#Elder Scrolls Oblivion
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yeah, i have that issue too
unfortunately i don't know a way around it. we may need to make a mod for the game that hides that texture within a given distance?
i don't know how to do that though
i think i can swap the texture to the other grass
i might need to download gimp
or just rename the grass texture to it
that wouldn't fix the issue
the texture overlays other geometry in interior scenes and causes issues
true
could it be a remix thing?
ill stop with oblivion for now then until i can find a way to fix it
its bugging me
i did read about the texture thing happening elsewhere before remix, but they said it was a shader
it's an issue with how the game handles lod textures, and how remix shows it
in-game it's typically invisible at those close distances i believe
but with remix it's rendering, causing issues
i dont think dyndolod will fix it but i can try it
yea theres one for it on nexus
https://www.nexusmods.com/oblivion/mods/50439 its not dyndolod but might work
aw
yes i used the mod
that is Morroblivion
will mess with the elder scrolls like games when they get stable. since they aren't stable yet sadly
i couldnt progress through the morroblivion ship due to the quest ui not poppin up but yea should work fine when oblivion is stable
been away playing video games since the diablo 4 launch, might take a peek sometime down the road to see if anything changed
Perhaps you could use an ini setting for texture lod bias to push the lod textures wayyyyyy out into the distance and then hide them in remix? I'm not at my pc right now so unfortunately can't check it myself.
i've messed with oblivion this morning and found out the sky atmosphere mesh is the reason i have the issues im having, im trying to mess with the nif more to see if i can somehow fix it or i will get a dome around the player and a certain texture messes up everything which reads off the sky nif file mesh. will do more later on today
step .7 is being worked on in the pinned
will be on it later
posponed will wait til monday
well ill continue on monday and see what i can do but i will not be able to stream it for now because my headset cord tore up
did some with mesh but my edit made the sky black and made distant terrain no more. so ill work on more tomorrow
trying to figure out whats making the model have shaders
so i can make a clean no dome edit
since i have no way in getting the rtx io or so called new portal remix or portal at all yes its 10 bucks but im poor so yea. any luck with it @spring arch
the sky dome edit was a bust and sorry for not updating sooner
and disabling or the ground texture of the city makes land disappear totally
until i can find out the issue with the shaders i guess im stuck
until then everything is sort of outdated
the gdrive link has old files but still has the remix 2.0
wont update til i find fixes
@late comet i haven't messed with oblivion in about 2 months now
i'll let you know if i do soon
I only just returned to y Remix projects as of like.. the last day or so... but good news! I can now siphon mesh data out of .usds for my dumb app ๐
but even better
Removing just vertexlayout from:
rtx.geometryGenerationHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout
(to get: rtx.geometryGenerationHashRuleString = positions,indices,texcoords,geometrydescriptor)
In rtx.conf was able to get mesh hashes... pretty damn solid on my setup. Only exception so far appears to be face/head meshes, probably as part of facial animations or something, but honestly that's not bad at all.
Thanks to whoever was working on messing with this with some help from Mark back whoever knows when with another game.
its working inside yes but outside i keep getting a sky mesh dome over the layout and disabling the imperial city grass texture just deletes the terrain and sky
With this small change, does the sky dome have a stable hash now tho?
If it does we can delete it in the usda, or change it's scale to 1000x or something.
#1097339713062441031 message its still the same issues like this
ive tried the edits as suggested but it still happens
even if i did disable the grass texture the sky and half the landmass is gone
the atmosphere nif edit i did just messed up the game doing this #1097339713062441031 message
the inside city areas are counted as interiors by the construction set same as houses, exteriors would be the other
and the grass city on top texture cant even be extracted because the bsa tools say it isnt even there
just want a variably working build so people can build upon this and share that way this project isnt abandoned
That wasn't what I was asking, sorry if I wasn't clear enough.
Ill check hash stability of the Atmosphere mesh myself tonight ๐
i think that was me. there was some weird behavior i noticed
rtx.geometryAssetHashRuleString - Defines which hashes we need to include when sampling from replacements and doing USD capture.
rtx.geometryGenerationHashRuleString - Defines which asset hashes we need to generate via the geometry processing engine.
iirc from what Mark said, rtx.geometryGenerationHashRuleString should only affect rendering, not captures. he adjusted the debug view accordingly, so the Geometry Hash debug view should be representing rtx.geometryAssetHashRuleString instead. this allows us to see if replacements will be stable
however, it still appears to be showing the debug view for rtx.geometryGenerationHashRuleString instead
i think there may be something wrong. sadly as a result, the fix you implemented may not actually benefit stability for replacement meshes
it can improve visual stability though
this is all the way back from June 1st btw
Is the geometry asset rule string stored in captures as "lightspeed_geometry_hash_rules"? If so, we might actually be in luck.
My capture I have on my phone for reference lists positions, indicies and geometrydescriptor which as a set of hashing rules appeared to give consistent results last night, either way Ill try to fiddle with it tonight, see if I cant replace something and have it be stable or not.
Odds are good Im just not understanding something, but fingers crossed ๐ค
anythings worth a try and thank you both for trying, i know things get complicated fallout got sort of there but i dont get what im doing wrong with oblivion
not sure what you mean? i think geometryAssetHashRuleString controls what's actually captured as a whole, since it'll affect the geometry hashes that are captured
the default value for it is positions,indices,geometrydescriptor
however, you adjusted geometryGenerationHashRuleString, which has positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader by default
Yea, I was wondering if thats (the lightspeed_..) the same value as rtx.geometryAssetHashRuleString or not, but tbh itll probably be less confusing for everyone if I just worry about that tonight
they're different
geometryGenerationHashRuleString controls the hashes used for rendering the visuals
geometryAssetHashRuleString controls geometry hashes for captures
ah, i missed the edit
that lightspeed_ value may be the same, but i don't know if it'd actually affect anything if you modified it is what i mean, since the capture is based on the genetrated geometry hashes already
if you do mess with it, i guess let us know ๐
I dont want to change it, I was just wondering if I could trust it to mirror the asset capture settings
So I could see what my asset capture was set to, since Im out and not at my computer atm
ah
So Ill set that and the rendering capture to match each other and try an asset replacement tonight I think.
Hopefully it works so we can make the worlds dirtiest .usd mod that scales the atmosphere mesh to 1000x or something so the sky still works ๐
customLayerData.SetValueAtPath("lightspeed_geometry_hash_rules", pxr::VtValue(exportData.meta.geometryHashRule));
this is the line that generates it
and geometryHashRule by default should be geometryAssetHashRuleString with that edit Mark made
so it seems correct
Cool cool, that explains why my captures have been moderately sensible even if rendering has been a kaleidoscopic mess
Thanks for this btw, I was going to confuse myself a lot tonight without having the difference pointed out to me ๐
Well the good news is the hashes are stable enough with the latest versions etc that mesh replacement is definitely viable in Oblivion, so that's neato
When I've got a bit more time I'll narrow down which mesh is left over after converting all the rest to sky materials (rather than just nukeing everything), and that should, in theory, have the skies fixed up with a few flags and a very very short mod.usda
Here's my list of atmosphere mesh hashes:
mesh_D60DA6CF159E10E5
mesh_C724A0034E0C769C
mesh_935EF7CAA5D29A4F
mesh_749F2B280F63AB5A
mesh_74DF66A2C8872B87
mesh_2CA0E15A9E63F62E
Have you tried using those hashes in rtx.conf with the setting rtx.skyBoxGeometries?
I didn't even notice that was an option, I'll try it right now
Setting the mesh hashes (prefixed with 0x instead of mesh_ as per what rtx.conf expects) seemed to have the same effect as hiding the geometry with the usda, but is clearly the intended route so since it still works I'll work on that.
Could have also been my texture flags (I think I had some sky textures set to ignore but not all of them) so I went through and changed them all to Sky.... no dice, so I changed them to Sky and UI and at the very least we're back to playable:
(Purple water has to do with my Oblivion settings, not Remix)
rtx.skyBoxGeometries = 0xD60DA6CF159E10E5, 0xC724A0034E0C769C, 0x74DF66A2C8872B87, 0x935EF7CAA5D29A4F, 0x749F2B280F63AB5A, 0x2CA0E15A9E63F62E
rtx.skyBoxTextures = 0x78BF3844C79CB7B4, 0x98303879B8DC6DB2, 0xC76039286ADAA2CF, 0xF41AA3947606302F, 0x55FCD54987D8A8D1, 0x8E2AF9B9E05B4ED1
We still need to fix up far away LODs covering over close ground, and some pretty annoying mesh/vertex explosions still coming from somewhere, but Oblivion is actually shaping up quite nicely.
Oops, one of those mesh hashes corresponds to the center of the dias in the Temple of The One.
Which one is left as an exercise to the reader ๐
(The little viewer I made to flick through usd meshes quickly didn't have textures ok? ๐ )
looking good
hmmmm
how do you get the hashes maybe thats my mistake
i just went ahead and bit the bullet and bought the portal game....
hope i has funds in the bank oh well
so i started again now i have this issue and cant find the setting
happens if i rotate
well i got outside then i turned around after i saved the textures again, and the game screen froze but i could hear the game
ah it disabled the bridge cause of sephamore
I got the mesh hashes by doing a capture, and then I made a quick viewer to load meshes from the usd so I could scroll through them quickly one by one and I just wrote down the hashes of the few dome/disk like ones that I saw ๐
You could probably get the same result using Omniverse, but it literally took me less time to make the tool with what Ive been making than read the Omniverse EULA so... ๐
did you release the tool anywhere?
Nah man, its cobbled together with good vibes and scotch tape atm, and for the meantime most people can use Omniverse or the python Usd Tools
ok fair enough, ill give a look later on
#1097339713062441031 message speaking of hashes is there one for this
it paste itself upon the landscape and if ignored the landscapes gone
I think its fog related
could be but happens outside too
will look sometime this week maybe
As a (possible) temporary fix I think you can disable Alpha Blending, I had to the other night or I was getting screwy rendering.
alpha blending disabled disables some of the rendering for me for some reason
ok i tried disabling and the ui and some terrain features like some of the rocks are gone
Yea ok thats weird.
Hmm, we'll see how I feel after streaming today, might have a crack at all this today.
I was just clocking in a little time on the community Remix Launcher project beforehand I havent had time for these last two weeks.
same i just got back into some of it today
And maybe we can get a fresh Image for the opening post, show people where we're at too ๐โจ
Love it ๐
Have you been able to get any of the area lighting (torches etc) to work properly? Ive not figured that one out, at least not from a fresh install.
a little bit
None of my ingame lights seem to be picked up by remix, except for the sun/directional light in some but not all circumstances
heres my config
Although that could be fallback lighting, Ive usually got it set to the small area light so I d9nt think so
An issue for later I suppose ๐
I need to grab snacks and scramble back home. I haven't streamed consistently since my surgery 9 months ago.. or 10.. oh geez. Im on in 40 mins ๐
to bypass the emperor
na its when he gets near the death area
too much npcs near the end
coming over the pillars or w/e
after the sign selection
he says he knows he's going towards his death
when i went to another grid line near the ruins outside i got the runtime crash
so ugrids are a problem i guess too
when do you get back?
gonna prob pull a all night myself
btw oblivion reloaded combined works with oblivion while using remix but the original one crashes
using it for its shader edits
got the sky finally just had to turn a denoise option off and turn left hand mode on but now i have vertex problems
@candid cliff
plus how do i get the water back lol
and if alpha blend is off the sky moves with you
cursor wise
gonna throw in omniverse in a bit
just kinking the bugs
ah its the slaughter fish i dont see the texture ill go kill and see if it pops
prob crash since no water
thought so
lol
updated rtx file works but terrain needs fixing and water
fixed the vertex explosion seems the player body was messed up
I am Back.
Gonna be dipping in and out, got some cleaning to do and other work I wanna bang out, but I'm keen to spend a bit of time on this all tonight
What fixed the vertex explosion? ๐
oh the arms were missing but then another appeared across by the ruins
lol
and about the terrain i stared at it moving the camera and it seems the ground textures are changing to different ones instead of just one
found out why water isnt rendering, water reflections has to be off in game, but its still purple
and no textures show in remix for it
tasty water.... vertex explosions are still going, trying to find the cause or i cant look anywhere
ok i need help now, something happened
btw night sky was working managed to see it with both moons before it did a explosion and then did this
well atleast i got a pic of the sky lol
and yes textures are selected
just not not using omniverse until i find the vertex explosion
have a feeling its a plant
issues happen half way in the video
done for today i think but heres a config to whomever can fix it
if its my end without any edits of the config, then i think i know what it is
will be back to this later found out the vertex explosions are coming from the player again with the new portal prelude version. so ill revert back later today and give another go
note with the rumors of the oblivion remake or remaster on the rise, it wont stop me from using remix
@late comet I spent some time working with a fresh install and Remix setup, for the current vertex explosion setup, make sure bForceMultiPass is set to =0, fixed it on a fresh install for me
hmm, maybe nevermind; after several game restarts "confirming" it worked, something else is either also causing a similar issue, or was originally responsible
interesting
also a plant causes it forgot which one
ill check later in the day its 7am right now
thanks though
oh and ugrid set to 14 actually works set from 5 on a little distance load
well close but if i turn the city ground texture appears still, distance works with ugrid set as 14 no higher and yea no explosions
like in the middle of this the ground changes, i dont know how to fix it
yea did you know those count as interiors, cities etc?
in the editor it labels them like that, and world is seperate
I can get the terrain in the Arcane University to cooperate, but only if I look at it from the right angle ๐
I've had a similar issue tonight, might be a consiquence of the latest builds? Not sure
explosions came back turning texture large to medium in settings
no wonder the distance thing added more stuff
lol
oh wow
it makes a seperate texture list
i have to do everything again
...
yea, hashes are calculated from the largest available MIP
nope found the issue
every model wearing fur armor has a explosion
a ran to the source with no clip on
took the armor off the bandit
put it on and it still happens
with the armor
@candid cliff can you send me your oblivion saved ini in documents? think i messed mine up somehow
and a rtx config maybe?
so i used a land distant generator and found out this is part of the generated land,
meaning its not only a texture but a fake one, this is used for lod
as are these
if alpha blend is off everyone is bald in game and no water
any luck @candid cliff ?
btw this is also a model/nif
but its invisible in the viewer
if edited it messes the distant lod up
same number but i dont know if we have terrain geometry just like the sky
also in 3rd person view when i rotate the camera white hues appear and disappear all the time
alpha blend off solves that
but goes hair and water
Luck with what?
I had a blissful time with no explosions but they're back so.. uh, no. unfortunately
The stable bits look way better at least ๐
another sky geometry 0xAE076A717FAD6E9F for the sewer exit outside
and then put the model or texture behind the grate to legacy cutout
any way havent been to sleep yet been up all night
leave info if you got it ๐
only if rotated right to get no explosions and the terrain bug
i didnt walk there btw i just used the console command tmm 1 to toggle all map markers
Found out why y sky was absolutely screwed, if you set Demodulate Roughness = 0.0 under Denoising, it really messes with Oblivion & Remix's Sky rendering ๐
It basically turns your sky into a crashed Windows XP desktop, smeary as all hell ๐
yea or it makes the sky disappear atleast for me. saw the kit message in showcase. ive tried that but i've found out if i go that rout and go back the game, it uses 2 different rtx configs
also theres diffuse setting etc in the oblivion ini
i messed around but it seems one of those helps the vertex explosions
but terrain and water disappear again
or just bug out
i've also remembered about blue's fallout nv edits but i don't know if they can or will do it for oblivion as well
planets work
i see some people doing work with oblivion but don't wana share although im the one who started the project... just seems weird and off when i find stuff in #showcase
#general-remix message and i havent seen such a tool when i've asked if she could share but basically just said that it wasn't for grabs or tried to avoid the question
@spring arch
just makes me lose motivation more and more seeing stuff like this
it's possible they want to keep it private until it's in a functional state, which would make sense. if this is the same tool that was posted in the fallout 3 chat, i think that's what was implied
either way, it is their software and their decision in the end. i understand where you're coming from, but there is plenty of progress to be made without it. i can't really do anything here
progress yes, but im still having issues and i cant even continue when they can, oh well
If this is about me, my jenga pile of code is not remotely functional enough to distribute, I spent 3 or 4 hours on stream this week just trying to get DDS encoding to work; Kim is bang on, what I've been working on is for all the Bethesda Creation Engine games (starting with Fallout 3 and Oblivion since they're most similar technically) but I'm not going to share something that people can't actually use yet
It's getting closer, and I'm heckin excited to break ground on it after months of technical issues and being busy with work ๐ค but nothing I've done can't be done with what we've all already covered in this thread and with Omniverse, to be honest
ok i apologize its just i want to progress like some but i dont even have a updated ini or conf even when i asked for it here #1097339713062441031 message very sorry if it came out wrong im just stuck and when i see it in showcase im like ok how is this happening when i cant progress, i apologize again
Ill try and upload my rtx.conf tomorrow night if i get time, maybe make a new guide
i mean you're doing an amazing job btw
any clue on the water though, the texture will not pop in remix and stays purple
i wish we had geometries like the sky but for terrain lol
Good news is with newer remix, oblivion.ini is becoming less important, however:
bNewAnimation=0 I think helps reduce how often models explode, but it could be my imagination
Also dont change default fov in .ini, it wrecks ui scaling
fullbright in ini and by commands seem to act differently? if you havent tried it, try smashing in tlb on the console, it fixes the issue of things randomly going transparent, but it messes with the directional light and I think it might be responsible for a fair few of my crashes
good for a quick screenshot, tho
there we go
i also think when we fixed the dome, that its also happening to the terrain
thing is thats a skygeometry
and theres nothing to fix the terrain one i think
cause distant land looks odd
water is an issue with rendering in the base game, our best bet is to just replace the material with omniverse
turning on tlb causes the game to stop culling nearby terrain lod
I have managed to get ok results with terrain by tagging everything, but again theres more caveats: for some reason any terrain further than 1m or so below you and for a wide range out appears in very aggressive shadow
water almost got rendered here #1097339713062441031 message but it does not anymore
looks like it defaulted to rasterised
Im used to the purple water from getting Olbivion to run on my old compaq back in 2006 ๐
it might show up if we do the old Oldblivion stuff
ive tried that it crashes now
oblivion reloaded does not fix anything and crashes on game load or not at all
as well
You might need to make sure a shaderpackage001.sdp is present in the data/shaders/ folder
yep still have the shaders
copy, rename and move in shaders.sdp distributed with Oldblivion as well if you get the itch to try again
k
any edits in your oblivion ini too?
i usually turn all shadows off cause remix
putting them at 0
specular though ive found out has some things
I leave all the render passes on atm
have you've been outside the city yet?
thankfully it doesn't matter as much now, Ive got remix to load ok on a .ini with the only* modification being disabling fullscreen
yep, I've been outside anvil, outside and inside frostcrag spire and traveled to and just inside the shvering isles
and frustratingly skingrad castle when my fire was broken :angy:
would have looked so siiik
i'm also trying to get animations to look right, the shivering isle entrance particle isnt right some reason
just a purple blob
lol
yea
first time I was there it looked okish, second time I had no effect at all as I was testing settings
i wonder about the haskil introduction though when he makes everything black butterflies
the butterflies had color for me, deffos tag the butterfly texture as a particle, works great
ah ok
goodness knows what other settings I had tho
#1097339713062441031 message these are also invisible models
most important thing right now is probably to ID all the atmosphere mesh hashes and adding them to rtx.conf skyGeometry list
hmmm
it could be possible that one of the atmosphere meshes is actully a render surface for terrain lod
i think it is too
that could explain some of the weirder smearing ive seen with some settings
but if marked as sky, the terrain is gone
if you can load captures in Omniverse, you should be able to ID meshes with actual sky textures
my hacky viewer doesn't assign materials atm so I cant tell what materials are applied, yet anyway
i think the land is hashed like a dome but its just a dome made into terrain like you see in omni
what i want to do, that you're more than free to do, is to ID sky textures, do a bunch of captures under different weather conditions, get the mesh hashes that have those textures, then set them as sky andremove the sky materials from sky textures
what do you mean by issues
thats the imperial city grass texture
yea, the far terrain texture for that map grid
yea
but what is the issue?
terrain pops in with it showing and if ignored or anything the terrain is disappeared
plus i have terrain problems here into the video #1097339713062441031 message
yep, reset to default oblivion.ini and dont enable tlb in console and nearby lod culling should work
its almost like the camera is confused on what terrain to render lol
you need to tag all the terrain textures and enable experimental terrain baking
i tried terrain baking it stretches the texture
oh, did you ever change the"up" direction?
zup is on yea
good good
but yea this is why Ive been trying to nail down a "clean slate" file that works, to avoid the round-and-round of interconnected settings fiddling :S
heres my outside conf if you wana look at it and adjust
not really, to be honest
rather than try and reverse engineer how thats configured and making assumptions about your oblivion.ini etc, I just wanted to jot down what lessons Ive learnt so you can take that and try to apply it if you like
all id do is re-enable your render passes in the ini, unset ll your terrain textures, turn on terrain blending, find a stable-ish spot and start tagging and watching which textures help
its a lot of trial and error, but thats sometimes what it comes to
at any rate, ive stayed up waaaaay to late on this tonight, its the AM and ive got work in a few hours, ive gotta crash ๐
you too (when u get to it)
be awhile just got up lol
but will do this later in the day when i have time
oblivion remix year 2090
lol
So I've managed to get it working using the guides posted here. A minimal setup looks like this:
- Clean Oblivion install from Steam
- Minimal graphics settings, windowed mode
- RTX Remix 0.2.0 + latest dxvk-remix + latest bridge-remix
- This archive from @late comet : https://drive.google.com/drive/folders/1vfVmESwy94yx9BQW2fgebyOaDaqbkCiK
Things I used from archive:
- OBSE folder (extract obse zip first, then copy the OBSE folder to Data)
- 4gb patch from Mods folder
- Sky mesh fix
- rtx.conf
- Oblivion.ini
No other mods needed, including unofficial fixes (works fine without them). When I tried to install absolutely everything from archive except for RTX Remix the game crashed after the loading screen.
Portal Remix files that work with Oblivion
the rtx config and ini might be out of date but she will let us know tomorrow on some updated configs
if not you can experiment
the drive link is just a foot in the door, it will be updated when i find a more stable point
delete the oblivion ini in documents and retry use a fresh rtx config by running the game atm
the ones on the drive are outdated
#1097339713062441031 message #1097339713062441031 message these are still being worked on, but are not stable why i am waiting tomorrow for this #1097339713062441031 message
Nope, without Oblivion.ini you'll get artifacts all over the screen. I was able to get it to the 'playable' state only by using Oblivion.ini from your archive. Maybe that's also related to the BlendSettings.ini, I don't know really.
Also, distant terrain makes things only worse right now.
yea for now we are working on this
im doing the distance thing
this is the last ive been at #1097339713062441031 message
also the atmosphere nif needs this #1097339713062441031 message
ISP is out might be later until I can get the files @candid cliff
@late comet as much requested
its no miracle cure and half y hashes in here are cooked, but there it is
thanks
The Ignore Hashes (and many but not all of the others) in there were largely spat out using my tool to generate them directly from the main texture .bsa, but not all of them seem to have been correct.
Some of them are, but not all.
I have theories about runtime transcoding between block compression formats, and maybe some troublesome mip map levels, but we'll see.
fLandTextureTilingMult= set to 1.000 in the ini and putting #1097339713062441031 message as a particle makes the texture invisible while preserving some of the distant land
rtx.skyBoxTextures = 0xDF9EC0D732D6EA36, 0x2695A8CAE62C1976, 0x838060158D9388F6, 0x4892332FB3E86238, 0xBB9486BAFAFE438, 0x3BE439D87BA56738, 0x7FEE219CDCBC0A33, 0xDE206B97DFFB9B3D, 0xFECF9B01C351031C, 0x744CF3D296484BDC, 0xB439C5553C2C4829, 0x8D804858491CED91, 0xE12B4232EF54218F, 0x4B2EDC20B66B914F, 0x3650662DF3DC14AA, 0xF5F05BA53100992A, 0xF9843BB313B4ACF1, 0xFD23D889F3BEE249, 0x21E0555E38A8B15E, 0x9886A9E4FD6B01E, 0x974B2AF616D8C4C0, 0xA74D4DF7873EADC4, 0x813846E409855895, 0x820130535D4660D5, 0x1E26EDF6CED64D5, 0x179CD9D861EA88D4, 0x9215B19F4067EB94, 0xA057271C9071C99D, 0xFAAE4B63AF5E2FCE, 0x626AA618B66F8097, 0x4FFD0BD4CEB91817, 0x3DB5775010E1B5D8, 0x2FF022F6DE8F15AC, 0xB2F31F3332342C23, 0xFBEF80AFD8D4E9E3, 0xB390C5307D8FC20, 0xEFDDDC4D2090A020, 0x421C71D0078C8920, 0xC0A6D88303B18B3A, 0xEABE9A19242D5C3F, 0xA768A3655EC10361, 0xDB6F8096F5F97FA1, 0x714E0920EB64BC43, 0x191084C60942D9ED, 0x65D978022801E3F0, 0xF1E94613D5D38CFC, 0xDF11E397145C0AE4, 0xFAE41FEA21F45564, 0x290A338044D3230C, 0x52BB6824836B8CDF, 0x14DDA69D1CCCBAD3, 0xDF68A1EC6026068, 0x1A9FC5B5319EB92E
I finally figured out why half of my hashes were wrong (as generated from .bsa extracts) and here's some fresh xxhashes from the oven
These are from the main compressed texture file, and ignore hashes contains almost every normal map and glow map in the entire game.
rtx.ignoreTextures and rtx.terrainTextures do not contain hashes generated from landscapelod yet, and some normal maps have snuck into rtx.terrainTextures as well.
Asides from that, this really does help the game look a lot more sensible with standard settings
On the downside, some how I managed to crash my GPU so hard it took out my entire computer, but uhhh yea ๐ ๐ฆ
I was able to eek out a pretty banging screenshot before it crashed, tho.
Unfortunately with my current mod.usda, remix "falls back to rasterization" (ie black screen) if I try and go outside with it enabled, mind you.
interesting, will probably look later. thanks
I wish the game wouldn't crash if you jumped into water. Apart from that seems mostly playable.
Im still getting really mangled & exploding meshes, but not to the same extent on every load.
While Im still experiencing some sporadic crashes, that's probably the biggest issue Ive got atm.. asides from the very reliable crash Im getting when entering an exterior cell with my replacements enabled ๐
I can load an outdoors save and enable replacements, but it sure doesnt like moving between cells after. More testing is needed there on my behalf ๐
@late comet can we get #1097339713062441031 message pinned?
Also whipped together a video of the current showstoppers (IMO)
Showcases the vertex explosion under various conditions, I make heavy use of ts (toggle skies), tll (toggle land lod, disables.. well. land lod) and tlb (basically turns off the Specular, Ambient and Diffuse rendering passes on the fly, maybe some other stuff too)
The "ghost" double effect goes away with tlb, but probably shouldn't happen regardless.
it wont let me pin, i think @spring arch has to do that
what turned off the water i did make it purple back ago
needs to be 1 for shader 3
@spring arch can we have some updated pins on what @candid cliff did please, i dont have permission it seems
and please add in a pin that i wont be updating the google drive link until we get this stable enough, but it can be used as a base
i can't give pinning permissions unfortunately
well, i can, but it'd be chaos
would be nice though
ah ok fair enough, @candid cliff had some stuff wanted pinned too
had too sorry
i have some captures of the river, it seems the tlb disables the river terrain layout which is practically i guess rendered under the landscape because some of the mesh bleed through the terrain which is the blurry thing we can step in
ill check the usd's tomorrow at some point hopefully if i have time to see if i can replace the water
@candid cliff what i have so far
anyone willing to help, so i uploaded my so far captures
its a raw folder not used yet
heres my save game
this too
https://www.nexusmods.com/oblivion/mods/30054 this does work only on version 3.0
but delete the sky shaders that come with
or it will flicker
reloaded does not work
terrain baking stretched my land out to where it was not recognizable so i disabled it for now
With terrain baking, I was able to get it stable last night (posting from lunchbreak so not at PC)
Set Z as up, should prevent one known instance of "stretching"
Also disable the "use terrain bounding box" as itll use Oblivions distance values without respecting the difference in scene scale, its why you get grey terrain on anything below your feet.
Ive also got some values here that worked reasonably for me.
As long as you disable LOD (tll) and tag all your terrain textures, this setup should work:
==๐ฝ Terrain System ==
โ Enable Runtime Terrain Baking
โฌ Use Terrain Bounding Box
โ Clear Terrain Texture Before Terrain Baking โUntested effect
5000.00Cascade Map's Default Half Width
2000.00Cascade Map's Default Height
50.00First Cascade Level's Half Width โUntested effect
6Max Cascade Levels โUntested effect
2024Texture Resolution Per Cascade Level
Oops, forgot to @ u
Or at least it was stable in the Prison District courtyard.
Unfortunately terrain baking discards any replacement material data, but thats a later problem, given how early the terrain baking support even is.
Ive got some ideas for this tho.
We could eventually disable terrain baking altogether, and use the Terrain LOD chunks as targets for mesh replacements for pre-baked and remastered terrain.
Since tlb disables the LOD fade anyway, this could kill two proverbial birds with one stone (ugly distaint terrain with local overlap, and the difficulty of general purpose runtime terrain baking support) at the cost of some heavier texture + mesh memory usage which we'll end up with anyway.
Even better, we can then make use of the in-game frustrum culling to cull unseen far terrain, as the chunk you're in should always be rendered.. I think. YMMV but its a possibility.
yea tlb also makes the river terrain meshes gone tho some how
i looked at the river and noticed it makes a crater
I assume the terrain under the water level is disappearing, is that what you mean?
yea
Yea, probably has a basic shader being applied to it.
Might be possible to subvert that with some Oblivion.ini tweaks, idk.
i posted my captures above if you wana look later on
Nah, unless there's something specific you want me to check them for?
just how to get the water back, its like ocd in oblivion lol
Pretty sure if we disable all water shaders and note down the hash of the all pink texture its using, we should be able to target that for material replacement.
I hope, anyway.
#1097339713062441031 message i mean something happened when i used your rtx config
the water is missing now
this is a before shot
after is when the config came in
it didnt render the texture at the time tho
Someone mentioned needing to disable the water reflection shader in the .ini or water straight up vanishes, I thought that might have been you but I dont remember ๐
Its possible I may have accidentally added the pink texture to my ignore list as well
which was odd when me and preston had the water going in 1.1 of remix
i think something changed in the remix coding between
yea was me
oh the pink one
hard to find now lol, so many textures ignored lol
if i find the pink one ill open the usd and replace the texture to the actual water one
ill rename it to the hash
@candid cliff there's tlb in the ini
Last time I set it in INI i had stability issues, but I might have changed something else at the same time ๐คทโโ๏ธ
Did some testing and yea seems fine, I must have just been doing something otherwise abnormal with my .ini
how is everything going with all the updates i havent been in for a min
Asides from my normals being completely c o o k e d, things have been going fairly well.
finnaly outside i see
looks amazing
@late comet did you update your drive with the new stuff?
Honestly this game keeps surprising me
But yea, in short we're WAY more stable than we were, we've mostly resolved the sky issues... although we need to put together a mod file at some point with the correct sky settings and geometry meshes, under certain conditions meshes still explode, but I'm 90% sure it's a regression with updated versions of the remix dxvk and should be fixable
Water is purple, but again that's just a mod file away from fine
ya honestly i was so frustraited i had to take a break
then alot happend with life but im back now and ready to get back into it
Right the god dang heck on ๐ค
Uhhh.. no?
anyone with a microsoft aCCOUNT IS NOW ON A STRIKE SYSTEM caps sorry
6 days ago everyone is on a new slate so to speak
Is this to do with the Minecraft chat thing, or is this something else?
... eaghck
Yea ok I guess I'll need to look into that later
So no filling my word processor with fuck then ๐คฃ
well they can give you a strike and you can now see it
3 strikes you get banned for a month 8 for a year
but they made it to were you can see how manny strikes you have
I should be fine from a productivity standpoint, I haven't used office since it went to the god-awful online subscription garbage.
And hilariously I do have my own voxel-buildy game I've been building so not missing out there.
But yea, I'll have to look into what is up with that, like.. banning players that glorify geno#!de in game chat is fair enough, but I'm super curious what relevance the system has to MS Office.
But we should probably let this thread get back to the work of beating Oblivion over the head with a bag of traced rays until it learns to cooperate ๐
It's purple ๐
I'm used to it from using Oldblivion back in the day, it's the classic shader error magenta but it does have a solid, consistant hash, so we should be good to replace it with a propper translucent material
and if we do, things under water should have the delicious aqua tint even if we don't have the underwater overlay effect
we can use unity assets for that i think..........
Any appropriate PBR material could be used. Only considerations will be quality and the texture's licencing.
....... looks like we may have to go looking at nexus
true, water replacement mods for Oblivion might well be a good place to look for... well.. water
For Oblivion
๐
lol
ngl I did forget about that
well we are going to be makeing this into a mod released on nexus
I suppose so, I've spent so long working on tools that I haven't actually worried too much about hosting platform
they have an exelent way of saying hey this is a required file thats dependent on this mod to work
but really we could see if any one of the water mods work and how well they look
if none of them work then we will have to start our own
Absolutely
But I've gotta turn in for the night, jsut wanted to let you know things are going pretty well with Remix support & Oblivion before I passed out.
(And I needed to ask for help in the manual remastering assets thread as I am not importing my normals correctly ๐ )
well ill be here tonight i would like to tackle this thing and finnish what we all started
lol hahaha
going to be looking at mods on the nexus for water and see if any of them will bite if not we will have to make our own pbr
liquid water or skyrim like water is on nexus
emissive blend must be high if its purple
i feel like i need to update everything im still on the old stuff
what did they update cause im not seeing it
HUH seems to be compleately dark
volumetric lighting needs off
ill let you mess with it, tell me what you find though. i had some plans today.
ok
I have oblivion with 180 graphics mods, will rtx remix work?
Try and see
um probably not rn
Mesh replacement mods are going to be the best and most useful, texture replacements less so but still might be useful, and anything shader based will almost certainly be a waste due to how Remix works.
As for "works", entirely depends on how much time you're willing to invest to make sure everything is set up correctly and for bugfixing.
Oblivion RTX is on the precipice of stability, but does still have a few key issues.
@candid cliff can you upload your config file?
Tomorrow night, yea sure (after work)
Hell ya
how to run remix through mod organizer and skse?
skse? this is oblivion
you'd just asign obse to Mod Organizer, then run it. it'll hook Remix just fine
through the mod organizer does not allow you to start the remix
running obse_loader should launch remix, no?
that's how it works for SKSE, NVSE, and FOSE
Yes, it seems so, but how to do it, through a batch file?
i don't understand what the problem is here
simply running obse should hook remix with it. running it through mod organizer should do the same
MO2 -> skse_loader -> Oblivion, but for some reason the remix won't start
try using NvRemixLauncher32.exe "path\to\obse_loader.exe" as the launch command in mod organizer
NvRemixLauncher32 is in the game folder alongside the game exe
so it should be like path\to\NvRemixLauncher32.exe ".\obse_loader.exe"
So?
the goal is basically to un obse_loader with NVRemixLauncher32.exe, since that'll force it to hook
so in mod organizer, change the launch parameters
So? I'm sorry for interrupting
yes. then in Arguments you'd want to do .\obse_loader.exe
like so
except for Oblivion of course. this is the only thing i have set up right now with mod organizer
๐
I took this #1097339713062441031 message
that shouldn't cause this issue
can you show me the window again where you modified the paths?
everything worked, I put shaders 1 in dxvk
something like this, but this is without the remix settings
My current rtx.conf, as requested, and my Oblivion.ini as well
(I a experiancing the crash when entering ost bodies of water, not a Remix thing, its got to do with the .ini settings but I figured I'd share it before I wipe it so yall know where Im at ๐ )
One nice thing is I have the movie texture of the menu marked as UI, so you actually get to enjoy the scrolling map bg. It wasn't showing for a while so I leapt at the chance to re-tag it ๐
โจ shiiiiny floors โจ
pretty
Is there a good detailed list of instructions on how to get to this world to work ๐ค
You could try this.
You could also use the configs posted here: #1097339713062441031 message
Is the low settings because of your PC components or just for performance in general
Low graphical settings simplify the game for Remix's sake, it makes it easier for the scene reconstructor to accurately understand what is going on, and then you load up any of your better models, lights, textures and materials with Remix
Oh ok
Is it an easy or difficult process to convert over elements needed for the remix
It'll be easier when the official modding tools get released, but for now you can always check out #1096847508002590760
And quite a few people have made scripts and tools in #1095534398134300682 to make the whole process easier
Hello, please advise how should I start
Thanks!
If you need help please ask in here, I dont check my Message Requests very often!
same
I call this picture... The Apple Cobblestone of your Eye
what is that a camera?
I think that is centered around the camera, or (0,0,0) as far as Remix is aware
can it be replaced?
i do know theres a hidden nif file that holds the camera that we cant even extract
Oh that's not the problem, I've created a bug report, it's a regression in vertex capture which isn't present in the version of remix that came out 27/05/20223
I've spent.. way too long narrowing that one down
Remix is getting confused about the mesh data, I'm not sure why, only theories on how and specific reproduction steps but it results in the exploding meshes we've been running into
Or at least thats what my sleep deprived and addled brain thinks ๐
In this case, it's the verticies of nearby stone archways getting a little mixed up with the verticies of the protagonist's eye
or is the camera the eye? hmmmm
Submitted after WAY too much faffing about: https://github.com/NVIDIAGameWorks/rtx-remix/issues/245
With any luck, this will make sense to someone who actually understands the code base and we can enjoy the latest DXV Remix build without exploding meshes!
Hello, how to fix this? I placed atmosphere.nif in \Oblivion\Data\Meshes\Sky
Also, sometimes camera distances from character in weird way, creating it's twin without texture, and reversing control
i don't think the nif is used anymore since @candid cliff found the geometry hash
#1097339713062441031 message get the geometries from here and put them in your own
Thank you
How do I fix this?
that would be tlb in console in the game
or this #1097339713062441031 message
and turn volumetric lighting off
i wont be doing anything until #1097339713062441031 message gets fixed maybe
Understood, much appreciated!
Sorry, where?
in render in remix
any fixes yet? @candid cliff
I've been busy working my butt off with work, I haven't had time to even mess about with Remix myself since I posted this bug report
Looking forward to chiselling out some more time for it, but cant say for sure when I will be able to
Really freaking keen to when I can, tho 
when i'm free since the remix update i might take a look again
had a fall resulting in me breaking my char while i hit the floor last month. arms fine but it is extremally sore. so when its healed and i dont forget I'll check things out
ouch
anyone know what the player camera is so i can set the usda , ty
or setting the emmisive mat under looks, because theres so many and i can't pinpoint
seems the camera is a model or thats omni's not sure
scratch that got it
did enough today , need a mental break
still crashes the game if i try going in water or the water is missing, wasnt missing before or crashing. Don't know what happened
@candid cliff new issue outside
doubles and shadows and when i move it follows
remixed replaced
well the generated triangle culling enables the water but if disabled it fixes the shadows but the double bug is there and water is missing
think i know what i did wrong, i might have messed up my omniverse folder structure. will fix later in the pm very late if it is so
Wait holy shit I didnt even notice THE WATER IS THERE
yep now i just need to find out the double bug and the shadows following
patched terrain too
seems on talking with others we need player model and the other player models at the same time but its not doable yet because stuff disappears from the player or npc's if both selections are on
i hope its fixed soon because we use first person and 3rd person view
found out this was giving the shadow bug, but if the mat is changed to rgb the whole game is red and the shadow bug is gone
nvm found out why its red wwoops was emmisive
this and this #1097339713062441031 message
same bugs with 4.0
messing with the toolkit some to see how i far i can go outside of the interior cells without crashing
Is that issue still in place?
I literally just finished testing that believe it or not ๐
Looks like this commit https://github.com/NVIDIAGameWorks/dxvk-remix/commit/4e9f0d855e12831f7640383a05aadc990a81114b does a good job of solving it, but I could still do more extensive testing
That's great news!
Just sorting out closing out my ticket now actually, then it's time to test under remix 0.4
Thank you for contributing and informing ๐
Great job at timing, you couldn't have asked at a more perfect time xD
Alright, thats my bookkeeping done, time to try out remix runtime 0.4 
decided to start over since the tool came out. messing with starter area first
inside the sewers and prison
oh boy
Eager to see the results 
paused until later in the day. gonna take forever cause its only one little area, i lost 1 16gb ram stick so its going rather slow. i just wish the tool used less ram
Howdy?
Even with a 3080 it took an hour to do 8 textures for another game, like wtf
the ones i showed all failed
Could be a vram issue because the remix editor doesnโt close the scene viewer when you change tab. Try doing it by restarting remix and running the textures before opening your capture.
the upscaling process also does not clear VRAM after it's finished, so restart after upscaling
according to a github issue on this topic, that should be fixed in the next update for the toolkit
to confirm: this is fixed now
thanks for the clarification, i'm in the process of doing irl, trying to move to a new apartment but when im moved i will look more into the project again
errors all over resulting in game freeze and bridge crash, don't know of a fix
its only way i can think of why im crashing is due to lack of a gpu, i have a 2060 super 8gb and i'm starting to think im going to have to upgrade to continue unless nvidia comes down on the requirements cause alot of cards are super expensive now and days
Huh, did my first go at Oblivion but this is about as far as I got. I got the rtx.conf off of moddb, and followed the pinned instructions 
the pins are old and it wont be updated til the games stable enough, try the one below its updated
It's like there's a white dome around the player and I can't get it to be ignored or find a view model that's correct
the d3d8to9 that comes with .50 remix works perfectly, I just had to drop remix in it and it ran 
my game doesn't look like this at all
did you install Oblivion.ini?
i just re-tested my old settings and setup info and it all works perfectly fine still, though you no longer need the custom remix build
Yep, oblivion.ini installed. Found the problem, I'm so silly, I literally made a folder called "Sky Directory" instead of just sky when reading the instructions 
Very cool! 
Babies first Executable Patch ๐
First things first, changing a single character in the executable to change the title name, up next... uhh probably something in the middle but eventually, hopefully, dialing back the frustrum culling a little ๐
Honestly AFAIK there are only a few "major" issues left with Oblivion, and with 0.5 it's actually been fairly stable.
- Culling is a pain in the ass. It's fine but it is rather distracting.
- Some objects have violent jerky motion-blurring style motions from time to time (even with motion blur turned off, I assume some mix up with instancing & motion vectors)
- Every now and then depending on what is being rendered the whole damn auto captured materials setup completely breaks and most things go transparent. Honestly this is the worst atm but might be solved by full material replacement.
Asides from that.. yea.
Terrain LoDs can just be turned off (although if we can find a way to offset them down under the terrain or hide them close to the player that'll be perfect)
The game rasterises if menus are open, but that's perfectly playable for the time being.
how'd you do this
plus i need to figure out how the terrain is becoming patchy
areas are clipping through with sand, rock etc
tlb needs to be on or the water does not show
anticulling causes the jerking motion btw
I did not have anticulling enabled, so it shouldn't have?
might be world transform
its been awhile since ive touched the game since its so buggy
This I can answer, thats the terrain far LOD clipping over the nornal terrain.
I think in the base game it must be hidden within a radius of you by a shader.
It can be somewhat alleviated by disabling terrain lods with the relevant console command tll (i just had to look the command up but heres a link for posterity and everyone's reference https://en.m.uesp.net/wiki/Oblivion:Console )
There might be a series of ini tweaks we can get away with to avoid needing it, or maybe we can mod the shader to be less broken in Remix
The console is an in-game tool available to PC players. From the console it is possible, while playing the game, to enter commands that will alter most aspects of gameplay, and it is also possible to obtain detailed information about NPCs, creatures, and other items in the game. The console is only available on a PC; there is no way to use the c...
Try enabling this
but the terrain lods need to render right or it wouldnt look right at all?
I'm pretty sure I did, but Ill make sure that wasn't me remembering doing it on a different game tomorrow ๐
if i knew how to edit sdp shader files
when the sdp is editable its all mathimatical code
http://timeslip.chorrol.com has the shader editor
The home of fallout mod manager, oblivion mod manager, morrowind graphics extender, sfall and the rest of Timeslip's mods and utilities.
Only way I kbow of right now is to launch the game with the Oldblivion launcher, it has a config option to decompile the shaders, and recompile them afterwards.
I was trying to make my own tool a while ago but all it does so far is extract the still compiled shaders from the .sbp container.
Just a heads up Oldblivion decompiles them to the shader assembly intermediary language so perfectly editable but bloody confusing.
I think the DX9 SDK has a tool (dxc?) that can be used on the commandline to do the same, and they also open sourced the tool here : https://github.com/microsoft/DirectXShaderCompiler/tree/main/projects/dxilconv/lib/DxbcConverter
(but just use Oldblivion, it works. I haven't tried these other options)
i could mess with it again, might crash since its old enough though
Oh score thats cool as
Ill check it tomorrow ๐ (* if i remember ๐ )
ok
i almost downloaded this https://www.nexusmods.com/oblivion/mods/15245 , to see if the shaders included would help
another thing, when i try getting near the sewer entrance i crash again so i use another save to get around but yea
One thing I did back with remix 0.1.1 was copy the assembly of simple shaders over the top of more complicated shaders.
I could set flat debug colors, I think I was making a spreadsheet of what was responsible for what but remix 0.2 came out shortly thereafter and was way more stable so it didnt end up being nessesary.
Here's a link to some essential reading if you want to try your hand at becoming a DirectX Shader Assembly wizard ๐
https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-ps-1-x
Yea looking at my old notes I was not sad to not need to do this ๐
i would read on it later and try to learn if my brain lets it
Thankfully the subset of oocodes for < shader model 3.0 is kuch, much smaller than above 3.0, but still
oldblivion you can force 2.0
It definitely feels like trying to learn a different language. Probably because that is literally what is happening ๐
i wish the person who made oldblivion had the source code
Correctanundo, and I found download links for the Oldblivion source code via wayback machine, but sadly the binaries were cached but the source was not.
Oldblivion comes with a precompiled sdp pack of shaders limited to 2.0 commands or older iirc
Abd bless the creator for that too, it was the only way I could even load Oblivion on my machine back in 2006 ๐
i think you can even force shader 1 water
if able
unless we find something that just makes it shader 0
Which is why I got so excited about Remix and hopeful for Oblivion.
I kbew from personal experience the tools were out there
and i thought fallout 3 would be easier , nope
If you can get that ini option to work out let us know ๐
Setting an alarm to remind myself for tomorrow to try my hand at fixing that, pretty sure just adding the correct mesh hashes to the rtx.conf ignore meshes list should do the job but I just haven't had the time to try.
i wonder if the shaders have to do with the players camera still
if i can find the hidden camera model
so i can replace it
And it'll be plural. Every weather state has a combination of meshes for various cloud and effect layers.
What do you mean?
If you mean the one I reported that had nothing to do with hidden cameras, or at least I am dead certain it was a mesh hash collision issue or perhaps some sort of vertex array mishmash
the one with vertix explosions . but i wonder if its also reading where the player is looking
the entire head model could be a cam i dunno
My theory was that some objects vertex data would confuse and corrupt Remixs', so as soon as those objects came into view (and were no longer culled by Oblivion) everything would go haywire
Also camera =/= model.
It would make intuitive sense that a camera would need some sort of physical presence but it actually doesnt. At the end of the day its just a set of transforms (position, rotation and scale, but no mesh during gameplay)
Come to think of it, Im not sure the players head actually renders normally in first person. Not all games even bother, so the camera near clipping plane could be in front of the face.. or there might be no face at all in firat person.
Maybe not so relevant but ita got me curious ๐
and when you load the scene with the player in remix tools half of stuff is missing
That I dont have an answer for 
see the terrain is botched
but when i went through zone to zone, it seems most of everything rasterized because i didnt select anything. this was with 4.5 to 5
the 3rd person's pretty cool 
A little clean up and it comes together nicely. Tagging and then untagging something terrain kinda ruins it temporarily - but a load in/out resets it
seems wrong land texture- its just shader problem. Try to disable LOD.
i tried before with no luck
but my install does look more correct than that for whatever reason
the land texture thing is a known oblivion bug but with the old fix it seems remix does not touch the fix
this is a post thats old but shows some of whats happening with different terrain types. https://www.giantbomb.com/the-elder-scrolls-iv-oblivion/3030-20238/forums/oblivion-square-grass-texture-problems-378870/
I just wanted to experiment with getting one asset from capture to enhancement, mesh and all
Instead I got sucked into a 5 and a half hour long Blender + 3D Coat sesh
On the plus side, I think the Imperial City gas lamp looks perty 
10.8k Tris, and a 2k Texture that honestly I could cut down to 1k just fine.
Some other day I'll make it a little less green and try and get it into the Market District, where it belongs 
Ideally in addition to the point light I want to put a candle texture in there too, try out some of the spritesheet animation things the remix materials have.
This is fucking awesome, good stuff
good job
#1106553248590090351 message
I finally have a somewhat working local dev environment and modified code base (I changed some things gcc does not support) that is able to compile a working copy of WallSoGB & BlueAmulet's Fallout New Vegas RTX Helper mod/plugin, and I'm hoping I should be able to create much of the same for the Oblivion Script Extender plugin format.
I should at least be able to do something about the culling issues we've been having.
It's slow going and it's going to take me a while to have the time to work on this, but it's good news and I wanted to share 
good to hear
i hope it comes soon. then we can have a blast working on this
No, but Ive got my c++ environment all set up to go (based on compiling WallSoGB/BlueAmulet's nvse lights/no cull plugin)
And I recompiled my header-only Godot xxhash module for Godot, which I was able to use as part to batch convert a bunch of textures for the recent #showcase screenshots.
I mean you can do it by hand with command line and texconv.exe, and Ill have to manually remaster materials eventually, but its a pain to do it that way.
@late comet did you want to grab some screenshots and update the first image in your/the first post in this thread?
If u want to feel free to use any of these: #showcase message
@spring arch on the 1st post of thread can you help me show the pics from the imgur link so its updated on the project page
you just put a direct link to the image from imgur
did you get it?
no, i posted a link with 3 but it didnt post
I think Discord might be getting confused with the multiple links reg. what it should display as an embed.. That said.. copy and pasting the text of the OP into a new post on my own private Discord server (as a test) embedded fine?
Could be something funky with Discord Forums. I am confused and surprised ๐
There is a project thread for #1097049994156060682
how goes the module
WIth a combo of some settings oldblivion and new remix builds this is getting much more stable
I just cant open the remix menu
if i could do that itd basically be golden
Go into the game's .ini files in My Documents/ and look for and disable (?) bBackgroundKeyboard IIRC
hmmm its on 0 ill try 1
Ahh cool cool
no luck, i wonder if i change open button to my mouse
I'll have to poke at it later โค๏ธ
setting it to middle mouse button gives me windows cursor but it doesnt pop up menu
oblivion is somewhat stable with a few crashes without oldblivion because if you use olblivion you will have different texture hashes and models
because the shaders
im hoping coffee releases the module soon for it so i can try it out soon
so im at a standstill for now and looking at updated screenies instead D:
oh i havent messed with the remix tools lately. question why does some of the models render and some wont
very weird, not to mention opaque models
@candid cliff do you have a rtx conf file i can copy from i keep crashing near the sewer exit outside. dont know what i did
No time soon Im afraid.
The module does not yet exist as getting TESReloaded to compile on MinGW is a paaaiiiiiin and work and life has had me busy ๐
The screenshots are just with plain Oblivion Remix as it stands right now.
ok thats good to know. game still stands as a buggy mess with terrain patches and stuff
Ill uploaded it in a bit, not at my pc right now. I dont think it'll stop your crashing tho, more likely to be an Oblivion.ini thing if i had to guess
Use tll to disable/toggle land lod while running, it destroys distant terrain but it is less broken ๐
im getting more discouraged though everytime skyblivion gets near
Ive got a soft spot for the classics, all their warts and their mods. And half of the fun for me is learning all these cool new tools and techniques (and mods like in Fallout 3, it has an amazing mod based on The Cube horror movie I cannot wait to see with path tracing ๐)
But if you just want to play the classics, but โจrefreshedโจ with a fresh coat of paint and with substantially less pain to get there... I get it ๐
I just hope we can have something half decent by Oblivion's 20th year anniversary in a year and a half!
I mean if oblivion actually becomes stable it'll theoretically look a million times better than skyblivion will. Theoretically.
Ray tracing highlights that most of models look like roughly-skinned potato
Hence why PBR and mesh replacements exist in the toolkit
With this, I would indeed prefer ORTX more than skyblivion
Thanks
@candid cliff I wouldn't trust oldblivion, it seems it was a virus
for now i wouldnt use it for the project sadly scanning my pc it found this
Depends where you downloaded it from.
My old copies didnt trip any alarms, and it's likely that its tripping the Trojan heuristic because of how it interferes with Oblivion.. but prudence is always sensible.
You will have this finished before sky Oblivion comes out ๐คฃ๐คฃ๐คฃ๐คฃ
The race is on, TES IV with Path tracing VS TES VI 
sky Oblivion will be a 2026 game 100% no way they are making it to 2025
chatgpt telling me whats up
chatgpt made me a shader for terrain for the mod obge
I'm moving soon so i will not have time until i get internet again to mess with the project. if anyone wants to test this please do
@candid cliff
https://www.nexusmods.com/oblivion/mods/30054 this and stated above
and also thank you @candid cliff taking on the project when im not able too, you're amazing
mobile hotspot internet sucks
V3 looks pretty interesting I've only used the older versions before
Sorry for my delay and lack of progress on this project in general.
Real life, work, yadda yadda y'all familiar with the struggle as you all feel it yourselves โค๏ธ
But I'm happy to report that I don't see us needing any custom Shader Model 3 shaders, in fact RTX Remix has been the most stable and performant with Oldblivion's bastardised Shader Model 2 / 1.4 shaders; although that difference has gotten pretty insignificant with modern versions of the Remix runtime.
I'm specifically happy about that because reading up on interpreting and re-writing the compiled shader bytecode included with the game was awful and I hated it ๐
Honestly my main sticking point right now is getting a copy of Oblivion Reloaded to compile with g++ thanks to my Sisyphean challenge to avoid Visual Studio and Microsoft's deluge of EULAs I don't want to read ๐
I can get New Vegas Reloaded to compile, but Oblivion's counterpart has proven annoyingly stubborn, and last I touched this I was still bumping into linking errors.
If anyone wants to take a crack at it and doesn't have a brain full of holes, that's what I'd recommend, since the hooks TESReloaded gives you are a huge chunk of what you'll want to tweak how the game renders to smooth out the kinks with RTX Remix Runtime, or even directly integrate RTX Remix API.
It's on the cards for me to take another stab at, but unfortunately other things have priority for now.
What is oldblivion like with 1.4 shaders? Last time I used it remix wasn't showing some of the models for some reason. But also if any of reloaded or anything else is used we have different hashes due to models and textures until replacements can be opted in.
I'm not an artist, far from it but if anyone wants to make replacements, I say go for it. Lol hopefully later when no'one is busy we will have time to jab at the project. Irl always first, @candid cliff has done more work than I, but if anyone wants to help, you're welcome to. Maybe remixed oblivion will come to fruition one day.
With limited time anymore due to me being in a mental group home and my only free time is late on weekdays and off weekends, I just don't have time anymore for this but if anyone wants to pickup wherever we left off or if @candid cliff wants the lead go ahead. It will probably be remixed one day but I don't have any time
UE 5.5 Vs RTX Remix. ||Obligatory HDR warning||
getting somewhere I guess.
few more of leyawiin. I don't have hardly any texture replacements done yet though. 5 tops.
some more tweaks ... including the JXR's this time. the png's prob look like trash unless viewed under on a hdr device.
That already looks very nice, can you send more screenshots?
how do, anyone been playing with it?
Hey there Murray. For Me, I gave up on this one for the time being right as the official remaster came out. That along with the other problems the game and remix has presented has sent Me packing back to trying to do something with Morrowind instead.
The remaster has had me preferencing Fallout New Vegas first. I still want to sweep down the line (F3, Oblivion.. OG Skyrim etc, if I can get on xoror3d's level then Fallout 4) eventually, but Im just choked for time, and I already have the FNV plugin compiling. (And F3/TES4 wont atm)
@candid cliff i know it's a crazy complicated thing to do but i really hope you get it to work with fallout 4.
It's one of those things that's theoretically possible, very much an equivalent project to the work (WallSoGB? Xoror?) was doing with Skyrim and making a custom interface beyween Remix and DX11; I have no delusions as to whether I can pull it off but Id love to try in time 
Bit of an odd one today.
One of The Green Team was asking about the state of Oblivion in the #1097049994156060682 thread, and it got me thinking. Had a little time this evening after work so I decided to wade in and see where I'd left things off.
Managed to figure out a few important fixes, actually.
I don't know if I documented my sky fix in here, so you want to crank the "Skip Untextured Draw Calls" (or whatever it's called) part of the "Sky Tuning" menu to something around 9999, that gets the default sky clear colour captured.
Then you want to tag all of your sky textures as sky and with the relatively new RTX Remix Runtime flag to ignore Texture alpha (right at the bottom)
Do that to the lot and hey presto, the sky works. I find a sky brightness of 0.5 is pretty much identical in result to the default rasterised sky, visually.
Doing this also allows the game's default directional sunlight (and moonlight!) to work... sometimes. Either the light casters are getting culled when I look away from where they're coming from, or something else is popping up and blocking them. Either way, enjoy another image of the market district, this time without faked sunlight! Only the real deal today!
Second, to fix distant terrain clipping through everything. This had been infuriating me for ages, and in #1106553248590090351 I was experimenting with flagging LODs as Sky, so they composite over the skybox instead.
Somewhat elegant, but you're only going to get the raster, with whatever messed up settings you have to help Remix thrive.
Turns out there was a property in Documents/My Games/Oblivion/Oblivion.ini the entire time, change:
fLODLandVerticalBias=0 to fLODLandVerticalBias=-1000.0000
That's it. It offsets all distant land / terrain LOD down by 10 meters. Done.
Third, if you miss having a background in your inventory, I discovered 3 blank textures. They should be some of the earlier textures captured by Remix and sort close to the top of the texture flagging list in the Runtime.
For my resolution (1280 X 740) their texture hashes were as follows:
027870A95F831C1F
EC32A23016104934
3FD372C760330996
Turns out every time you open your inventory, a render target copy of the main camera blits the current screen over to one of three textures (and with some shader magic makes them all lovely and sepia)
Screwing around setting some combination of these two render targets to Raytrace and these three textures to UI I was able to get a sepia version of what I had pathtraced, but not with your avatar getting the same treatment.
In the end I just set the three with Sky Texture flags, and the result is passable for the time being, and your avatar remains in pathtraced, albeit dark glory.
Finally I finally got my water back, but the rendering of said water is still profoundly broken. (Water diffuse texture hash is 61736BE62FFC6328)
It's a uniform blue expanse, and if I try to replace it with a translucent material the renderer freaks out with any settings and it becomes a sparkling tar pit of graphical errors.
But hey, at least it exists again! 
In the middle of moving my rig over to Linux, replaced my motherboard and Windows unactivated itself and I can't find another copy of my key (and the automated phone support is profoundly garbage)
So I'll be a little busy fixing all that, but my HEMA tournaments are over for a few months and other things are chilling out for me too, so hopefully I have more time to lavish on Remix and Bethesda's back-catalogue 