OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 9:42 am

Well, I think that's a bit premature seeing that all of these shaders are run using various dev./alpha builds of the actual plugin. It would be better to wait until we see a beta release from scanti before we go about on actively spreading the word around.

I've uploaded a new version of the edge detection shader (same link) that includes the edgeAA feature. Screenshots can be found in this http://s659.photobucket.com/albums/uu320/shademe/shader%20stuff/ (the newest 4 that look Oblivion-esque). It uses the blur code from the DoF shader, taps and all - I hope wrinklyninja doesn't mind.

Mood Color Difference -> http://i659.photobucket.com/albums/uu320/shademe/shader%20stuff/c1.jpg \ http://i659.photobucket.com/albums/uu320/shademe/shader%20stuff/c2.jpg | http://i659.photobucket.com/albums/uu320/shademe/shader%20stuff/c3.jpg \ http://i659.photobucket.com/albums/uu320/shademe/shader%20stuff/c4.jpg . The best usage scenario would be to write a mod using OGE's script functions to use the shader to dynamically change the filter color at runtime, depending upon environ, weather and suchlike.

PS : The OP calls the OGE source repository a "dump". While not far from the truth, I suggest that it be changed to clarify.

Fixed. And I did a few organizational updates to the OP; it was a little all over the place before.
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Isabella X
 
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Post » Sat May 28, 2011 12:26 am

OP looking better now. :)

...Except you've labelled the OBGEv2 repository as OGE v2. It's not an updated version of the "OGE" DepthTest.dll plugins that Scanti has made, it's an update of Timeslip's OBGE with the functionality exposed in DepthTest.dll added in, and some bugs fixed. Hence the name, to reflect this. It gets even more confusing since you've got OGE v3 linked to a bit above that.

Nitpicking, but then this is serious business. :P
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lucile
 
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Post » Fri May 27, 2011 3:58 pm

OP looking better now. :)

...Except you've labelled the OBGEv2 repository as OGE v2. It's not an updated version of the "OGE" DepthTest.dll plugins that Scanti has made, it's an update of Timeslip's OBGE with the functionality exposed in DepthTest.dll added in, and some bugs fixed. Hence the name, to reflect this. It gets even more confusing since you've got OGE v3 linked to a bit above that.

Nitpicking, but then this is serious business. :P

Fixed. Sorry for the mistakes while updating. :(
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Bigze Stacks
 
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Post » Fri May 27, 2011 6:04 pm

A quick question: how much of the engine is exposed right now? I mean, is it possible to alter the way shadows work (make them look better/smoother and suchlike)?
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Jennifer Munroe
 
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Post » Fri May 27, 2011 8:06 pm

OGE 3.7 loads All my shaders when I load my save, anyone know why?
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Sarah Unwin
 
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Post » Fri May 27, 2011 6:55 pm

@ alexkapi: Because it's supposed to?
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Jonathan Montero
 
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Post » Fri May 27, 2011 10:26 pm

@ alexkapi: Because it's supposed to?


Oh, I though that I was supposed to manually load the shaders using the "loadshader" command.
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Dan Scott
 
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Post » Fri May 27, 2011 7:14 pm

LoadShader lets you load shaders outside of your shaderlist.txt and edit their variables on the fly, but OBGEv2 loads the shaders in your shaderlist.txt when you start the game.

@ Robok: One for Scanti to answer, he'd know best.
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My blood
 
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Post » Fri May 27, 2011 8:41 pm

A quick question: how much of the engine is exposed right now? I mean, is it possible to alter the way shadows work (make them look better/smoother and suchlike)?


@Robok
The character shadows are fine; just tweak the shadow settings in the INI file.
You can also show us what the problem is if you see any.
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Dragonz Dancer
 
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Post » Fri May 27, 2011 11:15 pm

LoadShader lets you load shaders outside of your shaderlist.txt and edit their variables on the fly, but OBGEv2 loads the shaders in your shaderlist.txt when you start the game.

@ Robok: One for Scanti to answer, he'd know best.


Thank you for the quick response.
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Micah Judaeah
 
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Post » Fri May 27, 2011 2:09 pm

I've decided to have a go at the cloud shader idea thing. It's much more enjoyable than writing a 10 page (not much, I know, but more than I feel up to ATM) lab report due in on Wednesday. :P
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Susan Elizabeth
 
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Post » Fri May 27, 2011 6:01 pm

I am looking forward to see the result wrinklyninja :goodjob:
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Unstoppable Judge
 
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Post » Sat May 28, 2011 12:30 am

Does OBGE v2 allow exisitng OBGE mods to work. Like Realistic Health, Motion Blur, etc.?
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Kahli St Dennis
 
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Post » Fri May 27, 2011 10:54 am

Read 2nd post.

@ strupekutter: You were supposed to say "No, do your report, it's much more important than this, you can use working on this as a reward for finishing your report!". :facepalm: :P
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Grace Francis
 
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Post » Fri May 27, 2011 4:38 pm

Thank you Snow_EP for opening a new thread :foodndrink:


That's the second post...
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Zoe Ratcliffe
 
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Post » Fri May 27, 2011 5:02 pm

:facepalm: Third post, then.
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Motionsharp
 
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Post » Fri May 27, 2011 7:33 pm

@ strupekutter: You were supposed to say "No, do your report, it's much more important than this, you can use working on this as a reward for finishing your report!". :facepalm: :P



I could say that, but would prefer not to :hehe:
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Celestine Stardust
 
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Post » Fri May 27, 2011 1:36 pm

Oh, so some may not work. I'll hold off then. Wait until Scanti finishes it.
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jesse villaneda
 
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Post » Fri May 27, 2011 1:45 pm

Well I tried it anyway, couldn't wait. It causes the picture associated with a given save game to be all pixelated. Plus motion blur doesn't work with it.
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Pawel Platek
 
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Post » Fri May 27, 2011 10:33 am

I've decided to have a go at the cloud shader idea thing. It's much more enjoyable than writing a 10 page (not much, I know, but more than I feel up to ATM) lab report due in on Wednesday. :P

Ah, good! I'm glad I ran into that documentation then. :)
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 6:52 pm

@Robok
The character shadows are fine; just tweak the shadow settings in the INI file.
You can also show us what the problem is if you see any.

Don't get me wrong I think they look decent, but they could be better.

Thanks anyhow for the quick response :)
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Emma Copeland
 
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Post » Fri May 27, 2011 9:30 pm

Any chance of getting motionblur to work with OBGEv2? Currently it doesn't work and this makes me sad. Here's my OBGEv2 log:

Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1680,1050) created OK.Depth buffer attached OK.Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1680, Height = 1050Setting screen surface.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.Loading shader (data\shaders\PostEffects.fx)Shader compilation errors occuredPostEffects.fxC:\Games\Bethesda Softworks\Oblivion\data\shaders\PostEffects.fx(2,14): error X3650: 'texelSize': global variables cannot use the 'half' type in ps_2_0. To treat this variable as a float, use the backwards compatibility flag.C:\Games\Bethesda Softworks\Oblivion\data\shaders\PostEffects.fx(239,17): ID3DXEffectCompiler::CompileEffect: There was an error compiling expressionID3DXEffectCompiler: Compilation failedLoading texture (data\textures\effects/underwaterdistortion.dds)Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\AmbientDungeons.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.

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Jessica Colville
 
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Post » Fri May 27, 2011 2:22 pm

Looks like the Motion Blur shader might need a rewrite. Try opening it up in notepad and changing all the 'half' variables to floats.
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Jessica Nash
 
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Post » Fri May 27, 2011 5:50 pm

Looks like the Motion Blur shader might need a rewrite. Try opening it up in notepad and changing all the 'half' variables to floats.
Better to just set the compatibility flag to the compile call.
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Jaki Birch
 
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Post » Fri May 27, 2011 10:28 am

Just a quick post to say I'm still alive and working on the project. I had quite a severe bout of food poisoning so I really wasn't in the mood to do anything. I'm not up to date on the thread so I'll give it a read through later. I'm still not 100% better, I've only managed to eat a bowl of soup in the last 3 days. I'm just going to try to eat some solids now. Wish me luck. (Whoever says being food poisoned is the easiest way to lose weight is lying. It's the worse possible way I can think of).

I'm half way through the save/load routines. They are a bit tricky because it's something I have to get right first time. (I don't want future versions of the plug-in have to decode between several different versions of the save file format). So I have to think ahead a bit as well.
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lucile
 
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