one "bug" not sure, but after going through the install and updates, ingame (without having gone to the ini's first) none of the values were populated, so I had to go through almost all of them and add a value the I "thought" might work so i could see the responses.

Again, Thanks all hard work coders.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

PreviousNext

Return to IV - Oblivion