OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 8:40 pm

Hey guys; how hard do you think it would be to implement a small sharpening shader?
For me, the sharpening affect is very desirable.

http://meta.filesmelt.com/downloader.php?file=After.jpg

http://filesmelt.com/dl/After1.jpg

I ran across some documentation, don't know if it could be of any use.

http://www.coniserver.net/wiki/index.php/Sharpen

Direct implementation. When it comes to easy stuff I am fast.

http://www.4shared.com/file/211031667/a361d09e/obsharpen.html


PS. I also have an old one for MGE, for some reason it works in preview window but not in game. I don't know why.
http://www.4shared.com/file/143606437/374e7249/shocksharpen.html
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Daramis McGee
 
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Post » Fri May 27, 2011 12:15 pm

Direct implementation. When it comes to easy stuff I am fast.

http://www.4shared.com/file/211031667/a361d09e/obsharpen.html


PS. I also have an old one for MGE, for some reason it works in preview window but not in game. I don't know why.
http://www.4shared.com/file/143606437/374e7249/shocksharpen.html

Thanks!
I'll get some screenshots up as soon as I can.

And there's an SSAO shader on that website too; might be worth experimenting with.

http://www.coniserver.net/wiki/index.php/Screen_Space_Ambient_Occlusion_Shader
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Anna S
 
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Post » Fri May 27, 2011 12:54 pm

Any updates on the OBGE program?
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Chris Duncan
 
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Post » Fri May 27, 2011 10:50 pm

Been using this since yesterday (I was reluctant to try out the beta, but eventually broke down) and I must say I love the look of SSAO, DoF and Godrays enabled (edge-detection ain't my thing, at least not for Oblivion), kudos for everyone involved in the making of this :)

However I'm having transparency issues with hairs, basically some of their edges that are in front of the face have black highlights, I'll post screenies later. Don't know which shader is causing that but it's obviously one of the three I'm using, I'm guessing SSAO though.
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pinar
 
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Post » Fri May 27, 2011 11:29 pm

@vtastek:
You make building custom shaders looks so dam simple and still I can get one to work. I think it's because I am thinking on everything at the same time and then it does not fall into place.
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Melanie
 
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Post » Fri May 27, 2011 1:19 pm

can I post a request ?
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 10:17 pm

Sure , please do :)
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Samantha Wood
 
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Post » Fri May 27, 2011 11:08 am

So it's a bit hard to descrit, well I would love to have better ''colour'' "atmosphere" or aka ''palett'' in oblivion, more ''warm'' and next gen looking, something like in new game (like Empire total war)

Well in short, something like the atmosphere mod for Stalker.

Oh and that would be awesome to have cloud lightning, but seriously I doubt someone can do it........
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N3T4
 
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Post » Fri May 27, 2011 8:17 pm

So it's a bit hard to descrit, well I would love to have better ''colour'' "atmosphere" or aka ''palett'' in oblivion, more ''warm'' and next gen looking, something like in new game (like Empire total war)

Well in short, something like the atmosphere mod for Stalker.

Oh and that would be awesome to have cloud lightning, but seriously I doubt someone can do it........
Well, color mood is something that's doable. Shouldn't take too long to put a shader together ...
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Amiee Kent
 
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Post » Sat May 28, 2011 12:24 am

Stalker - I would say it has a colder tone than oblivion
Cloud lightning- I asked wrinklyninja a little while back, and he said when he has the time he would look in to it:

- http://www.gamesas.com/bgsforums/index.php?showtopic=1057128&st=140 (page 8)
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 11:49 pm

Stalker - I would say it has a colder tone than oblivion

I am reffering to the stalker mod
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Brandon Bernardi
 
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Post » Fri May 27, 2011 12:49 pm

http://dl.dropbox.com/u/2584752/ColorMood.fx

That's Crytek's code in there - May the lord Grud forgive me.
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Siidney
 
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Post » Fri May 27, 2011 10:01 pm

awsomness !!!! I love it !
Thank you man !
http://img138.imageshack.us/img138/6702/screenshotnz.jpg
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CSar L
 
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Post » Fri May 27, 2011 8:29 am

Wow, the attack of the pink panther (colormood.fx=very pink) :P
But UK47Howard liked it, good job shadeMe :icecream:
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Adam Kriner
 
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Post » Sat May 28, 2011 12:17 am

Yes it's a bit too pink, but its a beauty anyway
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SamanthaLove
 
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Post » Fri May 27, 2011 8:03 pm

Really one of my favourite ''mod'' I wish it would works with AA
http://img52.imageshack.us/img52/8312/screenshot48h.jpg

Edit : bug report : I get a big pink box in the sky !
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lucile
 
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Post » Fri May 27, 2011 2:35 pm

Hello, Good Evening, Morning mate (choose the right one).
I'm Tenzaku of the "confr?rie des traducteurs" ( http://www.confrerie-des-traducteurs.fr/site/index.php ).
I saw that incredible project and wanna know if you're ok for let us translate and upload OGE. In the case you agree we'll translate the "mod" (surely the readme only if there is nothing else) and upload it on our website for make it available to the French community.
We'll follow the updates and give you the issues found by us and the French players.
It would be an honor for us to do it, and you would have all the credit of your work

You've the choice and in alls cases but you must know your work is great and it would be marvelous if you keep up in that way.
Best regard, Tenzaku (who is impressed by OGE)
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Rob Smith
 
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Post » Fri May 27, 2011 8:16 pm

Um, ignoring for a moment the fact that the 'mod' is still in alpha development, and has virtually no organisation or structure, consisting of merely an OBSE plugin with several shaders available for download from a variety of unaffiliated people, there's not even anything to translate. There isn't a readme.

It would seem to me that you've come to the party too early. :) I'd wait until the project has those things above that it lacks currently, and then ask permission to translate it.

But then, that's just my opinion. If there's any 'official' opinion, it would be whatever Scanti thinks, seeing as it is his plugin the rest of us contributers rely on for our effects.
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Marie Maillos
 
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Post » Fri May 27, 2011 10:07 pm

Hello, Good Evening, Morning mate (choose the right one).
I'm Tenzaku of the "confr?rie des traducteurs" ( http://www.confrerie-des-traducteurs.fr/site/index.php ).
I saw that incredible project and wanna know if you're ok for let us translate and upload OGE. In the case you agree we'll translate the "mod" (surely the readme only if there is nothing else) and upload it on our website for make it available to the French community.
We'll follow the updates and give you the issues found by us and the French players.
It would be an honor for us to do it, and you would have all the credit of your work

You've the choice and in alls cases but you must know your work is great and it would be marvelous if you keep up in that way.
Best regard, Tenzaku (who is impressed by OGE)

I don't think so, OGE is not even officially released, it is kinda a proof of concept for the moment......of course I am not even in the team so ....... but I think you should wait..

Edit : lol too late
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Jinx Sykes
 
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Post » Fri May 27, 2011 4:43 pm

It's somehow better to ask before if you want to give some help by tests and give the issues found by others. If I wait the end of the project it's a little more useless to want share equally like I do. :embarrass:
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Phillip Hamilton
 
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Post » Fri May 27, 2011 8:57 am

@vtastek:
You make building custom shaders looks so dam simple and still I can get one to work. I think it's because I am thinking on everything at the same time and then it does not fall into place.

When I look into a shader, I see the input and output, I anolyze it and decide if my skills are enough for it which is level 1. :) I can't say I understand the sharpen shader at all. But I knew I could make it work. It is a simple shader fragment which needs a title and credits. My shader progress is funny:
My first ever shader, just paints whole screen purple! I was aiming at blue though.

Second one was painting some percent of screen to black based on the previous knowledge. I found a way to give it a purpose.
http://mgeshaderlibrary.wikispaces.com/Widescreen+Bars

I added a logo to it later.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/screenshotspart09-2/Morrowind-MGE-sneakingfargoth.jpg

4th was godrays. First teaser shot.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg
Again it was achieved by accident. I had to rewrite it from scratch after that. It was painful, while I could understand what I must do, my inexperience on shaders was holding me back. And it was so simple, brilliantly, I had this sense of being chased, like somebody would make it before me. Silly me. After I finished it, I was worn off. Essentially somebody wrote a better one based on FarCry 2. :P

I was worn off, but I was not empty. I wrote more shaders after that. So I am OK with the syntax now, I can convert any shader if input variables are available. I'm able to add from myself in the process too. :)

Shaders are easy. The 2D aspect is more like photoshop. Anything you can do to a image with photoshop(almost) can be converted into a shader. I can help anyone with their questions on shaders from a newbie to another style. :P

http://dl.dropbox.com/u/2584752/ColorMood.fx

That's Crytek's code in there - May the lord Grud forgive me.

Crytek's color mood shader was converted for MGE too.
http://mgeshaderlibrary.wikispaces.com/Color+Mood

I think those are using it.
http://i37.tinypic.com/mt5mvc.jpg
http://i33.tinypic.com/ri9lxd.jpg
http://i36.tinypic.com/ncf2it.jpg

We should combine projects, MGE and OGE or at least the shader repositories. While waiting for a new version of OGE, one can practice and develop shaders for MGE and testing/perfecting them. Right now converting a shader from MGE to OGE needs at most 10 letters worth of changes.
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Zosia Cetnar
 
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Post » Fri May 27, 2011 10:46 pm

Shademe and the rest of you guys: I want you to know that every time you post up a shader, however small or indiscriminate, its like Christmas to me!
All of you guys working on OGE need a big pat on the back.

I haven't posted in a few years, but it was worth it to look up my password just to say thanks.

-Rychek

ps. Colormood has settings, if you guys think its too pink, Shademe has taken the time to comment his code like a professional. Just open it up and edit to your liking.
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Yama Pi
 
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Post » Sat May 28, 2011 12:05 am

Direct implementation. When it comes to easy stuff I am fast.

http://www.4shared.com/file/211031667/a361d09e/obsharpen.html


PS. I also have an old one for MGE, for some reason it works in preview window but not in game. I don't know why.
http://www.4shared.com/file/143606437/374e7249/shocksharpen.html

Well, I don't know if it'll be as easy as last time, but I ran across another shader for cloud shadows, if it can be implemented. The sharpening shader worked very well.

http://www.jb101.co.uk/2009/10/18/very-cheap-fake-cloud-shadows/
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Susan
 
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Post » Fri May 27, 2011 11:40 am

Looks very possible. But it wouldn't match up with the clouds in the sky. :(

It gave me an idea though, using the same method, that uses the actual texture used in the sky instead of the greyscale mentioned, overlaid in a similar manner, but using the alpha channel information rather than the colour to decide how much shading should be applied. I'm not sure how you'd get the texture though, perhaps you could fetch it from the cache where the BSAs are extracted to?

If I weren't so busy, I'd have a go at this myself, it looks very interesting. :) Good find. :thumbsup:
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Amanda savory
 
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Post » Sat May 28, 2011 12:22 am

Looks very possible. But it wouldn't match up with the clouds in the sky. :(

It gave me an idea though, using the same method, that uses the actual texture used in the sky instead of the greyscale mentioned, overlaid in a similar manner, but using the alpha channel information rather than the colour to decide how much shading should be applied. I'm not sure how you'd get the texture though, perhaps you could fetch it from the cache where the BSAs are extracted to?

If I weren't so busy, I'd have a go at this myself, it looks very interesting. :) Good find. :thumbsup:

I'm curious if that shader could simply be implemented; I don't really mind if the clouds don't line up with the ground. If it can be implemented, could it be done first then improved later? At the very least it would be something to tide people over.
:)
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Damned_Queen
 
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