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.
[patch] new fog shader
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- Posts: 11
- Joined: 05 Dec 2017, 14:41
Re: [patch] new fog shader
Anyone able to post a non-patch version of the above?
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: [patch] new fog shader
Here you go, I guess.
^yes, explored map is broken
^yes, explored map is broken
- Attachments
-
- Fog Shader.7z
- Drop to OpenMW root folder, set 'force shaders' to true
- (6.32 KiB) Downloaded 526 times
Re: [patch] new fog shader
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?
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: [patch] new fog shader
set 'force shaders' to true
Add [Shaders] section to settings.cfg and add the setting there.
Add [Shaders] section to settings.cfg and add the setting there.
Re: [patch] new fog shader
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
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: [patch] new fog shader
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.
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.
Re: [patch] new fog shader
Hmm, I'm using the Daily PPA, so I don't have the new shadows, but I may not be "pure" 0.43?
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: [patch] new fog shader
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?
Re: [patch] new fog shader
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.
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.