or "Oblivion Graphics Extender", is currently a work in progress addition for OBSE, a modular for TES:IV Oblivion.
While it is still in its EARLY!!! stages, the dedicated modders are working hard to bring a new age to Oblivion. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. Also if you find useful resources that can benefit the project, please feel free to share them as well.
This is a open discussion thread for OGE and its development. Please respect the hard working people that take their time to bring this project together. If you see any other OGE related threads about bugs or problems, please direct them to this thread.
Attention*
If you are running into problems and errors, please read the OP and the FAQ very carefully! If your question is not answered, then list your problem in detail with your depthshaderlog.txt and any other additional error checking messages.
Thank You
Downloads
http://www.gamesas.com/bgsforums/index.php?showtopic=1060479
http://dl.dropbox.com/u/519253/Godrays.fx
http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/Oblivion%20Shaders/DepthOfField.fx
http://www.4shared.com/file/167174408/3f9a3b56/ArKano22_SSAO_V2.html
http://www.oblation.eu/downloads/obge/TestShaderv3.7z
http://www.microsoft.com/downloads/details.aspx?familyid=04AC064B-00D1-474E-B7B1-442D8712D553&displaylang=en
http://dl.dropbox.com/u/2584752/CelShader.fx
A few screens to see the current stuff in action
http://www.makeagif.com/i/NFl-X3
http://www.makeagif.com/i/6mZVp-
http://img10.imageshack.us/img10/8215/sunrisef.jpg
http://img407.imageshack.us/img407/3904/36697537.png
http://img684.imageshack.us/img684/678/skyview03.jpg
http://img109.imageshack.us/img109/4836/omgheaven02.jpg
http://img109.imageshack.us/img109/8284/omggray02.jpg
http://img690.imageshack.us/img690/1994/god101.jpg
http://img28.imageshack.us/img28/9109/dofhand01.jpg
http://img193.imageshack.us/img193/3404/dofview01.jpg
http://img42.imageshack.us/img42/8996/dofv2.jpg
http://img39.imageshack.us/img39/6130/dofv2a.jpg
http://img269.imageshack.us/img269/8114/distantblur02.jpg
http://img690.imageshack.us/img690/2908/distantblur01.jpg
http://s659.photobucket.com/albums/uu320/shademe/shader%20stuff/?action=view¤t=Oblivion2009-12-1613-02-40-00.jpg
http://s659.photobucket.com/albums/uu320/shademe/shader%20stuff/?action=view¤t=Oblivion2009-12-1914-23-01-81.jpg
http://s659.photobucket.com/albums/uu320/shademe/shader%20stuff/?action=view¤t=Oblivion2009-12-1613-07-41-94.jpg
http://s659.photobucket.com/albums/uu320/shademe/shader%20stuff/?action=view¤t=Oblivion2009-12-1505-54-41-43.jpg
*FAQ*
*Is this a RELz? Should I download this?
OGE, like MGE, will be a growing project with many new applications added on with each feature. So far we only have a few test plugins and shaders but we encourage all to try them out.
*Does this require OBSE? If so any specific version?
Yes it does require OBSE. As for the version, currently we are not sure. Best to just keep the current OBSE in release.
*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".
*Does OGE require any specific hardware to run?
The shaders are compatible with both ATI and NVIDIA graphics cards, although both the Godrays and Depth Of Field shaders require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.
*Can I add to this project?
Yes feel free to add as many things as you want.
Creating shader effects requires knowledge of programming in HLSL or ASM, while helping Scanti with the OBSE plugin requires knowledge of C, DirectX core functionality and the OBSE plugin system. For those who are not programming-capable, contribution is more limited, though we welcome support and whatever else you can bring to the project. Especially cake or ice cream.
*I found a bug...
Good for you. If you find a bug, please list the error in-detail here. We can help you more when you explain the problem better
*My Godrays is just a searchlight in clear weather.
First off, Godrays is best displayed on cloudy weather types, in the morning from 6 to 8am and 7 to 9pm. But if you get the searchlight effect, you have to edit the shader FOV for Godrays to match your ingame FOV for oblivion. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. The shader line should be "DefineFOV" near the top of the code.
*Which version of OGE do I use?
So far, any version is confirmed to work. We haven't really fully tested them yet but its safe to just use Scanti's updates (as they are needed to run shaders.)
*How do I reduce over bright kill and whiteout in the sky when I stare at the sun with Godrays Enabled?
Use http://dl.dropbox.com/u/519253/NoGlare.7z texture fix for sunglare and disable HDR. You can optionally enable bloom to keep some white effect and brightness of the sun.
*Why do objects in the distant have weird black stuff on them when fog weather is active?
That is from the test SSAO. The author stated that it had some fog bugs. Until it's fixed, they will be there.
*I get blue light rays during the day time.
Go in the godray.fx file and reduced the "static const float saturate = 0.540f;" from 540 to 040, this will decrease the saturation values to prevent your screen from turning blue.
*Once I got Godrays to work, my AA disappeared? WHY?!?
The method used to expose the information used to create the shader effects is incompatible with Anti-Aliasing. This is reported to be the case on both ATI and NVIDIA graphics cards. No confirmed solution is available at this time.
*My screen is all blue?
Blue Screening can result from a number of problems, mostly with related to your graphics card. Make sure you atleast have a PS 3.0 graphics card and have the required DirectX in the OP download. Also make sure you spelled each and every shader named EXACTLY as they should be spelled, adding the (.fx) as well.
What is the Proper Shader Load Order
As pertaining to MGE, this should be the order of your shader list with the current release of shaders.
-SSAO
-DepthOfField
-Godrays
-Edge detection shader
*What is the most recent version of this project?
As of sunday, 01/09/10 at 11:17 PM ,Scanti's Latest Test http://dl.dropbox.com/u/519253/OBGEv2.dll- USE AT OWN RISK.
ShowTestShader command not presently set in. To load shaders, simply use the LoadShader "
This project is a Test Alpha. Expect bugs with some things like created new shaders and problems trying to run it yourself.
( I loved the introduction from the previous thread :wub: so I copied and edit it. If some of those links are outdated please tell me :whisper: )