Oblivion Graphics Extender, Thread 12

Post » Sat Dec 11, 2010 7:37 pm

Thanks for the quick answer... if that's normal I'll just roll with it. Keep up the excellent work :) I need moar shaderz! :P
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Leilene Nessel
 
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Post » Sat Dec 11, 2010 9:43 am

well that was a bold statement lol i've read the instructions and i've done everything that was requested of me...unless there is an issue with quadcores i don't see why my Gcard should be the problem lol and in case you're wondering it works great with the crytek engine so yeah i get godrays and ssao on other way more demanding games lol


I think perhaps it is some hardware or driver issue. I have had no issues with any of the godrays releases thus far. Whether or not a game is 'demanding' (like crysis) has no bearing on compatibility with some hacked together alpha version open source mod, and beating it to death will likely accomplish little more than discouraging the author from future releases. Best to wait for an official release.
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Manuel rivera
 
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Post » Sat Dec 11, 2010 7:21 pm

@ Scanti/shadeMe: If I were to decide that I wanted to compile the source for the OBGEv2 plugin off GitHub, what would I need?

I'm fairly familiar with building and compiling from source in Linux, but I've never really done anything with source on Windows, so it's a bit of a closed book to me.
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Ron
 
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Post » Sat Dec 11, 2010 6:44 pm

You're not to blame vtastek :nono:
I haven't had any trouble with your shaders, have tried every version.
............
Love your work vtastek :foodndrink:


I think perhaps it is some hardware or driver issue. I have had no issues with any of the godrays releases thus far. Whether or not a game is 'demanding' (like crysis) has no bearing on compatibility with some hacked together alpha version open source mod, and beating it to death will likely accomplish little more than discouraging the author from future releases. Best to wait for an official release.


Thanks guys, but I gotta admit:
There are some wrong things in the shader, and some more wrong things, and some more... :P

But on the bright side, I fixed the 'some wrong things' and 'some more wrong things'. :) (Thanks everyone for encouraging me, negative feedback is as important as positive feedback! :P)

While amping rays, the screen becomes too bright, when I fixed the brightness, rays vanish.

The solution is to get rays with full power. And AFTER that, divide with blur passes(every pass adds to brightness). And divide again for relativeness to sun position. Now I can get rays for all day, they nicely fade around screen edges.. :) But still needs lots of tweaking.

For the 'some more'(wrong things), I will add a different saturate pass for noon. So noon rays will be always white. Noon rays will need additional tweaking. 25 tweakables and counting... :)

It looks really good now, in my setup. But morning sky with HDR is weird. Sky only shows white. So real beauty shows up during sunsets.


well that was a bold statement lol i've read the instructions and i've done everything that was requested of me...unless there is an issue with quadcores i don't see why my Gcard should be the problem lol and in case you're wondering it works great with the crytek engine so yeah i get godrays and ssao on other way more demanding games lol

I can only think, they are there but you're missing them. Rename v001 to v3(timelygodraysv3.fx) and try again. v001 was powerful and it displays full day, you can't miss it.

PS. I will send you some debug shaders, I am sure we will find the problem. I will send you every pass as a separate shader, in the end you will even learn how it works... :P
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Riky Carrasco
 
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Post » Sat Dec 11, 2010 7:55 pm

I can only think, they are there but you're missing them. Rename v001 to v3(timelygodraysv3.fx) and try again. v001 was powerful and it displays full day, you can't miss it.

PS. I will send you some debug shaders, I am sure we will find the problem. I will send you every pass as a separate shader, in the end you will even learn how it works... :P

If i could learn this it would be awesome dude srsly i love learning new stuff hands on..don't have patience for big manuals though rofl
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GLOW...
 
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Post » Sat Dec 11, 2010 9:52 am

this is what i got with v001 of the godrays http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0613-10-25-89.jpg and flying high with tcl for a better viewhttp://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0613-10-34-21.jpg
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Danny Blight
 
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Post » Sat Dec 11, 2010 5:15 pm

It was the same error wrinklyninja reported, exception errors. Still downloading 2006 DX SDK, anyone has a link for psa.exe, vsa.exe?
It should also be available in nVidia's SDK (version 9.5).

@ Scanti/shadeMe: If I were to decide that I wanted to compile the source for the OBGEv2 plugin off GitHub, what would I need?

I'm fairly familiar with building and compiling from source in Linux, but I've never really done anything with source on Windows, so it's a bit of a closed book to me.
You'll need a C/C++ compiler. You can get Microsoft's for free, but better to download the Visual Studio Express package - As simple as loading the project in it and hitting the build button.

EDIT:
No promises though, I'm not really that motivated about weather any more, Oblivion's just too limited to get the kind of awesomeness you can see in newer games. Oh for Crysis' weather editor...
You've messed around with the Sandbox editor ?
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Emily Rose
 
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Post » Sat Dec 11, 2010 12:20 pm

You'll need a C/C++ compiler. You can get Microsoft's for free, but better to download the Visual Studio Express package - As simple as loading the project in it and hitting the build button.

EDIT:
You've messed around with the Sandbox editor ?


Right, I'll do that then, thanks.

And yeah, I messed around with the Sandbox editor for a while. Never released anything, but it sure is a neat piece of work. :)
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Sammygirl500
 
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Post » Sat Dec 11, 2010 7:09 am

Sooo, how do i install the directx files then? It just asks me where i want to extract it to when click it, and it doesn't have a path already specified.
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Kari Depp
 
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Post » Sat Dec 11, 2010 9:57 pm

Right, I'll do that then, thanks.
Plans to add ubershaderleetstufffromtheheavens ? :shifty:

Good news by the way - I've fixed the linker errors I was receiving, meaning I can work on the support plugin. And time willing, some shader stuff later.
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Cheville Thompson
 
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Post » Sat Dec 11, 2010 6:46 pm

Plans to add ubershaderleetstufffromtheheavens ? :shifty:

Good news by the way - I've fixed the linker errors I was receiving, meaning I can work on the support plugin. And time willing, some shader stuff later.


Heavens no. :ooo: :lmao: I'd probably end up breaking stuff. No, I'm just curious to see how things are shaping up, and I'd like to get a look at vertex shader early if I can. :D
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Bellismydesi
 
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Post » Sat Dec 11, 2010 5:54 pm

this is what i got with v001 of the godrays http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0613-10-25-89.jpg and flying high with tcl for a better viewhttp://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0613-10-34-21.jpg

Weird.

Sooo, how do i install the directx files then? It just asks me where i want to extract it to when click it, and it doesn't have a path already specified.

Specify a path
c:\helltoms
and after extracting run DXSETUP.EXE. You can delete the folder after that if you want.

I play with Crysis sandbox editor a lot, but I always end up playing the game via the editor. :P
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Laura-Jayne Lee
 
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Post » Sat Dec 11, 2010 2:38 pm

Specify a path
c:\helltoms
and after extracting run DXSETUP.EXE. You can delete the folder after that if you want.

I play with Crysis sandbox editor a lot, but I always end up playing the game via the editor. :P

Thanks
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celebrity
 
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Post » Sat Dec 11, 2010 12:38 pm

You'll need a C/C++ compiler. You can get Microsoft's for free, but better to download the Visual Studio Express package - As simple as loading the project in it and hitting the build button.


Right, I think I got pretty much everything set up as it should be, but I'm getting build errors saying d3dx9.h cannot be found. Do I need to install the DirectX SDK or something for it to be found? Apologies for the noobyness. :)
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RUby DIaz
 
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Post » Sat Dec 11, 2010 7:13 am

Right, I think I got pretty much everything set up as it should be, but I'm getting build errors saying d3dx9.h cannot be found. Do I need to install the DirectX SDK or something for it to be found? Apologies for the noobyness. :)
Forgot to mention that - yes. Get the latest SDK. You might have to add the INCLUDE/LIB directories manually, but I might be wrong - Maybe the latest SDK's installer adds it automatically. If you have to do it manually, make sure that you include only the x86 sub-directory.
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Agnieszka Bak
 
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Post » Sat Dec 11, 2010 6:41 pm

Forgot to mention that - yes. Get the latest SDK. You might have to add the INCLUDE/LIB directories manually, but I might be wrong - Maybe the latest SDK's installer adds it automatically. If you have to do it manually, make sure that you include only the x86 sub-directory.


OK, did that and it solved my error, but now I've got one more error:

1>.\OBGEv2.rc(10) : fatal error RC1015: cannot open include file 'afxres.h'.

From the bit of googling I did, it looks like it's a file that was included in VS 2005, but isn't in the VS 2008 Express I've got. I've seen people saying replace it with windows.h or winres.h, or just to uninstall 2008 and find a copy of 2005 to install. Which would you recommend?
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lolly13
 
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Post » Sat Dec 11, 2010 9:03 am

OK, did that and it solved my error, but now I've got one more error:

1>.\OBGEv2.rc(10) : fatal error RC1015: cannot open include file 'afxres.h'.

From the bit of googling I did, it looks like it's a file that was included in VS 2005, but isn't in the VS 2008 Express I've got. I've seen people saying replace it with windows.h or winres.h, or just to uninstall 2008 and find a copy of 2005 to install. Which would you recommend?
Just exclude OBGEv2.rc from the project - It isn't essential (contains assembly info). Or open it and replace it with the suggested headers.

EDIT: I believe I've finally made a successful commit to my fork! You can pull off its source if you want to try out the new script function (bool isShaderLoaded ).
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J.P loves
 
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Post » Sat Dec 11, 2010 3:15 pm

Dr. vtastek i took that plugin you sent me and i got my screen all green xP
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Alexandra Ryan
 
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Post » Sat Dec 11, 2010 3:57 pm

@ Wrinklyninja again

In the previous thread you said to try disabling the RAWZfix in the obge.ini. I can't seem to even find the ini, shouldn't it be in Documents/My Games/Oblivion? I don't seem to have one in there, it might be because I can't even get a game to load, I can only sit in the menu without the game crashing.
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Brandi Norton
 
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Post » Sat Dec 11, 2010 2:48 pm

Just a quick comment while I remember... I saw the code for the non-linear contrast in screen effects and think this is better;
color3 GammaContrast (color3 color, float value){	color3 v1 = pow(color, value);	color3 v2 = pow(1.0 - color, value);	return v1 / (v1 + v2);}

Where value is from 0 to infinity, <1.0 is less contrast, >1.0 is more contrast, and 1.0 means no change. This is like a gamma function that shifts the colours towards/away the 0.5 average, while always keeping pure greys grey, pure blacks black, and pure whites white. (BTW, I invented this using my rusty maths starting from a sigmod function 1/(1+e^-x)).

Also useful is a gamma correction function, and I have a slightly more terse version of contrast, though the compilers might optimize it out for you anyway.
// Effect Functionscolor3 Contrast(color3 color, float value){	return lerp(0.5, color, value);}color3 GammaCorrection(color3 color, float value){	return pow(color, 1.0/value);}

Note that GammaCorrection is like a non-linear brightness function which is also very useful.
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marie breen
 
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Post » Sat Dec 11, 2010 7:06 am

Just a quick comment while I remember... I saw the code for the non-linear contrast in screen effects and think this is better;
color3 GammaContrast (color3 color, float value) {	 color3 v1 = pow(color, value);	 color3 v2 = pow(1.0 - color, value);	 return v1 / (v1 + v2); }

Where value is from 0 to infinity, <1.0 is less contrast, >1.0 is more contrast, and 1.0 means no change. This is like a gamma function that shifts the colours towards/away the 0.5 average, while always keeping pure greys grey, pure blacks black, and pure whites white. (BTW, I invented this using my rusty maths starting from a sigmod function 1/(1+e^-x)).

Also useful is a gamma correction function, and I have a slightly more terse version of contrast, though the compilers might optimize it out for you anyway.
// Effect Functions color3 Contrast(color3 color, float value) {	 return lerp(0.5, color, value); }  color3 GammaCorrection(color3 color, float value) {	 return pow(color, 1.0/value); }

Note that GammaCorrection is like a non-linear brightness function which is also very useful.


Well, it's certainly a lot simpler. I'll have a go at those, and see how they look. Thanks. :)

@ Twiggy159: If you just go to menu and exit from there, the ini will still be created IIRC.
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willow
 
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Post » Sat Dec 11, 2010 1:10 pm

latest shader medicine did this to me :P http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0616-44-08-18.jpg
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Ice Fire
 
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Post » Sat Dec 11, 2010 11:40 am

Wrinklyninja I don't see one in the Document's Oblivion folder at all.
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Annick Charron
 
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Post » Sat Dec 11, 2010 10:52 pm

Hmm, just copy/paste this into a file and save it as OBGE.ini:
[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=0[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1080264-oblivion-graphics-extender-thread-12/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bUseShaderList=1sShaderListFile=data\shaders\shaderlist.txt

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Louise Lowe
 
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Post » Sat Dec 11, 2010 8:48 am

Hmm, just copy/paste this into a file and save it as OBGE.ini:
[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=0[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1080264-oblivion-graphics-extender-thread-12/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bUseShaderList=1sShaderListFile=data\shaders\shaderlist.txt


That didn't seem to help it either. I tried enabling the RAWZfix also and that didn't work either.
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Juliet
 
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