[WIP] SDR - Sneaking Detection Recalibrated - series 9 (#1)

Post » Thu Mar 24, 2016 11:11 pm

=========== SDR - Sneaking Detection Recalibrated ============

This mod completely rewrites how sneaking/detection works.



It is currently going under heavy revisions, and this thread is for discussing the development process, beta-testing, and any other bugs, issues, and feature requests while it is being worked on.



For details on the current version, please see the opening post on the http://www.gamesas.com/topic/1515499-rel-sdr-sneaking-detection-recalibrated-series-8-3/.



Note that the current version is very buggy (my apologies), but an older more stable version is available for download, although it may cause performance issues if you have mods installed that increase population density.



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A note regarding the Dynamic Night-Eye feature:


One of the current challenges I have had is coming up with a good replacement shader for the Night Eye visual effect. I've been experimenting a lot and I finally have something that's ready for review. You can find out all about it here: http://www.saebel.net/SDR/sdrNightEyeShaders.php



The page not only goes into detail about the set up, but it also includes links to download tools and resources so that you can preview the shader itself or mess around and create your own. This page is going to be part of the overall product/solution, so feedback will be most welcome.

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!beef
 
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Post » Fri Mar 25, 2016 3:08 am


It's a shame it doesn't work the same on your end. (honestly I didn't really expect it to work out of the box with oblivion you never know, although I thought there would be no effect rather than going to pitch black but I'm over being surprised by a modded bethesda game :P )


In any case the only idea in there is the usage of the screen brightness which I'm sure is adaptable to a more portable implementation if you'd like, at least now it has a proof-of-concept-video (It really was impossible with the limited instructions when I tried to do this with the NightEyeShaderReplacer I'm sure you did hit those limitations as well).

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Monika Krzyzak
 
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Post » Fri Mar 25, 2016 4:26 am

Yup, I totally hit the instruction limit with the night-eye shader switcher plugin.



BTW, if you don't have Shazzam, it's an awesome tool, and the previews seem to be consistent with the implemented results. I've included a download link to it in the OP for this thread.



I uses screen shots (without the night eye effect) from the game to test. I picked one day exterior, one night exterior, one dark interior, and one interior with mixed lighting. Then I spliced them together into one image divided into four sections. That way I can see how any given effect scenario applies to each image.



I think I've finally figured out a good formula for how to brighten images depending on lighting and vision thresholds. I still need to run some more tests thought.

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Rachell Katherine
 
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Post » Fri Mar 25, 2016 2:44 am

Finally, some progress with Shaders (I think). I've finished my latest pass at designing a flexible, customizable, dynamic Night Eye shader replacement.



I figure the best way to test it is to throw out to you SDR peoples to give it a try. I've provided tools, resources, and methods to preview what the shader is capable of without actually having to load SDR or Oblivion Reloaded in the game.



The full details can be found here: http://www.saebel.net/SDR/sdrNightEyeShaders.php



While you folks mess around with that, I'm going to get back to working on the rest of SDR. Looking forward to your feedback.

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Emily Graham
 
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