Oblivion Graphics Extender, Thread 13

Post » Fri May 13, 2011 6:18 am

Im having a crap load of trouble getting my HDR working right. I have spent days trying to alter all the settings but I have had no luck yet. My problem is when running "SSAO - Cell Shader - Color Effects - Depth of Field - Godrays" I get this really radioactive orange lava effect. It isnt as bad in the picture below, but when inside or pointing to the ground with a torch or something, it gets really orange. It has to do with the saturation I think but if I lower that, my Color Effects becomes useless as it goes very nicely with tme Cell Shader setup. As a side note, I am also using Let Their Be Darkness as well as Real Lights included in the All Natural Weather mod. Some light sources seem fine while others are way too intense.

This is an example outside which isnt too bad I can live with it:

http://www.tesnexus.com/downloads/images/30054-1-1269657927.jpg

Now, heres inside... Notice to the right the light is fine, but the light cast from the left side of the desk seems to be orange. Any idea what is going on? How can one HDR lighting be fine and the other not? I have even set the brightness factors as low as possible and nothing changes ever. Also, all the light sources seem to be disproprotiate to themselves too, instead of a light ambience, they look like strictly a circle with a brighter floor. It wasnt like this before.

http://i44.tinypic.com/kchyx4.jpg

Thanks
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Nick Tyler
 
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Post » Fri May 13, 2011 7:34 pm

Version 3 of OBGEv2 is now out. I've uploaded the new code to TesNexus. The link is in the first post of this thread.

It should now fix the blurry shader problem that the interim update had. I've now separated the shaders into their own download as some people may not want the new versions of the shaders overwriting their settings in the old shaders. You will however need to use the newer shaders as some of the older shaders will no longer work due to the changes I made to enable the use of programmable vertex shaders.
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Yama Pi
 
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Post » Fri May 13, 2011 4:24 pm

I'm kind of in love with you...
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SaVino GοΜ
 
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Post » Fri May 13, 2011 8:45 am

How the fog hooking coming along, scanti ?
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Undisclosed Desires
 
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Post » Fri May 13, 2011 4:59 pm

How the fog hooking coming along, scanti ?


I hooked the state manager and found out that Oblivion doesn't use render states for it's fog. It actually uses a shader to render the fog as a separate pass. So I guess the next step is to find out what shader renders the fog and replace it with a shader that does nothing.

I'm getting closer to working out how the renderer works. It looks like it calls a NiCullingProcess function passing the root of the scenegraph. The function then works it's way through the scenegraph tree. Any node that isn't culled (i.e. to be rendered) is passed into a BSShaderAccumulator function. This function anolyses the node, works out what shaders it uses, sorts those shaders into render passes and adds them to a geometry list for each render pass. Once it's gone though the scenegraph tree it goes through each geometry list that the BSShaderAccumulator function built and renders the geometry.

It's a bit more complicated than that but that's how it works in essence.
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Horse gal smithe
 
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Post » Fri May 13, 2011 7:41 pm

I see. By the way, do you use IDA for your RE'ing ? If so, would you mind uploading your database ? It'd be a good place to begin some decoding of my own.
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Solène We
 
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Post » Fri May 13, 2011 8:33 pm

Congrats on the new release, Scanti! :)

I've uploaded new versions of Color Effects and Depth Of Field to Nexus that are compatible with the new OBGEv2.dll. I've also got around to uploading my conversion of the ENB colour shader http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/ENBColorEffect.fx.

This is just the effect in the optional separate ENB Oblivion download, not the Bloom or Motion Blur or DoF shaders also included in ENB. I've put the tweakable variables up at the top, these would previously have been changed using key presses, and I'm not entirely sure what effect they have. If anyone decides to have a play around and finds out, let me know. :)

I've done pretty much no OGE stuff in a while, not even OP updating, and I'm a bit behind on what's going on. If there's anything in the OP that does need changing, please do tell.
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Hayley O'Gara
 
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Post » Fri May 13, 2011 2:52 pm

A quick update: I've fixed the "variables-have-zero-value" support plugin bug . I'll upload the new version as soon as possible.
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sam
 
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Post » Fri May 13, 2011 6:17 am

Oo0o0o0, new stuff to play around with. Here's some :cake: and :icecream:
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-__^
 
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Post » Fri May 13, 2011 6:48 am

A quick update: I've fixed the "variables-have-zero-value" support plugin bug . I'll upload the new version as soon as possible.

Great, that bug annoyed me :P
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ONLY ME!!!!
 
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Post » Fri May 13, 2011 8:01 pm

Argh, i don't get it! Whenever i look near the sun, the origin point of the godrays is slightly off the center of the actual sun on the opposite side of the sun from where the center of my screen is!

(this isnt me finding fault with the shader or the writer, this is me yelling and wondering how to fix it. the first hackish solution that comes to mind is just adjusting the position of the sun based on the angle of the player's view and the angle of the sunlight, and then adding arbitrary constants to that function until its right, but that will probably make it not work at all for other resolutions, or will make it work perfect in the morning and then not work at all after noon. when i finish my c++ homework, im gonna start digging around in here and see what i can come up with)
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Rusty Billiot
 
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Post » Fri May 13, 2011 7:58 am

is obge's depth of field better than this one http://www.tesnexus....ile.php?id=8771 ?
are they compatible or I must first deactivate the other dof mod?
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Manny(BAKE)
 
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Post » Fri May 13, 2011 7:35 am

Your link doesn't work, but I know what you're talking about. 'Better' is subjective. Personally, I'd say so, because that's not real depth of field, it's just a distance blur effect approximation, whereas my DoF is the real thing. The two aren't incompatible, but there's no point using the two at the same time, you'd just get overlap and some possibly nasty looking effects.
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Gaelle Courant
 
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Post » Fri May 13, 2011 2:12 pm

Your link doesn't work, but I know what you're talking about. 'Better' is subjective. Personally, I'd say so, because that's not real depth of field, it's just a distance blur effect approximation, whereas my DoF is the real thing. The two aren't incompatible, but there's no point using the two at the same time, you'd just get overlap and some possibly nasty looking effects.



ok, I'm going to use your mod :D
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Greg Cavaliere
 
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Post » Fri May 13, 2011 2:48 pm

Hi,

I've tried to deinstall OBGE v2 from my computer because it was causing some CTDs. However, after deleting and deactivating everything OBGE related I've run into a big problem - when I try to load a save (or even try to start a new game), everything is just black except for the UI. I can use the inventory, map and questlos w/o any problems. When I try to load an exterior cell, the game crashes.

I guess I messed up the deinstallation somehow, but I don't know what I did wrong. Any ideas? I've already tried to reinstall everything OBGE related (shaders, dlls) but it didn't help. Somehow I think I shouldn't have deleted the data/shaders folder. :(
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Soku Nyorah
 
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Post » Fri May 13, 2011 4:42 am

Hi,

I've tried to deinstall OBGE v2 from my computer because it was causing some CTDs. However, after deleting and deactivating everything OBGE related I've run into a big problem - when I try to load a save (or even try to start a new game), everything is just black except for the UI. I can use the inventory, map and questlos w/o any problems. When I try to load an exterior cell, the game crashes.

I guess I messed up the deinstallation somehow, but I don't know what I did wrong. Any ideas? I've already tried to reinstall everything OBGE related (shaders, dlls) but it didn't help. Somehow I think I shouldn't have deleted the data/shaders folder. :(


Deleting the data/shaders folder is definitely causing your problem. Anything in that folder ending in sdp is installed and used by Oblivion. If the files are still in your recycle bin then try restoring them otherwise you'll have to reinstall.
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Phillip Brunyee
 
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Post » Fri May 13, 2011 4:11 am

A quick update: I've fixed the "variables-have-zero-value" support plugin bug . I'll upload the new version as soon as possible.


How's the new support plugin coming?
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[Bounty][Ben]
 
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Post » Fri May 13, 2011 8:36 am

How's the new support plugin coming?
http://dl.dropbox.com/u/2584752/Oblivion%20Graphics%20Extender%20Support.esp

The afore mentioned bugfix is the only change, if I recall correctly. Hasn't been tested ingame; would appreciate feedback.
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Michelle davies
 
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Post » Fri May 13, 2011 4:54 am

http://dl.dropbox.com/u/2584752/Oblivion%20Graphics%20Extender%20Support.esp

The afore mentioned bugfix is the only change, if I recall correctly. Hasn't been tested ingame; would appreciate feedback.


A quick look says that it's working... initial values of things are what I would expect them to be :)
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James Potter
 
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Post » Fri May 13, 2011 5:05 am

A quick look says that it's working... initial values of things are what I would expect them to be :)
Good :) I'll upload the version on the Nexus then. Thank you!
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Emily Jones
 
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Post » Fri May 13, 2011 12:47 pm

Deleting the data/shaders folder is definitely causing your problem. Anything in that folder ending in sdp is installed and used by Oblivion. If the files are still in your recycle bin then try restoring them otherwise you'll have to reinstall.

Thanks for the quick reply.

Oh well. But I just need to reinstall Oblivion? Not all the mods, OBSE etc?
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Scott
 
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Post » Fri May 13, 2011 6:38 am

Thanks for the quick reply.

Oh well. But I just need to reinstall Oblivion? Not all the mods, OBSE etc?

Yeah, unless you have any mods that can be corrupted by updating oblivion.
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*Chloe*
 
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Post » Fri May 13, 2011 6:59 am

Villian, download the shaders here: http://tesnexus.com/downloads/file.php?id=20348

no need to reinstall oblivion.
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Gemma Archer
 
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Post » Fri May 13, 2011 9:07 am

Epic example of real life god rays.

http://vincentfavre.deviantart.com/art/Golden-rays-158919743

::EDIT:: if oblivions god rays could look this good it would be astounding =]
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Matthew Warren
 
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Post » Fri May 13, 2011 4:41 pm

I'm trying to use the depht of field and godrays mod, but I have some problems...please could you explain me step by step (as I was a 6 years old boy :P) how to do that? what file exactly I need etc.? please

I have oblivion mod manager 1.1.2 and oblivion updated to 1.20416 ;)
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kelly thomson
 
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