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[Solved] Should water shader look like this?
Posted: 22 Feb 2019, 15:44
by Rubicon
Hi! I am somewhat confused as to what default water shader should look like in openMW ver 0.44.
For instance, here is a
PR merged on Sep 20, 2017. This is what water looks in images in "Conversation" tab there:
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Spoiler: Show
This is what water looks like for me in game:
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Spoiler: Show
- https://i.postimg.cc/kGh5sT5r/Screensho ... -58-11.png
Running a lot of mods, but, as long as contents of "openmw/resources/shaders" are not modified, this should have no effect on water shader, right?
Settings.cfg contents:
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Spoiler: Show
- [Shaders]
auto use object normal maps = true
auto use terrain normal maps = true
auto use object specular maps = true
auto use terrain specular maps = true
terrain specular map pattern = _diffusespec
force shaders = true
clamp lighting = false
normal map pattern = _n
normal height map pattern = _nh
force per pixel lighting = true
#clamp lighting = false
[Video]
resolution x = 2560
resolution y = 1440
fullscreen = true
vsync = false
antialiasing = 2
gamma = 1.20994
[Windows]
dialogue h = 0.409722
dialogue w = 0.541406
dialogue x = 0.260938
dialogue y = 0.504167
inventory h = 0.4875
inventory w = 0.416797
inventory x = 0.00117188
inventory y = 0.5125
map h = 0.317361
map w = 0.377344
map x = 0.622656
map y = 0
spells h = 0.629167
spells w = 0.184766
spells x = 0.814453
spells y = 0.34375
stats h = 0.443576
stats w = 0.241699
stats x = 0
stats y = 0
container h = 0.365278
container w = 0.491016
container x = 0.508594
container y = 0
inventory barter h = 0.614583
inventory barter w = 0.622266
inventory barter x = 0
inventory barter y = 0.385417
inventory container h = 0.348611
inventory container w = 0.620313
inventory container x = 0
inventory container y = 0.608333
console h = 0.5
console w = 0.996094
console x = 0
console y = 0
barter h = 0.363194
barter w = 0.648438
barter x = 0.350391
barter y = 0
alchemy h = 0.5
alchemy w = 0.499219
alchemy x = 0.25
alchemy y = 0.25
inventory pin = false
[Camera]
field of view = 91.7902
first person field of view = 75.0
#viewing distance = 200000.0
viewing distance = 50000
small feature culling = true
small feature culling pixel size = 16.0
[GUI]
scaling factor = 1
[Terrain]
distant terrain = true
[General]
anisotropy = 16
texture mipmap = linear
screenshot format = jpg
[Input]
always run = true
toggle sneak = true
camera sensitivity = 0.846145
[Map]
local map hud widget size = 1
global = true
[Water]
reflect actors = true
refraction = true
rtt size = 2048
shader = true
refraction scale = 0.75
[Saves]
character = xxxxxxxxx
timeplayed = true
[Game]
best attack = true
show effect duration = true
difficulty = 100
followers attack on sight = true
show melee info = true
show projectile damage = true
[Cells]
exterior cell load distance = 2
preload enabled = true
preload num threads = 4
[Sound]
footsteps volume = 0.520752
sfx volume = 0.718772
voice volume = 1
music volume = 0
hrtf enable = 1
hrtf = default-48000
master volume = 1
[HUD]
crosshair = true
Re: Should water shader look like this?
Posted: 22 Feb 2019, 15:52
by AnyOldName3
What happens if you set the refraction scale setting back to 1.0?
Re: Should water shader look like this?
Posted: 22 Feb 2019, 15:57
by Rubicon
Re: Should water shader look like this?
Posted: 22 Feb 2019, 16:05
by Capostrophic
You don't have png readerwriter plugin for whatever reason. Check openmw.log for possible warnings regarding this.
Do you use the Linux generic binary? If so, do you have libpng12 installed?
Re: Should water shader look like this?
Posted: 22 Feb 2019, 16:22
by Rubicon
Using
this openmw build from
here:
openmw.log has these lines:
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Spoiler: Show
- Error: Failed to read window icon, no png readerwriter found
Error: Failed to read ./resources/shaders/water_nm.png, no png readerwriter found
Error: Can't open savegame screenshot, no jpg readerwriter found
Error: Can't open savegame screenshot, no jpg readerwriter found
Error: Can't open savegame screenshot, no jpg readerwriter found
Error: Can't open savegame screenshot, no jpg readerwriter found
openmw/lib dir contents
Code: Select all
lexest@lexest-MS-7B61:~/openmw-0.44.0-Linux-64Bit/lib$ ls -la | grep png
lexest@lexest-MS-7B61:~/openmw-0.44.0-Linux-64Bit/lib$ ls -la osgPlugins-3.4.1/ | grep png
-rwxr-xr-x 1 lexest lexest 52260 Jan 19 2018 osgdb_png.so
I have not manually installed libpng12
EDIT:
tells me that I have a libpng16-16 package.
EDIT again:
Now I see my error:
-
Spoiler: Show
- "To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system"
Re: Should water shader look like this?
Posted: 22 Feb 2019, 16:49
by Rubicon
Thanks @Capostrophic and @AnyOldName3 for your help. I am sorry to have wasted your time.
With the correct lib installed
it just works
Re: [Solved] Should water shader look like this?
Posted: 22 Feb 2019, 17:07
by lysol
I hope you don't mind I edited the title to show that this was solved.
Re: [Solved] Should water shader look like this?
Posted: 22 Feb 2019, 17:12
by Rubicon
Not at all