[RELWIP] Oblivion Graphics Extender

Post » Thu May 03, 2012 2:33 am

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE/OBGEv2/OBGEv3).
Previous Threads: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, http://www.gamesas.com/index.php?/topic/1205214-wiprel-oblivion-graphics-extender/, http://www.gamesas.com/index.php?showtopic=1206911, http://www.gamesas.com/index.php?showtopic=1209053, http://www.gamesas.com/index.php?showtopic=1212669, http://www.gamesas.com/index.php?showtopic=1219000, http://www.gamesas.com/index.php?showtopic=1226209, http://www.gamesas.com/index.php?showtopic=1234900, http://www.gamesas.com/index.php?showtopic=1246017


http://obge.paradice-insight.us/wiki/History_%26_Introduction

Timeslip's Oblivion Graphics Extender


The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

Without Timeslip's original version Scanti probably wouldn't of known where to start in writing this project, so kudos to him. You can find Timeslip's Oblivion Graphics Extender here.

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=30973



The Oblivion Visual Effects Project

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.



Oblivion Graphics Extender v2

A continuation of both Timeslip's work on expanding the functionality to Oblivion's scripting language regarding the implementation and manipulation of graphics effects and OVEP's work in making Oblivion looking better using a variety of graphical effects, OBGEv2 is both the name of Scanti's rewrite of the OBGE OBSE plugin and the accompanying project that is focussed on the creation of various post-processing effects to improve Oblivion's graphics.

Scanti's rewrite of OBGE is centered around the exposure of more information about Oblivion's graphical processes and the fixing of bugs present in the original. The original OBGE should not be used alongside OBGEv2, which should be backwards-compatible with OBGE mods.



Oblivion Graphics Extender v3

Continuing with Scanti's work, Ethatron greatly enhanced OBGEv2's capabilities, forming OBGEv3. Among his achievments are the translation of all Oblivion's vanilla shaders and allowing them to be replaced, removing many of the limitations that OBGEv2 had.

The modders that make up this project work hard to bring you the effects they create, so please respect them for taking the time to do so. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well. This project is in a Beta Phase and will probably be in that state forever as add new things are added to it. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

Due to the Work In Progress nature of OBGEv3, few mods have been made to use it, but these include:

http://www.tesnexus.com/downloads/file.php?id=18385
http://www.tesnexus.com/downloads/file.php?id=27972

In addition, all OBGE and OBGEv2 mods may be used with OBGEv3 instead of OBGE/OBGEv2.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.



Downloads & Links

Pre-requisites:
http://obse.silverlock.org/ - v0020 or greater is required.
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3

http://obge.paradice-insight.us/wiki/Main_Page

http://www.tesnexus.com/downloads/file.php?id=30054

http://code.google.com/p/oblivion-graphics-extender/downloads/list

http://www.tesnexus.com/downloads/file.php?id=37825
http://www.gamesas.com/index.php?/topic/1206450-obge-liquid-water/page__gopid__18025909#entry18025909

http://github.com/scanti/Oblivion-Graphics-Extender-v2
http://code.google.com/p/oblivion-graphics-extender/

The OBGE project currently has the following packages available for download:

OBGEv3 Core: This is the basic package you need to use anything that requires OBGEv3. It also includes optional developer tools such as a runtime shader developer.
OBGEv3 Standalone Effects: This package contains all of OBGEv3's standalone effect shaders, which are listed below.
OBGEv3 Physically Correct Sky: This package contains a replacement sky for Oblivion, which is based on Earth's sky, reducing curvature, etc. This is very much a WIP package.
OBGEv3 Parallax Occlusion Mapping: This package contains parallax occlusion mapping support for Oblivion. This is very much a WIP package.
OBGEv3 Landscape LOD: This is a replacement LOD system. This is very much a WIP package.
OBGEv3 Skin: A replacement skin shader system. This is very much a WIP package.
OBGEv3 Linear/Luminance HDR: A replacement HDR system. This is very much a WIP package.
OBGE Liquid Water: A replacement water system, greatly enhancing the graphical quality of Oblivion's water.


Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.



OBGEv3 Standalone Effects

Below is a list of all the standalone effect shaders available from the OBGEv3 project on TES Nexus. The list does not include any standalone effects that may have been added since this readme was updated, or any standalone effects that are only available for download from the project's forum thread. Version numbers are taken from the version numbers within each shader file, and are not indicative of relative quality.

Lighting Effects

Godrays (v4.2) - Godrays.fx
By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day. This is a SM3 shader.

Screen Space Indirect Illumination (SSII) - SSII.fx
By tomerk. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. This is a SM3 shader.

Volumetric Screen Space Indirect Illumination - Volumetric_SSII.fx
By tomerk and Ethatron. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. This is a SM3 shader.

Volumetric Screen Space Global Illumination - Volumetric_SSGI.fx
By tomerk and Ethatron. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. A merge of Volumetric SSAO & Volumetric SSII. This is a SM3 shader.


Ambient Occlusion (AO) Effects


These shaders use stylised lighting to add depth and contrast to the scene, mainly by shadowing recesses. Two types of AO shader are available: Horizon-Based AO (HBAO) and Screen Space AO (SSAO). These are all SM3 shaders.

Screen Space Ambient Occlusion - ssao_test.fx
By HawkleyFox. Provides a medium quality AO effect, but has a large performance hit.

Performance Screen Space Ambient Occlusion - ssao_perf.fx
By HawkleyFox. Provides a medium-low quality AO effect, with a medium performance hit.

Ring Screen Space Ambient Occlusion - Ring_SSAO.fx
By tomerk and Ethatron. Provides a light, medium quality AO effect with a low performance hit.

Horizon-Based Ambient Occlusion - HBAO.fx
By tomerk and Ethatron. Provides the highest quality AO effect, but has a very large performance hit.

Volumetric Screen Space Ambient Occlusion - Volumetric_SSAO.fx
By tomerk and Ethatron. Provides a high quality, accurate AO effect with a low performance hit.


Depth of Field Effects

These shaders optionally give a Depth of Field effect, progressively blurring objects with increasing distance from the focus point (what the crosshairs point at), or a Distance Blur effect, progressively blurring objects with increasing distance from the player.

Crysis Depth Of Field (v1) - CrysisDoF.fx
Conversion by WrinklyNinja. An adaptation for Oblivion of the Depth Of Field effect found in Crysis: Warhead. This is a SM3 shader.

Depth of Field (v7) - DepthOfField.fx
By WrinklyNinja. Inspired by an ATI paper on DoF, with depth-based directional blurring.

Hexagonal Bokeh Depth of Field - Bokeh_Hexagon_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Circular Bokeh Depth of Field - Bokeh_Circle_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Pseudo-Bokeh Depth of Field - Pseudo_Bokeh_DoF.fx
Conversion by tomerk. Originally a shader for MGE by Knu, ported and tweaked for OBGEv2. This is a SM3 shader.


Colour Effects

Bleach Bypass - HLSLbleachbypass.fx
By vtastek. Creates an effect with decreased saturation with increased contrast.

Color Grading - HLSLColorGrading03.fx
By vtastek. Applies a subtle desaturation of average colour balance to the scene. This is a SM3 shader.

Color Effects (v5) - ColorEffects.fx
By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting. This is a SM3 shader.

Crysis Color Mood (v0.2) - ColorMood.fx
By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.

ENB Color Effect (v2) - ENBColorEffect.fx
Conversion by WrinklyNinja. Originally a shader supplied with ENB Series for Oblivion, and adapted and optimised for OBGEv2, this alters the colour balance of the scene.


Filter Effects

Normal Filter Anti-Aliasing - NormalFilterAA.fx
By Dracusis. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a SM3 shader.

Morphological Line-Antialiasing - MLAA.fx
By kapaer. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a SM3 shader.

Directional Localized-Antialiasing - DLAA.fx
By Ethatron. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a two-pass SM3 shader.

Morphological Directional Localized-Antialiasing - MDLAA.fx
By Ethatron. A fusion of MLAA and DLAA, awesome. Optimized for speed. MLAA for foilage and hard breaks in depth, DLAA for smoothing out steep jaggies. This is a SM3 shader.

FX-Antialiasing - FXAA.fx
By Ethatron. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a one-pass SM3 shader. Based on version 2, max. quality.


Other Effects

CelShader+EdgeAA (v0.3) - CelShader+EdgeAA.fx
By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects. This is a SM3 shader.

Sharpen - obsharpen.fx
By vtastek. Sharpens the screen.

Vignetting - HLSLvignette.fx
By vtastek. Applies a vignetting lens effect, desaturating and darkening the corners of the screen.



http://obge.paradice-insight.us/wiki/Settings_recommended_by_users

Settings by various users for various shaders can be seen on the OBGE Wiki by clicking the subtitle above. While the settings are arranged by the shader they apply to, users often propose settings across several shaders that are intended to be used together to give the desired effect.



http://obge.paradice-insight.us/wiki/User%27s_Manual#How_To_Report_Bugs_Helpfully

Read the OP and the readme fully, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in spoiler 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 OBGEv3 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, in codebox 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.



http://obge.paradice-insight.us/wiki/User%27s_FAQs
Spoiler

Q: Is this a RELz? Should I download this?
A: This is a Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs from time to time. If the thought of this scares you then this probably isn't the mod for you.

All shaders are supplied with no documentation of any sort besides what is on the Bethesda Oblivion forum thread or in the shader file itself. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does this require OBSE? If so, any specific version?
A: Yes, it does require OBSE, and you must use at least v0020, however you are advised to use the latest version available.

Q: Does OBGEv2 require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although some shaders (marked with "SM3" above) require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti, shadeMe and Ethatron in their work on the OBSE plugin. The project has a source respository so you can fairly easily create a fork and add your own changes, and a wiki that you can contribute to.

It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please report it as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv3's inability to compile the shader effects you are trying to load. Make sure that you have the DirectX update linked to above installed, and if using a shaderlist, that you have spelled the names of the shaders in your shaderlist.txt exactly as they should be, with the .fx extension. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: ScreenEffects/Realistic Health/OVEP Motion Blur/OVEP Forward Motion Blur or setting bUseLegacyCompiler to 1 causes OBGEv3 to crash. How do I fix this?
A: If your shader uses the half variable type then OBGEv3 will try to use the legacy compiler. If you are missing the d3dx9_31.dll file then OBGEv3 will crash. You will need to copy over the d3dx9_31.dll from the Extras folder into your Oblivion game folder to fix the problem.

Q: The ordering of the objects on the screen is messed up or the game menu has no buttons! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?
A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is reported to be the case on both ATI and NVIDIA graphics cards, although owners of ATI graphics cards can force AA through ATI Tray Tools without problems. The only solution is to edit the OBGE.ini file in your My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]
bUseDepthBuffer=1


to:

[DepthBuffer]
bUseDepthBuffer=0


This will however cause any effect that uses the depth buffer to stop working properly. This currently includes all the SSAO and Depth of Field shaders and the Godrays, NormalFilterAA and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?
A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: I can't see any effects! Why?
A: If you have a single-display setup with a graphics card with two DVI ports, you may not be using the primary port. OBGEv3 can only render its effects to the primary port of dual-DVI cards, so try using the other DVI port instead.

Q: Some of my effects look weird. How do I fix this?
A: If you're not using HDR, try setting iBufferTexturesNumBits=-16 in your OBGE.ini.

Q: Where is the src folder with the source code?
A: The source is not included in the package. Instead, it is available on a source code repository. That means you will always have access to the latest version of the code and people can contribute their own code to the project.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Thu May 03, 2012 8:58 am

@Ethatron

display name is already in use, on 05 November 2011 - 08:02 PM, said:

Then you need to ask the OBGE team whether there's anything unique about their landscape LOD textures, they'd be the best people to answer your question. We just provide textures to match the UL landscape changes, presumably what OBGE LOD offers will match the vanilla landscape, so I would say just overwrite them with the UL ones, but if there's something special about their textures required for another file from OBGE LOD to work right, then don't overwrite.


This is the answer I got;what should I do?what does happens if I overwrite the landscapelod files?
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Nicole Kraus
 
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Post » Thu May 03, 2012 6:05 am

You're going to see steps I suppose. Why don't you just try it? The installer will recover the files when you run it again (remember to run both A1 & A2).
But you didn't actually asked the necessary question: "Could you please package the next OMOD with a install-script with an option for optional LOD install please? Then I don't need to tell OBMM for every LOD file not to overwrite the existing files. Thanks".
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Darlene DIllow
 
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Post » Thu May 03, 2012 2:48 am

@Ethatron

Don't know if you seen this, but...

Yeah, many meshes are two-sided; to confirm this, look into the NIF and find "NiStencilProperty" on the mesh. This is mostly utilized to make sure that the texture appears on both sides of a face.

But I don't think that's the problem. It must have something to do with the resulting angle and distance between the camera and the texture... Here's a picture of the problem:

http://img405.imageshack.us/img405/7972/screenshot5pl.jpg
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Peter lopez
 
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Joined: Mon Sep 10, 2007 5:55 pm

Post » Thu May 03, 2012 4:40 am

@Ethatron




This is the answer I got;what should I do?what does happens if I overwrite the landscapelod files?
You're going to see steps I suppose. Why don't you just try it? The installer will recover the files when you run it again (remember to run both A1 & A2).
But you didn't actually asked the necessary question: "Could you please package the next OMOD with a install-script with an option for optional LOD install please? Then I don't need to tell OBMM for every LOD file not to overwrite the existing files. Thanks".
It seems to me that you're both approaching this the 'wrong' way. The issue is that UL supplies LOD replacements to match its changes to the local environments, and OBGEv3's LOD replacement does something else to the vanilla LODs to get them to look like they do with OBGEv3.

So the two mods are incompatible, insofar as if you use OBGEv3 LODs with UL, things won't match up in the distance and locally, whereas if you use UL LODs with OBGEv3's shader changes, then those LODs don't get the OBGEv3 effects or whatever.

The solution, therefore, is for someone to create a LOD patch that applies OBGEv3's changes to the UL LODs. Otherwise you're just getting a compromise going either way. Also, I don't think that it's the onus of the UL team to change how they package their mods, when the user can simply choose the installation order of OBGEv3 and UL to get what LODs they want.

I say 'someone' because I realise that Ethatron is busy, perhaps if the method is written up somewhere a link can be provided though, and then someone else can create a LOD patch to pass on to the UL team (who already host a bunch of UL LOD patches somewhere on Nexus IIRC).

Just my 2p on the issue. :shrug:
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LADONA
 
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Joined: Wed Aug 15, 2007 3:52 am

Post » Thu May 03, 2012 7:07 am

Why not contact ElminsterAU, who maintains http://www.tesnexus.com/downloads/file.php?id=15781, and if he's willing give him the OBGEv3 code and specifications to add into the program? Or alternatively ask for the source code for TES4LODGen?
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Guy Pearce
 
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Post » Thu May 03, 2012 4:10 am

@wrinklyninja I totally agree with you!
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Nancy RIP
 
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Post » Thu May 03, 2012 2:49 pm

It seems to me that you're both approaching this the 'wrong' way.

Not really. The installer gives the option not to overwrite any meshes and the deployed meshes have been generated http://obge.paradice-insight.us/wiki/LLOD_%28Module%29#LOD_meshes UL heightmap-changes (exclusive Jeral Glacier), and the tool to generate LLOD-meshes is http://obge.paradice-insight.us/wiki/Modder%27s_Supplements#Oscape. How much more freedom of choice would one wish from LLOD-side.
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Josh Lozier
 
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Post » Thu May 03, 2012 8:35 am

since OBGE, i've actually started to play the game again...
(instead of just juggling meshes and textures in nifskope just to see them rendered in gameworld and quit)

ICsewers are pretty awesome with obsharpen.fx
http://www.tesnexus.com/imageshare/image.php?id=108330
oblivion randomosities still surprise me

vaders OBGE screenshots feel epic... like MGE!
my statics aren't that vast, aside from trees maybe? like that fog too.

might just be coincidental, but after a week of using rc1 i noticed that rundll32.exe started to compromise my CPU? i'll see if it happens again after the same duration with rc2. currently only running OBGE 3.1rc2 + fx now... one problem is sometimes i get a freeze frame strobe effect after opening a container or inventory? if i click around and toggle pageup, sometimes it can be remedied. but i seriously like the OBGE_controller.esp pageup function way better than the OBGE.esp inventory item. pageup controller is like instant gratification!
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Jessica Nash
 
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Post » Thu May 03, 2012 11:39 am

I promise I tried to find the answer first, but this still might be a dumb question. This is within the CrysisDoF.fx ...

#undef	WEAPONBLUR// Setting this to true will stop your weapon, and anything else really close to you, from blurring.

How do I set it to "true?"
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Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Thu May 03, 2012 11:20 am

Not really. The installer gives the option not to overwrite any meshes and the deployed meshes have been generated http://obge.paradice-insight.us/wiki/LLOD_%28Module%29#LOD_meshes UL heightmap-changes (exclusive Jeral Glacier), and the tool to generate LLOD-meshes is http://obge.paradice-insight.us/wiki/Modder%27s_Supplements#Oscape. How much more freedom of choice would one wish from LLOD-side.
Where does the tool is?What should I do to use it correctly? ;)
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Amber Ably
 
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Post » Thu May 03, 2012 4:32 am

Hi. Thx again for you work. I have small problem with MotionBlur (updated, from effects v31rc2). Log -
Effect compiling messages occured in Data\Shaders\MotionBlur.fx:D:\Games\Oblivion\memory(99,38): warning X3206: implicit truncation of vector typeD:\Games\Oblivion\memory(110,39): warning X3206: implicit truncation of vector typeEffect compiling messages occured in Data\Shaders\MotionBlur.fx:D:\Games\Oblivion\memory(103,21): error X5589: Invalid const register num: 36. Max allowed is 31.D:\Games\Oblivion\memory(103,21): error X5589: Invalid const register num: 36. Max allowed is 31.ID3DXEffectCompiler: Compilation failedEffect compiling messages occured in Data\Shaders\MotionBlur.fx:D:\Games\Oblivion\memory(103,21): error X5589: Invalid const register num: 36. Max allowed is 31.D:\Games\Oblivion\memory(103,21): error X5589: Invalid const register num: 36. Max allowed is 31.ID3DXEffectCompiler: Compilation failed
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Nicole Coucopoulos
 
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Post » Thu May 03, 2012 3:51 am

I promise I tried to find the answer first, but this still might be a dumb question. This is within the CrysisDoF.fx ...

#undef	WEAPONBLUR// Setting this to true will stop your weapon, and anything else really close to you, from blurring.

How do I set it to "true?"
replace undef with define.
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Victoria Vasileva
 
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Joined: Sat Jul 29, 2006 5:42 pm

Post » Thu May 03, 2012 5:44 pm

replace undef with define.

Thanks!
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Claire Vaux
 
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Joined: Sun Aug 06, 2006 6:56 am

Post » Thu May 03, 2012 5:16 pm

Someone was asking about BAIN packages for OBGE modules, I believe, in the previous thread? Well, I made some. Only... the main OBGE package had to be an OMOD - disappointing, yes, but as far as I am aware, there is no way to get Wrye Bash to install DLLs outside of data\obse\plugins.

Short of asking those nice Wrye Bash people to add in such functionality, I cannot think of a way to overcome that. So, whoever it was that was asking? It is almost possible. But (so I believe) not entirely...
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Breanna Van Dijk
 
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Joined: Mon Mar 12, 2007 2:18 pm

Post » Thu May 03, 2012 11:18 am

Someone was asking about BAIN packages for OBGE modules, I believe, in the previous thread? Well, I made some. Only... the main OBGE package had to be an OMOD - disappointing, yes, but as far as I am aware, there is no way to get Wrye Bash to install DLLs outside of data\obse\plugins.

Short of asking those nice Wrye Bash people to add in such functionality, I cannot think of a way to overcome that. So, whoever it was that was asking? It is almost possible. But (so I believe) not entirely...

The inis (OBGE.ini & Oblivion.ini) have to be adjusted as well. Most modules have options (wiith individual ini settings), so the wizards may be necessary as well. I can give you the raw BAIN-compatible installer folders if you want to work on that.
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rae.x
 
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Post » Thu May 03, 2012 2:29 am

Where does the tool is?What should I do to use it correctly? ;)

Maybe you tell me if the documentation suffice for you:
http://obge.paradice-insight.us/wiki/Oscape_%28GUI%29

I'm going to finalize the program and publish it later.
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Pumpkin
 
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Post » Thu May 03, 2012 1:15 am

I've used the previous version of this plug in and loved it..
I left oblivion alone for a bit and reinstalled it recently with the v3

then i swapped to the v3 rc2 and am getting a dark teal screen, pictures linked below..

I'm not sure whats up with it tbh. I emoved all the old version files and deleted the config files for both oblivion and obge

[ulr]http://imageshack.us/g/32/oblivion201111112002333.jpg/[/url]
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R.I.p MOmmy
 
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Post » Thu May 03, 2012 8:04 am

Maybe you tell me if the documentation suffice for you:
http://obge.paradice-insight.us/wiki/Oscape_%28GUI%29

I'm going to finalize the program and publish it later.
I think is is great but I think there should be a sort of uhm..automatic version of the tool which converts all the "installed" nifs into OBGE-LOD compatible nifs.Is it possible?
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DAVId MArtInez
 
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Post » Thu May 03, 2012 1:21 pm

Ok I know this thread is for Oblivion and all, but Skyrim is out and I need some sort of SSAO for it.

There is a mod for Nvidia users but I use AMD/ATI. so any of you know how we could add SSAO to Skyrim?
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Catharine Krupinski
 
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Post » Thu May 03, 2012 1:15 pm

Can I just say that I love the modder's of Oblivion and cannot wait till the trash that is currently the Skyrim forum clears out? Also, finally got a beautiful set up working for Oblivion, looks better than ever and really gives the whole game an atmosphere that was missing from vanilla. All it took was using the ini rather than the in game menu so I apologize for bugging you all with my posts about the broken controller plug-in. I love you guys!
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kasia
 
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Post » Thu May 03, 2012 5:05 am

I think is is great but I think there should be a sort of uhm..automatic version of the tool which converts all the "installed" nifs into OBGE-LOD compatible nifs.Is it possible?

No. LLOD doesn't use NIFs.
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lauren cleaves
 
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Post » Thu May 03, 2012 7:39 am

No. LLOD doesn't use NIFs.
Then let me see if I have understood right how to use Oscape.I just need to run the tool,select all the esps(for example UL esps) and click extract.Then accept,generate and install?If it is the right procedure,it is really simple!

EDIT: OSCAPE download doesn't work! When will it be avaible?(gui version)

In the meanwhile,I'm trying nifopt.It seems to be working great!The only problem I get is that I crash when I am in chorrol..
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Dewayne Quattlebaum
 
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Post » Thu May 03, 2012 10:30 am

...All it took was using the ini rather than the in game menu so I apologize for bugging you all with my posts about the broken controller plug-in...

What exactly do you mean by "broken"? How is it broken? What, exactly, were you doing when you had problems with the new support plugin and how were you trying to do it? I've scanned over your previous posts, so I assume that you're referring to the same issue as before unless I've missed something.

Alright, I'll just go over this now and hopefully answer any other questions anyone might have about bugs in the rc2 support plugin.

Off the top of my head, there are a couple of things that might cause problems if you're using the rc2 support plugin. The first is an OBSE "bug" I've noticed popping up if Oblivion regularly CTD's because of an OBSE plugin. ESP's that cause Oblivion to CTD might cause it too, though that hasn't been reliably verified. This can ruin some of the data embedded in save game files that the support plugin needs (data stored in arrays, specifically). So if the menu system is breaking after you save and try to load a game back in, that could be the cause of it. I thought I had that issue worked-around, but I'll take another look at it just in case.

The second is a support plugin bug that can affect what's showing up on the in-game menu, but only under very specific conditions. You have to start from a save made before the rc2 support plugin was added to the load order and save again before having launched the OBGE menu, quit, add/remove effects to/from shaderlist.txt and then start the game and load the new save. The menu will only show the effects present in shaderlist.txt before the save was made. If this is your case, simply closing the menu and launching it a second time will bring the effects listed up-to-date. This bug has already been fixed for the next release.

@Ethatron: Thanks for the honorable mention on the previous thread :). And thanks for letting me do this; it's been quite the challenge, and I love it :D.
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des lynam
 
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Post » Thu May 03, 2012 2:45 am

Then let me see if I have understood right how to use Oscape.I just need to run the tool,select all the esps(for example UL esps)

For your convenience all of your active esps/esms are preselected. :)

and click extract.Then accept,

... If the pic of the landscape looks kind of okayish ... Otherwise we take a look together how to make Oscape's glass-ball better. :)

generate and install?If it is the right procedure,it is really simple!

Yes, that's it. The normals will take very very long. Like 1 hour or so. Doing the TWMP-meshes takes 9 minutes (for level 0) here.

EDIT: OSCAPE download doesn't work! When will it be avaible?(gui version)

I expect in an hour or so I can upload something "pre-stable". You still can do a mess by wildling filling fields with garbage, I do no sanity checks on them, it's almost impossible. But the "sensible" fields don't autosave their values, so you are good again when you restart it.

In the meanwhile,I'm trying nifopt.It seems to be working great!The only problem I get is that I crash when I am in chorrol..

It's a difficult thing. I was always hoping for an ingame interface for navigating all possible NIFs in from of you (like those image flash-galleries). That would be really cool to find the one specific NIF with an error ...
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jesse villaneda
 
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