OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 5:09 pm

oh lmao i feel dumb now... it said oblivion graphics extender... so this was the first thing i found.

thanks!
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Emily Jeffs
 
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Post » Fri May 27, 2011 3:25 pm

sorry i apologize for this doublepost, i have figured it out. i still have no idea what the difference is between this and that but alls good now.

thanks
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Lakyn Ellery
 
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Post » Fri May 27, 2011 5:03 pm

@ shadeMe:http://www.youtube.com/watch?v=JK8IE8pohXQ I get when PixelShader is omitted, and here's the shader:

//Vertex Shader Test by  WrinklyNinja - trying to learn how to do this stuff.struct VSOUT{     float4 vertPos : POSITION;    float2 UVCoord : TEXCOORD0;};struct  VSIN{    float4 vertPos : POSITION0;    float2 UVCoord :  TEXCOORD0;};VSOUT FrameVS(VSIN IN){    VSOUT OUT =  (VSOUT)0.0f;    // initialize to zero, avoid complaints.     OUT.vertPos = IN.vertPos;    OUT.UVCoord = IN.UVCoord;    return  OUT;}technique t0 {    pass p0    {         VertexShader = compile vs_1_1 FrameVS();    }}


I'd have thought that I should see no difference whatsoever, as the shader's just outputting what was inputted without making any changes...
Strange ! I've seen that issue crop up when I worked on pixel shaders too. Not exactly sure why it happened though. It seemed to come and go arbitrarily, even when no changes were made to the code.
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Franko AlVarado
 
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Post » Fri May 27, 2011 1:33 pm

Perhaps Scanti can shed some light on it when he next gives us an update? Until then I'll just stick to pixel shaders, I think, since I've yet to get the bug with them.
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sally R
 
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Post » Fri May 27, 2011 11:58 pm

A new godrays shader:
http://www.4shared.com/file/214651734/4dfc264c/godraystestshaderv3.html
(May not be so timely and may pop up. :P)

I finally figured what I was doing wrong:
Don't compare floats to floats.
Edit:(I mean compare, but do not use this '=='. "Floats tend to float around float numbers" so it is useless. :P)

I just made it work and uploaded, so I will update it further, just wait. But in the mean time this should fix your problems. I added a no sun glare file. It is optional but I recommend it. I also tweaked it to be less powerful this time.(But it is still powerful in mornings!)
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michael flanigan
 
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Post » Sat May 28, 2011 12:32 am

CorePC, the pics are great! However, they don't look like EdgeAA is being used there. It looks like the Sharpening shader. Correct me if I'm wrong. Are you using both in those pics?


even I make mistake every now and then..After checking celshader.fx was not loading has I did not have it named right.. :facepalm:
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kelly thomson
 
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Post » Fri May 27, 2011 3:04 pm

That's a good description, but it didn't have anything to do with my question, or my bug. I'm aware of what a vertex shader is, I just don't know why I get that weird bug when nothing should be happening (video in a previous post), and I was requesting some example shaders that I could work off. MGE doesn't have any, and nothing in OGE actually uses the vertex shader, even if it's included (I had in mine, I've removed it now).

These are post process shaders, so using vertex shaders is not needed. I think you can use vertex shader for calculating stuff to gain performance if necessary..

And your problem is, as I see it, there is no pixel shader in your code, you have to have a pixel shader. Vertex shader is the optional one for post-process shaders.

In MGE, vertex shaders are in ingame.fx file. My first and only vertex shader coding was to manipulate already established vertex animation codes to animate grass so it will look like you step on it.
http://www.youtube.com/watch?v=x3KA_WWdVlE&feature=related
Edit in the ingame.fx file to change water, grass, fog, etc.. Water and grass animations are done by vertex shaders. But for extended functionality they must have some c++ codes in somewhere deciding what meshes are going into it.

But this is all my limited knowledge, mostly and only from MGE.
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 12:14 pm

OK, thanks for clearing that up. I still reckon that bug is a bug though, even if you're supposed to always have a pixel shader, the shader I posted should still have no effect. :shrug: I'd forgotten about vertex shaders being applied earlier in the rendering process (or whatever its called).
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Jesus Sanchez
 
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Post » Fri May 27, 2011 4:58 pm

Never Mind I Found It.
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Cartoon
 
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Post » Fri May 27, 2011 12:54 pm

Could I request a name change for this project?

My reason is clarity. It's becoming more and more common for people to hear about OBGE/OGE/OBGEv2 and get all muddled and confused as to what is what, and I don't blame them. As this project comes into fruition, this is only going to be worse.

The name Oblivion Graphics Extender, OGE, is misleading. Oblivion Graphics Extender is the name of the OBSE plugin that Timeslip made and Scanti is updating to v2. This project, while relying on this, isn't the same thing. It's a bunch of people messing with shaders in order to create graphical effects.

This brings confusion as to what is what. It's fairly simple to distinguish between OGE the project and OBGE the OBSE plugin, but when people for no reason whatsoever start calling Scanti's DepthTest plugin by the name OGE, it just gets rediculous. There is no such thing as an OGE plugin. There is OBGE. There is DepthTest. There is OBGEv2. There is no OGE plugin.

I propose that we make the distinctions a bit clearer. This collective effort of a group of modders is a project, and as such, this should be reflected in the name. It's not a mod, since there is no organisation or structure. Everyone involved does their own thing at their own pace, independent of each other's work, aside from the flow of information and ideas.

Sadly, the previous incarnation of such an effort, Oblivion Visual Effects Project, of which (I think) Scanti is the only remaining member, burned out because they had the sort of collective organisation and goal plan we lack, and they couldn't manage it. While they had a good, clear name, we can hardly pinch it from them, since they've released stuff under that name, and it could lead to confusion as to what we have done and what they did.

Basically what I'm trying to get at is that we need the following changes:

Project name: Cannot be OGE,OBGE,OVEP. Should include the word 'project', or an allusion to it. Perhaps Oblivion Graphical Effects Project (OGEP)? It gets in the four letter search limit too.
Plugin names:
Scanti's plugin, DepthTest.dll, is often reffered to as OGE. It should be called DepthTest, because that's its name.

The bottom of the first post has OGEv3.7 as the name of the latest available of Scanti's work for some reason, when the plugin is OBGEv2.


Could we please see some changes? It's driving me crazy posting and reposting explanations on what is what and trying to remove confusion. A smart man would learn to copy and paste those posts, I suppose, but a smarter man would fix the root cause, and that's what I want done.

What are your thoughts?
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Emily Shackleton
 
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Post » Fri May 27, 2011 9:56 am

I never had a problem with the name on this project.
OGE,OBGE,OGEP - it really makes no difference to me. :shrug:

But I have seen a few people posting here, thinking this project is something else.
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Cesar Gomez
 
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Post » Fri May 27, 2011 10:44 pm

I admit that I was a little confused at first, but I was able to figure it out. Some people might figure it out faster and some may never understand it, to put it bluntly people are stupid. :)

I agree that you guys should better organize yourselves, but don't go crazy because what you guys are doing now DOES work. I think the project name should stay OBGE, I never saw this as as something separate but more of a resurrection. I think if you did anything like that it only cause more confusion and we would have people saying, "Where the eff did that awesome OGE go?" you know.
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Nienna garcia
 
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Post » Fri May 27, 2011 3:24 pm

I am not familiar with the old project, but it is discontinued I guess. Or I think we can say that, this is actually the continuation of it. And I believe this will get the functionality of the previous one, eventually completely replacing it.

What I can offer is to have an official thread and have the old version in it. And under it, offering this as a beta, describing it is a new version of it-a complete rewrite. They can go hand in hand for a while until the full functionality gained. (I like the name OBGE. OGE is good too.) We can develop related stuff under it and provide support for legacy stuff. :)

Who can give support for shader related stuff, beside us, hmm? :wacko:
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Motionsharp
 
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Post » Fri May 27, 2011 6:34 pm

So have one 'summary thread for everything OBGE related? Eg (OP mockup):

Oblivion Graphics Extender

Summary of what plugin does.

Mods that use plugin:
(list old OBGE mods)

Intro into OVEP stuff (a previous project centred around OBGE created the following mods, blah, blah). List mods

Intro into our work. (Scanti has been working on an update to the OBGE plugin, OBGEv2). Using the updated plugin, a new project has sprung up creating a variety of graphics effects that can be used with it.

Insert current OP here, slightly modified.


That sort of thing would be good too. As for your comment about continuing on with OVEP's aims, it's a good vision, but not really doable atm, we don't have the know-how to achieve most of their (exhaustive) list. I'd rather we say that we are more of a 'spiritual successor' than anything.

A unification of the sort you suggested would be another way of simplifying things out, making a one-stop shop for all OBGE related stuff. And you're right that we are the only ones with the knowhow, pretty much, so we should be answering questions to do with OBGE if we know best.

If we're thinking along the same lines with that, I can do a proper OP mockup of such a thread, if anyone is interested. :)
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Elle H
 
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Post » Fri May 27, 2011 4:45 pm

If we're thinking along the same lines with that, I can do a proper OP mockup of such a thread, if anyone is interested. :)


Sure, go for it wrinklyninja :thumbsup:
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jessica robson
 
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Post » Fri May 27, 2011 12:14 pm

I thought I should mention some findings I had today. Scanti's DepthTest plugin is completely supersceded by his OBGEv2, as that includes the showtestshader functionality, with the only difference being that the shaders are active on game load. You can then turn them off and on using showtestshader 0/1 as you like. :)

I'd recommend that the OP be updated to remove any links and references to DepthTest and instead point people towards OBGEv2. Also, I think one of the FAQs regarding the use of showtestshader needs updating.

I'll update this post as I build the example OP below.

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE).

What is it?

The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

You can get OBGE http://timeslip.chorrol.com/obge.html. The original was found to sometimes cause a crash on transition, and an attempt to fix this was made, in the form of a debugged version, found http://www.tesnexus.com/downloads/file.php?id=25912.

What uses it?

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=27972
http://www.tesnexus.com/downloads/file.php?id=18385


Oblivion Visual Effects Project (OVEP)

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.

Oblivion Graphics Extender (The Reboot)

What is it?

Sharing the same name as the plugin that first let modders change the game's graphical effects, OGE is a continuation of the effort started by OVEP to improve Oblivion's graphics. It is centred around Scanti's work on exposing more information about Oblivion's graphical processes, and the use of this information to create post-processing effects.

Scanti has recently begun work on rewriting OBGE to incorporate the new information exposed, and fixing bugs in the original. This rewrite is entitled OBGEv2, and that is what this project is based on, and what is available for download below. The original OBGE should not be used alongside OBGEv2, which is backwards-compatible with OBGE mods.

While it is still in its EARLY stages, the dedicated modders that make up this project 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. If you are able to find useful resources that can benefit the project, please feel free to share them as well.

Please respect the hard working people that take their time to bring this project together. This project is in a Test Alpha Phase. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then list your problem in detail with the contents of your OBGEv2.txt and shaderlist.txt in codebox tags.



Downloads

OBSE Plugin:
http://dl.dropbox.com/u/519253/OBGEv2.dll
http://github.com/scanti/Oblivion-Graphics-Extender-v2

http://www.microsoft.com/downloads/details.aspx?familyid=04AC064B-00D1-474E-B7B1-442D8712D553&displaylang=en

Shaders:
http://www.4shared.com/file/214651734/4dfc264c/godraystestshaderv3.html
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://dl.dropbox.com/u/2584752/CelShader.fx
http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/Oblivion%20Shaders/InvertColours.fx
http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/Oblivion%20Shaders/BlurHighlight.fx
http://www.4shared.com/file/211031667/a361d09e/obsharpen.html
http://dl.dropbox.com/u/2584752/ColorMood.fx


Installation


Download the OBSE plugin and whatever shaders you want from the links above. The OBGEv2.dll goes in your "data/obse/plugins" folder. The shaders go in your "data/shaders" folder.

The next step is to create a text document with the file name "shaderlist.txt" in your "data/shaders" folder. To it, 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 listed below.

The effects will be loaded when you start up Oblivion. You can disable the effects by opening the console and typing "showtestshader 0" (without quotes), and enable them again with "showtestshader 1" (without quotes). It is not possible to deactivate and activate individual shaders from the console.


Proper shader load order

This should be the order of your shader list with the current release of shaders.

-SSAO
-DepthOfField
-Godrays
-Edge detection shader
-Any other shaders available

Screenshots

SSAO - http://www.makeagif.com/i/NFl-X3 http://www.makeagif.com/i/6mZVp-
Godrays - 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
Depth of Field v2 - http://img193.imageshack.us/img193/3404/dofview01.jpg http://img42.imageshack.us/img42/8996/dofv2.jpg http://img39.imageshack.us/img39/6130/dofv2a.jpg
Depth of Field - Toggleable Distance Blur (setting available in v4) - http://img269.imageshack.us/img269/8114/distantblur02.jpg http://img690.imageshack.us/img690/2908/distantblur01.jpg
Edge Detection Shader - 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
Color Mood Shader - http://filesmelt.com/dl/b92GnD.gif http://filesmelt.com/dl/p8Af-t.gif

Information for shader coders

Below is a list of the currently available effect file constants:

Effect file constants

thisframe
The current frame's texture or the texture from the last rendered shader.

lastpass
The texture of the last pass in a multipass effect.

lastframe
The last frame that was rendered texture.

Depth
This texture contains the depth buffer.

rcpres
This contains the reciprocal of the screen resolution. i.e. 1/width, 1/height.

bHasDepth

True if there is a valid depth texture.

m44world

The world matrix. The translation data of the camera.

m44view

The view matrix. The rotational and scale data of the camera.

m44proj

The projection matrix.

f4SunDir

This contains the direction of the sun from the camera's position as a unit vector. Ignore the w value for now. I may add a
value to it later.

f3EyeForward

This is the forward unit vector of the camera. Basically it tells you which direction the camera is pointing in.

f4Time

This contains the current game time.
[0]/x = number of seconds passes in that current game day.
[1]/y = game time hour
[2]/z = game time minutes
[3]/w = game time seconds
So if the game time is 5.30 and 10 seconds then f4Time would equal - [19810 ,5 ,30 ,10]

texture textureName < string filename="textureFilename"; >;

This loads a texture file into your shader, given by the filename string, which is relative to the data\textures directory.


F.A.Q.

Q: Is this a RELz? Should I download this?
A: OGE is a Work In Progress project in its infancy, and is based around an alpha-stage OBSE plugin. If you are happy installing stuff at this level of release, and with the possibility of there being numerous bugs, then go right ahead. If not, then perhaps OGE is not for you at this time, and you should wait for it to reach beta or higher release levels before trying it out.

OGE material, including shaders and the OBSE plugin, are supplied with no documentation of any sort besides what is on this thread. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does this require OBSE? If so, any specific version?
A: Yes, it does require OBSE. You are advised to use the latest version available. You can get OBSE http://obse.silverlock.org/.

Q: Does OGE require any specific hardware to run?
A: 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.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti in his work on the OBSE plugin. It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream.

Q: I found a bug...
A: 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.

Q: My screen is all blue?
A: Blue Screening results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders EXACTLY as they should be, with the .fx extension, you have the DirectX update linked to above installed. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: My Godrays is just a searchlight in clear weather.
A: Godrays is best displayed on cloudy weather types, in the morning from 6 to 8am and 7 to 9pm. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, open it up in Notepad and change the value of "#define fov", near the beginning of the file, to the value of your FOV.

Q: I get blue light rays during the day time.
A: 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.

Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
A: That is from the test SSAO. The author stated that it had some fog bugs. Until it's fixed, they will be there.

Q: Once I got the effects to work, my AA disappeared? WHY?!?
A: 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.

Q: SSAO demolishes my FPS; any ideas?
A: http://www.gamesas.com/bgsforums/index.php?showtopic=1060479&st=160&p=15476196&#entry15476196 provided by BDBB is worth a shot, it's helped quite a few people.


I'm still updating it...
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Stephy Beck
 
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Post » Fri May 27, 2011 1:32 pm

Finally some sense to this naming mess! :)
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Jade Muggeridge
 
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Post » Fri May 27, 2011 9:13 pm

What I've got above right now is a proposed general layout to the next thread's OP. It's still needing updating with some of the info, and some could be improved, but that should give a feel of it.

What do people think of that?
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Sweets Sweets
 
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Post » Fri May 27, 2011 8:57 am

That's much better, certainly more organized
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gary lee
 
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Post » Fri May 27, 2011 10:56 pm

@vtastek
Thanks for improving the (Godrays v2.0) Shader to (Timely Godrays v3.0).
It looks much better now in most cases.

Little idea / request:
Would it be possible for you to ad an Occlusion detection code in to the Shader?
Occlusion with %pixel detection to set Godrays to 10 to 0% when %pixel 90 to 100%
And a sun glare effect fading back in at 0 to 100% when %pixel 90 to 100%.

By doing this you eliminate the over brightness of the sky when there are no clouds / objects obstructing the sun.
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Rachael
 
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Post » Fri May 27, 2011 1:59 pm

I would also like to thank you vtastek for the new shader :foodndrink:
I was wondering if it was possible to add more red and yellow colors to it when the sun rises and sets, bad/good idea ?

@wrinklyninja
Looks very good and organised :icecream:
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Samantha hulme
 
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Post » Fri May 27, 2011 8:51 am

I would also like to thank you vtastek for the new shader :foodndrink:
I was wondering if it was possible to add more red and yellow colors to it when the sun rises and sets, bad/good idea ?

It works on what's on screen. I and shader will fail estimating what color is on screen for predefined values. So it is a good idea for you to tweak your skies by picking right colors for fog, sun, sky and sky texture replacers. I assume they are customizable like Morrowind. A better version can/will read sun color as input to match the sun color more precisely.

@vtastek
Thanks for improving the (Godrays v2.0) Shader to (Timely Godrays v3.0).
It looks much better now in most cases.

Little idea / request:
Would it be possible for you to ad an Occlusion detection code in to the Shader?
Occlusion with %pixel detection to set Godrays to 10 to 0% when %pixel 90 to 100%
And a sun glare effect fading back in at 0 to 100% when %pixel 90 to 100%.

By doing this you eliminate the over brightness of the sky when there are no clouds / objects obstructing the sun.

Occlusion detection, that is not something I can create in the shader. It will need additional digging of the engine codes. But once it is found, I will do what I can. But I think the problem is more with HDR working on my addition when it should be me who adds on it.

@wrinklyninja
You can check MGE's first post for reference. I'm not saying it is perfect, it is not. I want to see your improvements on it. Maybe it can reflect back on MGE's thread as well.

The thread will be spammed with whining posts but it will be a source for documentation and bugfixes and fuel the interest as it will be always active in a way. (MGE experience is talking here! :))
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Queen Bitch
 
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Post » Fri May 27, 2011 6:18 pm

A new godrays shader:
http://www.4shared.com/file/214651734/4dfc264c/godraystestshaderv3.html
(May not be so timely and may pop up. :P )


Right on! Thanks for the update. Was just wondering if an update was coming soon.
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 10:00 pm

@ vtastek: MGE's OP looks pretty good, I have to say. Its very clear and well laid out, with a decent FAQ section. I think I'll continue to work on a layout for this, I may try to open the next thread myself so I can revise it as I go, but for now I'll work on the layout in that quoted example.
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Taylah Illies
 
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Joined: Fri Feb 09, 2007 7:13 am

Post » Fri May 27, 2011 11:01 am

I was just curious, would it be possible to make a shader that gives the game dynamic shadows? Or would that require additional messing around with the game engine.

Also I read that when you start the game it should auto load the shaders you have named in the text file, I have to enable them manually, is there a way to fix that?
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maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

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