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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

Schtearn

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Everything posted by Schtearn

  1. Calling all AMD Card users - do you have Black Lava?

    Fixed now I think- it crawls- will adjust settings in Water.fx- later... BTW effect was *always* working for "Underwater rendering" (but who wants to go there?)
  2. Calling all AMD Card users - do you have Black Lava?

    This is the default view- very slow moving http://1drv.ms/1h40bAO
  3. Calling all AMD Card users - do you have Black Lava?

    GTX 650 look- its definitely working now, just the above gremlin. Give it a go.
  4. Calling all AMD Card users - do you have Black Lava?

    Confirmed: (Nvidia here) Never got the external lava in the Oblivion realms to work with OBGE 3. Played around with the Hisls to no effect. Without OBGE it's fine. Eureka! It's an (unterminated?) linefeed in WATERDISPLACE004.pso.hlsl. Copy the following in there, flush cache, should be working now: //// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000//// vsa shaderdump19/WATER000.pso /Fcshaderdump19/WATER000.pso.dis////// Parameters:////sampler2D oblv_samplerDetailMap : register(s2);float4 FogParam : register(c9);sampler2D oblv_samplerNormalMap : register(s1);float2 Scroll : register(c0);float4 VarAmounts : register(c8);float4 glob_fogColor : register(c20);float4 glob_waterCoefficients : register(c21);float4 glob_waveParams : register(c22);float4 glob_waterVolume : register(c23);float4 glob_foamAndLODSettings : register(c25);float4 oblv_ReciprocalResolution_CURRENTPASS : register(c26);sampler2D oblv_CurrDepthStenzilZ_CURRENTPASS : register(s6);sampler2D oblv_CurrRendertarget0_CURRENTPASS : register(s7);float4 obge_Gamma : register(c63);float4 obge_Tick : register(c64);#define NOSUN#define WATER_REFRACTION#undef WATER_REFLECTION#include "includes/WATER.hlsl"////// Registers://// Name Reg Size// --------------- ----- ----// Scroll const_0 1// EyePos const_1 1// SunDir const_2 1// SunColor const_3 1// ShallowColor const_5 1// DeepColor const_6 1// ReflectionColor const_7 1// VarAmounts const_8 1// FogParam const_9 1// FogColor const_10 1// FresnelRI const_11 1// ReflectionMap texture_0 1// oblv_samplerNormalMap texture_1 1// oblv_samplerDetailMap texture_2 1// DepthMap texture_3 1//// Structures:struct VS_OUTPUT { float3 texcoord_0 : TEXCOORD0_centroid; float3 texcoord_1 : TEXCOORD1_centroid; float4 texcoord_2 : TEXCOORD2_centroid; float4 texcoord_3 : TEXCOORD3_centroid; float4 texcoord_4 : TEXCOORD4_centroid; float4 texcoord_5 : TEXCOORD5_centroid; float4 texcoord_6 : TEXCOORD6;};struct PS_OUTPUT { float4 color_0 : COLOR0;};// Code:float3 getWaterNorm( float2 Coord, float dist, float camera_vector_z, inout float3 specNorm, inout float lod ){float choppiness = glob_waveParams.x;float waveWidth = glob_waveParams.y;float LODdistance = glob_foamAndLODSettings.z;float MinLOD = glob_foamAndLODSettings.w;lod = max( saturate( (camera_vector_z*camera_vector_z) * 50 * oblv_ProjectionTransform_CURRENTPASS[0][0] /(oblv_ReciprocalResolution_CURRENTPASS.x * dist) * LODdistance ), MinLOD);// float4 Coord = float4( tex / (1024 * waveWidth), 0, 0);// float4 sampledResult = tex2Dlod( oblv_samplerNormalMap, Coord );float2 sampledResult = getWaterXY(Coord / (1024 * waveWidth));float2 temp_norm = sampledResult.rg * 2 - 1;float3 norm = normalize(float3(temp_norm * choppiness * max(0.00, lod), 1));specNorm = normalize(float3(temp_norm * choppiness * max(0.50, lod), 1));return norm;}PS_OUTPUT main(VS_OUTPUT IN, float2 PixelPos : VPOS) { PS_OUTPUT OUT;float2 UVCoord = (PixelPos+0.5)*oblv_ReciprocalResolution_CURRENTPASS.xy;float3 eyepos = IN.texcoord_2.xyz;eyepos.z = -IN.texcoord_1.z;float3 color = tex2D(oblv_CurrRendertarget0_CURRENTPASS, UVCoord).rgb;float depth = RangedDepth(UVCoord);float3 camera_vector = toWorld(UVCoord);float3 norm_camera_vector = normalize(camera_vector);float3 world_pos = eyepos + camera_vector * depth;clip(-world_pos.z);float4 FogColor = glob_fogColor;float3 fogColor = obge_Gamma.z ? pow(saturate(FogColor.xyz * float3(0.55, 0.60, 0.55)), 2.2) : FogColor.xyz;float causticsStrength = glob_waterVolume.x;float shoreFactor = glob_waterVolume.y;float foamStrength = glob_foamAndLODSettings.x;float waveContribution = glob_foamAndLODSettings.y;bool lava = (VarAmounts.w > 0.4);float uw_pos = world_pos.z / camera_vector.z;float2 surfPos = world_pos.xy - camera_vector.xy * uw_pos;float3 normal = 0;float3 specNorm = 0;float lod = 0;normal = getWaterNorm(surfPos, depth - uw_pos, -camera_vector.z, specNorm, lod);/* calculate the refraction color (including chromatic abberation) ------------ */float3 refract_color = color;float3 refract_world_pos = world_pos;getRefractionColor(UVCoord, normal, eyepos, refract_color, refract_world_pos);refract_color *= 0.7;/* calculate the refractive extinction ---------------------------------------- */float3 extinction_color;float3 extinction_tone;getExtinctionColor(fogColor, norm_camera_vector, camera_vector, refract_world_pos, extinction_color, extinction_tone);refract_color *= extinction_color;refract_color += extinction_tone;/* calculate the reflection color --------------------------------------------- */float3 reflection = fogColor;/* calculate the combined surface color --------------------------------------- */float3 water_result =0;if(!lava){water_result = getSurfaceColor(normal, norm_camera_vector, refract_color, reflection);//water_result = 1;}//used for close far transtionsfloat lodfull = saturate( (camera_vector.z*camera_vector.z) * oblv_ProjectionTransform_CURRENTPASS[0][0] /(oblv_ReciprocalResolution_CURRENTPASS.x * (depth - uw_pos)) );lodfull = pow(lodfull*0.95,0.83);if (lava) { float2 coord = surfPos / 2048 - Scroll.xy * 0.041 / 32; float2 coordlod = surfPos / 512 - Scroll.xy * 0.041 ; //float2 coord = (surfPos / (512 * glob_waveParams.y)); float2 lavaboil = lerp ((coord + normal.xy /512 * glob_waveParams.y ), coord + (normal.xy / 2048 * glob_waveParams.y ), lodfull); float2 lavaboillod = lerp ((coordlod + normal.xy /512 * glob_waveParams.y ), coordlod + (normal.xy / 2048 * glob_waveParams.y ), lodfull); water_result = tex2D(oblv_samplerDetailMap, (lavaboil + sin(coord) * lodfull * ((float2(1 * 0.005, 1 * 0.005)) % 1)) % 1).rgb; water_result = lerp (water_result, tex2D(oblv_samplerDetailMap, (lavaboillod + sin(coordlod) * lodfull * ((float2(1 * 0.005, 1 * 0.005)) % 1)) % 1).rgb, saturate ((max(0.9, 1-water_result.r)-0.9)*10 + lodfull*1.5)); water_result = lerp(float3(1,0.33,0.1), water_result, lod); //water_result.r *= 1.1; water_result.rg += 0.1; water_result.rgb = pow(abs((water_result.rgb)), 2.5); water_result.r = lerp (water_result.r, water_result.r*1.3, ((sin(obge_Tick.x*4.3)/3+sin(obge_Tick.x*3.45)/7+sin(obge_Tick.x*8.1)/10)/3+0.45));}/* Add above water fog -------------------------------------------------------- */mixFogColor(IN.texcoord_1.xyz, PixelPos, FogParam.xy, water_result, reflection);//Smooth shore transitions//OUT.color_0.rgb = water_result.rgb;if(!lava){OUT.color_0.rgb = lerp(water_result, color, saturate( pow(saturate(exp(world_pos.z / (800 * shoreFactor))), 90)));}if(lava){OUT.color_0.rgb = lerp(water_result, water_result * normal * 0.002, max(saturate( pow(saturate(exp(world_pos.z / (800 * shoreFactor ))), lerp(100, 800, lodfull))), 0.05));}OUT.color_0.a = 1;//-saturate( pow(saturate(exp(world_pos.z/(800*shoreFactor))), 90) );//OUT.color_0.rgb = (max(0.9, 1-water_result.r)-0.9)*10 + lodfull*2;return OUT;};// approximately 84 instruction slots used (4 texture, 80 arithmetic)
  5. Oblivion and Windows 8

    OK, thanks will do. (Yechh Beth's site is incompatible too) Very strange that ACT can disable themes temporarily for one app, yet the Microsoft folks say it can't be done. Well they're right in a sense that disabling the Desktop Themes service doesn't affect the environment calls, but wrong in that there is a way to terminate DWM.exe by ending explorer and Winlogon. But the problem isn't bad enough for 8.1 users of OBSE to embark on that particular rocky path. Not to mention the bleeding obvious that VS2008 itself is pretty much stable in Win 8 but a little rickety in 8.1. Edit: Manage to load up in VS10 with some warnings (source control plugins) then warnings on Warning 1 warning LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library C:...OBSEcommonIDynamicCreate.obj common what was wrong with dynamic class creation? "// this screws with edit-and-continue and we don't use it#define ENABLE_IDYNAMICCREATE 0" Similar warnings with IRangemap, IDatabase, IArchive, IInterlockedLong, D9030: '/Gm' is incompatible with multiprocessing; ignoring /MP switch C:.....OBSEobseobsecl obse There goes MP warning C4996: 'std::_Transform1': Function call with parameters that may be unsafe c:program files (x86)microsoft visual studio 10.0vcincludealgorithm for ptoj OBSE Anyways compiled it and copied DLLs in game directory. The DLLs were much bigger in files size and the game ran s_l_o_w_ (1 fps or worse with long waits) It may be the X64 machine, -checked through compiler options - it's all supposed to be 32 bit right? Don't know if Shademe is got a lot planned for this anytime soon- the above problems are just the tip of the iceberg. He did open with VS10 because the solution is named obse_vs10/sln, but in that file is also "# Visual Studio 2012" so he is up to date. Back to the titlebar, "BorderlessGaming" from codeusa fixes it. It uses WindowLongIndex and WindowStyleFlags. Good enough for the time being.
  6. Oblivion and Windows 8

    Me neither. There's something in the environment of both Ob and OBSE that smells funny to Windows Themes/dwm.exe. I know skyranger-1 from OSR could probably do something - he (she?) is a C++ expert, but it's a matter of porting into the newer VS's. OBSE's big. Might be a bit of pain there.
  7. Oblivion and Windows 8

    Confirmed that it's DIsableThemes that's part of the problem. But then Oblivion can be launched really nicely with Process.Start(startInfo) in VS10. But the really big problem is with obse_loader. It does a wobbly on Themes with a title bar as well. The common and loader projects just won't load properly in VS10. Has anyone out there got VS2008 or earlier? Just compile OBSE with the EXEchecksum.cpp call crippled. Really nice back then, but who now doesn't run Ob under version 1.2.0.416? Then Oblivion can be renamed to OblivionVS.exe and the VS game launched from Oblivion.exe.
  8. Oblivion and Windows 8

    Visual Themes are baked in Win 8.x. All the likely compatibility fixes don't amount to a hill o' beans. It's something else WIndows has done which has made it a lot worse in the 8.1 upgrade. Could be a policy issue as well. Anyway, we'll continue to pick the brains of these well imbursed Micro$loth consultants. Will keep you posted. Edit: Success. The above contains the appropriate fix. I incorrectly tested through OBSE_Loader which needs a separate fix. You might be right- it could be DIsableThemeMenus. Will leave it for tomorrow.
  9. Oblivion and Windows 8

    Yep, it runs, but for this, Just upgraded to 8.1,- was expecting a little better. Everything ,,, is becoming ... incompatible. Oh what to do.
  10. Your thoughts about Oblivion

    In other words they don't want to spend on legals. Ummm- No further comment there. Eulas always used to refer to the game packaged in "original form." It can be argued these are technically mods, not a repackaging of the game, so responsibility for damages cannot apply to Beth (if that is their major concern).
  11. Your thoughts about Oblivion

    Pete's statement in '03 "please do not use any assets from Morrowind for projects in other games" should be given respect in that epoch, but even Oblivion is considered incompatible with Win 8.X & GeForce Experience (like this website with IE11 Yechhh Microsoft) and Morrowind would certainly have issues. Any such works fro non-profit are always good for the Bethesda name and deserve their support particularly since these mods require licensed copies of the game. Perhaps Bethesda will change their policy as time moves on... But, yep- it would certainly behove the creators of these mods to solicit permission at least by petition before releasing these mods to us lucky consumers. And Nehrim is another thorny one.
  12. Your thoughts about Oblivion

    Yea, there's heaps on the boil, plus some of the great mods on this site.Has anyone trialled Skywind or Morroblivion? Are they faithful ports?What was the legals of Nexus not hosting them?Did play Daggerfall years ago, but got bugged out in levelling as a thief. Ambitious game, but needed lots more development.What Oblivion and Skyrim lack most are the complex catechismal logic trees found in such games like Planescape. Oh, and the violence option if one gets stuck without breaking the quest. Yea, and more fleshed out characters!I have read past reviews of Morrowind, and what you say confirms their claims that Morrowind is without doubt the best game of the series.
  13. [RELz] Qarl's Textures

    Thanks,- feel at right home here (Tal was one of my favourite Chess Masters )
  14. Your thoughts about Oblivion

    Haven't played Morrowind. It's the mods that had made Oblivion a special experience- (tried the Symphonic Variations anyone?). Getting them to run well together in a meticulously tweaked config is a small Everest in itself. The Imperial City is beautiful, and the Oblivion dungeons are superior to Skyrim's, but Skyrim is a better game engine and does things in a different way. Yes there is a lot of visual sameness in Oblivion,- even with Unique Landscapes etc. but that's just how it is. The heavily accented voice-overs in Skyrim are not to everyone's taste and there's something clunky about the world map. In both games, there are too many low-quality dungeons/caves/ruins "just around the corner." Could the plots be better? There's better politics in Skyrim, but then do we learn much about Tamriel religion/ lore/ philosophy in the quest lines of any game?
  15. [RELz] Qarl's Textures

    Tried out the Redimized Reduced (medium) and it works a treat. Sorted most of the LOD FPS issues with Qarls Full on this rig. Now to get the thing working in Bain: Copy the unzipped omod package over to your Bash Installers folder. Switch to Wrye Bash and activate the Installers Tab. It should automatically (at least in the default case) extract the OMOD to a new directory called "Qarl Texture Pack 3 Redimized and further reduced OMOD" in Bash Installers. This folder will contain the subdirectories "meshes", "textures", "Detailed Terrain", "QTP3 reduced low", "02 QTP3 reduced medium", "QTP3 reduced high", and "omod conversion data" Navigate to the folder "Qarl Texture Pack 3 Redimized and further reduced OMOD" and create new folders "00 Coremeshes" and "01 Coretextures". Move the meshes directory into "00 Coremeshes" and move the textures directory into "01 Coretextures". Rename the "QTP3 reduced low" directory to "02 QTP3 reduced low". Similarly rename "QTP3 reduced medium" to "03 QTP3 reduced medium" and "QTP3 reduced high" to "04 QTP3 reduced high" If you wish to include the readme, navigate back to the "omod conversion data" directory and copy the readme.rtf to the main directory: "Qarl Texture Pack 3 Redimized and further reduced OMOD". Repack just the folders prefixed with a number to a new archive with a name of your choosing (I called mine "QarlsRedimedReduced"), including the readme if required, with an archive program like 7-zip. This will take some time, depending on the compression used. Move the archive over to Bash Installers, and navigate to the lower right subpackages pane of Bash after selecting this package in the Installer's tab. Select "00 Coremeshes" and "01 Coretextures". Then for max FPS hit just install these. For a smaller FPS hit select "02 QTP3 reduced low". For an even smaller FPS hit select "02 QTP3 reduced low" and "QTP3 reduced medium". For a minimal FPS impact, select all the packages. If using UOP, then apply the UOP342 Compatibility Patch, and you should be ready to go. As for "Detailed Terrain", that is a separate mod and is designed to work with QTP3. Repack it and install it after QTP3 if you wish. Their Nexus site is still active, but the beta 2 is the last update. Looks like a great mod, but I probably won't keep it as someone there mentioned shader issues with OBGE Liquid Water. Update: Works well with Oblivion Reloaded
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