Oblivion Graphics Extender, Thread 15

Post » Tue Oct 12, 2010 1:16 pm

I'm going to make an appeal here. I've recently restarted development of Atmospheric Loading Screens (link in my signature) and am looking for people to contribute screenshots for the mod. I am principally looking for non-action and non-character-focused screens. Landscapes, atmospheric shots, artistic shots. Beautiful or interesting stuff, and some of the screens I see here definitely apply. I'd really appreciate some extra contributions. Really. :icecream:

Vac
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Matthew Warren
 
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Post » Tue Oct 12, 2010 9:01 pm

I can't seem to get godrays to work. When I enable it with the support plugin, all that happens is that the sun gets a little brighter. I've hidden under trees to get the "Sun glare through trees" effect, but nothing happens. I've messed around with the variables that I think would help, but still no luck. Any help?
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kelly thomson
 
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Post » Tue Oct 12, 2010 12:52 pm

I can't seem to get godrays to work. When I enable it with the support plugin, all that happens is that the sun gets a little brighter. I've hidden under trees to get the "Sun glare through trees" effect, but nothing happens. I've messed around with the variables that I think would help, but still no luck. Any help?

you need to make a shaderlist.txt in the /shader folder, then write godrays.fx in there,read the first message for info!!!!
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Krystina Proietti
 
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Post » Tue Oct 12, 2010 9:03 am

*Note*
If a shader is not listed in the above list, it will be nescessary to load it via the shaderlist.txt.


Godrays was in that list. I don't think that'll work.
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Taylah Illies
 
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Post » Tue Oct 12, 2010 9:41 pm

you need to make a shaderlist.txt in the /shader folder, then write godrays.fx in there,read the first message for info!!!!

Instructions are not quite clear though:

If a shader is not listed in the above list, it will be nescessary to load it via the shaderlist.txt.



Q: 1. Where can I download the version 0.3 of the support plugin?
Ambient Dungeons and OBGEv2 change the way the game looks (much like wrinklyninja's shots) without activating anything else or the options used in the support plugin.
Q: 2. Where am I supposed to change the default values?

Now that shaderlist.txt should be created, regardless of that information, I'll try to test it too.
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Veronica Flores
 
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Post » Tue Oct 12, 2010 9:04 pm

Eh, doesn't matter, just gonna reinstall Oblivion altogether.
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Jodie Bardgett
 
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Post » Tue Oct 12, 2010 7:06 pm

Eh, doesn't matter, just gonna reinstall Oblivion altogether.

If a shader is not listed in the above list, it will be necessary to load it via the shaderlist.txt

So you can still list shaders from that list.

Use shaderlist.txt, I am recommending this as the author of the godrays shader! :)
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lauren cleaves
 
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Post » Tue Oct 12, 2010 7:21 pm

Thanks for clarifying.

According to the first post, I made my shaderlist.txt like this:
ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx


The only shader not from OBGEv2 is AmbientDungeons.fx

I don't know what are the test*.fx shaders. Any advice.
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Alberto Aguilera
 
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Post » Tue Oct 12, 2010 5:10 pm

Thanks for clarifying.

According to the first post, I made my shaderlist.txt like this:
ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx


The only shader not from OBGEv2 is AmbientDungeons.fx

I don't know what are the test*.fx shaders. Any advice.


You shouldn't have the RAWZfix, test* and AmbientDungeons effects files listed. Also, you should only use one of the SSAO shaders. What's QuickBlur.fx?
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Kahli St Dennis
 
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Post » Tue Oct 12, 2010 4:16 pm

You shouldn't have the RAWZfix, test* and AmbientDungeons effects files listed. Also, you should only use one of the SSAO shaders. What's QuickBlur.fx?


(*AHA* moment coming up...)

QuickBlur.fx comes with the core OBGEv2 package.

Now I have made my shaderlist.txt as follows:

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx

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Lily
 
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Post » Tue Oct 12, 2010 11:56 am

(*AHA* moment coming up...)

QuickBlur.fx comes with the core OBGEv2 package.

Now I have made my shaderlist.txt as follows:

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx



Oh, right. That's Scanti's example vertex shader...

You shouldn't have that listed either.
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victoria gillis
 
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Post » Wed Oct 13, 2010 12:30 am

(*AHA* moment coming up...)

QuickBlur.fx comes with the core OBGEv2 package.

Now I have made my shaderlist.txt as follows:

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx


That's a nice list if you can run so many shaders and if you want all those effects.
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NO suckers In Here
 
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Post » Tue Oct 12, 2010 3:55 pm

That's a nice list if you can run so many shaders and if you want all those effects.


(Second *AHA* moment coming up...)

So, I played it and all those shaders seem to appear in the game... OK. (Slight stuttering on loading game but no major FPS drop that I could notice thereafter.)

What I discovered: The menu from "Oblivion Graphics Extender Support.esp" does not enable or disable any shader, so far.

Q: 1. If shaders are only enabled on the shaderlist.txt, how come does the game appearance change when I load the mod without any shaderlist.txt?

I know this is heavily WIP mod so it is OK if things do not work as expected and documentation is not accurate.

Q 2. What does Oblivion Graphics Extender Support.esp do?


BTW, now that I can see it, great work! Hope you have time to continue supporting this mod! Thanks for making this in the first place! :foodndrink:
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CxvIII
 
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Post » Tue Oct 12, 2010 11:13 pm

Don't you hate when things go randomly working and not working? :laugh:

Little update:

Placed a blank data\shaders\shaderlist.txt and now I can enable and disable some shaders using the menu in the game.

However I can't enable or disable godrays or DepthOfField using the menu. DepthOfField does not appear in the game at all even when loading it in the shaderlist.txt
If anyone could help I'd appreciate it.

Changing or tweaking values of active shaders using the menu doesn't affect anything... What gives?
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Thema
 
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Post » Wed Oct 13, 2010 1:01 am

(Second *AHA* moment coming up...)

So, I played it and all those shaders seem to appear in the game... OK. (Slight stuttering on loading game but no major FPS drop that I could notice thereafter.)

What I discovered: The menu from "Oblivion Graphics Extender Support.esp" does not enable or disable any shader, so far.

Q: 1. If shaders are only enabled on the shaderlist.txt, how come does the game appearance change when I load the mod without any shaderlist.txt?

I know this is heavily WIP mod so it is OK if things do not work as expected and documentation is not accurate.

Q 2. What does Oblivion Graphics Extender Support.esp do?


BTW, now that I can see it, great work! Hope you have time to continue supporting this mod! Thanks for making this in the first place! :foodndrink:

A.1 and A.2
Support plugin tends to load shaders it supports all together. That is Godrays and Dof shaders included. So it is possible you're running those shaders TWICE! So if you load shaders from shaderlist.txt be sure they are disabled in support plugin. Problem with support plugin is the values inside support plugin don't match the values in my shader. They need updates. Although Dof shader values are wrong, if you tweak them you can get it working. Same could be possible for godrays, but there are 25 variables. :deal: So shaderlist is a better solution for now until we update them.

I will upload mine and maybe you can test it. And wrinkly can update it too so we can end this problem. (Lazy devs? :P) Actually working on some Morrowind stuff:

http://www.youtube.com/watch?v=CG0OkQIw1Oc
http://www.youtube.com/watch?v=FVO2SxY6Ibw
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Tanya Parra
 
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Post » Wed Oct 13, 2010 12:57 am

At last. I feel... Illuminated.

Thanks for the details. Everything is working now. I have been tweaking the values directly in the shader. Can't get DoF working yet though.

:goodjob:
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Sophie Payne
 
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Post » Tue Oct 12, 2010 6:20 pm

A.1 and A.2
Support plugin tends to load shaders it supports all together. That is Godrays and Dof shaders included. So it is possible you're running those shaders TWICE! So if you load shaders from shaderlist.txt be sure they are disabled in support plugin. Problem with support plugin is the values inside support plugin don't match the values in my shader. They need updates. Although Dof shader values are wrong, if you tweak them you can get it working. Same could be possible for godrays, but there are 25 variables. :deal: So shaderlist is a better solution for now until we update them.

I will upload mine and maybe you can test it. And wrinkly can update it too so we can end this problem. (Lazy devs? :P) Actually working on some Morrowind stuff:

http://www.youtube.com/watch?v=CG0OkQIw1Oc
http://www.youtube.com/watch?v=FVO2SxY6Ibw
I vaguely recall updating the plugin to support the latest version of Godrays.

http://dl.dropbox.com/u/2584752/OBGEv2.dll - Let me know how it goes.
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Skivs
 
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Post » Wed Oct 13, 2010 1:30 am

Could someone explain to me how to USE the OBGE? I'm mentally deficient or something; all I've done so far is edit things with a "float" value. I'm at a loss as to how to use anything with the "integer / boolean". I'm using the OBGEv2 Editor item in my inventory. I haven't touched the .ini files (of which I can't find D: ).

I'm basically just using the default settings for the cell shading + color effects + color mood thingers. :<
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vanuza
 
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Post » Wed Oct 13, 2010 1:04 am

"Float" (F) is just a number with a decimal point somewhere in the mix. "Integer" = whole number. "Boolean" = yes / no, or in this case, 1 / 0 (a switch, basically).

Adjusting the settings for OBGE just is a bit intimidating, IMO. So, I wouldn't worry about that. As for where the ini files live, it's (for me) My Documents\My Games\Oblivion. YMMV.

I'm not accustomed to using Color Moods or Cel Shader (except for its edgeAA option, previously) - but I do use ColorEffects. Anything in particular you wanted to accomplish with that?
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Rowena
 
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Post » Tue Oct 12, 2010 8:42 pm

Oh dear, I can't recall the effect right now (I'm not on my home computer), but anything that had the "integer / boolean" thing? I wasn't sure how to activate it, because I'd have a number like 0.5 or something, but nothing would change.

How would I go about changing any effect that has the integer/boolean via the OBGEv2 Editor (in-game)?
Like, for the float I'd just write 0.85 for saturation, but for.. I think, blur highlight (maybe?) I couldn't get it to work like that.


EDIT: Also, most everything for the depth of field shader too; I'd like to get it to work but have no idea! Any help is greatly appreciated. :)
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Jordan Moreno
 
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Post » Wed Oct 13, 2010 12:22 am

How would I go about changing any effect that has the integer/boolean via the OBGEv2 Editor (in-game)?
Like, for the float I'd just write 0.85 for saturation, but for.. I think, blur highlight (maybe?) I couldn't get it to work like that.

EDIT: Also, most everything for the depth of field shader too; I'd like to get it to work but have no idea! Any help is greatly appreciated. :)

For integers, throw a (um, not too large...) whole number at it, and see what happens. ;) No, really - you can always change it back, if needed. For boolean, enter either 1 or 0. That's it - two options; on or off, respectively.

You're not the only one to have difficulty getting Depth of Field to work. You can try enabling it, then entering the suggested settings, per the guidelines that are above the actual selection areas in some parts. I believe there are two sets of suggested figures - one for Distance Blur, and one for Depth of Field. Try either, or whichever appeals. See if it works at all (i.e., blurry where it ought to be).

Otherwise, you might need to create a shaderlist.txt file and put one or more things in it, like DoF, say.
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sarah
 
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Post » Tue Oct 12, 2010 11:05 pm

Alright, sounds good! Also, sorry for being so frustrating about this, but for the ones involving integer/boolean, they're usually within the same category... For example, the Sepia tone for color effects will have like, "variable = float" or something, but then the other ones will say "variable = integer / boolean".

For those, am I supposed to insert both an integer and a boolean?
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Rudi Carter
 
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Post » Tue Oct 12, 2010 12:07 pm

Alright, sounds good! Also, sorry for being so frustrating about this, but for the ones involving integer/boolean, they're usually within the same category... For example, the Sepia tone for color effects will have like, "variable = float" or something, but then the other ones will say "variable = integer / boolean".

For those, am I supposed to insert both an integer and a boolean?

Hm. Actually, I can't remember any that have "integer/boolean". I mean, I believe you, it's just... well, that's a bit odd, really. I'll have to check those when I get a chance, because it's a little puzzling to me right now.


edit: That will have to be later today.
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Dawn Farrell
 
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Post » Tue Oct 12, 2010 11:46 am

That's fine, I'm very happy for the help! I just got back home and also tried the DoF, using the suggested amounts... one of them said "5001" for the distance blur; is it supposed to be that much? I don't think I'll be using it until I find a nice template from someone, haha. It said something about 19 for DoF and I tried that but it just gave me intense blur, so much that I couldn't see anything. I haven't been able to find a happy medium yet.
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Music Show
 
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Post » Tue Oct 12, 2010 5:20 pm

I vaguely recall updating the plugin to support the latest version of Godrays.

http://dl.dropbox.com/u/2584752/OBGEv2.dll - Let me know how it goes.


Thanks for building it, shade :tops:
I'll test it

That's fine, I'm very happy for the help! I just got back home and also tried the DoF, using the suggested amounts... one of them said "5001" for the distance blur; is it supposed to be that much? I don't think I'll be using it until I find a nice template from someone, haha. It said something about 19 for DoF and I tried that but it just gave me intense blur, so much that I couldn't see anything. I haven't been able to find a happy medium yet.


I don't know if this is correct - these are the values I've been using for testing DoF:

//TWEAKABLE VARIABLES.extern bool DoDistanceBlur = true; //false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.extern bool DoWeaponBlur = false; //true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.extern float DoFAmount = 4; //7;//The maximum level of blur. A higher value will give you more blur.extern float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.extern float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.extern float DepthPower = 5001; //19; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 HawkleyFox method: 0.05*/extern float2 FocusPoint = float2(0.5,0.5);/*The point on the screen which the shader uses as the focus during normal operation. Example values:General 1st person: (0.5,0.5)Blocking 1st person: (0.5,0.3) *///END OF TWEAKABLE VARIABLES.

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Juan Cerda
 
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