[IDEA] FOSE Script Command(s) for Graphics Adjustment(s)

Post » Sat May 28, 2011 1:19 pm

Hello, I will re-introduce myself because it seems that my posts have become too stale . I am Cakester, NillaCakester. While I do not have the proof (video and pic) of all my projects, I believe it would be fair to say I am competent in many aspects of modding. By competent I mean knowledgeable enough to work on my own without help from others.

In the past I have done these things:
-Basic to Intermediate Scripting. ( I used scripting for my Diablo 2 Rogue Encampment Project's UI Mod, think "orbs". I also used scripting for primitive video playback, think of swapping out hundreds of image files from disk using FOSE's SetUIFloat etc.)
-Real videos (.avi raw format) being drawn in-game at realtime and onto the surfaces of specific objects. (A slight performance penalty, but I was able to have 6 or 8 playing simultaneously with no visible lag. )
-Basic Deformations of Meshes using Bones (Back when I was working on realistic floods, I rigged and weight painted a mesh and animated it so the deformation appeared to look like waves)
-Completely Custom Creatures Skeletons, Models, and Animations (The quality of the model and animations I do not claim to be the best or even close, but I can easily make new skeletons)
-My multiplayer demonstrations. (There is one video left in existence: http://www.youtube.com/watch?v=Evp69206CYQ)
-I can work the GECK Editor. ( Not skilled in design, but I can import assets and place them. I can setup World Spaces and edit terrain.
-I have had extensive experience with Nifskope in the past (from 2008 on, thanks to ThrottleKitty. So to be specific I can do simple tweaks , create crude animations within Nifskope, setup Collision Shapes like Sphere or Cube as well as Custom)

There is more I could list, but the point of this is just so new/existing members of this forum can have some confidence in what I am about to say.

I believe that, if it isn't already on its way... I can whip up a third party extension for FOSE that adds some unique script commands. As the topic title suggests, they are related to graphics.

First I will give you all some insight into what game cheater or game hackers have known for a long time.
A method known as .DLL injection can be used to not only insert and run custom code, but also to gain access to existing game functions and memory.

Second you must know that the graphics API in the case of Fallout 3, is DirectX9. Game hackers and such, have for a long time been able to place their own code within the body of
DirectX functions that have been detoured. The importance of this is that the arguments (or values..) that are passed into the parameters of these functions can usually be changed!

Have you ever heard of a Pixel Shader? I believe a good test for my first Graphics FOSE command, would be to add a script function that can modify the Red, Green, and Blue values which are passed in to
SetPixelShaderConstantF.

By using a timer and decreasing red and green at the same rate of increasing blue, I had this successful effect:
http://www.youtube.com/watch?v=uLc4UCM8vmM

So that would be a tiny example of many new functions I could add.

Do you approve?
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josie treuberg
 
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Post » Sat May 28, 2011 8:36 pm

By the powers invested in me, I hereby dub thee Script Kiddie.
Now kneel.
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Tom Flanagan
 
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Post » Sat May 28, 2011 3:36 pm

Cakester! Jesus, man! where have I seen you before...Didn't you do script in Lua?
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Sara Lee
 
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Post » Sat May 28, 2011 10:18 am

SystemShock said,
By the powers invested in me, I hereby dub thee Script Kiddie.
Now kneel.

I say, What powers??? :D


mooguy said,
Cakester! Jesus, man! where have I seen you before...Didn't you do script in Lua?


I say, no. I mostly work with C++. Not too long ago a friend of mine said he was learning Lua though...
Why?
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jessica Villacis
 
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Post » Sat May 28, 2011 8:22 am

While I'm sure your powers of script-ery and shader-ery are all quite swell, what would be the point in adding shaders? Last I checked, you could do those with relative ease, using scripting commands that already exist somewhere. Correct me if I'm wrong... but wouldn't this be superfluous?
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Darian Ennels
 
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Post » Sat May 28, 2011 8:52 am

While I'm sure your powers of script-ery and shader-ery are all quite swell, what would be the point in adding shaders? Last I checked, you could do those with relative ease, using scripting commands that already exist somewhere. Correct me if I'm wrong... but wouldn't this be superfluous?


I was brave and did a search at geck.gamesas.com, and it looks like there are shader/effect related script functions. I have no idea their limits, but it is likely they are more than adequate. I think it is about time I retire.
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Danger Mouse
 
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Post » Sat May 28, 2011 10:40 am

How is this different from applying an imagespace modifier?
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Josh Lozier
 
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Post » Sat May 28, 2011 4:32 pm

This was stupid. The only thing I am walking away with now is less motivation. Please lock this.
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Brιonα Renae
 
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Post » Sat May 28, 2011 5:28 pm

Did ANY of you even watch his youtube video? Tell me how an image space modifier or a shader/script did that.
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Princess Johnson
 
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Post » Sat May 28, 2011 10:49 am

Did ANY of you even watch his youtube video? Tell me how an image space modifier or a shader/script did that.


Wait don't lock my thread! Yes, plz tell us as GrayeWolf has asked.
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Chris Guerin
 
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Post » Sat May 28, 2011 9:32 am

Sorry. I could've sworn I've seen you on http://www.facepunch.com before.

Hm...
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Jinx Sykes
 
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Post » Sat May 28, 2011 3:28 pm

How is this different from applying an imagespace modifier?
The ability to write custom full screen shaders lets you add post-processing effects like godrays and ambient occlusion to the game. Take a look at what OBGE does with it.

@Cakester, perhaps you could share the data you've decoded ? OBGE might be able to extrapolate something from it.
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Kristina Campbell
 
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Post » Sat May 28, 2011 9:19 pm

I am quite confused. Can you explain this to the stupid people like me?
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Charity Hughes
 
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Post » Sat May 28, 2011 2:09 pm

I am quite confused. Can you explain this to the stupid people like me?


It shines and make stuff go bling. All you need to know :lol:
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JLG
 
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Post » Sat May 28, 2011 11:44 am

This is what I got of the VertexShader

//// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378//// Parameters:////   float3 FogColor;//   float4 FogParam;//   row_major float4x4 ModelViewProj;////// Registers:////   Name          Reg   Size//   ------------- ----- ----//   ModelViewProj c0       4//   FogParam      c14      1//   FogColor      c15      1//    vs_2_0    def c4, 0, 1, 0, 0    dcl_position v0    dcl_texcoord v1    dcl_color v2    dp4 oPos.w, c3, v0    dp4 r0.x, c0, v0    dp4 r0.y, c1, v0    dp4 r0.z, c2, v0    dp3 r0.w, r0, r0    mov oPos.xyz, r0    rsq r0.x, r0.w    rcp r0.x, r0.x    add r0.x, -r0.x, c14.x    rcp r0.y, c14.y    mul r0.x, r0.x, r0.y    max r0.x, r0.x, c4.x    min r0.x, r0.x, c4.y    add r0.x, -r0.x, c4.y    log r0.x, r0.x    mul r0.x, r0.x, c14.z    exp oD1.w, r0.x    mov oT0.xy, v1    mov oD0, v2    mov oD1.xyz, c15// approximately 20 instruction slots used


Did you want that? OBGE?
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Carlos Rojas
 
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Post » Sat May 28, 2011 9:15 pm

This is what I got of the VertexShader

Did you want that? OBGE?
That looks likes the stock fog shader's disassembly - Not as such. PM sent.
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Jake Easom
 
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