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AmpolX

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  1. Oblivion cannot make use of new water shaders...yet ;) MGE had lots of room to work with while developing the code transfer from DX8 to DX9 inorder to get MGE. Try looking up the OBGE project at the BGSF. We managed to unlock fullscreen shaders like Godrays and SSAO so new water could be next...once ShadeMe unlocks the Shadow system...(which he already has :P)
  2. You can use Qarl's and Timeslip's DoF mod with Godrays quite perfectly. Just do not run Godrays through the support plugin but instead use the shaderlist.txt file.
  3. Even if you could, and you can't, Oblivion meshes do not have the right NiNode structures as Fallout meshes. The conversion mesh will be invisible except for the bounding collision box.
  4. Best just to use OBGEv2, Scanti's remake from Timeslips old mod, for Depth of Field, SSAO, Godrays, and Various color effect shaders.
  5. I think your settings look more natural than the originals, thanks for these! :)
  6. MODS THAT USE CONTENT FROM OTHER GAMES (EVEN IF BOTHS GAME ARE MADE FROM BETHESDA) AND BREAK THE EULA AGREEMENT BETHESDA HAS MADE ARE NOT ALLOWED. END OF STORY. Its just the way it is. Bethesda has kindly asked Nexus to ban morroblivion content for that reason. @ OP You should try Tamriel Worldspace Modding Project if your looking for more regions
  7. Using materials from one game to another is strictly prohibited as it breaks the game license between the company (i.e bethesda) and outside graphic designers who allow their work to be used in games. Morroblivion, while both conversions are games from the same company, Bethesda, is illegal as it ports assets from Morrowind, that were made only for Morrowind, into Oblivion
  8. Googlepox is already apart of Onra's team my friend ;)
  9. Its not godrays that messes with AA but the plugin itself. The way we exposed the Depth Buffer conflicts with AA. I believe Scanti has a fix for it in the newest release or you can use the AA shader by ShadeMe. Its better using OBGE's DoF than qarl's or ENB. Its faster, dynamic, and has a Distance Blur Setting. Just some food for thought.
  10. Something of this undertaking would best be a job for volumetric fog shaders at Range Vertex, meaning the fog goes around objects like buildings and hills instead of one large wall of fog coming at you. Maybe the OGE team will find a way in the future to use Atmospheric Scattering.
  11. ...just passing by ^__^ ...
  12. Not be an arse but I think after the way you treated Kieranfoy, after he was trying to help you, in your last thread about daedric variety will not gain you much answers here. Never the less, if you hate the textures people have put out so far then maybe you should learn how to do it yourself. Free image programs like GIMP and Paint.net can get you started on the basics.
  13. If its a depth judge problem for your water pools then use this tip: Place a single object on a flat cell (or the height of the desired water pool) and use its Zcoordinate data as a reference to the height of water that cell should have. Now if your trying to line up your pool with Lake Rumare then just use whatever lake rumare cell's water height data for your pool. Really, what you're describing is not even a flaw with the CS. Sometimes the CS just gets a bit touchy. A quick save, exit and program start again can fix things quite easily.
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