Oblivion Graphics Extender, Thread 15

Post » Tue Oct 12, 2010 7:43 am

Hi everybody I'm back.

Sorry I've been away for a while but due to staff shortages I've been working way to much and getting pretty depressed about it. Also other 'legal' stuff that meant I was spending lots and lots of my spare time on the phone talking to people who were supposed to sort out the problem but usually just made it worse, which meant more phone calls to fix the additional problems. :(

Writing OBGE was supposed to be fun but as I had very little free time it was starting to become a chore. So I decided to take a break for a while.

Anyway things are now better at work and all my overtime means I've bought myself a new laptop. (An ASUS Aspire 5740G with the i3 processor and ATI HD5650 GPU). I'm transfering all my stuff over to the new laptop. Once that's done I'll start work on the project again. My new graphics card means I can try out a feature that newer ATI cards have. The ability use the depth buffer and have anti-aliasing switched on.


Sorry to hear about all your troubles. Still, I'm glad you seem to be back. :)

@ AmpolX: Some great screenshots there, the effects really lend themselves towards a totally different style.
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Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue Oct 12, 2010 6:37 am

Welcome back, scanti :wavey:

Nice looking screenshots as always, AmpolX :goodjob:
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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Tue Oct 12, 2010 6:47 am

There is new stuff to obge in texnexus.

ssao_test Noise Texture Replacers
http://www.tesnexus.com/downloads/file.php?id=32360
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Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Tue Oct 12, 2010 8:13 pm

When I Shift+Click to enable a shader, nothing happens and I get this error in the console:

http://i49.tinypic.com/21booas.jpg

I am running Win 7 64-bit, Steam version.

Thanks. :S
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Tue Oct 12, 2010 5:12 pm

I'm also having some difficulty enabling the shaders in the menu.

I'm using Ambient Dungeons.

Here's the OBGEv2.log, saying something about "Error opening shaderlist.txt file."
Just installed as normal instructions, haven't touched any shaderlist.txt

Spoiler
Ingnoring message.Pre HookRESZ format supported.Depth buffer texture (INTZ) (1920,1080) created OK.Depth buffer attached OK. 0Ingnoring message.Received load game message.Loading a game.Creating vertex buffers.Creating shader textures.Width = 1920, Height = 1080Setting shader surfaces.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.Loading the shaders.Error opening shaderlist.txt file.Save file links 0 textures.Shader Index = 0Alt Render target - width = 1920, height = 1080Shader (ssao_perf.fx) - Script refID = f8000800  Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Shader (ssao_test.fx) - Script refID = f8000800  Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Shader (DepthOfField.fx) - Script refID = f8000800  Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Shader (Godrays.fx) - Script refID = f8000800  Loading shader (data\shaders\Godrays.fx)Setting effects screen texture.Shader (CelShader+EdgeAA.fx) - Script refID = f8000800  Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Shader (ColorEffects.fx) - Script refID = f8000800  Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Shader (ColorMood.fx) - Script refID = f8000800  Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Shader (obsharpen.fx) - Script refID = f8000800  Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Shader (AmbientDungeons.fx) - Script refID = 26000ed3  Loading shader (data\shaders\AmbientDungeons.fx)Setting effects screen texture.Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 256, height = 256Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 9Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - m44proj, size - 1, data[0] - 0.000000Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - m44proj, size - 1, data[0] - 0.000000Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found float: name - DepthPower, size - 1, data[0] - 0.000000Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - f4Time, size - 1, data[0] - 72770.359375Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 0.977419Shader Godrays.fx has 32 parameters.Found float: name - globalmul, size - 1, data[0] - 1.000000Found float: name - morningshaftex, size - 1, data[0] - 2.300000Found float: name - eveningshaftex, size - 1, data[0] - 3.500000Found float: name - goldendecay, size - 1, data[0] - 0.990000Found float: name - noonshaftex, size - 1, data[0] - 1.000000Found float: name - noondecay, size - 1, data[0] - 0.990000Found float: name - moonshaftex, size - 1, data[0] - 0.090000Found float: name - moondecay, size - 1, data[0] - 0.880000Found float: name - showraypass, size - 1, data[0] - 0.000000Found float: name - startsunrise, size - 1, data[0] - 4.000000Found float: name - endsunrise, size - 1, data[0] - 10.000000Found float: name - startevening, size - 1, data[0] - 17.000000Found float: name - endevening, size - 1, data[0] - 21.000000Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Weight, size - 1, data[0] - 0.440000Found float: name - goldensaturate, size - 1, data[0] - 0.540000Found float: name - noonsaturate, size - 1, data[0] - 0.010000Found float: name - Luminance, size - 1, data[0] - 0.440000Found float: name - fMiddleGray, size - 1, data[0] - 0.990000Found float: name - fWhiteCutoff, size - 1, data[0] - 0.990000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - f3EyeForward, size - 1, data[0] - 0.000000Found float: name - f4SunDir, size - 1, data[0] - 0.000000Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - f4Time, size - 1, data[0] - 0.000000Found float: name - t, size - 1, data[0] - 0.767327Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - Depth - not in texture list.Shader CelShader+EdgeAA.fx has 16 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000521Found float: name - edgeStrength, size - 1, data[0] - 15.000000Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000Found float: name - blurCoordWG, size - 8, data[0] - -2.000000Found float: name - blurMagnitudeWG, size - 8, data[0] - 1.000000Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 16 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.000000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - GContrast, size - 1, data[0] - 1.000000Found float: name - GBrightness, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 0.000000Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000521Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 8.000000Shader AmbientDungeons.fx has 5 parameters.Found float: name - brightness, size - 1, data[0] - 1.100000Found float: name - contrast, size - 1, data[0] - 1.150000Found float: name - saturation, size - 1, data[0] - 1.000000Found texture: name - thisframe - not in texture list.Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing thisframe texture.Releasing lastpass surface.Releasing lastpass texture.Releasing lastframe surface.Releasing lastframe texture.Releasing shader vertex buffer.Depth buffer : Lost device callback.Releasing the depth buffer surface.Releasing the depth buffer texture.

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SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Tue Oct 12, 2010 9:44 am

When I Shift+Click to enable a shader, nothing happens and I get this error in the console:

http://i49.tinypic.com/21booas.jpg

I am running Win 7 64-bit, Steam version.

Thanks. :S


You need OBSE v18.


I'm also having some difficulty enabling the shaders in the menu.

I'm using Ambient Dungeons.

Here's the OBGEv2.log, saying something about "Error opening shaderlist.txt file."
Just installed as normal instructions, haven't touched any shaderlist.txt

Spoiler
Ingnoring message.Pre HookRESZ format supported.Depth buffer texture (INTZ) (1920,1080) created OK.Depth buffer attached OK. 0Ingnoring message.Received load game message.Loading a game.Creating vertex buffers.Creating shader textures.Width = 1920, Height = 1080Setting shader surfaces.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.Loading the shaders.Error opening shaderlist.txt file.Save file links 0 textures.Shader Index = 0Alt Render target - width = 1920, height = 1080Shader (ssao_perf.fx) - Script refID = f8000800  Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Shader (ssao_test.fx) - Script refID = f8000800  Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Shader (DepthOfField.fx) - Script refID = f8000800  Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Shader (Godrays.fx) - Script refID = f8000800  Loading shader (data\shaders\Godrays.fx)Setting effects screen texture.Shader (CelShader+EdgeAA.fx) - Script refID = f8000800  Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Shader (ColorEffects.fx) - Script refID = f8000800  Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Shader (ColorMood.fx) - Script refID = f8000800  Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Shader (obsharpen.fx) - Script refID = f8000800  Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Shader (AmbientDungeons.fx) - Script refID = 26000ed3  Loading shader (data\shaders\AmbientDungeons.fx)Setting effects screen texture.Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 256, height = 256Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 9Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - m44proj, size - 1, data[0] - 0.000000Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - m44proj, size - 1, data[0] - 0.000000Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found float: name - DepthPower, size - 1, data[0] - 0.000000Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - f4Time, size - 1, data[0] - 72770.359375Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 0.977419Shader Godrays.fx has 32 parameters.Found float: name - globalmul, size - 1, data[0] - 1.000000Found float: name - morningshaftex, size - 1, data[0] - 2.300000Found float: name - eveningshaftex, size - 1, data[0] - 3.500000Found float: name - goldendecay, size - 1, data[0] - 0.990000Found float: name - noonshaftex, size - 1, data[0] - 1.000000Found float: name - noondecay, size - 1, data[0] - 0.990000Found float: name - moonshaftex, size - 1, data[0] - 0.090000Found float: name - moondecay, size - 1, data[0] - 0.880000Found float: name - showraypass, size - 1, data[0] - 0.000000Found float: name - startsunrise, size - 1, data[0] - 4.000000Found float: name - endsunrise, size - 1, data[0] - 10.000000Found float: name - startevening, size - 1, data[0] - 17.000000Found float: name - endevening, size - 1, data[0] - 21.000000Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Weight, size - 1, data[0] - 0.440000Found float: name - goldensaturate, size - 1, data[0] - 0.540000Found float: name - noonsaturate, size - 1, data[0] - 0.010000Found float: name - Luminance, size - 1, data[0] - 0.440000Found float: name - fMiddleGray, size - 1, data[0] - 0.990000Found float: name - fWhiteCutoff, size - 1, data[0] - 0.990000Found float: name - m44view, size - 1, data[0] - 0.000000Found float: name - f3EyeForward, size - 1, data[0] - 0.000000Found float: name - f4SunDir, size - 1, data[0] - 0.000000Found float: name - rcpres, size - 1, data[0] - 0.000521Found float: name - f4Time, size - 1, data[0] - 0.000000Found float: name - t, size - 1, data[0] - 0.767327Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - Depth - not in texture list.Shader CelShader+EdgeAA.fx has 16 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000521Found float: name - edgeStrength, size - 1, data[0] - 15.000000Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000Found float: name - blurCoordWG, size - 8, data[0] - -2.000000Found float: name - blurMagnitudeWG, size - 8, data[0] - 1.000000Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 16 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.000000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - GContrast, size - 1, data[0] - 1.000000Found float: name - GBrightness, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 0.000000Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000521Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 8.000000Shader AmbientDungeons.fx has 5 parameters.Found float: name - brightness, size - 1, data[0] - 1.100000Found float: name - contrast, size - 1, data[0] - 1.150000Found float: name - saturation, size - 1, data[0] - 1.000000Found texture: name - thisframe - not in texture list.Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Alt Render target - width = 1920, height = 1080Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing thisframe texture.Releasing lastpass surface.Releasing lastpass texture.Releasing lastframe surface.Releasing lastframe texture.Releasing shader vertex buffer.Depth buffer : Lost device callback.Releasing the depth buffer surface.Releasing the depth buffer texture.



The error is probably because the shaderlist.txt is not included by default, but IIRC its use is enabled by default in the OBGE.ini. It's not a big deal, I don't think. Does the AD shader work, or are you having problems with both the support plugin and AD? Make sure you're using OBSE v18 as well.
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Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Tue Oct 12, 2010 6:05 pm

Hello,

i have a "minor" problem with OBGE, I used to override the bilinear filtering setting using the Nvidia control panel, to enable both HDR and bilinear filtering, and it always worked nicely...

since i installed OBGEv2, for some reason the override setting arent anymore working, so i can only run Oblivion without any kind of bilinear filtering

is this normal? is there a solution? i hate having to choose between filtering and OBGE....

thanks in advance for you help and keep up with your wonderful work
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue Oct 12, 2010 9:00 pm

Hello,

i have a "minor" problem with OBGE, I used to override the bilinear filtering setting using the Nvidia control panel, to enable both HDR and bilinear filtering, and it always worked nicely...

since i installed OBGEv2, for some reason the override setting arent anymore working, so i can only run Oblivion without any kind of bilinear filtering

is this normal? is there a solution? i hate having to choose between filtering and OBGE....

thanks in advance for you help and keep up with your wonderful work


Why would you want bilinear filtering anyway? You've got trilinear and ansiotropic that are better. Just set your Oblivion profile to override application setting for ansiotropic filtering, and then override the degree of it to x16. That's what I've got going on my Nvidia machine.
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Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Oct 12, 2010 10:01 pm

I guess AD is working.

Since I enabled both AD and OBGE, I believe the SSAO shader is enabled.

The problem is just like you said. Customizing/changing options in the OBGE menu does not show any differences. At least I can't tell...
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Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Tue Oct 12, 2010 4:29 pm

I guess AD is working.

Since I enabled both AD and OBGE, I believe the SSAO shader is enabled.

The problem is just like you said. Customizing/changing options in the OBGE menu does not show any differences. At least I can't tell...


Hmm, well, that's been reported plenty before, although I've never experienced it myself, and I don't believe there's any definitive one fix. Have you got the latest DirectX redistributable (June 2010) installed? There's a link in the OP to it.

EDIT: I've updated the OP to link to the DirectX Runtime Web Installer rather than the redistributable, as the with the redustributable you've got to download and extract ~95MB of stuff before running the installer, whereas the web installer just downloads and installs what you need updated.
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Tue Oct 12, 2010 8:04 am

You need OBSE v18.


No [censored].

Of course I have OBSE v18
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Tue Oct 12, 2010 8:43 am

No [censored].

Of course I have OBSE v18


No need for that sort of thing. You would be surprised at how many people don't make sure such requirements are installed, and it's always better when problem solving to rule out the simple causes before moving on to more complex stuff.

Looks like I need a new avatar. 3 years without a single other user I've come across, and now it has to go... :(
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ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Tue Oct 12, 2010 10:06 pm

No [censored].

Of course I have OBSE v18
Have you got the latest build of OBGE ? It looks like the IsShaderLoaded command's missing from your game.
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Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Tue Oct 12, 2010 10:11 am

No [censored].

Of course I have OBSE v18


Rule #1 (especially on these forums): never assume. Break it down to find out why.

And is it just me, or is everyone in a particularly ornery mood these past couple of days? People need to chill and realize that if they can't say something with the bare minimum of respect dictated by forum rules, they probably shouldn't post. Thanks.

Also, I'd be loaded if I had a nickel every time someone didn't have OBSE for a mod that required it. :facepalm:
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Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Tue Oct 12, 2010 9:59 am

Have you got the latest build of OBGE ? It looks like the IsShaderLoaded command's missing from your game.

I downloaded the lastest files (all 3 of em) from TESNexus...
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Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Tue Oct 12, 2010 4:46 pm

I've got OBGEv2 working perfectly, but whenever I start Oblivion back up or reload a save, my OBGE settings reset. I also have the mod Screen Effects and it does the same thing. It's kind of annoying to have to go in and change the settings every time I load a game. Is there any way to save my settings with both mods?
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Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Oct 12, 2010 5:33 pm

Why would you want bilinear filtering anyway? You've got trilinear and ansiotropic that are better. Just set your Oblivion profile to override application setting for ansiotropic filtering, and then override the degree of it to x16. That's what I've got going on my Nvidia machine.


Oh, actually what i mean, is that EVERY setting i change in the nVidia panel gets ignored as long as i use OBGE, or at least so it seems to me, the bilinear filtering was the most obvious thing i noticed
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Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue Oct 12, 2010 7:38 am

Hi everybody I'm back.

Sorry I've been away for a while but due to staff shortages I've been working way to much and getting pretty depressed about it. Also other 'legal' stuff that meant I was spending lots and lots of my spare time on the phone talking to people who were supposed to sort out the problem but usually just made it worse, which meant more phone calls to fix the additional problems. :(

Writing OBGE was supposed to be fun but as I had very little free time it was starting to become a chore. So I decided to take a break for a while.

Anyway things are now better at work and all my overtime means I've bought myself a new laptop. (An ASUS Aspire 5740G with the i3 processor and ATI HD5650 GPU). I'm transfering all my stuff over to the new laptop. Once that's done I'll start work on the project again. My new graphics card means I can try out a feature that newer ATI cards have. The ability use the depth buffer and have anti-aliasing switched on.

Welcome back.

I want to report some stuff:
1. Light sheets in interiors somehow got written on characters. This is an alpha sort issue, I guess.
2. Some code in my shader interacts with night-eye, really weird.
3. Motion blur mod causes crashes when saving the game. I had to disable bsave value.

PS. And a nostalgic gift from me:
http://www.youtube.com/watch?v=FVO2SxY6Ibw&fmt=22
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Phillip Brunyee
 
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Post » Tue Oct 12, 2010 7:16 am

3. Motion blur mod causes crashes when saving the game. I had to disable bsave value.
Can you tell me how you've got it set up so that I can reproduce the crash on my end ?

EDIT: Never mind - I believe I've fixed it. Changes committed to my fork.
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[Bounty][Ben]
 
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Post » Tue Oct 12, 2010 11:51 am

A few shots I took while testing out stuff:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-06-41-94.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-07-08-41.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-07-27-62.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-07-36-78.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-07-39-75.jpg

Those are taken with all but Cel Shader, DoF, Color Effects, Sharpen active.
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Michelle davies
 
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Post » Tue Oct 12, 2010 8:18 am

I believe the support plugin is at revision 0.3, but the esp description says it is 0.2. Maybe someone forgot to update that?

Also, where are you keeping forks/updated shaders? (Found it @ github)
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James Potter
 
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Joined: Sat Jul 07, 2007 11:40 am

Post » Tue Oct 12, 2010 8:38 am

I believe the helper plugin is at revision 0.3, but the esp description says it is 0.2. Maybe someone forgot to set that?

Also, where are you keeping forks/updated shaders?


Yes, it looks like that was forgotten when it was updated. Forks to the OBGEv2 code are kept in the GitHub repository linked to in the OP, and updated shaders are generally uploaded to Nexus, though WIP shaders not on Nexus are also linked to in the OP. I'm not aware of any other stuff that's been uploaded.

Perhaps it would be a good idea to also have our shaders uploaded to the repo, as that would help prevent the sort of stagnation that has been the case in the last couple of months due to us all being busy, as in that case it would only take any one of us making occasional edits to any of the shaders to keep progress going. That's maybe something to think about...
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Emily Jones
 
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Post » Tue Oct 12, 2010 4:29 pm

I believe the support plugin is at revision 0.3, but the esp description says it is 0.2. Maybe someone forgot to update that?

Also, where are you keeping forks/updated shaders? (Found it @ github)
Must have forgotten when I uploaded it. It's probably obvious at this point, but the Github repo only has the code - You'll need to compile it yourself. I can upload the new build to it though.

@Ninja, I only see something conspicuous in screenshot #2, where grass is growing through the rock. What's in the others ?
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Scott
 
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Post » Tue Oct 12, 2010 10:30 am

Oh, those shots aren't for any purpose really, I just put them up because they looked quite nice. Didn't even notice the grass in the rock there. :P
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*Chloe*
 
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Post » Tue Oct 12, 2010 11:00 am


http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20OGE/Oblivion2010-06-1721-07-39-75.jpg

Those are taken with all but Cel Shader, DoF, Color Effects, Sharpen active.


Wow, that looks really good, the grass sticking up in rock from pic 2 ? using any grass mesh replacer like rpg tripoly Long version by chance would explain that.

and I need to really fix those road texture color to blend a little better..
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Gemma Archer
 
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