In Game Shader Chain

Post » Sat Mar 27, 2010 7:23 pm

In Game Shader Chain v1.2 (v1.25b)

From the Readme:
This mod will allow you to control a chain of shaders individually from inside the game without the need to exit and open MGE. It does this by way of an item that when equipped will present a menu with options to toggle any single shader or disable all of them. The menu is customizable with any six shader names you want.

This mod can control six shaders at one time. These can be any shader you want to control in-game.



Features:
-Ability to toggle six shaders on/off from inside the game.
-Any shader will work -- even HDR and depth shaders.
-The six names displayed in the menu are customizable via a text file.
-The item is hotkey-able for easy use. New!
-Helpful On/Off tags let you know what's what. Also New!
-In the words of vtastek,
UNNNNNNNNNNNNNLIMITED POOOOOOOOOOOOOOWER. :P



Neat stuff you can do with it:
-Testing shader orders. Shaders are enabled in the order you activate them. Want to see the difference between DOF-Bloom and Bloom-DOF in game? Now you can!
-Kodak Moments. Love the look of SSAO but find it generally unplayable? Enable it, screenshot it, disable it. Quick and easy.
-Keep two separate shader chains. Your MGE-set and in-game-set shaders are totally separate. Newer MGE revisions (126+) remove the restriction on toggling shaders with scripted shaders active. Either chain can be enabled/disabled without problems.

One quick note: In-game-set shaders run OVER GUI-set shaders. So that edge detect shader you just enabled from this mod will take into account EVERY shader you set in the GUI. And don't forget that more shaders = worse performance.

v1.25b is a BETA, and has stability issues as well as some added features. See http://www.gamesas.com/index.php?/topic/1089467-in-game-shader-chain/page__view__findpost__p__15939575 for more info. The zip contains only the .esp, a previous version is required.

Download via http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8412
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Ashley Campos
 
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Post » Sat Mar 27, 2010 5:55 pm

Awesome Skaeps!
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Curveballs On Phoenix
 
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Post » Sun Mar 28, 2010 12:23 am

"What have you done?"

Great work. Simple and effective.


edit:
I have no issues so far. But I have some suggestions:

have your own folder instead of data files/shaders/.
Disabling shaders individually.
move up move down buttons for shaders. Or something similar to arrange the order.
And shaders with names. We should be able to provide names I think. Are the limitations that bad?(maybe a txt file with shaders' names in it)
And one or two more presets...

PS. Is it possible not to enter paused mode?
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Matthew Aaron Evans
 
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Post » Sat Mar 27, 2010 11:39 pm

Awesome. Loading my heavily modded game and a save takes a few minutes. Less than ideal when I want to just test something out. This should help a great deal.


Thanks
-KaosWarMonk
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Karl harris
 
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Post » Sat Mar 27, 2010 8:56 am

Thanks, everyone. I've certainly had some fun with it so far.

"What have you done?"

Great work. Simple and effective.


edit:
I have no issues so far. But I have some suggestions:

have your own folder instead of data files/shaders/.
Disabling shaders individually.
move up move down buttons for shaders. Or something similar to arrange the order.
And shaders with names. We should be able to provide names I think. Are the limitations that bad?(maybe a txt file with shaders' names in it)


The folder is a good idea. I'll add it. As for disabling shaders individually, I'm kinda confused. In my previous mod, I used the DisableEffect and FreeEffect functions to start/stop each shader, but for some reason that isn't working now. The only function I got to work regularly was the WipeAllEffects function, which of course clears all shaders at once. Maybe something got mixed up in a recent revision. I made this mod with rev126-fixed. I can't use the new ones because they drop my FPS to 4 from ~25 with rev126f. :sadvaultboy: If I can get that problem fixed, then rearranging shaders should be much easier.

I tried looking at Melian's Teleport Plugin for the user-made names, but the sheer indecipherability of the scripts formed an all-encompassing black hole within my brain. And tracking down MWSE documentation has been difficult. I'll keep looking.

And one or two more presets...

PS. Is it possible not to enter paused mode?


Err... what do you mean by this? Brain just kicked in. If you mean not having to enter the inventory, you can hotkey the amulet. You'll likely need two amulets, however, as hotkeys can't unequip things. So hotkey the Visual amulet to one key and then hotkey another amulet to another key. Then you can press those two keys real quick-like and the menu will pop up.

Now that I think about it, a misc item would work better than a piece of clothing.
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lauren cleaves
 
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Post » Sat Mar 27, 2010 3:11 pm

Nice. :)
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Nick Jase Mason
 
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Post » Sat Mar 27, 2010 6:56 pm

great! just wanted to make some disable-enable-mod for vtastek's new NPR shaders (to get some cool new splashscreens!). but this one is faaar more better!
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Kayleigh Williams
 
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Post » Sat Mar 27, 2010 9:45 pm

After what seems like hours of debugging MWSE scripts ( :ahhh: ) I managed to get the names to work. Kinda-sorta. But I'm running into heavy problems with the message box no longer clicking buttons. It makes the noise, but nothing happens. :sadvaultboy: So now you can http://img248.imageshack.us/img248/8010/namesk.png into a text file in the MWSE folder, and they'll show up http://img684.imageshack.us/img684/6096/mgescreenshot177.png.

The message box also makes my frame rate tank to about 2 FPS. Anybody got any tips for how to make the message box NOT BUG OUT? I've got the names, but the unresponsiveness has got to be fixed. After this gets worked out, I can see about toggling single shaders instead of the whole stack.

Also, I changed the amulet into a misc item, so no more equipping-unequipping. You can just hotkey it.

P.S. how would you like http://www.youtube.com/watch?v=h5tdQqgogM8
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Oscar Vazquez
 
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Post » Sat Mar 27, 2010 4:51 pm

I can't help with the menu scripting but if you can get it working that'd be all kinds of awesome.

And the menu? Eeep! :woot:
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Maeva
 
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Post » Sat Mar 27, 2010 10:29 pm

New version, guys. This one adds toggling ability and custom names. You can now toggle each shader individually without disabling all of them at once. A text file in the MWSE folder sets the six names in the menu, and you can change them to whatever you want. Enjoy!

Any more suggestions/comments? B)
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matt
 
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Post » Sat Mar 27, 2010 3:13 pm

New version, guys. This one adds toggling ability and custom names. You can now toggle each shader individually without disabling all of them at once. A text file in the MWSE folder sets the six names in the menu, and you can change them to whatever you want. Enjoy!

Any more suggestions/comments? B)

Nicely done skaeps.mp3! :thumbsup:

Couple suggestions for the menu:
* add text after each button indicating if it's inactive, or indicate the chain order if active; for example:
[Shader One] Off
[Shader Two] 2nd
[Shader Three] 1st
etc...
* keep the menu open between button presses so that more than one shader can be enabled / disabled without having to re-activate the menu; might then also want to change the 'Nothing' button to 'Exit' or 'Exit menu'.

The 'Visual Stone' as a coin is not selectable in the hotkey menu - looks like only clothing type misc items can be assigned.
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Jhenna lee Lizama
 
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Post » Sat Mar 27, 2010 1:13 pm

Alright, I'll see what I can figure out. Checking order is going to be difficult, I have a feeling. Seems the coin wasn't such a hot idea, too. I'll see what all the hubbub about SkipEquip is, then, and make it a belt or something.

[edit] Okay, the hotkeys are working, it's an unequippable belt disguised as a coin. Unfortunately, from what I've been able to glean off Scripting with MWSE it's not possible to have both string values and standard variables in the same message box, and the xStringBuild function isn't being cooperative. As in I can't suffix one string onto another string. If anyone knows how to do this please let me know.

Also, I'm trying to work out what's up with the menu texture in the Tribunal video I posted above. The quality gets degraded when it hits the main menu. I think it has something to do with the new MCP beta.
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Cody Banks
 
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Post » Sat Mar 27, 2010 9:42 am

New version is up, v1.2. Added the much-needed On/Off tags, so you can see what's enabled and what's not. The menu is now also persistent; it will stay active until you click "Exit Menu." No more equipping ad nauseum. You can hotkey it, too. For real this time.

Adding order tags is harder than I thought. I'd have to check for each place in line for each shader every time the menu is opened. Maybe when I have more time...
Anyone who's willing to do this, go right ahead.
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Becky Palmer
 
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Post » Sat Mar 27, 2010 10:58 pm


P.S. how would you like http://www.youtube.com/watch?v=h5tdQqgogM8



Nice work on the shader chain mod... but this video is what really caught my attention =). Looking good!
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Jessie Rae Brouillette
 
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Post » Sat Mar 27, 2010 12:53 pm

Minor update, no file yet, but I've added the order tags and save game remembrance. So now the menu will show "DOF (On - 3)" etc., and when you load a save game, the shaders will re-apply in order. But I'm having problems with the menu now crashing randomly. It's tough to diagnose these things. :( As soon as I can fix these things, I can work on re-order the chain and my http://www.gamesas.com/index.php?/topic/1090833-wipz-end-of-days/ mod. ;)
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Lalla Vu
 
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Post » Sat Mar 27, 2010 2:22 pm

P.S. how would you like http://www.youtube.com/watch?v=h5tdQqgogM8


Is this for download? Kinda cool.
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Luis Longoria
 
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Post » Sat Mar 27, 2010 8:37 pm

It will be, after I finish this and work out the texture kinks.
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Leah
 
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Post » Sat Mar 27, 2010 4:34 pm

I just stumbled on this in PES a couple nights back and was amazed. Great work skaeps!
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Valerie Marie
 
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Post » Sat Mar 27, 2010 12:05 pm

Kinda-new version up: 1.25 BETA. It's beta because it has some stability issues. Added: Save game remembrance and order # tags. When you load a save game, the script should re-enable all the shaders you had active when you saved, in order. The shader names now have ordered numbers next to them instead of On/Off tags. The menu seems to have problems when some shaders are already enabled, but it's mostly random, and I need some input. If someone would thoroughly test this, I'd be thankful. Your game MAY CRASH.

Note, the zip contains only the new .esp, a previous version is needed for the zsShaderNames file if you don't have one.
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Dagan Wilkin
 
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