Oblivion Graphics Extender, Thread 16

Post » Sat Jun 19, 2010 3:40 am

Hmm... this effect is close but not quite the same. in the pictures the vignette tends to be much darker and actually molds to the shadows at the edges of the screen instead of staying in an oval shape.

I think there is no molding in Alan Wake screens. Maybe selective screenshots. I have bind it to HDR value for Morrowind. We don't have a HDR value yet for OGE. I will see what can be done.

Er... colour me totally unimpressed, for what it's worth. :shrug:

I mean, it's certainly a matter of taste, but I have on occasion experimented with ENB, as well as ENBColorEffect for OBGE, and even with my lack of graphics savvy, the results I got looked (to me) a *lot* better, in a variety of ways.

It might also be important to remember that "ENB Series" doesn't (by default) just apply something akin to ENBColorEffect, but rather that combined with SSAO, and a couple of other things, including altered Bloom lighting (IIRC).

In other news, I just tested the Vignette effect - pretty nice. Not sure if it's still a WiP, but either way, it can work quite well in the right context.

Yet to try Bleach Bypass. Maybe later today...

What impressed me in that video is the giant colorful MAP. For the effect there, pick color mood and set it to brownish colors. Real Is Brown.

Edit: DarNified UI, amazing!!! Now Oblivion deserves this http://www.fileden.com/files/2007/8/30/1396002/PCDVDROM%20Logo.png.
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Aliish Sheldonn
 
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Post » Fri Jun 18, 2010 8:31 pm

Shadme's http://dl.dropbox.com/u/2584752/OBGEv2.dll was on OBGEv2 version 2.0.0.0 - should we use that, or should we use 3.0.0.0?

Answering my own question - I've tried both pretty extensively and Shadme's fix for 2.0.0.0 has none of the depth/transparency/fog issues that 3.0.0.0 has.

Nice work, Shademe! :tops:
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Gen Daley
 
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Post » Fri Jun 18, 2010 8:34 pm

Answering my own question - I've tried both pretty extensively and Shadme's fix for 2.0.0.0 has none of the depth/transparency/fog issues that 3.0.0.0 has.

Nice work, Shademe! :tops:


I've added the link to the OP downloads section in light of this and a few others saying the same thing.
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James Potter
 
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Post » Fri Jun 18, 2010 7:03 pm

I've added the link to the OP downloads section in light of this and a few others saying the same thing.
Looks like scanti fixed that transparency issue before he took his vacation - My fixes were purely centered on the obse side of things.

PS: I committed another fix a week ago but didn't get around to build it. It fixed another issue with the serialization code that prevented the correct loading of data from the cosave (the root of the support plugin issues we've been hearing lately)
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Marie
 
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Post » Sat Jun 19, 2010 8:05 am

Looks like scanti fixed that transparency issue before he took his vacation - My fixes were purely centered on the obse side of things.

PS: I committed another fix a week ago but didn't get around to build it. It fixed another issue with the serialization code that prevented the correct loading of data from the cosave (the root of the support plugin issues we've been hearing lately)


Cool. If it's not too much trouble, could I ask for some instructions (or steps) on how to get everything I need set up to build the dll? I've got the June 2010 DirectX SDK and the Windows SDK v7.1 installed, along with VS 2010 Express, but I'm getting "cannot open include file 'afxres.h'" build errors, and I remember getting include errors about the DirectX stuff too, but they seem to have vanished, though it's probably because of this afxres.h thing, since it fails pretty much immediately now, but the DX include errors occurred after building for a while. In short, I'm a bit confused, and having VS 2010 doesn't seem to help, since it changed stuff since 2008, which is what most online help references. Should I just remove VS 2010 and install 2008 instead?

EDIT: I did a bit of searching for the afxres.h problem, and found that it's included in the MFC(?), but apparently whatever that is doesn't work with VS Express, or rather the other way around, so I'm a bit unsure on how to solve this. I've seen people saying to just replace it with windows.h, but I thought I'd ask. :)
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Siobhan Wallis-McRobert
 
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Post » Fri Jun 18, 2010 5:28 pm

I'm trying to use OBGEv2 and a mod called Screen Effects together. They will work together, but the only problem I am having is that they reset every time I load a game. When I load a game, all of the OBGE options are turned on and it slows my game down a lot, and Screen Effects makes my screen completely gray. If I go into my menu and turn the options off then things work fine, but it's really annoying having to go in and turn them off every time I load a game. I have to have them activated because other mods I am using rely on them, plus I like the Godrays effect. Is there any way to save my settings in both so that I don't have to repeatedly turn them off? Thanks for the help.
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Lilit Ager
 
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Post » Sat Jun 19, 2010 12:38 am

Question:
Would it be possible so send Gambryo commands / function calls trough the OBGE Shader system to the shadow generator? In order to attach and detach shadow caster nodes those currently are not used by the shadow generator. I know these commands / function calls exist and are normally called trough the Shaders.

The thing I don’t get is why is the shadow system not in the default Oblivion Shaders but in the hardcodeded part, or is it in the Oblivion Shaders. the Shaders are hard / imposible to read.
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Star Dunkels Macmillan
 
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Post » Sat Jun 19, 2010 4:07 am

Look at the images for http://tesnexus.com/downloads/file.php?id=26348 It's pretty impressive. They've finally been able to make shadows on objects for Morrowind, and they look good. The creator said they run pretty well too.

So... Is Scanti ever coming back?
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Ezekiel Macallister
 
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Post » Sat Jun 19, 2010 3:25 am

Yeah, indeed those images are impressive. I only wished they explained how they did it and how I can get Morrowind to look like that. There is no info on the shadows in the Readme of that file.
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Noraima Vega
 
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Post » Sat Jun 19, 2010 6:20 am

Look at the images for http://tesnexus.com/downloads/file.php?id=26348 It's pretty impressive. They've finally been able to make shadows on objects for Morrowind, and they look good. The creator said they run pretty well too.

So... Is Scanti ever coming back?

It looks better than oblivion.
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brenden casey
 
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Post » Fri Jun 18, 2010 7:40 pm

Thanks for the mod (and for the water transparency fix!) :).

There is no shaderlist.txt in my oblivion\data\shaders folder.
Its absence can cause any problem?
Should I write it down myself?
And in this case, will be enough copy/paste the obge shaders name?

A question maybe OT, but what mean boolean?
Well, I know boolean logic/algebra, but when I see (for example) Depth Power = 0,6000 Integer/Boolean I find myself at loss.
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Harinder Ghag
 
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Post » Fri Jun 18, 2010 7:55 pm

You are correct, after installation the ( shaderlist.txt ) is missing, but the ( shaderlist.txt ) will be created after you start the game using OBSE0018 and running the OBGE plug-in. And setting individual shaders on and off, and tweak their variables, in-game. When you now exit the game ( shaderlist.txt ) should be created.

When everything is working that is.
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Breanna Van Dijk
 
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Post » Sat Jun 19, 2010 6:32 am

You are correct, after installation the ( shaderlist.txt ) is missing, but the ( shaderlist.txt ) will be created after you start the game using OBSE0018 and running the OBGE plug-in. And setting individual shaders on and off, and tweak their variables, in-game. When you now exit the game ( shaderlist.txt ) should be created.

When everything is working that is.


I didn't think the shaderlist.txt was automatically created, I'm pretty sure that it simply isn't included in the archive, and that if you want to use it, you have to create it yourself. The alternative is to use the Support Plugin to manage what shaders are active, etc.

Perhaps it would be a good idea for OBGEv2.dll to create a shaderlist.txt if UseShaderlist is on in the OBGE.ini, which could be set to be off by default. That would simplify things, I think. If I ever get the plugin to build, I'll have a crack at this sort of thing myself.

@ Tomlong: Scanti did post near the end of the last thread, saying that RL was pretty busy, and whenever he did get on to do OBGE stuff, it felt too much like work, and it just wasn't something he wanted to spend his free time doing. I know what he meant, and hopefully it'll pass and he can get back to enjoying OBGEv2 development again.
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liz barnes
 
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Post » Sat Jun 19, 2010 2:02 am

Thanks for your answers, I guess the reason why the list was never created is because I always and only used the esp plug-in.
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Breanna Van Dijk
 
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Post » Fri Jun 18, 2010 10:32 pm

Perhaps it would be a good idea for OBGEv2.dll to create a shaderlist.txt if UseShaderlist is on in the OBGE.ini, which could be set to be off by default. That would simplify things, I think. If I ever get the plugin to build, I'll have a crack at this sort of thing myself.
Done. As for your problem, fallback to VS2008/2005.
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Alisia Lisha
 
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Post » Sat Jun 19, 2010 3:51 am

I can't get Godrays to work. That's the effect I like the most in OBGE, so I'm really trying. :(

I've installed everything the way it is described, and I've renamed the .fx-file to Godrays.fx. No godrays. As the Depth of Field shader doesn't work either, I'm wondering if perhaps it's an issue with SM3.0 functionality, but since I'm running this on an X1900XT, there shouldn't be any issues in that department. ColorEffects is working fine. Are there any other settings I need to attend to?

Help!
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Horror- Puppe
 
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Post » Sat Jun 19, 2010 12:48 am

I can't get Godrays to work. That's the effect I like the most in OBGE, so I'm really trying. :(

I've installed everything the way it is described, and I've renamed the .fx-file to Godrays.fx. No godrays. As the Depth of Field shader doesn't work either, I'm wondering if perhaps it's an issue with SM3.0 functionality, but since I'm running this on an X1900XT, there shouldn't be any issues in that department. ColorEffects is working fine. Are there any other settings I need to attend to?

Help!

Get the v4 first. http://www.tesnexus.com/downloads/file.php?id=30054 Then list it in "shaderlist.txt". Create that file if it is not there in shaders folder. In game it will work. You will want to disable it inside obge plugin because it will work twice if both enabled in obge plugin and shaderlist.txt. You can try this for DoF too.



I built obge but it didn't work. OBSE log says incompatible and OBGE log says error on directx file (41?). I have august sdk I guess I am outdated. I will update my post after getting june sdk.
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meg knight
 
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Post » Fri Jun 18, 2010 9:13 pm

Get the v4 first. http://www.tesnexus.com/downloads/file.php?id=30054 Then list it in "shaderlist.txt". Create that file if it is not there in shaders folder. In game it will work. You will want to disable it inside obge plugin because it will work twice if both enabled in obge plugin and shaderlist.txt. You can try this for DoF too.



I built obge but it didn't work. OBSE log says incompatible and OBGE log says error on directx file (41?). I have august sdk I guess I am outdated. I will update my post after getting june sdk.
Still doesn't work. Does it matter if I'm using HDR, Bloom or nothing at all? Do I need to force 3.0 shaders? Do I need to set specific variables in Godrays to get the actual rays?

I don't understand. I've tried everything. >_>
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Rebecca Dosch
 
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Post » Sat Jun 19, 2010 9:12 am

I can't get Godrays to work. That's the effect I like the most in OBGE, so I'm really trying. :(

I've installed everything the way it is described, and I've renamed the .fx-file to Godrays.fx. No godrays. As the Depth of Field shader doesn't work either, I'm wondering if perhaps it's an issue with SM3.0 functionality, but since I'm running this on an X1900XT, there shouldn't be any issues in that department. ColorEffects is working fine. Are there any other settings I need to attend to?

Help!



Try adding godrays.fx to the shaderlsit txt. I could only get it working this way.
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Lori Joe
 
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Post » Fri Jun 18, 2010 6:36 pm

Still doesn't work. Does it matter if I'm using HDR, Bloom or nothing at all? Do I need to force 3.0 shaders? Do I need to set specific variables in Godrays to get the actual rays?

I don't understand. I've tried everything. >_>

You can try updating prerequisites(Directx 9 june 2010). And can we see your obge.log?
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Killah Bee
 
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Post » Sat Jun 19, 2010 2:53 am

You can try updating prerequisites(Directx 9 june 2010). And can we see your obge.log?

Nevermind, got it working now. I just re-installed everything and tried it without any other mods to keep things simple, didn't bother with the support plugin and instead used the shaderlist.exe. It's working now!

Further questions though:

Can I get AA and Godrays at the same time?
What settings do I need for DepthOfField to only blur things that are far away? Having everything that's close to the edge of the screen blurred is annoying, I have my eyes do that for me anyway. xD
Can I change the variables of the shaders I activated in shaderlist.exe through the support plugin?
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Tasha Clifford
 
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Post » Sat Jun 19, 2010 8:32 am

Nevermind, got it working now. I just re-installed everything and tried it without any other mods to keep things simple, didn't bother with the support plugin and instead used the shaderlist.exe. It's working now!

Further questions though:

Can I get AA and Godrays at the same time?
What settings do I need for DepthOfField to only blur things that are far away? Having everything that's close to the edge of the screen blurred is annoying, I have my eyes do that for me anyway. xD
Can I change the variables of the shaders I activated in shaderlist.exe through the support plugin?

AA is not compatible with OBGE. In future this can change. Note every other shader affected from this, it is not just godrays. PS. Maybe supersampling AA is working.(this can cause a FPS hit.)

If you activated a shader from shaderlist.txt, you can't change it in game with support plugin. Be careful, support plugin can activate a shader already listed in shaderlist.txt. Activating same shader twice can lead to weird results.
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Ashley Tamen
 
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Post » Sat Jun 19, 2010 11:01 am

AA is not compatible with OBGE. In future this can change. Note every other shader affected from this, it is not just godrays. PS. Maybe supersampling AA is working.(this can cause a FPS hit.)

If you activated a shader from shaderlist.txt, you can't change it in game with support plugin. Be careful, support plugin can activate a shader already listed in shaderlist.txt. Activating same shader twice can lead to weird results.

I see. :) It's strange though, because ssao_perf won't activate from the shaderlist.txt and DepthOfField won't activate from the support plugin. That's alright for now, my current computer can't give me enough FPS to run all the shaders at once. Anyway, how do I change the settings of the shaderlist.txt-activated shaders if I can't do it from the support plugin?
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Penny Courture
 
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Post » Sat Jun 19, 2010 1:30 am

I see. :) It's strange though, because ssao_perf won't activate from the shaderlist.txt and DepthOfField won't activate from the support plugin. That's alright for now, my current computer can't give me enough FPS to run all the shaders at once. Anyway, how do I change the settings of the shaderlist.txt-activated shaders if I can't do it from the support plugin?

You can open fx files with notepad. Don't forget to save again with .fx. There are descriptions for tweakables. (copy a backup)
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Lizzie
 
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Post » Fri Jun 18, 2010 8:04 pm

You can open fx files with notepad. Don't forget to save again with .fx. There are descriptions for tweakables. (copy a backup)
Awesome, got it all working now. Thanks! It would be nice if the AA would work, but I guess we'll just have to wait and see. If it's a z-buffer problem, in my head you'd just clone the game's buffer and apply OBGE to that, leaving the other buffer alone for AA and such. But that's just in my head, I know next to nothing about these things. xD Again, thanks for the help. :)
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Anthony Rand
 
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