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Oblivion Reloaded


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#971
beldaran1224

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Now that OR effects the terrain shaders, does it conflict with Detailed Terrain? If so, merging that functionality into OR would be FANTASTIC.

Thank you so much for this amazing mod!!!

#972
Supierce

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In response to post #22974079.

Oblivion Reloaded works well with Detailed Terrain. No conflict at all.

#973
beldaran1224

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In response to post #22974079. #22974524 is also a reply to the same post.

Thank you!

#974
frankstahl

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Hi, Alenet!
Thank you so much for version 1.4! The Skin and LOD shaders are just awesome!

I just encountered two minor problems which arised with v1.4:
1. When you quit a dialoque with an NPC and the camera zooms back to normal view, there is a small "jump" at the end of the zoom out.
2. Sometimes parallax mapping seems to kick in a bit late, so the picture seems to jump a little bit also.
As far as I remember, these two things did not occur with v1.3.

Best regards
Frank

#975
Alenet

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In response to post #22965094. #22966204, #22969129 are all replies on the same post.

I think it is an HDR "problem" caused by OR and armor textures that have wrong normal maps.
Have you the HDR shaders enabled in OR? If yes, try to disable to test.

#976
Alenet

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In response to post #22974079. #22974524, #22980724 are all replies on the same post.

Yes it conflicts. As i wrote in the description page, you cannot use any shader overriding of the same type.
While OBGE replaces only the distant terrain shaders, OR replaces distant and near ones.
If you use detailed terrain, OR overrides (or viceversa) the near terrain shaders, so you cannot use both (even if apparently there are no conflicts). Only distant shaders works.
There is no reason to use detailed terrain with OR, eventually use detailed terrain textures (for near lod) but not the detailed terrain shaders.

Edited by Alenet, 26 February 2015 - 10:59 AM.


#977
Alenet

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In response to post #22982939.

Thank you! :)

They occurred also in v1.3.
1. I remember this. I will try to look at this minor thing at the end of the development.
2. Problem occurs under three or more lights (example you have fired a torch, your companion too and there is a lamp near) are on a surface. I fixed the problem in v1.4 but it seems not at all.

It is not simple to test in several places and situations. I will fix it the second point in the next release.

Edited by Alenet, 26 February 2015 - 11:05 AM.


#978
Alenet

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In response to post #22973224.

Thanks :)

#979
nooonemusteverknow

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In response to post #22954879. #22955939, #22958159, #22960759, #22961334, #22964824, #22965174, #22966029, #22970724 are all replies on the same post.

Thanks Alenet -that answers my questions. I will regenerate lower resolution textures as you recommend to save my vram! :)

It looks like you have boosted specular on near terrain so that distant snow and near snow have the same shine - nice!

BTW while you were porting/fixing LLOD did you look at the groundfog.fx file that came with the latest version? I think it's supposed to add an 'exponential haze' effect but I could never get it to work with OBGE? Could something like that be implemented in OR?

Sorry for being greedy with so many questions and requests. As it is OR is an amazing contribution to the community which we are very thankful for!

Edited by nooonemusteverknow, 26 February 2015 - 01:02 PM.


#980
frankstahl

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In response to post #22982939. #22986074 is also a reply to the same post.

Great, thank you!
I am really so happy about how good my Oblivion looks now with OR. It's really like seeing the game all new again.
I remember when you first included POM and I fired up the game, I went "Wow!" :-)
OR is really a work of love for Oblivion.




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