OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 1:55 pm

This Post concerns the old OBGEv1 Test Shader not the new OBGEv2 one.

The next screenshots are not related to any of the current released content.
I am just trying to get a custom Shader to work.
But I get this really strange effect.

Custom Shader:
http://img297.imageshack.us/i/screenshot0o.jpg/
http://img690.imageshack.us/i/screenshot1id.jpg/
http://img690.imageshack.us/i/screenshot2it.jpg/

Is it caused by the fact my Video-Card only supports Pix-Shader 3.0 and not 4.0
The same thing happens when I try the Test Shader from opening Thread.

Test Shader:
http://img682.imageshack.us/i/screenshot4v.jpg/
http://img403.imageshack.us/i/screenshot5z.jpg/
http://img339.imageshack.us/i/screenshot6h.jpg/
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Stace
 
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Post » Fri May 27, 2011 6:43 pm

Really strange effect indeed :blink:

This is because it's for advanced users only at the moment.



Ah ! that's why nothing happen when I put the dll file in the Oblivion folder and started playing :facepalm:

Will wait for "beginner users" :P
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Nicole Mark
 
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Post » Fri May 27, 2011 8:04 am

As they say, nice :thumbsup: I'll abstain until serialization is in working order.

This plug-in replaces the original version of OBGE so if you have that installed then you'll have to remove it otherwise it will conflict with my plug-in. (It will also be a good idea to remove the DepthTest plug-in as well otherwise the ShaderList.txt shaders will get processed twice).
This plug-in should be compatible with Timeslip's version however you will probably have to recompile any scripts that use any OBGE commands and I've changed the name of the plug-in to OBGEv2.
Correct me if I'm wrong: The new version of the plugin doesn't use Timeslip's opcode range but does use the same command names.
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Sam Parker
 
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Post » Fri May 27, 2011 5:07 pm

snip

If your having problems with the old test shader, have you tried working it with the new test shader?

Concerning you mentioning your video card with PS 3.0 or 4.0. If your custom shader requires 4.0, then having a 3.0 video card won't work to my knowledge. Im curious as to what your custom shader is trying to do.
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NIloufar Emporio
 
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Post » Fri May 27, 2011 9:56 pm

Aaah, I got it now;
The (Depth.fx) file was messing things up, and the (shaderlist.txt) file was not set correctly.
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Ladymorphine
 
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Post » Fri May 27, 2011 9:33 am

More pictures:

- http://img231.imageshack.us/img231/5135/93263556.png
- http://img510.imageshack.us/img510/8717/10380979.png
- http://img527.imageshack.us/img527/4969/98377315.png

I would like to thank all OGE guys, for making my oblivion look so much better :foodndrink:
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c.o.s.m.o
 
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Post » Fri May 27, 2011 2:26 pm

As they say, nice :thumbsup: I'll abstain until serialization is in working order.

Correct me if I'm wrong: The new version of the plugin doesn't use Timeslip's opcode range but does use the same command names.


It uses the same opcode range but some of the commands have extra optional parameters. You might not have to recompile I'm not sure how the compiler handles optional parameters.

The 2 commands that have optional parameters are:

LoadShader
RemoveFullScreenShader
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Alexis Estrada
 
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Post » Fri May 27, 2011 10:25 am

Hello

I am unable to get OGE wrong, and I'm sure I've followed the steps correctly. I have OBSE installed, and I copied the DLL to Oblivion/Data/Obse/Plugins, then the shaders to Oblivion/Data/Shaders. I then copied the SSAO, Cel fix and God rays .FX to the Oblivion/Data/Shaders folder. I load up in OBSE and enter 'ShowTestShader' but it does not recognise the command. Sorry if I am being blind to the obvious.
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Emily Jones
 
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Post » Fri May 27, 2011 11:09 pm

Hello

I am unable to get OGE wrong, and I'm sure I've followed the steps correctly. I have OBSE installed, and I copied the DLL to Oblivion/Data/Obse/Plugins, then the shaders to Oblivion/Data/Shaders. I then copied the SSAO, Cel fix and God rays .FX to the Oblivion/Data/Shaders folder. I load up in OBSE and enter 'ShowTestShader' but it does not recognise the command. Sorry if I am being blind to the obvious.


If you are using the beta dll then the showtestshader command doesn't exist. It will now automatically read the contents of the ShaderList.txt file and load the shaders listed whenever you start a new game or load a game.

To test that it's working try typing in LoadShader "Godrays.fx" (or whatever the name of the god rays shader is). It should load the shader and activate it.
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Chad Holloway
 
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Post » Fri May 27, 2011 6:59 pm

I downloaded the TestShaders 3.7, God rays, Edge detection and SSAO. LoadShader is not found either.

- I don't know if I am missing something?
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Erich Lendermon
 
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Post » Fri May 27, 2011 6:26 pm

I downloaded the TestShaders 3.7, God rays, Edge detection and SSAO. LoadShader is not found either.

- I don't know if I am missing something?

Did you download the plugin in the OP? If you did then follow these instructions-

*How do I install OGE and other shaders?
Download the shaders and plugin from the links above. In the plugin archive, the DepthTest.dll goes in your "data/obse/plugins" folder. The shaders, both in the plugin archive and the ones you download seperately, go in your "data/shaders" folder.

The next step is to open up the "shaderlist.txt" in your "data/shaders" folder. Remove its contents, as these are example plugins that do not produce playable effects. Then add the names of the shader files you have installed and wish to see the effects of into the file. Make sure to spell them exactly, and include the .fx extension. There is a specific order required for the file names added, as detailed in the next question.

To see the effects in game, you must open up your console and enter "ShowTestShader". To disable the effects, again open the console, but this time enter "ShowTestShader 0".

If you downloaded Scanti's latest test found on page 2 of this thread, you won't have much luck. Download the plugin from the OP.

(make sure your running oblivion with OBSE active through the OBSE loader)
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Robert Jackson
 
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Post » Fri May 27, 2011 11:36 pm

I downloaded Scanti's OGE plugin V3 as well.

Edit: I downgraded my OBSE from the 1.8 beta to 1.7 and it seems to have worked. Thank you
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yermom
 
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Post » Sat May 28, 2011 12:19 am

I downloaded Scanti's OGE plugin V3 as well.

Well uninstall his latest test and install v3 from the OP. Then follow the instructions in the OP as stated. Its guaranteed to work.

If any scripting functions don't work, try the DirectX update in the OP. It has been said to help with problems close or similar to yours.


EDIT @strupekutter

To avoid future questions about the current test release from Scanti, add this below the line where it reads What is the latest release in the FAQ. Its the last question.

Scanti's Latest Test OGEplugin v3.7 dll - USE AT OWN RISK. ShowTestShader command not presently set in. To load shaders, simply use the LoadShader "" command in the console menu.
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AnDres MeZa
 
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Post » Fri May 27, 2011 10:31 pm

I downloaded Scanti's OGE plugin V3 as well.

Edit: I downgraded my OBSE from the 1.8 beta to 1.7 and it seems to have worked. Thank you


I'll have to look into that later. I'm currently compiling my plug-in using the 1.7a version of OBSE.
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NIloufar Emporio
 
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Post » Fri May 27, 2011 10:39 pm

EDIT @strupekutter

To avoid future questions about the current test release from Scanti, add this below the line where it reads What is the latest release in the FAQ. Its the last question.

Scanti's Latest Test OGEplugin v3.7 dll - USE AT OWN RISK. ShowTestShader command not presently set in. To load shaders, simply use the LoadShader "" command in the console menu.



Will do, thanks for the text explanation AmpolX :goodjob:
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 11:22 am

I have a question that I'm hoping some of the graphics gurus in this thread may have an anwser to. I'm interested in detecting (and possibly the duration) of when the game goes from black to not-black after area transitions, loading saves, etc. Apart from tracking any possible situation where a black fadeout may appear I can't think of any other way. It doesn't appear to be an XML thing (as in, the main hud is fading in) so that leaves the actual engine part I guess. :unsure:

Oh and woehoew, looking at all the progress that is being made (yes, yes, I know it is still a pre-alpha test plugin) it makes me jealous whenever I look at the screenshots of all these new shaders. :wub: I wish I could afford the small fps hit when using it but I'm not playing the game that much anyways. :P

-kyoma
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Francesca
 
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Post » Fri May 27, 2011 11:55 pm

Scanti, is there any hope for a patch to fix the AA issue ?
strupekutter, it's me or you actually get anti aliasing ?
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kristy dunn
 
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Post » Fri May 27, 2011 8:41 pm

strupekutter, it's me or you actually get anti aliasing ?


I`m not sure if I get it or not, with resolution on 1680x1050 I can`t say I notice much difference when it`s on or off. But I leave it on, through ati catalyst control center :shrug:
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Jonathan Windmon
 
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Post » Fri May 27, 2011 9:23 pm

More pictures:

- http://img231.imageshack.us/img231/5135/93263556.png
- http://img510.imageshack.us/img510/8717/10380979.png
- http://img527.imageshack.us/img527/4969/98377315.png

I would like to thank all OGE guys, for making my oblivion look so much better :foodndrink:



Your pics are amazing!! Could you provide some in depth details as to what OGE effects you're using as well as which versions? Are you tweaking them at all? Additionally, what texture mods do you have installed?

thanks!
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Leanne Molloy
 
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Post » Fri May 27, 2011 8:03 pm

Yes, I tweek them a little bit.
I use SSAO and Godray shaders from the OP
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Cagla Cali
 
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Post » Fri May 27, 2011 12:00 pm

Yes, I tweek them a little bit.
I use SSAO and Godray shaders from the OP



Thanks,I was actually hoping you could provide a bit more depth in your response.
I am actually trying to pinpoint some information as to what you have tweaked specifically in your shader mods as well as what texture pack upgrade you are using if any... (QTP, Vibrant Textures, Bomret) If you could post your text edited shader profiles, that would be SWEET! :clap:
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Ashley Hill
 
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Post » Fri May 27, 2011 10:19 pm

I should be releasing my new bloom/fake HDR shader soon. I just have to solve a slight..(well very big) FPS drop the shader gives during gameplay.

Again here are two photos of the shader being used.

http://img121.imageshack.us/img121/2371/nmstatue01.jpg - http://img28.imageshack.us/img28/9109/dofhand01.jpg


I will post comparasion shots soon once I return to my desktop. The shader itself has about a 20 FPS drop. Somethings not optimized in my code. I will try to fix the issue before release.
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Markie Mark
 
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Post » Fri May 27, 2011 5:13 pm

I`m sorry, I misunderstood the question about the tweek. It`s the picture that it`s tweekt.
Here is a comparison:

- http://img99.imageshack.us/img99/6864/1aa1b.png (In-game)
- http://img510.imageshack.us/img510/8717/10380979.png (Tweekt)

The only thing I have done to the shader is this:

QUOTE (Snow_EP @ Jan 5 2010, 05:12 PM)
God rays only work best during dusk/dawn. If you'd like to use them all the time, try using my simple fix to decrease the saturation values to prevent your screen from turning blue.
http://www.gamesas.com/bgsforums/index.php?showtopic=1057645&st=120&p=15384143&#entry15384143
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He got the
 
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Post » Fri May 27, 2011 9:02 pm

I`m sorry, I misunderstood the question about the tweek. It`s the picture that it`s tweekt.
Here is a comparison:

- http://img99.imageshack.us/img99/6864/1aa1b.png (In-game)
- http://img510.imageshack.us/img510/8717/10380979.png (Tweekt)

The only thing I have done to the shader is this:

QUOTE (Snow_EP @ Jan 5 2010, 05:12 PM)
God rays only work best during dusk/dawn. If you'd like to use them all the time, try using my simple fix to decrease the saturation values to prevent your screen from turning blue.
http://www.gamesas.com/bgsforums/index.ph...;#entry15384143


The link is bad for some reason. Are you talking about the value change to GodRays from 0.540 to 0.040 or something like that?
Nice pic tweaks by the way. Wish we could filter Oblivion to always look that sweet!
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Rob Smith
 
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Post » Fri May 27, 2011 8:23 pm

yes :nod:
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Ria dell
 
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