Oblivion Graphics Extender, Thread 16

Post » Sat Jun 19, 2010 2:35 am

Question:
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.


To my knowledge no one has identified where the shadow system hides the controls for the shadow caster/shadow receiver list. We do know the shadow caster list specifies rigged objects only (PC/NPC/creatures) and controls other aspects like the boundingbox can't be larger than 500x3 and caster can't recieve shadows as well. I'd love to see some progress with SHADOWS!
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Hot
 
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Post » Sat Jun 19, 2010 3:52 am

Hello all! Long time Oblivion player, avid mod user. I usually install Obl annually and go through the whole update process - patch, dl mods, Bash, OBMM, etc.

I've never heard of OBGE before this go around, and I'd love to get it to work. Unfortunately, I can't seem to. Here's what happens...

obse_loader (v18) loads, oblivion.exe starts, screen goes black. After a few seconds, my desktop begins flashing *violently* between black and my desktop, like 40 or 50 fps, for about a second, then the screen goes black again and that's where I think I should be seeing the Obl load screen. Then the intro music and video starts and scrolls past, but I've got no menu items. :( I have to Alt-F4 to get out.

Specs:

XP Pro 32-bit, SP3
Core2 T7700, 2.4Ghz
4G RAM
nVidia Quadro FX 3600M

Without OBGE everything is great, but with it I think it would be wonderful! Is there anything you can tell me to help me out?

BTW, it seems like Bash deliberately skips the .dll file in the archive, so I originally had the support plugin running and couldn't figure out why the obge menu items never showed a plus, heh. I figured that out eventually...

Thank you for all the work you've put into this plugin!
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X(S.a.R.a.H)X
 
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Post » Sat Jun 19, 2010 7:44 am

I forgot to mention that I've also updated DirectX to the June 2010 updates. (I also experimented with the DX10 for XP fakery from way back, and that was no help... thank the divines for restore points. W7, here I come!)
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JaNnatul Naimah
 
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Post » Fri Jun 18, 2010 8:58 pm

Hello all! Long time Oblivion player, avid mod user. I usually install Obl annually and go through the whole update process - patch, dl mods, Bash, OBMM, etc.

I've never heard of OBGE before this go around, and I'd love to get it to work. Unfortunately, I can't seem to. Here's what happens...

obse_loader (v18) loads, oblivion.exe starts, screen goes black. After a few seconds, my desktop begins flashing *violently* between black and my desktop, like 40 or 50 fps, for about a second, then the screen goes black again and that's where I think I should be seeing the Obl load screen. Then the intro music and video starts and scrolls past, but I've got no menu items. :( I have to Alt-F4 to get out.

Specs:

XP Pro 32-bit, SP3
Core2 T7700, 2.4Ghz
4G RAM
nVidia Quadro FX 3600M

Without OBGE everything is great, but with it I think it would be wonderful! Is there anything you can tell me to help me out?

BTW, it seems like Bash deliberately skips the .dll file in the archive, so I originally had the support plugin running and couldn't figure out why the obge menu items never showed a plus, heh. I figured that out eventually...

Thank you for all the work you've put into this plugin!


Have you disabled AA? It isn't compatible with OBGE, and this sounds similar to something I recall was fixed by disabling AA.
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JD bernal
 
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Post » Fri Jun 18, 2010 8:04 pm

Have you disabled AA? It isn't compatible with OBGE, and this sounds similar to something I recall was fixed by disabling AA.

Well, that did it, what do you know? Thank you! Is that documented somewhere and I just glanced over it or what?
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Chenae Butler
 
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Post » Sat Jun 19, 2010 4:31 am

Well, that did it, what do you know? Thank you! Is that documented somewhere and I just glanced over it or what?


Not specifically. The OP does state that AA is incompatible, but doesn't make mention of the exact symptoms on startup. I'll amend that.
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stevie critchley
 
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Post » Fri Jun 18, 2010 8:46 pm

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)

So can you (or someone) build it and upload it, please? :wink_smile:
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Kat Ives
 
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Post » Sat Jun 19, 2010 5:42 am

2 screenshots to show the beauty of this mod:
Spoiler

http://www.imagebam.com/image/196e9689385975
http://www.imagebam.com/image/014e8d89386017

Shaders used: ssao_test, godrays, colorgrading, coloreffects.
+screeneffects mod, slightly altered contrast/shadows, lowered saturdation.

two questions tho, is there a way to remove the sky darkening using the colormood shader?because when i use the shader the sky allways looks to dark even if it's sunny wich makes the weather feel cloudy.
and is there any plans on making a new motion blur shader?since the old one blurs the whole image at fast turns and i think it would look a lot better if we had a focus point while the picture gets blurred, f.e. the PC stays focused while the rest of the screen blures.
(or maybe just some rework of the old motion blur shader is needed idk, i am pretty much a noob at shader coding :D)
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Mashystar
 
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Post » Sat Jun 19, 2010 5:45 am

SSAO is the best thing happened to real-time graphics since sliced bread. :)
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Laura Elizabeth
 
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Post » Fri Jun 18, 2010 8:30 pm

@ vtastek: I've had a bit more luck with compiling the plugin, it now compiles with no errors. However, when I launch the game with it active, the log merely states "ERROR - can't find d3dx9_41.dll file. Please update DirectX.". I've clearly missed some important step there, but once I figure it out, I'll post build instructions if you're still having problems.

So yeah, in amongst RL and bug fixing All Natural, whenever I get OGE time, it's spent mashing my keyboard with my face...
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Trevor Bostwick
 
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Post » Sat Jun 19, 2010 2:20 am

@ vtastek: I've had a bit more luck with compiling the plugin, it now compiles with no errors. However, when I launch the game with it active, the log merely states "ERROR - can't find d3dx9_41.dll file. Please update DirectX.". I've clearly missed some important step there, but once I figure it out, I'll post build instructions if you're still having problems.

So yeah, in amongst RL and bug fixing All Natural, whenever I get OGE time, it's spent mashing my keyboard with my face...

i know it might sound starnge, but maybe the .dll is really missing? i had this issue too when i first used enb, then i dled the missing dlls and put them into C:Windows\system
and i dind't get the message anymore.
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Amelia Pritchard
 
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Post » Sat Jun 19, 2010 6:04 am

i know it might sound starnge, but maybe the .dll is really missing? i had this issue too when i first used enb, then i dled the missing dlls and put them into C:Windows\system
and i dind't get the message anymore.


Nope, because the .dll is on my computer, and the problem only occurs for the plugin I build, not shadeMe's or Scanti's builds. It'll be some setting I've overlooked in VS.
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Charlotte X
 
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Post » Fri Jun 18, 2010 10:47 pm

does anyone know why I'm not getting the god rays effect, I've enabled it in the OGE support plugin in game but I just don't get the effect I see in videos. I'm running a Radeon 5770
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Kristina Campbell
 
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Post » Sat Jun 19, 2010 1:25 pm

If you're using V4 (you should be :P), you need to enable it via the shaderlist.txt in your shaders folder (see first post).
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Lauren Dale
 
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Post » Sat Jun 19, 2010 7:39 am

If you're using V4 (you should be :P), you need to enable it via the shaderlist.txt in your shaders folder (see first post).

oh so the original OGEv2 folder is an old one and I need to overwrite it with V4 and enable it in shaderlist.txt as well as in game?
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Shaylee Shaw
 
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Post » Sat Jun 19, 2010 2:23 pm

V4 apparently isn't supported by the Support Plugin, so you need to use the shaderlist.txt to load it instead of the support plugin. You may have to create the shaderlist.txt yourself.
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JESSE
 
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Post » Sat Jun 19, 2010 8:03 am

okay I have the godrays working and everything, and for some reason I put the name of it in the shaderlist.txt but I have to actually enable it in game through COBL for it work. After I did all that, I was able to play with it for a couple minutes than it CTD, any idea what I did wrong?
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Eliza Potter
 
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Post » Sat Jun 19, 2010 4:48 am

CTDs are probably due to something else if you could play with the effect active for a bit. I suggest you either track down the culprit yourself or open up a new thread about the issue.
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Jessica Phoenix
 
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Post » Sat Jun 19, 2010 12:28 pm

Nice this is still being worked on. The latest version of OBGE is way more stable than earlier versions. At least for me,anyway. It no longer freezes the game + PC after only 10-15 minutes play. :goodjob:
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remi lasisi
 
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Post » Sat Jun 19, 2010 1:52 pm

CTDs are probably due to something else if you could play with the effect active for a bit. I suggest you either track down the culprit yourself or open up a new thread about the issue.

ok, I thought I might add that I have FCOM as well as many other mods running. I'm going to start a new game and see how it go's and I'm loading the Oblivion Graphics Extender Support.esp at the end of my load. I'm not sure where to load it
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NEGRO
 
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Post » Sat Jun 19, 2010 12:10 am

Hello,

is it at all possible to remove or even reduce the shadow spots in trees when using godrays and ssao_perf at the same time?

I mean these..
http://img697.imageshack.us/img697/6381/oblivion201007220923104.jpg
http://img442.imageshack.us/img442/926/oblivion201007220923134.jpg


Tried fiddling with the ssao_perf settings ingame but that didn't have any effect I could notice. Hints?

Thanks
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Catharine Krupinski
 
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Post » Sat Jun 19, 2010 4:05 am

Hello,

is it at all possible to remove or even reduce the shadow spots in trees when using godrays and ssao_perf at the same time?

I mean these..
http://www.abload.de/image.php?img=oblivion2010-07-2209-2s13m.jpg
http://www.abload.de/image.php?img=oblivion2010-07-2209-291dk.jpg


Tried fiddling with the ssao_perf settings ingame but that didn't have any effect I could notice. Hints?

Thanks



hmm all i see is 502 Bad Gateway
nginx/0.7.63 WTF !
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james kite
 
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Post » Sat Jun 19, 2010 12:06 am

It's a german picture hosting site, been using it for years. Guess it's not worldwide compatible ;)
Stay tuned..

/e:
Imagshacked, should now work
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Erich Lendermon
 
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Post » Sat Jun 19, 2010 4:25 am

It's a german picture hosting site, been using it for years. Guess it's not worldwide compatible ;)
Stay tuned..

/e:
Imagshacked, should now work


are yes i see what you mean now :D
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Tha King o Geekz
 
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Post » Sat Jun 19, 2010 8:11 am

Hello,

is it at all possible to remove or even reduce the shadow spots in trees when using godrays and ssao_perf at the same time?


Is it the same problem that affect water when viewed from afar? It gets dark spots in it's surface as it detects the dips in water but it looks odd. And also as your pictures show, when there is fog it looks odd.

Maybe an option that turns off or lower the amount off SSAO effect when there is fog?

Thanks all for this wonderful plug-in - love it!

Cheers!
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neil slattery
 
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