Oblivion Graphics Extender, Thread 16

Post » Sun Jun 20, 2010 5:22 pm

What's your ColorMood setting?


fratio: 1 red:0.5 blue:0.5 green:0.5

i have all my settings on the "more info" of the videos, but with all my other settings i think this colormood makes everything seem more realistic, it cuts down on the saturation w/o increasing brightness, but at the same time it does something else that i can't really describe that just makes it seem more realistic
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James Smart
 
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Post » Sun Jun 20, 2010 8:31 pm

Found a bug I think(didn't notice it when I wasn't using Obge): When I look down from a highrise point towards, for example Imperial City the Lod is messed up:http://www.shrani.si/f/f/wc/41oMWT5P/screenshot27.png When I am on a lower attitude the problem appars as jaggedines (hope that's the word) on the water/land edge. The card I'm using is Ati radeon Mobility HD 3470 and I have only Color Mood applied.


Another question: How do I get the Crysis DoF from the opening post to work properly. I load it up by shaderlist.txt but everything gets blurred. And if someone is using it can you please tell me if it's better than the one that's bundeled in the package on TesNexus?


Thanks in advance!


Anyone, cause the issue is really annoying?
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Sunnii Bebiieh
 
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Post » Sun Jun 20, 2010 11:08 am

Hi OBGE developers: I received a report recently that OBGE was causing a crash on exit. Someone else has reported the same thing in http://www.gamesas.com/index.php?/topic/1109327-fast-exit-made-obsolete-by-obge/. The crash happens at 0x00803832 in code that appears to traverse a NiTPointerList, most likely caused by a non-null list node with a null data pointer.
Thanks. I'll take a look.

By the way, I got my replacement graphics card this afternoon (same as the old one, unfortunately). Will post a PoC video on the stuff I'd been working on sometime tonight/tomorrow.
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CHARLODDE
 
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Post » Sun Jun 20, 2010 1:42 pm

By the way, I got my replacement graphics card this afternoon (same as the old one, unfortunately). Will post a PoC video on the stuff I'd been working on sometime tonight/tomorrow.

Can't wait.
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m Gardner
 
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Post » Sun Jun 20, 2010 11:03 am


By the way, I got my replacement graphics card this afternoon (same as the old one, unfortunately). Will post a PoC video on the stuff I'd been working on sometime tonight/tomorrow.



Looking forward to be bedazzled :D
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Heather M
 
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Post » Sun Jun 20, 2010 10:47 am

Ooh, shiny! Or, um, the opposite of shiny? Or... something else...

Either way - boing boing boing.

Er, that's me, unable to keep still now. :D
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Heather Dawson
 
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Post » Sun Jun 20, 2010 12:41 pm

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.
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Darian Ennels
 
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Post » Sun Jun 20, 2010 7:43 am

um, you are amazing
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Bad News Rogers
 
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Post » Sun Jun 20, 2010 12:05 pm

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.



Huge FPS killer?
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Rodney C
 
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Post » Sun Jun 20, 2010 4:57 pm

How does it work? People have been wanting this for ever, if it could be refined Oblivion would be a totally new game.
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Star Dunkels Macmillan
 
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Post » Sun Jun 20, 2010 9:47 pm

Huge FPS killer?
That would depend on the rig that runs it, number of shadows rendered in the scene, shadow culling settings - The works.

How does it work? People have been wanting this for ever, if it could be refined Oblivion would be a totally new game.
Like OBGE - It's an OBSE plugin. (Is that what you meant ?)
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Rik Douglas
 
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Post » Sun Jun 20, 2010 5:45 pm

What I actually meant how did you get the game engine to do it. I have some knowledge of programming and game engines, I was wondering how you managed it since I thought OBGE didn't have the capability (something about it only being able to access screenspace or something).
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Kanaoka
 
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Post » Sun Jun 20, 2010 8:57 pm

What I actually meant how did you get the game engine to do it. I have some knowledge of programming and game engines, I was wondering how you managed it since I thought OBGE didn't have the capability (something about it only being able to access screenspace or something).
The implementation doesn't have anything to do with shaders - It's similar to OBGE in the sense that it hacks the engine to achieve its goals. What the plugin basically does is get the renderer to process non-actor nodes while traversing the scene graph for drawing shadows.
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courtnay
 
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Post » Sun Jun 20, 2010 10:34 pm

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.




:celebration: :foodndrink: , just so freaking amazing.
shadeMe, you are THE MAN!!! :bowdown:
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Celestine Stardust
 
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Post » Sun Jun 20, 2010 10:04 pm

We are about to enter a new era in playing Oblivion.:)
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Amanda savory
 
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Post » Sun Jun 20, 2010 10:35 am

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.


Just awesome! :bowdown:

Both Morrowind and Oblivion will be entire new games for me - when I'll get a new rig somewhere down the road...
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Stace
 
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Post » Sun Jun 20, 2010 8:57 pm

Wow. Wow wow wow. You are a GOD.
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Britta Gronkowski
 
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Post » Sun Jun 20, 2010 11:01 am

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.

i love it, can't wait for a release, i really love it :D you are a genius.
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Hella Beast
 
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Post » Sun Jun 20, 2010 1:34 pm

:clap: :celebration:

Awesome. But you knew that... ;)
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Andrew Perry
 
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Post » Sun Jun 20, 2010 7:44 pm

That makes sense. I figured it was using the character shadow ability and forcing it to work on statics, yours look a lot sharper than previous attempts.

Anyway, can't wait for a release! :drool:
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emma sweeney
 
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Post » Sun Jun 20, 2010 12:18 pm

I can stop dreaming about getting shadows in Oblivion now. Thanks for making my dream a reality. Do you think you can make my other dreams a reality as well?
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le GraiN
 
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Post » Sun Jun 20, 2010 3:52 pm

The implementation doesn't have anything to do with shaders - It's similar to OBGE in the sense that it hacks the engine to achieve its goals. What the plugin basically does is get the renderer to process non-actor nodes while traversing the scene graph for drawing shadows.


Extremely cool. This could inspire me to return to modding OB. Lets get it released. :)
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jessica sonny
 
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Post » Sun Jun 20, 2010 12:59 pm

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.


Impressive. Most impressive.
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luis dejesus
 
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Post » Sun Jun 20, 2010 11:48 am

http://www.youtube.com/watch?v=2eKzwKFlz8Y

The culling code needs some tweaking obviously. I believe it would look better with a higher shadow count.


NVMD answered... I guess if it works it's all cool.
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Genocidal Cry
 
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Post » Sun Jun 20, 2010 11:34 am

I think that's it. We sealed the deal. Next Bethesda game ought to have shadows now!

Thanks to all modders for their hardwork.
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Jynx Anthropic
 
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