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trueBloom g6


peachykeen
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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:

I tested it ingame only moments ago, and it worked just fine (for the most part). There are a few features not implemented (day/night, underwater effects, depth effects). At the moment, it's a simple bloom shader. I used large chunks of the g3 technique (seeing some comments that it beat g5), and parts of g5 (it's a bit more advanced than g3). Then I adjusted it to bloom with regard to brightness, and made it bloom further. I added a pre-brightpass blur pass (which is something you really shouldn't do, but (I need to find the particular screenshot) it can pull out bright details with perfect precision). Tonight, I further revised the brightpassing and combination mathematics, for what I think is an excellent bloom. It's only the technique, not finished or polished yet.

A few select shots:

http://i4.photobucke...reenshot107.png

#2, off: http://i4.photobucke...reenshot109.png

#2, on: http://i4.photobucke...reenshot108.png

Through narrow cracks: http://i4.photobucke...reenshot110.png

Doesn't kill outside: http://i4.photobucke...reenshot111.png

Personally, I love the candles: http://i4.photobucke...reenshot115.png

It's still a bit off on faces: http://i4.photobucke...reenshot115.png

Candles again: http://i4.photobucke...reenshot118.png

Night, off: http://i4.photobucke...reenshot127.png

Night, on: http://i4.photobucke...reenshot128.png

Unfortunately, has the Oblivion hand-bloom: http://i4.photobucke...reenshot122.png

But makes smoke smoother:

off: http://i4.photobucke...reenshot123.png

on: http://i4.photobucke...reenshot124.png

And for the download:

http://www.mediafire.com/?wjyjmy2imyb

This is the version I've been playing with. At this moment, if you have this, you have what I have. It's not perfect yet, like I said, but is (IMO) another step in the right direction. I won't be rushing release of g6, it will be finished and polished before it comes out. I'll also be converting it to ps1.4 (simplified but extremely compatible and pretty darn fast) and ps3.0 (complex but potentially faster, but less compatible) versions. Also, I'll be perfectly water and depth effects.

So, if I may ask, more comments?

Edit: One bug-ish thing: it reacts funny to HDR. I don't know if it's the HDR changed in the new DLL or how I handle it changed, but as HDR bounces back and forth, bloom visibly does as well. It's not exactly a pleasant effect. It should be smoother. Another TODO. Otherwise, I haven't seen any issues. This does not include HDR, so if you want dynamic ranges, you should use an HDR shader (pure HDR, not bloom & HDR) before using this shader. You should use the following chain: SSAO/HDR (interchangeable, mostly), Depth of Field (needs to take SSAO & HDR into account), Bloom (needs to come after DoF for proper blooming of distant lights). If you use god-rays, you can insert it before or after bloom.

Edit2: Here is the full photobucket album link:

http://s4.photobucke...trueBloom/g6_b3

It's got a good few dozen screens more than I posted here.

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What obstacles would one face while trying to port the shader to Oblivion (considering it's possible with what OBGE offers) ?

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.

It looks bloody brilliant by the way :P Are the volumetric light rays implemented as a part of trueBloom ?

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. :D

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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.

Well, OBGE allows manipulation of an effect file's local variables/globals (built-in types, including vector and texture), applying full screen shaders and loading textures on the fly. [ Complete Function List ]. I believe TimeSlip wasn't able to decode the renderer beyond that.

What's the verdict ? Would I be able to write a port ?

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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).

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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).

I guess I'll take a look at MGE's source then :yes: What sort of conversions does the effect file require ?
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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.

Could I get a copy of the FX file ? I'd like to see if I can do the port myself.
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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).

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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).

Will try it out. Thanks !
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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.

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There are a few issues, particularly the HDR code, that will kill it in OBGE.

Why is the underwater handling code gone ? It doesn't seem to use the depthframe.

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.

Still no difference.
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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.

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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.

The int/ext/uw flags aren't an issue. I can (been doing just that) use OBGE's setShaderXXX and CS' isUnderwater/isInInterior functions to simulate those flags.

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.

Yeah. There's a chance that the shader didn't compile ( OBGE does that at runtime, IIRC ). I don't think it throws any exceptions when shaders don't compile. I'll look into the source code and make sure.
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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.

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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.

nah ... seems like the loadShader command doesn't like the naming convention used by your FX file. I'll mess around and see if I can figure out something.
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