[patch] new fog shader

Everything about development and the OpenMW source code.
magamo
Posts: 109
Joined: 28 May 2016, 17:28

Re: [patch] new fog shader

Post by magamo »

I'm about to leave on vacation, but when I get back, I will create a new patch based on the old one. The conflicts are quite minor.

EDIT: New patch attached.
fog-shader-osg-20180103.patch
Patch against master as of 20180103
(12.65 KiB) Downloaded 475 times
Schwerpunkt
Posts: 11
Joined: 05 Dec 2017, 14:41

Re: [patch] new fog shader

Post by Schwerpunkt »

Anyone able to post a non-patch version of the above?
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: [patch] new fog shader

Post by Capostrophic »

Here you go, I guess.

Image

^yes, explored map is broken
Attachments
Fog Shader.7z
Drop to OpenMW root folder, set 'force shaders' to true
(6.32 KiB) Downloaded 501 times
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: [patch] new fog shader

Post by raevol »

Hmm, it either still doesn't work for me, or there's a setting I need to flip to make it work... anyone know about the settings?
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: [patch] new fog shader

Post by Capostrophic »

set 'force shaders' to true
Add [Shaders] section to settings.cfg and add the setting there.
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: [patch] new fog shader

Post by raevol »

This is what I have right now:

Code: Select all

[Camera]
near clip = 5
small feature culling = true
viewing distance = 40000
small feature culling pixel size = 4.0

[Cells]
exterior cell load distance = 1

[GUI]
color background owned = 0.15 0 0 1
color crosshair owned = 1 0.15 0.15 1
hit fader = true
menu transparency = 0.84
scaling factor = 1.75
stretch menu background = false
subtitles = false
tooltip delay = 0
werewolf overlay = true

[Game]
best attack = false
difficulty = 100
show effect duration = true
show owned = 3
show projectile damage = true
show melee info = true
show enchant chance = true
prevent merchant equipping = true

[General]
anisotropy = 4
contrast = 1.00
field of view = 55
gamma = 1.00
num mipmaps = 8
screenshot format = png
texture filtering = trilinear
texture mipmap = linear

[HUD]
crosshair = true
fps = 0

[Input]
allow third person zoom = false
always run = false
camera sensitivity = 0.631563
camera y multiplier = 1.0
grab cursor = true
invert y axis = false
toggle sneak = false
ui sensitivity = 1.0

[Map]
global map cell size = 18
local map hud widget size = 256
local map resolution = 256
local map widget size = 512

global = false
[Objects]
num lights = 8
shaders = true
use static geometry = true

[Shaders]
auto use object normal maps = true
auto use object specular maps = true
force shaders = true

[Saves]
autosave = true
character = Athyn_Falos
timeplayed = false

[Shadows]
actor shadows = true
debug = false
enabled = true
fade start = 0.8
misc shadows = true
shadow distance = 1300
split = true
split shadow distance = 14000
statics shadows = true
terrain shadows = true
texture size = 512

[Sound]
footsteps volume = 0.512351
master volume = 0.544154
music volume = 0
sfx volume = 0.415242
voice volume = 1.0

[Terrain]
distant terrain = true
shader = true

[Video]
antialiasing = 4
contrast = 1.00
framerate limit = 0
fullscreen = true
gamma = 1.00
minimize on focus loss = true
opengl rtt mode = FBO
render system = OpenGL Rendering Subsystem
resolution x = 1920
resolution y = 1080
screen = 0
vsync = true
window border = true

[Viewing distance]
fog end factor = 2.0
fog start factor = 1.0
limit small object distance = true
max viewing distance = 40000
small object distance = 4000
small object size = 10
viewing distance = 40000

[Water]
reflect actors = true
reflect statics = true
reflect terrain = true
refraction = true
rtt size = 2048
shader = true

[Windows]
alchemy h = 0.491667
alchemy w = 0.494271
alchemy x = 0.252604
alchemy y = 0.258333
barter h = 0.688889
barter w = 0.366146
barter x = 0.627083
barter y = 0.0703704
companion h = 0.375
companion w = 0.75
companion x = 0.25
companion y = 0
console h = 0.5
console w = 1
console x = 0
console y = 0
container h = 0.340741
container w = 0.75
container x = 0.129688
container y = 0
dialogue h = 0.884927
dialogue w = 0.738377
dialogue x = 0
dialogue y = 0
inventory barter h = 0.738889
inventory barter w = 0.378125
inventory barter x = 0.0302083
inventory barter y = 0.0555556
inventory companion h = 0.5725
inventory companion w = 0.6225
inventory companion x = 0
inventory companion y = 0.4275
inventory container h = 0.572222
inventory container w = 0.622396
inventory container x = 0.211979
inventory container y = 0.393519
inventory h = 0.848148
inventory w = 0.557292
inventory x = 0.442708
inventory y = 0
map h = 0.87963
map w = 0.883333
map x = 0.0708333
map y = 0.0351852
spells h = 0.995138
spells w = 0.287147
spells x = 0.153145
spells y = 0
stats h = 0.62963
stats w = 0.434375
stats x = 0
stats y = 0
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: [patch] new fog shader

Post by Capostrophic »

Oh. Alright.

These files are based on the master branch (the patch was based on it too, though shader files in master are virtually identical with 0.43.0 release files), so it's... not a good idea to install them onto a build of OpenMW with AnyOldName3's shadows pushed. Unless it isn't one.
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: [patch] new fog shader

Post by raevol »

Hmm, I'm using the Daily PPA, so I don't have the new shadows, but I may not be "pure" 0.43?
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: [patch] new fog shader

Post by Capostrophic »

Hm. Then it indeed is odd. Is there any sort of warning message in the terminal which doesn't appear in openmw.log consequently? Does at least water appear somewhat milky?
magamo
Posts: 109
Joined: 28 May 2016, 17:28

Re: [patch] new fog shader

Post by magamo »

Looks like what was packaged up, is in a 'Fog Shaders' directory. It's important to move the shader files in Fog Shaders/resources/shaders to the resources/shaders subdirectory of your OpenMW installation.

If there is interest, I can try and see if I can get this to work with the Shadows branch too. However, with that still in flux, keeping that up to date moment to moment may be difficult. I would almost rather wait until the shadows work is finalized and then rebase this patch.
Post Reply