OBGEv2 Water Package

Post » Wed Mar 30, 2011 2:47 am

OBGE Liquid Water

http://www.tesnexus.com/downloads/file.php?id=37825

This Water Package Is An Extension of the OBGE Project. If you are unaware of what that is, or you do not have it installed and working, look at either the current OBGEv2 Forum Thread on the official Bethesda Forums, or Navigate to the OBGEv2 TESNexus Page. Otherwise do not bother attempting to install this Water Package.

Note: Make sure you read the included ReadMe thoroughly, as there is an unconventional installation method.




Description

A Water Replacement

The story of this project begins with the precursor to the OBGEv2 project, the long-gone OVEP project. One of OVEP's main goals was to eventually replace Oblivion's water shader. Even with mods and INI tweaks, Oblivion's water is blocky, unnatural, and unaesthetic. Unfortunately, OVEP ended up dying and the water didn't get replaced. A long while later, a series of rapid advancements in what the OBGE team realized they could do with just full-screen shaders finally led to this replacement for Oblivion's water shader, albeit with a few bugs.

The purpose of OBGE Liquid Water is to first and foremost replace Oblivion's water shader. About two months were spent on the creation of the water shader itself, while a fraction of that was spent on all other aspects of this package. The results of such a long development time for a shader do show however, with the final water replacement featuring the following:

  • Reflections and Refractions
  • Realistic Speculars
  • Water Surface Refraction
  • High Quality Normal Maps
  • Physically Based Light Scattering System
  • Underwater Volume Fogging
  • Smooth Shoreline Transitions
  • Water Caustics
  • Accounts For Weather
  • Looks Natural In All Conditions
  • Works In Exteriors And Interiors



A Fix for SSAO Fog Issues

In addition to presenting a long hoped for water replacement, this water package also provides a fix for one of the most irritating issues with using OBGE, the interaction between fog and SSAO. The SSAO provided in this package, when enabled through the included esp's INI, no longer has that issue. In caves, during thunderstorms, and underwater, SSAO will now take fog into account and will no longer be overly defined, sticking out like a sore thumb.

An Alternative Shader Loader

The final aspect unique to OBGE: Liquid Water is a new method of loading OBGEv2 shaders that are compatible with the new water. This is because the package is incompatible with both the shaderlist and support plugin methods of OBGEv2, as when loading shaders alongside the new water shader, they cause major, unfixable load order issues. In terms of ease of use versus user control, this new method is somewhere in between the shaderlist and support plugin methods. The user doesn't have to worry about load order and accidently loading incompatible shaders like they do with the shaderlist method. However, unlike the support plugin this new method doesn't allow shaders to be loaded in-game, and to change shader variables you must change the variables in the shader files themselves rather than being able to change the variables on the fly.


Installation

Requirements

Before even attempting to install this mod, make sure that both the OBGEv2 Core and OBGEv2 shader packages are installed and functional. Additionally, you must have at least OBSEv20 installed, or the water package might not work correctly. These can be all found in the following links:

http://www.thenexusforums.com/index.php?/topic/303103-obse-v20-httpobsesilverlockorg/
http://www.tesnexus.com/downloads/file.php?id=30054



Installation Process

Once you have installed the prerequisites, download from the TES Nexus page OBGE Liquid Water, then follow all of the following steps to install correctly:

  • If you are using either the shaderlist method to load shaders from OBGEv2, make sure you delete your shaderlist.txt.
  • If you are running the support plugin from the OBGEv2 shaders package, create a clean save with no shaders enabled then disable the support plugin.
  • Extract the contents of OBGE - Liquid Water to your Oblivion\Data directory. Answer yes to any merge or overwrite prompts.
  • Open your Oblivion INI
  • Replace the line bUseWaterLOD=1 with bUseWaterLOD=0
  • Replace the line fSurfaceTileSize=2048.0000 with fSurfaceTileSize=0.0000
  • Optionally, while in the INI, http://www.gamespot.com/features/6148788/p-2.html. Note that these will decrease performance, although less so for more powerful computers.
  • In the Oblivion in-game settings, disable both HDR and Bloom, unless you don't mind water color not always blending into the environment correctly.
  • In the Oblivion in-game settings, disable water ripples.
  • Enable OBGE - Liquid Water.esp in your mod load order, after any weather mods you are using, and before any cell-editing mods.



How To Change The Reflection Resolution

When you first run the game with OBGE: Liquid Water installed, you'll most likely find yourself seeing vanilla Oblivion's low resolution reflections. Luckily, you can change the reflection resolution with the following steps:

  • Make sure you've run the game at least once with OBGE: Liquid Water version 1.1.0 or higher loaded in your mod list.
  • Open your OBGE.ini (If you don't know where that is check the OBGEv2 documentation)
  • Set iReflectionMapSize either to 0 to automatically set the reflection resolution to your current screen-width, or to whatever resolution you want the reflection map to be.



How To Customize The Water

There are six different aspects of the water that can be changed by the user. These are the strength of the water caustics, the choppiness or calmness of the water's surface, the turbidity (murkiness) of the water, the brightness of the water, the color of the water, and how quickly the water becomes darker as you get deeper underwater. To change these, open the file Oblivion\Data\Shaders\Water.fx and edit the values of the following variables:
  • causticsStrength changes the strength of the caustics. The higher this value, the stronger the caustics appear. To disable water caustics, set the value to 0.
  • choppiness changes how choppy or calm the surface is. The higher this value, the choppier the waves. For perfectly calm waters, set it to 0.
  • turbidity changes how murky the water is. The higher this value, the murkier the water is. Murkier water will also make water depths darker, so change depthDarkness correspondingly.
  • inScattCoeff changes how bright the water color is. The higher this value, the brighter the water becomes. This will also affect water transparency to an extent.
  • inExtCoeff changes the color of the water, but nonlinearly. The lower the first value, the redder the water becomes. The lower the second value, the greener the water becomes. The lower the third value the blue-er the water becomes.
  • depthDarkness changes how quickly water becomes darker as you get deeper underwater. Higher values make the darkening happen quicker. A value of 0 disables darkness at depths completely.



How To Load Shaders

The installation process described above will by default only cause Oblivion's water to be replaced with the new water shader. However, if you also want to load compatible OBGEv2 shaders other than the new water shader, do the following:

  • Open the file Oblivion\Data\Shaders\Shaders.ini
  • To enable a shader, replace the 0 on the line corresponding to that shader with a 1.
  • To disable a shader, make sure there is a 0 and not a 1 on the line corresponding to the shader.


If a shader is not in the INI, that means it is not currently compatible with this water package, and it may never be. For example, no depth of field shader is currently compatible with the Water Package. Also, make sure that you don't load more than one SSAO shader, or the game will become laggy and look bad. To find out what each of the shaders in the INI does, read the OBGEv2 Shader Package documentation. If you wish to change a shader's variables, you must open the respective shader's file in the shaders directory, and edit the variables in there.


How To Edit Shader Variables

In order to change shader variables, you must follow the procedure outlined below:
  • Open the file of the shader whose variables you wish to edit.
  • Find a variable that is user-editable that you wish to change
  • On the same line as the variable you wish to edit, if you see extern replace it with static const
  • Change the value of the shader variable to whatever you want it to be.



Uninstallation

If you wish to return to using the OBGEv2 support plugin or shaderlist methods:
  • Make sure all shaders in the file Oblivion\Data\Shaders\Shaders.ini are disabled, and save in a new slot.
  • Disable and delete OBGE - Liquid Water.esp
  • Delete the files Shaders.ini and Water.fx located in the Oblivion\Data\Shaders directory.
  • Delete the file Oblivion\Data\Textures\Effects\water_NRM.dds
  • Undo the Oblivion INI changes you made during installation.
  • Extract OBGEv2 into your data directory, overwriting all files.

You should now be able to run Oblivion without OBGE: Liquid Water but with OBGEv2 and avoid any problems. However, if you wish to fully uninstall OBGEv2 as well follow the above steps and then follow the uninstallation procedures of OBGEv2.


Compatibility

This shader should compatible with anything except the following:

  • Any Water Mods - don't use them.
  • The OBGEv2 Shaderlist Method - don't use it.
  • The OBGEv2 Support Plugin - don't use it.
  • Other Mods Requiring OBGE - will work, but may suffer from graphical oddities (you'll have to test it out).



Troubleshooting

How To Report Bugs Helpfully

Read this readme fully, as well as the Bethesda forum thread, especially the FAQ's. If your problem is not described there, and you know for a fact it you did not have it with OBGEv2 before installing this mod:

Supply the following:

  • Your Operating System.
  • Your graphics card.
  • The contents of your OBGEv2.log. This log is in your Oblivion directory.
  • The contents of your OBSE.log. This log is in your Oblivion directory.
  • The contents of your Shaders.ini.


The above documents should be posted exactly how they appear in the file, in spoiler (ie.
Spoiler
content
) tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, again in spoiler tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.


FAQ's

Q: Does OBGE: Liquid Water require any specific hardware to run?

A: OBGE: Liquid Water uses Shader Model 3, which means you must have an SM3 compatible graphics card.

Q: Why is the shader ________ incompatible?

A: Most likely due to unfixable load order issues or due to issues caused by oblivion's default water plain not rendering in the depth buffer.

Q: Why does the water render over rain?
Q: Why does water render over magic effects?
Q: Why does water render over other effects such as fire?
Q: Why can't I see water through cobwebs?
Q: Why can't I see water through light beams?
Q: Why can't I see water through other transparent objects?

A: These are all unfixable issues with transparency. You'll have to live with them or uninstall the OBGEv2 Water package.

Q: Why does Lake Arrius act very weirdly, with the water being rendered at incorrect heights?
Q: Why does water not in the current cell sometimes render at the wrong height or not at all?

A: These are all unfixable issues caused by the required assumption that all water is located on the same plain as the water in the current cell. You'll have to live with them or uninstall the OBGEv2 Water package.

Q: The water looks weird in some weather conditions and isn't blending into fog correctly, why?

A: HDR and Bloom are rendered before the water is, and so they aren't applied to the water. This means that water color might not blend into the environment correctly if they are enabled. You can fix this by disabling HDR and Bloom.


Credits

Bethesda Game Studios - For creating TES IV: Oblivion, and allowing us all to create mods such as this for it

CptJoker - For his lava textures that are used for rendering lava when the water package is installed

Ethatron - For providing an updated OBGE dll that has the capability to pass the reflection map to the water shader

Hrnchamd - For creating the bit of code that led to accessing worldspace coordinates in shaders

iPrimE - For discovering how to correctly linearize the depth buffer, and the SSAO fog fix hlsl code

jonwd7 - For creating the initial water caustics, and creating the basis and majority of the current plugin

phal - For his MGE water shader initially being an inspiration for this one, and for his high quality water normal maps

Scanti - For significantly improving the original Oblivion Graphics Extender to create OBGE version 2

shadeMe - For many major and minor updates to OBGEv2 and for the Construction Set Extender

Timeslip - For creating the original Oblivion Graphics Extender, without which no shader replacements could exist

Tomerk - For the water shader itself, and for a bit of the shader handling code in the included plugin

vtastek - For allowing his Godrays shader for OBGEv2 to be modified and released with this package

wrinklyninja - For maintaining the official OBGE thread on which this package's development was discussed

The Rest of the OBGE Contributors - For too many minor and major updates and shaders to mention here

The TES Modding Community - for providing support during the development of this water package

And to various articles on how to render realistic looking water.


Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

1.0.1:
- Added another step to installation, fixed a bug with AMD cards

1.0.0:
- Initial Release
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Wed Mar 30, 2011 5:25 am

Congratulations! As one of the more vocal OBGE fanbros/nagboys, I have been anticipating this thread with glee for some time!

I wasn't aware of the HDR issues, I'll have to see how significantly it disrupts the new water and decide if I can live without HDR for the time being. Hell, maybe the game will look better without seeing that overdone glow from time to time.

In conclusion,

:dance: :disco: :dance: :disco: :dance: :disco: :dance: :disco: :dance:
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Wed Mar 30, 2011 11:00 am

Deification is thine.

If 'tweren't already. ;)
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Wed Mar 30, 2011 8:37 am

Awesome !!!! :ahhh:
Can't wait to finish work and try it
About HDR and Bloom issue, are they due to the current OBGE like the shaders or is this permanent ?
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue Mar 29, 2011 7:39 pm

ZOMG ZOMG IT'S HERE :intergalactic: :intergalactic: :intergalactic:

:D

Amazing job!!!

I can't wait for more updates on this, since there are a few incompatibilies :P
-watches thread-
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Wed Mar 30, 2011 11:10 am

Welp, this warrants a new install. Nice work.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Wed Mar 30, 2011 2:34 am

Issues... details are as follows:

http://www.fotoshack.us/fotos/2903153.jpg - yeah, no water; also, weird reflection thingy.

OS = Win7 HP64

Graphics Card = HD5870; drivers are latest official (i.e., Catalyst 11.3)

OBGEv2.log =
Spoiler
Detoured GetRenderedSurfaceParameters(); succeeded
Ingnoring message.
Ingnoring message.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: D3D queried from 0x00763e24
OD3D9: D3D constructed from 0x0326a28e
OD3D9: D3D queried from 0x00761e31
OD3D9: D3D constructed from 0x0326a28e
OD3D9: Device queried from 0x0076a547
OD3D9: Device constructed from 0x0326ac61
Pre Hook
RESZ format supported.
OD3D9: GetSurfaceLevel[0]: 0x06f2df60
OD3D9: CreateDepthStencilSurface via CreateTexture from 0x03264d2f: 0x06f2dde0
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer attached OK. 0
OD3D9: GetSurfaceLevel[0]: 0x0bd7ea40
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0bc0f7a0
OD3D9: GetSurfaceLevel[0]: 0x0bd7ea80
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0bc0f8c0
OD3D9: GetSurfaceLevel[0]: 0x0bd7eac0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0bc0f9e0
Ingnoring message.
OD3D9: GetSurfaceLevel[0]: 0x4ce6c0a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd82680
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1680, Height = 1050
OD3D9: GetSurfaceLevel[0]: 0x4ce6d260
OD3D9: CreateRenderTarget via CreateTexture from 0x032a07fa: 0x4cd82fc0
OD3D9: GetSurfaceLevel[0]: 0x4ce6d2a0
OD3D9: CreateRenderTarget via CreateTexture from 0x032a083b: 0x4cd830e0
OD3D9: GetSurfaceLevel[0]: 0x4ce6d2e0
OD3D9: CreateRenderTarget via CreateTexture from 0x032a087c: 0x4cd83200
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Error opening shaderlist.txt file.
Added to list OK.
Loading the shaders.
Error opening shaderlist.txt file.
Save file links 0 textures.
Shader Index = 12
Shader num = 0
Filename = Ring_SSAO.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\Ring_SSAO.fx)
Float scale = 2.000000(1)
Float aoRadiusMultiplier = 4.000000(1)
Float aoStrengthMultiplier = 3.000000(1)
Float aoCap = 1.000000(1)
Float aoClamp = 0.700000(1)
Float angleBias = 20.000000(1)
Float aorange = 150.000000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float Blur_DropThreshhold = 20.000000(1)
Float Blur_RadiusMultiplier = 1.000000(1)
Float fogStart = 2048.000000(1)
Float fogEnd = 150000.000000(1)
Float rcpres = 0.000595(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 1
Filename = Volumetric_SSAO.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\Volumetric_SSAO.fx)
Float scale = 1.000000(1)
Float aoRadiusMultiplier = 2.000000(1)
Float aoStrengthMultiplier = 1.000000(1)
Float aoClamp = 0.500000(1)
Float ThicknessModel = 100.000000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float fogStart = 2048.000000(1)
Float fogEnd = 150000.000000(1)
Float rcpres = 0.000595(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 2
Filename = HBAO.fx
Enabled = 1
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\HBAO.fx)
Float scale = 1.000000(1)
Float aoRadiusMultiplier = 4.000000(1)
Float aoStrengthMultiplier = 4.000000(1)
Float aoClamp = 0.700000(1)
Float Attenuation_Factor = 0.040000(1)
Float FOV = 75.000000(1)
Float luminosity_threshold = 0.300000(1)
Float fogStart = 2048.000000(1)
Float fogEnd = 150000.000000(1)
Float rcpres = 0.000595(1)
Float m44proj = 0.833333(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 3
Filename = Water.fx
Enabled = 1
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\Water.fx)
Found filename : effects\water_NRM.dds
Loading texture (data\textures\effects\water_NRM.dds)
Float causticsStrength = 0.300000(1)
Float depthDarkness = 0.100000(1)
Float choppiness = 1.000000(1)
Float shoreFactor = 800.000000(1)
Float turbidity = 1.000000(1)
Float inExtCoeff = 0.398400(1)
Float inScattCoeff = 0.200000(1)
Float waterHeight = 0.000000(1)
Float sunColor = 0.991528(1)
Float fogStart = 2048.000000(1)
Float fogEnd = 150000.000000(1)
Float fogColor = 0.203422(1)
Float constFresnelVec = 0.000000(1)
Float FOV = 75.000000(1)
Float frame = 0.499224(1)
Float m44world = 1.000000(1)
Float m44view = 0.049607(1)
Float m44proj = 0.833333(1)
Float f4SunDir = -0.852248(1)
Float rcpres = 0.000595(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 4
Filename = Godrays.fx
Enabled = 1
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\Godrays.fx)
Float globalmul = 1.000000(1)
Float morningshaftex = 2.300000(1)
Float eveningshaftex = 3.500000(1)
Float goldendecay = 0.990000(1)
Float noonshaftex = 1.000000(1)
Float noondecay = 0.990000(1)
Float moonshaftex = 0.090000(1)
Float moondecay = 0.880000(1)
Float showraypass = 0.000000(1)
Float scale = 2.000000(1)
Float startsunrise = 4.000000(1)
Float endsunrise = 10.000000(1)
Float startevening = 17.000000(1)
Float endevening = 21.000000(1)
Float Density = 0.700000(1)
Float Weight = 0.700000(1)
Float goldensaturate = 0.540000(1)
Float noonsaturate = 0.010000(1)
Float Luminance = 0.440000(1)
Float fMiddleGray = 0.990000(1)
Float fWhiteCutoff = 0.400000(1)
Float m44view = 0.049607(1)
Float m44world = 1.000000(1)
Float f3EyeForward = -0.998512(1)
Float f4SunDir = -0.852248(1)
Float rcpres = 0.000595(1)
Float f4Time = 66384.906250(1)
Int hasWater = 1(1)
Float waterHeight = 0.000000(1)
Float FOV = 75.000000(1)
Float m44proj = 0.833333(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 5
Filename = NormalFilterAA.fx
Enabled = 1
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\NormalFilterAA.fx)
Float filterStrength = 1.000000(1)
Float filterSpread = 3.000000(1)
Float rcpres = 0.000595(1)
Float m44proj = 0.833333(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 6
Filename = ENBColorEffect.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\ENBColorEffect.fx)
Float OffsetMult = 0.700000(1)
Float BrightnessMult = 1.120000(1)
Float BrightnessPow = 0.660000(1)
Float tempF9 = 0.760800(1)
Float tempF0 = 0.096000(1)
Float rcpres = 0.000595(1)
Float offset = -1.000000(8)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 7
Filename = ColorMood.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\ColorMood.fx)
Float fRatio = 1.000000(1)
Float moodR = 0.400000(1)
Float moodG = 0.270000(1)
Float moodB = 0.330000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 8
Filename = HLSLbleachbypass.fx
Enabled = 1
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\HLSLbleachbypass.fx)
Float Opacity = 0.370000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 9
Filename = obsharpen.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\obsharpen.fx)
Float sharpval = 1.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 10
Filename = ColorEffects.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\ColorEffects.fx)
Float Saturation = 1.000000(1)
Float Brightness = 1.000000(1)
Float Contrast = 1.000000(1)
Float GContrast = 1.000000(1)
Float GBrightness = 1.000000(1)
Float FGIntensity = 0.000000(1)
Float BHMagnitude = 10.000000(1)
Float BHBrightness = 4.000000(1)
Float f4Time = 0.000000(1)
Float greyscale = 0.299000(1)
Float rcpres = 0.000595(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 11
Filename = HLSLvignette.fx
Enabled = 0
RefID = 46000ED5
Is in use = 1
Loading shader (data\shaders\HLSLvignette.fx)
Float radius = 4.000000(1)
Float darkness = 0.550000(1)
Setting effects screen texture.
Inserting the shader into the list.
Ingnoring message.
OD3D9: GetSurfaceLevel[0]: 0x4ce6e820
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd83580
OD3D9: GetSurfaceLevel[0]: 0x4ce6e860
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd836a0
OD3D9: GetSurfaceLevel[0]: 0x4ce6e8a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd837e0
OD3D9: GetSurfaceLevel[0]: 0x4ce6e8e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd83900
OD3D9: GetSurfaceLevel[0]: 0x4ce6e920
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd83a20
OD3D9: GetSurfaceLevel[0]: 0x4ce6e960
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4cd83b40
OD3D9: GetSurfaceLevel[0]: 0x4ce6ed60
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053520
OD3D9: GetSurfaceLevel[0]: 0x4ce6eda0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053640
OD3D9: GetSurfaceLevel[0]: 0x4ce6ede0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053760
OD3D9: GetSurfaceLevel[0]: 0x4ce6ee20
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053880
OD3D9: GetSurfaceLevel[0]: 0x4ce6ee60
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e0539c0
OD3D9: GetSurfaceLevel[0]: 0x4ce6eea0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053ae0
OD3D9: GetSurfaceLevel[0]: 0x4ce6eee0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053c00
OD3D9: GetSurfaceLevel[0]: 0x4ce6ef20
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053d20
OD3D9: GetSurfaceLevel[0]: 0x4ce6ef60
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053e60
OD3D9: GetSurfaceLevel[0]: 0x4ce6efa0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e053f80
OD3D9: GetSurfaceLevel[0]: 0x4ce6efe0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x4e0540a0
Alt Render target - width = 1680, height = 1050
OD3D9: GetSurfaceLevel[0]: 0x58801080
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x587e6560
OD3D9: GetSurfaceLevel[0]: 0x588014c0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x587e7900
OD3D9: CreateDepthStencilSurface from 0x0076ded8: 0x0bd97640
OD3D9: GetSurfaceLevel[0]: 0x58803c80
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x587e9020
OD3D9: GetSurfaceLevel[0]: 0x58803cc0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x587e9140
OD3D9: GetSurfaceLevel[0]: 0x58803d00
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x587e9260
Shader (Ring_SSAO.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Volumetric_SSAO.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HBAO.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Water.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (Godrays.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (NormalFilterAA.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ENBColorEffect.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ColorMood.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLbleachbypass.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLColorGrading02.fx) - Script refID = 46000ed5
Loading shader (data\shaders\HLSLColorGrading02.fx)
Failed to load.
Shader (obsharpen.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (ColorEffects.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Shader (HLSLvignette.fx) - Script refID = 46000ed5
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1680, height = 1050
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


obse.log =
Spoiler
OBSE: initialize (version = 20.5 010201A0)
oblivion root = C:\Games\Oblivion\
plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand DumpFrameScript (2115)
RegisterCommand DumpFrameSurfaces (2116)
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004118) loaded correctly
patched
loading from C:\Users\Username\Documents\My Games\Oblivion\Saves\Save 3 - Keshada - The Gold Coast, Level 1, Playing Time 00.11.05.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Username\Documents\My Games\Oblivion\Saves\Save 3 - Keshada - The Gold Coast, Level 1, Playing Time 00.11.05.ess
loading from C:\Users\Username\Documents\My Games\Oblivion\Saves\Save 3 - Keshada - The Gold Coast, Level 1, Playing Time 00.11.05.obse
plugin did not read all of its data (at 000000000000AF93 expected 000000000000AF94)


Shaders.ini =
Spoiler
;=============================================================================
; Shaders.ini
;`````````````````````````````````````````````````````````````````````````````
; Intended for use with the OBGE Water Package and the OBGEv2 Shaders Pack
;`````````````````````````````````````````````````````````````````````````````
; http://www.tesnexus.com/_______________
;`````````````````````````````````````````````````````````````````````````````
; DO NOT RUN ALONGSIDE THE SHADERLIST OR SUPPORT PLUGIN METHODS
;`````````````````````````````````````````````````````````````````````````````
;=============================================================================


;=============================================================================
; SSAO Filter Choice ONLY CHOOSE ONE Toggle On/Off
;=============================================================================
set OBGEWater.enableRingSSAO to 0 ; Use Ring SSAO?
set OBGEWater.enableVolumetricSSAO to 0 ; Use Volumetric SSAO?
set OBGEWater.enableHBAO to 1 ; Use HBAO?

;=============================================================================
; Godrays Toggle On/Off
;=============================================================================
set OBGEWater.enableGodrays to 1 ; Use Godrays?

;=============================================================================
; NormalFilter AntiAliasing Toggle On/Off
;=============================================================================
set OBGEWater.enableNormalFilterAA to 1 ; Use NormalFilter AA?

;=============================================================================
; Color Altering Toggle On/Off
;=============================================================================
set OBGEWater.enableENBColorEffect to 0 ; Use ENBColorEffect?
set OBGEWater.enableColorMood to 0 ; Use ColorMood?
set OBGEWater.enableHLSLBleachBypass to 1 ; Use HLSL Bleach Bypass?
set OBGEWater.enableHLSLColorGrading to 0 ; Use HLSL Color Grading?

;=============================================================================
; Other Toggle On/Off
;=============================================================================
set OBGEWater.enableObSharpen to 0 ; Use ObSharpen?
set OBGEWater.enableColorEffects to 0 ; Use ColorEffects?
set OBGEWater.enableHLSLVignette to 0 ; Use HLSL Vignette?



edit: This is a brand new character, just to make completely sure. I even rebuilt the Bashed Patch, for the hell of it. :)

edit2: If I walk into the water, and am at certain angles, there is some water, but not at much of a distance. That is, it suddenly appears, and doesn't extend far.

edit3: And I did follow the instructions, precisely. So... no idea what's going on, to be honest. :shrug: Though my uneducated guess would be, it's not replacing "WaterLOD" effectively, or perhaps at all. But hey, I really do not know... And besides, the reflection issue? No that's just strange. Even more so, I mean. :P
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Wed Mar 30, 2011 8:54 am

I have exactly the same issues as above, with water not being rendered and the same reflection-bar-thingy at most angles.
Infact, I also managed to get this wierd http://img718.imageshack.us/i/screenshot3hdt.jpg/. It was taken from free camera mode.
I have done the needed changes to the ini, installed OBSE v20, deactivated the support plugin and uninstalled my water mods too.

Operating System = Windows 7 x64
Graphics Card = HD 4670
OBGEv2 log:
Spoiler
Detoured GetRenderedSurfaceParameters(); succeeded
Ingnoring message.
Ingnoring message.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: D3D queried from 0x00763e24
OD3D9: D3D constructed from 0x03f1a28e
OD3D9: D3D queried from 0x00761e31
OD3D9: D3D constructed from 0x03f1a28e
OD3D9: Device queried from 0x0076a547
OD3D9: Device constructed from 0x03f1ac61
Pre Hook
RESZ format supported.
OD3D9: GetSurfaceLevel[0]: 0x06b5a620
OD3D9: CreateDepthStencilSurface via CreateTexture from 0x03f14d2f: 0x06b5a4a0
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
OD3D9: GetSurfaceLevel[0]: 0x0a7681e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61dae0
OD3D9: GetSurfaceLevel[0]: 0x0a768220
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61dc20
OD3D9: GetSurfaceLevel[0]: 0x0a768260
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61dd40
OD3D9: GetSurfaceLevel[0]: 0x0a7682a0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61de60
OD3D9: GetSurfaceLevel[0]: 0x0a7682e0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61df80
OD3D9: GetSurfaceLevel[0]: 0x0a768320
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e0c0
OD3D9: GetSurfaceLevel[0]: 0x0a768360
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e1e0
OD3D9: GetSurfaceLevel[0]: 0x0a7deec0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e300
OD3D9: GetSurfaceLevel[0]: 0x0a7def00
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e420
OD3D9: GetSurfaceLevel[0]: 0x0a7def40
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e560
OD3D9: GetSurfaceLevel[0]: 0x0a7def80
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e680
OD3D9: GetSurfaceLevel[0]: 0x0a7defc0
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e7a0
OD3D9: GetSurfaceLevel[0]: 0x0a7df000
OD3D9: CreateRenderTarget via CreateTexture from 0x007617f3: 0x0a61e8c0
Received ExitGame message.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE log:
Spoiler
OBSE: initialize (version = 20.5 010201A0)
oblivion root = E:\Games\Oblivion\
plugin directory = E:\Games\Oblivion\Data\OBSE\Plugins\
checking plugin E:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin E:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin E:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin E:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin E:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand DumpFrameScript (2115)
RegisterCommand DumpFrameSurfaces (2116)
plugin E:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin E:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
plugin E:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000007) loaded correctly
checking plugin E:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin E:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004118) loaded correctly
patched


Shaders.ini:
Spoiler
;=============================================================================
; Shaders.ini
;`````````````````````````````````````````````````````````````````````````````
; Intended for use with the OBGE Water Package and the OBGEv2 Shaders Pack
;`````````````````````````````````````````````````````````````````````````````
; http://www.tesnexus.com/_______________
;`````````````````````````````````````````````````````````````````````````````
; DO NOT RUN ALONGSIDE THE SHADERLIST OR SUPPORT PLUGIN METHODS
;`````````````````````````````````````````````````````````````````````````````
;=============================================================================


;=============================================================================
; SSAO Filter Choice ONLY CHOOSE ONE Toggle On/Off
;=============================================================================
set OBGEWater.enableRingSSAO to 0 ; Use Ring SSAO?
set OBGEWater.enableVolumetricSSAO to 1 ; Use Volumetric SSAO?
set OBGEWater.enableHBAO to 0 ; Use HBAO?

;=============================================================================
; Godrays Toggle On/Off
;=============================================================================
set OBGEWater.enableGodrays to 1 ; Use Godrays?

;=============================================================================
; NormalFilter AntiAliasing Toggle On/Off
;=============================================================================
set OBGEWater.enableNormalFilterAA to 1 ; Use NormalFilter AA?

;=============================================================================
; Color Altering Toggle On/Off
;=============================================================================
set OBGEWater.enableENBColorEffect to 1 ; Use ENBColorEffect?
set OBGEWater.enableColorMood to 0 ; Use ColorMood?
set OBGEWater.enableHLSLBleachBypass to 1 ; Use HLSL Bleach Bypass?
set OBGEWater.enableHLSLColorGrading to 0 ; Use HLSL Color Grading?

;=============================================================================
; Other Toggle On/Off
;=============================================================================
set OBGEWater.enableObSharpen to 0 ; Use ObSharpen?
set OBGEWater.enableColorEffects to 1 ; Use ColorEffects?
set OBGEWater.enableHLSLVignette to 0 ; Use HLSL Vignette?


Edit: It turns out the "ring" of water is also displayed around fishes at the surface of the water.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Wed Mar 30, 2011 10:55 am

I see I'm not the only one with this issue, heh. Tried everything I could think of, thought it was because of ancient ScreenEffects still being installed, so at least I finally got rid of that. But yeah it's the same deal, no water except for in a small circle around my character when I walk in it (didn't try third-person or free camera), as well as some small circles of water next to the shore. It looks like the little water that does show up is not your finished product. The other OBGE shaders I enabled are loading, though.

Hey, at least the sky looks pretty cool when you're under"water".
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Tue Mar 29, 2011 9:39 pm

Keep up the bad work :thumbsup: I wonder, now that you've released the water shader, what do you plan on doing ? :shifty:
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Tue Mar 29, 2011 11:51 pm

Oh I get it now.

Most epic April Fool's joke ever. Months in the making!

:teehee:
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Mar 30, 2011 6:35 am

Haha nice............(but if its seriously an April Fool's joke, damn)
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Tue Mar 29, 2011 10:34 pm

All of the screenshots were done in Photoshop.

It's actually a joke at the expense of Oblivion's engine.

:teehee:

(actually I'm the one joking, poor tomerk though)
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Tue Mar 29, 2011 10:12 pm

Hmm I suppose it's a good thing I haven't installed this just yet. Will wait for some of the bugs to get squashed first. Otherwise, I'm super excited to try it out. Screenshots look very promising! :)
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Mar 30, 2011 2:52 am

All of the screenshots were done in Photoshop.

It's actually a joke at the expense of Oblivion's engine.

:teehee:

(actually I'm the one joking, poor tomerk though)

All that time spent in Photoshop, when they could have been writing shaders? :ohmy:
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed Mar 30, 2011 1:40 am

It says in the OP that you've included a fix to the SSAO fog issues. Can that be used independently with OBGE, or is your Water Package required for it to work?
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Wed Mar 30, 2011 8:37 am

To those having issues: Does it work if you disable water displacements in your ingame settings, or if you disable reflections?

And no, the fog fix can't be used separately

Edit: Also, are other shaders working correctly (other than the water)?
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Tue Mar 29, 2011 8:08 pm

Just tried disabling all water reflections and displacements via the ini, and water is still not rendered, not even that "ring" of water.
Edit: I think my most of my shaders are working properly, except for godrays as I cant really spot any of its effects. Or it could just be my settings being to faint during noon..... i'm not really sure.....
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Wed Mar 30, 2011 11:37 am

Sorry for double post...not sure how to delete...
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Wed Mar 30, 2011 10:48 am

To those having issues: Does it work if you disable water displacements in your ingame settings, or if you disable reflections?

And no, the fog fix can't be used separately

Edit: Also, are other shaders working correctly (other than the water)?

Disabled both and still no water, and no more circle(s) of water as well.

The other shaders appear to be working correctly, though I need to tweak some of the settings to confirm they're working 100%. Someone else can probably confirm.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Wed Mar 30, 2011 7:44 am

I assume people are testing the water on a Vanilla install? Probably would be best if by chance they aren't. tomerk, is there anything in the UOP packages that would disrupt the water?
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Mar 30, 2011 8:09 am

I'm not currently trying it with a clean vanilla install, but I do have it at the end of my load order if that counts for anything, heh.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Wed Mar 30, 2011 9:26 am

Does this water.fx work: http://www.4shared.com/file/x3nBOXZr/Water.html

Edit: Also, has anyone with an nvidia card been able to get it to work?
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Wed Mar 30, 2011 12:40 am

Does this water.fx work: http://www.4shared.com/file/x3nBOXZr/Water.html

Edit: Also, has anyone with an nvidia card been able to get it to work?

Looks like it works!

I'm on an ATI card.

Now to get HDR to turn off so it isn't all pixely.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Tue Mar 29, 2011 7:54 pm

Looks like it works!

I'm on an ATI card.

Now to get HDR to turn off so it isn't all pixely.


NICE! Please post a screen palidoo!
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

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