OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 9:52 am

ShowTestShader 0

That won't work, he's using the latest build of OGE, that command isn't implemented.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Fri May 27, 2011 11:08 pm

Now there are some images to post of edgeAA at work..

Now if you can get the close up cell to look that sharp has well that would be great.

If you want I could make a Comparsion shot has I cannot get the detail on mid range and far distant stuff to even be that sharp with AA 4x (12 Edge Detect Turned On) and AF 16XHQ Turned On with my 3650..
That's where the veil breaks, when viewed up close. There isn't anything that can be done about that. Or am I talking about something completely unrelated ?
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri May 27, 2011 12:46 pm

That's very the veil breaks, when viewed up close. There isn't anything that can be done about that. Or am I talking about something completely unrelated ?


Actually it does work up close, just had to turn on AF 16XHQ,

I can actually live without AA turned on with OBSharpen once again

http://i131.photobucket.com/albums/p305/corepc/ScreenShot548.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot549.jpg - Big Difference just did not notice it before because af was turned off once again..

========

Now would it have made a difference if I changed this in fx files has well..


technique t0{    pass p0    {        PixelShader = compile ps_3_0 ObSharpenv01();    }}


Seemed to give better results to me since I am using 3.0 shader after all..

Corepc
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Fri May 27, 2011 4:45 pm

Now would it have made a difference if I changed this in fx files has well..


technique t0{    pass p0    {        PixelShader = compile ps_3_0 ObSharpenv01();    }}


Seemed to give better results to me since I am using 3.0 shader after all..

Corepc
Changing the compile target to 3.0 won't change anything visually, as all it does is increase the number of arithmetic registers available to the shader. Seems like placebo in your case.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Fri May 27, 2011 11:45 pm

I feel dumb asking this...but what is the command to turn the shaders off?


ShowTestShader 0


That won't work, he's using the latest build of OGE, that command isn't implemented.
Funny. I'm using the 3.7 build (name of the file is OBGEv2.dll) and the showtestshader 0 command works just fine. I know, because I've used that and the showtestshader command to make countless comparisons between OGE and vanilla to suit my preferences. Unless the version I got from the last thread is somewhat different, which looking back it isn't, then I don't see how it doesn't work.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 27, 2011 5:40 pm

What is the order that the fx are supposed to be listed in shaderlist.txt,

on first page never mind me..

No sense in making new post



Thank you for edge detection

almost has good looking has ATI AA and Edge Detect ..Far are Stuff in particular, and mid range stuff.

Here is some pics of your Edge Detection AA at work..Nice

http://i131.photobucket.com/albums/p305/corepc/ScreenShot544.jpg

http://i131.photobucket.com/albums/p305/corepc/ScreenShot545.jpg


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?
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri May 27, 2011 11:24 am

Funny. I'm using the 3.7 build (name of the file is OBGEv2.dll) and the showtestshader 0 command works just fine. I know, because I've used that and the showtestshader command to make countless comparisons between OGE and vanilla to suit my preferences. Unless the version I got from the last thread is somewhat different, which looking back it isn't, then I don't see how it doesn't work.


Well, it does turn the shaders off, but not in the way I was wanting. :)

I was hoping for a way to turn off individual shaders, the way you can turn on individuals with the LoadShader command (that way if you're walking along and Godrays is too bright or something you can just turn it off and leave your other shaders going). Showtestshader 0 turns off all the shaders, it looks like. :)
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 27, 2011 5:35 pm

Funny. I'm using the 3.7 build (name of the file is OBGEv2.dll) and the showtestshader 0 command works just fine. I know, because I've used that and the showtestshader command to make countless comparisons between OGE and vanilla to suit my preferences. Unless the version I got from the last thread is somewhat different, which looking back it isn't, then I don't see how it doesn't work.

You must be using a previous version. No need to be smart about it.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Fri May 27, 2011 12:29 pm

Well, it does turn the shaders off, but not in the way I was wanting. :)

I was hoping for a way to turn off individual shaders, the way you can turn on individuals with the LoadShader command (that way if you're walking along and Godrays is too bright or something you can just turn it off and leave your other shaders going). Showtestshader 0 turns off all the shaders, it looks like. :)
Oh. I see. Just a slight misunderstanding on my part, I apologize.

You must be using a previous version. No need to be smart about it.
I wasn't being smart about anything. And I am using the latest version provided in that link. As I said, there was a slight misunderstanding as to what I thought he meant, so I apologize.
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Sat May 28, 2011 12:24 am

I'm trying to get my head around this vertex shader stuff, got a couple of questions:

1. Can you have a shader with only a vertex shader part to it, or does there always need to be a pixel shader? When I try running a shader without any pixel shader, I get a really wierd bug effect, and if I set PixelShader = NULL; I get just a solid white screen. Am I doing something wrong, or is this a bug in OBGEv2?

Thanks in advance for answers. :)

EDIT: Oh, and if someone could give me example code of a vertex colour change, and the same thing, but using the pixel shader, that'd be great. I understand pixel shader, but vertex is new to me. :(


No love for my questions? I'll try to get screenshots up of what I mean regarding those bugs.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Fri May 27, 2011 7:30 pm

No love for my questions? I'll try to get screenshots up of what I mean regarding those bugs.
What happens when you omit the PixelShader keyword in your technique ?
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Fri May 27, 2011 4:17 pm

I am trying to build my own shader so here another noob Shader Code Masters question.

How do you declare a texture path in a Shader, for the textures to be used by the Shader itself?

The Current path:
F:\The Elder Scrolls IV - Oblivion\Data\Textures\Effects

In the Effects Folder:
- Texture001.dds
- Texture002.dds
- Texture003.dds
- Texture004.dds

How does the code look like?

?
?
?

// Shader Input data:
texture Texture001; // Screen Texture 001
texture Texture002; // Screen Texture 002
texture Texture003; // Screen Texture 003
texture Texture004; // Screen Texture 004

This is not correct right?
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Fri May 27, 2011 6:13 pm

You'll need to annotate your variables to load textures directly. Like this:
texture tex001 < string fileName = "Effects\\Texture001.dds"; >;
You then declare a sampler to read from it.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Fri May 27, 2011 12:36 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...
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Fri May 27, 2011 8:26 am

Had to upload a comparison pic. Remember to enlarge the photo with the magnifying glass icon in the upper right corner, otherwise it looks like crap.

http://picasaweb.google.com/lh/photo/YKXPGsSrL7wsg20LkXr6IQ?feat=directlink

The main take-away here is that edge detection and colormood are not to be easily dismissed. Load them up and play around, they look even better in action. You can't go back once you try them out!
(SSAO is a no brainer either way I figure, no need to push that one)

-Rychek
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri May 27, 2011 11:19 am

So I've scoured through threads 5, 6, and 7 and I still can't find what I'm looking for; someone previously posted a small esp that they cooked up that only enables godrays during evening and morning. Anyone have the link?
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri May 27, 2011 8:11 am

I don't recall anything like that being created. It was discussed, but nothing was done AFAIK.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Fri May 27, 2011 9:54 am

So I've scoured through threads 5, 6, and 7 and I still can't find what I'm looking for; someone previously posted a small esp that they cooked up that only enables godrays during evening and morning. Anyone have the link?


Not such a shabby idea though... The GodRay effect can be quite irritating during the afternoon hours on a sunny day. Though, it's still are very young mod. Certainly not complaining as it has really brought a truly amazing experience to the game.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Sat May 28, 2011 12:33 am

I don't recall anything like that being created. It was discussed, but nothing was done AFAIK.

Someone made a simple script; but I can't find his damn post.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Fri May 27, 2011 9:26 am

No love for my questions? I'll try to get screenshots up of what I mean regarding those bugs.

Vertex Shaders are graphical processing functions used to add special effects to objects in a 3-d environment by performing mathematical operations on the objects vertex data. Vertex Shaders don't actually change the type of data; they simply change the values of the data, so that a vertex emerges with a different color, different textures, or a different position in space.

While vertex shaders are very handy when changing the figure of an object, they don't have any effect on how the object looks up close. Thats where pixel shaders come in. They create more detail based off the original vertex data found in the vertex shader.
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Sat May 28, 2011 12:33 am

Someone made a simple script; but I can't find his damn post.


You're right. That plugin was created. I have it. All it does though is toggle the showtestshader command. So it is useless with OBGEv2. But if you want it I can add it to Rapidshare.
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Fri May 27, 2011 6:52 pm

Vertex Shaders are graphical processing functions used to add special effects to objects in a 3-d environment by performing mathematical operations on the objects vertex data. Vertex Shaders don't actually change the type of data; they simply change the values of the data, so that a vertex emerges with a different color, different textures, or a different position in space.

While vertex shaders are very handy when changing the figure of an object, they don't have any effect on how the object looks up close. Thats where pixel shaders come in. They create more detail based off the original vertex data found in the vertex shader.


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).
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 27, 2011 10:32 pm

hi, I was trying to install Realistic Health to my game but it said I required OGE so I downloaded all the things it said and did what the installation says except I dont understand the shaderlist thing. what exactly do i type?
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri May 27, 2011 9:06 am

Realistic Health requires OBGE, not OGE. http://timeslip.chorrol.com/obge.html

Don't use OGE and OBGE at the same time though.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Fri May 27, 2011 5:49 pm

hi, I was trying to install Realistic Health to my game but it said I required OGE so I downloaded all the things it said and did what the installation says except I dont understand the shaderlist thing. what exactly do i type?

The exact name of the .fx file. You may not need it for Realistic Health though.
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

PreviousNext

Return to IV - Oblivion