h4xkthx Posted May 3, 2011 Share Posted May 3, 2011 Liquid Water. Especially if you can find some great settings for it. It also allows you to set up different regions and environments with different water settings, which few other mods have done let along put control of that into player hands. Unfortunately the "AA Shader" isn't true antialiasing. On the countrary, it removes edges by blurring, instead of removing the edges by increasing the visible details. If you use OBGE's "anti aliasing" I suggest lowering it's strength also, you can end up with textures that are much less blurred, with most of the jaggies still gone. Link to comment Share on other sites More sharing options...
csgators Posted May 5, 2011 Share Posted May 5, 2011 I tried liquid water but there is no collision with the water, when it rains it doesn't change the surface of the water, etc. and magic effect don't render in the water. It was an immersion breaker for me until they clean it up. Link to comment Share on other sites More sharing options...
tomerk Posted May 5, 2011 Share Posted May 5, 2011 While there is no AA possible with OBGE, very recently an MLAA shader was created that works very well.Rain collision w/ water and magic effects not appearing on the water are others of the known bugs that are being worked on in OBGE Liquid Water. And if you're interested in the future development of OBGE Liquid Water other than the bug fixes Link to comment Share on other sites More sharing options...
Luminiari Posted May 9, 2011 Share Posted May 9, 2011 That MLAA shader looks really awesome... in everyone else's game. Liquid Water won't play nice with it for me. I know that's the cause as I uninstalled Liquid Water and just used OBGEv2 with the Shaderlist method and it was fine... don't suppose you'll be able to incorporate it into the Shader.ini thinger? Or suggest why it might not be working for me? Link to comment Share on other sites More sharing options...
tomerk Posted May 9, 2011 Share Posted May 9, 2011 Rename it to NormalFilterAA.fx and enable NFAA in the shader ini and it should work fine. Link to comment Share on other sites More sharing options...
Luminiari Posted May 11, 2011 Share Posted May 11, 2011 Rename it to NormalFilterAA.fx and enable NFAA in the shader ini and it should work fine. Tried that, too. No dice. Link to comment Share on other sites More sharing options...
tomerk Posted May 11, 2011 Share Posted May 11, 2011 You might be using the one that requires its own obge dll. A more recent version was created that doesn't need its own obge dll. That one is compatible with OBGE Liquid Water through the shaderlist and the method I previously posted. Link to comment Share on other sites More sharing options...
Luminiari Posted May 11, 2011 Share Posted May 11, 2011 I've tried everything.I even copied my boyfriend's data folder. Starting to think though, that it's my graphics card. Apparently people using v11.3 for AMD cards are having issues with AA, regardless of whether they set it to CCC controlled or application controlled. Might try rolling back a version or two and seeing if that does anything. Link to comment Share on other sites More sharing options...
ziitch Posted May 11, 2011 Share Posted May 11, 2011 (edited) Or you could just use the newest version of MLAA (after I just read above :rolleyes: )... http://forums.bethsoft.com/index.php?/topic/1186355-wiprel-oblivion-graphics-extender/page__view__findpost__p__17631627 Edited May 11, 2011 by ziitch Link to comment Share on other sites More sharing options...
Luminiari Posted May 11, 2011 Share Posted May 11, 2011 I AM using the latest version of MLAA. And it is not working. Hence why I posted here in the first place. Link to comment Share on other sites More sharing options...
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