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peachykeen

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peachykeen last won the day on July 22 2011

peachykeen had the most liked content!

About peachykeen

  • Birthday 07/22/1991

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    Male
  • Interests
    Morrowind, scripting, programming, W40k, anything post-nuked

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  1. HAPPY BIRTHDAY Peachy!!! *pounces* I'll bring the rum! :D

  2. Happy Birthday!!! Come back soon. :)

  3. Well, since I'm looking for testers, absolutely. I have a semi-working MW demo and was talking with shadeMe last night about working with OBGE, so I hope to have some testable copies out here soon. The holidays will be a delay, of course, but I wanted to announce before then. Once everything is working, there will be quite a bit in the way of shaders to play with, and anything made for one game will work with the others as well.
  4. I've been working on this little project for a few weeks now, and have enough of a start that I feel comfortable posting WIP threads around. The basic idea stemmed from my frustration with shaders not working in OBGE, MGE and NWShader, and a few folks requesting a universal shader system for any game. It took a little while to come up with a workable concept, but once I broke ground on it, things have been coming along nicely. What is Voodoo? The Voodoo Shader Framework is a system designed to add special effects and enhanced graphics to a variety of games. It improves the look, and sometimes speed, of old and new games. The goal of Voodoo is to provide a unified, uniform and consistent target for adding shaders to almost any game. At this time, Voodoo has been internally tested in Oblivion, Morrowind and Neverwinter Nights 2. Screenshots from each can be found toward the end of this post. The entire Voodoo project, including all game adapters, is open-source. If any programmers or shader artists have questions or comments as to the specifics, please get in touch with me. What is Voodoo/Sigil? Sigil is the adapter for Oblivion. It handles the details of using Voodoo shaders in the game. At the moment, Sigil is set up to use a single shader for testing purposes. Once I’ve made sure everything works properly, a user-configurable list will be used. Sigil will also support advanced materials (shaders applied to objects in-game, providing current generation rendering effects). Sigil will work with or replace Oblivion’s internal shaders, at the user’s option. What features does/will Sigil have? Voodoo and Sigil provide a comprehensive system for postprocessing and material shaders, including automatic parameter and texture linking and shader render-to-texture features. In simpler terms, that means fullscreen and per-object effects are possible, as well as shaders using or creating textures used in-game. Sigil will not break Oblivion’s water or postprocessing shaders, although it will provide its own versions of these effects. Additional effects, such as SSAO and depth of field, will also be made available. Sigil will be integrated with OBSE to provide script access to shaders and effects. Parameters and textures can be changed ingame, as well as enabling and disabling shaders. Sigil uses a shader system spanning multiple games, and even graphics APIs (Voodoo works with both DirectX and OpenGL). A single target is provided to developers and artists; this means any shader written for Voodoo/Gem will function in all Voodoo-supported games. Having more games supports means a bit more work, but it also means more people testing the system and writing shaders for it. There’s no reason for MGE, OBGE and NWShader to all use different systems for the same thing (the Voodoo project was born from the fact that I was fed up with the little incompatibilities). Voodoo also opens a new family of effects, using the shader-based render-to-texture system. Shaders can create or modify game textures on the fly, making overlays or reactive environments a very real possibility. I’ve only started playing with some of these effects, but they allow for such things as dynamic raindrops on the screen, world textures reacting to the player or scripts, or even letting the player paint a picture ingame. What’s the difference between Sigil and OBGE? Sigil uses the Voodoo Shader Framework, a system designed to make shaders accessible and constant between games. Voodoo shaders written for Morrowind, NWN2 or any other supported game will function in Sigil as well. This opens a lot more developers, artists and testers. I have been trying to get in touch with the OBGE developers, in order to work with them if at all possible. I’d much rather cooperate with them somehow rather than rewrite everything they’ve done, or worse yet create a competing project. So far, I haven’t been able to contact them, and have been doing some test work on my own. I will continue trying for some time, and if any OBGE devs see this thread, please toss me a PM. Depending on whether I do talk to the OBGE devs and what comes out of that, some of these details may change. In the event that I can’t reach them, I’ll be continuing work on Voodoo/Sigil as planned. Screenshots Most of these are little things so far, just test shaders and patterns to demonstrate the system works. As I get more code together and things more complete, fancier screens will be available. Oblivion: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot8.jpg http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot15.jpg http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot16.jpg Morrowind: A delayed picture-in-picture with a color shift: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/Voodoo_GEM_16.png http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/Voodoo_GEM_15.png Fullscreen: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/CopyofGEM_2.png Neverwinter Nights 2: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/nwn2.jpg (the NWN module isn't ready yet, as it takes a bit more infrastructure) How can you help? At this point, I need people willing to help test. You should have a semi-functioning computer and Oblivion (the latest patch is preferred). Testing pretty much consists of downloading the latest files, running Oblivion and telling me if anything goes horribly wrong. Having a variety of systems to test on is important for stability. Everything from Windows 2000 to 64-bit editions of 7 can help make sure there are no nasty little bugs in Voodoo. I am setting up a bug-tracker and merging my shader forum into a larger forum, both will be used to support Voodoo. If you are a code or shader developer with any interest in contributing, or just questions, please get in touch. If you don’t fall into any of the above, cheering on, suggestions, comments and general encouragement are also welcome.
  5. As some of you may have caught, I haven't been exactly pleased with the development of MGE lately. The details are rather technical, but it's been getting to the point where I can hardly use it. Considering most of my releases are shaders, that doesn't work so well. A while back I undertook creating a similar system for Neverwinter Nights; that project went quite well and the shader framework there ended up being a good bit more powerful and flexible than MGE's. After that experience and success, and thanks in part to questions from some of the folks that hang around, I decided to bring my new system back to Morrowind. I now have it working enough to post WIP threads. What is Voodoo? The Voodoo Shader Framework is a system designed to add special effects and enhanced graphics to a variety of games. It improves the look, and sometimes speed, of old and new games. The goal of Voodoo is to provide a unified, uniform and consistent target for adding shaders to almost any game. At this time, Voodoo has been internally tested in Morrowind, Oblivion and Neverwinter Nights 2. Screenshots from each can be found toward the end of this post. The entire Voodoo project, including all game adapters, is open-source. If any programmers or shader artists have questions or comments as to the specifics, please get in touch with me. What is Voodoo/Gem? Gem is the adapter for Morrowind. It handles the details of using Voodoo shaders in the game. At the moment, Gem is set up to use a single shader for testing purposes. Once I’ve made sure everything works properly, a user-configurable list will be used. Gem will also support advanced materials (shaders applied to objects in-game, providing current generation rendering effects). What features does/will Gem have? Voodoo and Gem provide a comprehensive system for postprocessing and material shaders, including automatic parameter and texture linking and shader render-to-texture features. In simpler terms, that means fullscreen and per-object effects are possible, as well as shaders using or creating textures used in-game. Gem will provide a distant land system comparable to MGE’s. If possible, they will use identical files (to make transitioning between the systems easier). Gem will not break Morrowind’s water shaders and will allow players to keep using them, although it will provide optional enhanced water effects of its own. Thanks to a few tips from Hrnchamd, Gem will support shadows from distant land and, if all goes well, near objects as well. Gem will be integrated with MWSE, v0.9.4a or better, to provide script access to the shaders, land, water and other effects. Script commands will, if at all possible, be byte-by-byte identical to MGE’s MWSE commands, so that scripts won’t have to be recompiled. Additional script commands, to handle material shaders, dynamic parameters and textures and other Gem-specific features, will be added. What’s the difference between MGE and Voodoo/Gem? MGE was designed as a Morrowind-specific shader system, and has been developed over the course of several years by a number of developers (myself included). While an excellent and innovative project, the code has suffered over time, as most does. Gem is intended as a faster, more stable and cleaner re-imagining of the MGE concept. Without MGE, I wouldn’t be involved in this and Voodoo would not exist. It certainly deserves a tip of the hat. :foodndrink: Voodoo/Gem is faster than MGE. It will be more configurable, and turning a feature off will actually mean it gets turned off and has no FPS hit (something not guaranteed in recent MGE builds). Gem provides a powerful shader system, taking advantage of the full syntax of the Cg language. MGE uses a subset of the HLSL language (there is no practical difference between Cg and HLSL, except that HLSL is DirectX-specific). Gem does not make use of archaic magic names, like MGE’s “texture thisframe;†and similar; instead it uses proper annotations to allow shaders to reference textures as needed. This allows shaders to access not only Gem’s textures, but to use game-loaded texture or create their own. Gem will use a two-target rendering system to provide depth information to shaders (the color and depth buffers will be drawn simultaneously by a single shader). MGE caches renders and redraws them, causing a significant speed hit and memory increase. On systems not capable of using multiple render-targets (very old cards), Gem will fall back to a two-pass render method. Gem uses a shader system spanning multiple games, and even graphics APIs (Voodoo works with both DirectX and OpenGL). A single target is provided to developers and artists; this means any shader written for Voodoo/Gem will function in all Voodoo-supported games. Having more games supports means a bit more work, but it also means more people testing the system and writing shaders for it. There’s no reason for MGE, OBGE and NWShader to all use different systems for the same thing (the Voodoo project was born from the fact that I was fed up with the little incompatibilities). Voodoo also opens a new family of effects, using the shader-based render-to-texture system. Shaders can create or modify game textures on the fly, making overlays or reactive environments a very real possibility. I’ve only started playing with some of these effects, but they allow for such things as dynamic raindrops on the screen, world textures reacting to the player or scripts, or even letting the player paint a picture ingame. Screenshots Most of these are little things so far, just test shaders and patterns to demonstrate the system works. As I get more code together and things more complete, fancier screens will be available. Morrowind: A delayed picture-in-picture with a color shift: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/Voodoo_GEM_16.png http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/Voodoo_GEM_15.png Fullscreen: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/CopyofGEM_2.png Oblivion: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot8.jpg http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot15.jpg http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/ScreenShot16.jpg Neverwinter Nights 2: http://i4.photobucket.com/albums/y145/peachykeen000/Voodoo/nwn2.jpg (the NWN module isn't ready yet, as it takes a bit more infrastructure) How can you help? At this point, I need people willing to help test. You should have a semi-functioning computer and Morrowind. Testing pretty much consists of downloading the latest files, running Morrowind and telling me if anything goes horribly wrong. Having a variety of systems to test on is important for stability. Everything from Windows 2000 to 64-bit editions of 7 can help make sure there are no nasty little bugs in Voodoo. I am setting up a bug-tracker and merging my MGE shader forum into a larger forum, both will be used to support Voodoo. There may be some issues with the Steam releases of Morrowind, I’m unable to test those myself but will be trying to get in touch with the folks at Steam to see what I can find out about their setup. If you are a code or shader developer with any interest in contributing, or just questions, please get in touch. If you don’t fall into any of the above, cheering on, suggestions, comments and general encouragement are also welcome.
  6. By request, Bethesda-free Gamebryo demos: "Coldwood Tech Demo" (made it 2007): Emergent tech demo, 2009: Linky Character demo: Not sure if there are others hanging around, but somehow, Bethesda always manages to leave out a lot of the power Gamebryo has (besides adding a bunch of bugs! ). Edit: ah, the source of all this nonsense: http://www.emergent.net/en/Multimedia/Videos/
  7. +10, at least, for posting Tiamat. Brilliant band, I love their lyrics and sound. Aye, at least a few. I've been listening to them as long as I can remember.
  8. I stop in and this is what I find? Huge congrats to the both of you! Of all the things not to come with a readme...
  9. back again! let's see if I can remember to keep checking in here tho

  10. hath return-ed! at least for the day ;)

    1. grond

      grond

      I won't say that's peachy even though it is :) That's be trite of me!

  11. A most excellent day for a birthday, don't you agree? *brings cake

  12. This has happened a few times before. The best fix is to run Windows update manually, a few days after the updates come out. A few bugs slip through (Vista was one), but they usually catch them reasonably quick.
  13. That's insane. I want one (well, not that one, a different one). Heh, soon they'll replace CG in movies with animatronics. Won't that be backwards.
  14. I like how you're all over-analyzing it, when I was just being smart. I think Glaedr got it, though. All parents have kids and all people die, therefore all parents die after having children (as it's not possible to die a parent before having a child).
  15. That's something I avoid like the plague and am deathly afraid of. Although, children are more fatal then any plague in history. 100% of parents die after having children. Not even the darkest hours of European history boast a fatality rate like that. And good luck with your leg and repairs.
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