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peachykeen

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Everything posted by peachykeen

  1. Any help you need with those, I'll do what I can. trueBloom is one of the most complex, so if it can be ported, the others should too. However, I'm thinking about adding onto the OBGE code a little to make it easier to work with these. The Sin City one is pretty simple, though.
  2. Hm. Mind sending me everything you set up for it?
  3. What happens if you run (the Blender equivalent) of a Smooth modifier over it? Those two ingame pictures are showing issues with the normals, it looks like, and that would help somewhat (it normalizes the normals, for a smoother-looking surface without any real work).
  4. Wrye Mash (the original of that Bash thing) was made for Morrowind, but there is nothing like OBMM, at least no unified solution. There are a few managers. MGE will let you do that. The most common set-ups at the moment use phal's sun shafts, either GIMP bloom or trueBloom, and knu's depth of field and SSAO. It's really a matter of testing what you want, what you like, and tweaking them to make the game feel good. Most often, shaders won't do quite what you want to start with, but it you tweak them slightly, you'll get a much better effect. And I'll agree with Who on Visual Pack. IMO it's by far the best texture replacer (I use VP Complete).
  5. It has to do with culling. I know Morrowind had a strong culling engine, and I think Oblivion (and possibly anything Gamebryo) follows that trend. The general idea is the less you can see at once, the faster it runs. NPCs still have their AI processed when you can see them, but statics (walls and such) only need to be processed either when you can see them or some physics object can interact. Most/all physics engines (Havok and PhysX included) have a second level of physics culling, where still objects are disabled after a time. All in all, just make sure you visually break up the cell enough, and you should be good. Load-doors are also good, just to reduce strain further (and speed up load times, 10 little cells looks like it loads faster than 1 big one).
  6. Try this: http://www.mediafire.com/download.php?1fta1mixwin It's edited and stuff for Oblivion. Depth is cut, some things are moved around to work better, hopefully.
  7. Try just trueBloom.fx? I'm not sure, but what limits does it have? Is there are particular dir? I'll look through the OBGE code for it...
  8. Ah. That would explain it. I assume you can fix that, but does it work after that? I'm not sure... I just did a quick edit with Notepad++, couldn't compile. I can take care of that later tonight. I'll leave those flags in for you and get another version up by tomorrow.
  9. Ah. If Oblivion scripts have those flags, I'll put them back in the code. That should work. Only thing is, I'll make sure they use lower-case (make sure they do in your script), MGE had a few issues with that and OBGE shares some of it's code. It should compile at runtime, so I'll run it through MGE to make sure that works.
  10. I took it out because OBGE doesn't have the special flags I added to MGE, nor does it have the memory map to find those. Depth, inside/outside, and underwater stuff don't work with OBGE. Same with HDR. I'll play with it more, make sure it compiles and works. Are you sure it's being turned on via OBSE and enabled and what-not? I don't know how that all works, but I'll take a look at it. I don't have the Oblivion CS, though.
  11. There are a few issues, particularly the HDR code, that will kill it in OBGE. I'm working on changing it right now, I'll edit with a download. Edit: Ok. Try this: http://www.mediafire.com/?trdtlnk5qnq It's not as fancy but might work with OBGE. If it doesn't (or doesn't compile, I don't have MGE on this comp) I'll take a look at it again later.
  12. http://www.mediafire.com/?wjyjmy2imyb I've been looking through the OBGE source, and I think I've figured it out. There are only one or two minor edits that will be needed for it to work with that. The three main things (rcpres, thisframe, and lastpass) are all provided. ATM, that's all trueBloom needs to function (it works better with more, but will work fine here). If someone could tell if it's inside, or use an OBSE script to provide that to the shader (so it can use different brightnesses inside and outside), that would give about all the functions of the real (MGE) one. I'll convert it to how I think it should be and post another link, if you can test it with OBGE (I haven't gotten it set up yet).
  13. Chances are, none. Depending on how OBGE works. If it's similar, and it should be (I'm pretty sure OBGE's a stripped version of MGE), then just making sure variable and texture names are the same and such.
  14. This just takes the basics, really. Full-screen, multi-pass shaders. There's no real decoding of the renderer, it's just hooking it to do extra stuffs. But, I just downloaded the source. I'll look over it, might make some edits, and will report back when I have an idea. I don't have OBSE or OBGE, though, so I don't know if I'll be able to test. I can certainly convert the FX file, if you can test it once it's done. In addition, you'll have to turn off Oblivion's bloom, otherwise Bad Things will happen (superbright bloom).
  15. Easy... If you understand classes and lists, really. I'm going to change from linked lists to plain lists (from C++ list to C++ vector, I think is the equivalent), if it makes it work better. But essentially, to note every NPC out of a mod, this is the code: Datafile thatFile; thatFile.load("yourmod.esp"); foreach ( Record cRec in thatFile.records ) if ( cRec.type == "NPC_" ) printf("Found an NPC!\n"); It doesn't do much, but it shows how simple the system can be. To get a particular record: datafile.records[index] For subrecords in a record, you could use this (prints everything): Datafile thatFile; thatFile.load("yourmod.esp"); foreach ( Record cRec in thatFile.records ) { printf("Type: %s\n", cRec.type); foreach ( Subrecord sRec in cRec.sub ) { printf(" Type: %s\n Data: %s\n", sRec.type, sRec.data); } } I'm having a few issues with .Net trying to use Unicode (2-byte) characters for stuff, which ruins the files (the ESP format uses only 1-byte, as far as I've seen). That's only related to saving, though. Loading works, except for subrecords with flags (I haven't figured out which have them and don't, so ATM they get prepended to the data).
  16. It depends. If OBGE offers similar/same features as MGE, it'll be a breeze. If not, and I have to hack it into the SDPs, much harder, if impossible. Nope, those are vtastek's god rays shader: http://mgeshaderlib....c.php?f=15&t=37 That's one link, there's another somewhere... Edit: just to clarify, those top 3 screens use this shader (trueBloom g6, BETA 3), vtatek's god rays, and knu's depth of field and SSAO. And I didn't take any of them, and there are better ones I couldn't find to link.
  17. Possibly, but lower-level, I think. It's for developers to use, so they don't have to worry about how to read the files, they just get it all done.
  18. In programming terms, it can read any Morrowind-ish encoded file (4-byte record, 4-byte length, 8-byte flags, 4-byte subrecord type, 4-byte sub len, n-byte sub data) and store it into a linked list, so you can iterate through the records, select by type if you wanted, and just go through a whole file (it takes a second or two to load Tribunal.esm, which is 10s of thousands of records) and do whatever you want with the data, in a simple format. In simpler terms, it simplifies loading of ES* files by programs. It handles all the reading and interpreting, and leaves your program with a nice neat list of records and their subrecords.
  19. So, I know there was one of these already, but this is yet another version. I'm not releasing until it's tweaked and tweaked and perfected, so many betas will exist by the time it becomes RC1. Pictures, then content (keeping you interested). Some shots by others using it: http://i26.tinypic.com/kd92sn.jpg http://i25.tinypic.com/ndaikw.jpg http://i29.tinypic.com/ofzrz8.jpg Anyways, from the Officials post:
  20. In case this is still being watched, I finally got my ES* library updated and working. It can read any Morrowind file, and possibly Oblivion/FO3 files as well. A true installer (regardless of mod packaging) should be possible with it, as well as analyzing files. It's in C# at the moment, but that can be changed. If anyone wants the code, I'll send it on over.
  21. Actually it's "Program Files" and "Program Files (x86)". At least on my system (7x64).
  22. You could try Forumer, they have a decent free-forum deal, and you can pick phpBB 2, 3, or IPB. If you want real hosting for a site, Freewebs or a dozen other places provide a decent deal. Some go up to 5 MySQL DBs, 5 gigs of storage, and 50 gigs of bandwidth.
  23. Nice! Just got back into playing this (going to mod soon), and needing a good house. That Fairfax apartment looks quite nice, will download! (although it's always disturbing to see the area I live in totally blown up ).
  24. I may feel at home there if I felt at home in C#, but even that's not my language of choice. I'd rather use C++, but C# tends to make coding stuff like this (and GUI stuff) a whole lot faster, plus libESM already exists in C++. I do know that parsing the strings for the INI will be easier in C# then C++, unless you involved the standard library and strings, or possibly another lib like rudeconfig or such. Edit: Also, I'm looking up references now for VB's classes and the equivalent of lists.
  25. I installed VB, and got lost about when I hit new class. I'm having one last issue (I think it's the last one) with the classes in the C# version, and it'll be done. Quite a simple setup to use, if I do say so. Only problem is it doesn't work yet. Right now I'm using Lists to add records and subrecords to a datafile class, except it's complaining about NullReferences. I don't know if Visual Basic has lists or just those Dim/array things. As for the INI code, I'll mock that up in C# pseudo-code if I can't get the hang of VB.
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