Ravenloft: Prisoners of the Mist

Public (OOC) => Tech discussion => Topic started by: Zarathustra217 on March 02, 2010, 02:54:01 PM

Title: NWShader
Post by: Zarathustra217 on March 02, 2010, 02:54:01 PM
The potential of this is mind-blowing:

http://nwvault.ign.com/View.php?view=Other.Detail&id=1443

It almost seems too good to be true. Right now the effects are somewhat basic, but that they are there is remarkable enough. Really am looking forward to seeing where this can be taken.
Title: Re: NWShader
Post by: Heretic on March 02, 2010, 02:56:52 PM
.............................






 :jawdrop:
Title: Re: NWShader
Post by: DM Tarokka on March 02, 2010, 03:12:05 PM
Shades at distance would definitely improve immersion...
Title: Re: NWShader
Post by: DM Macabre on March 02, 2010, 03:31:43 PM
oh we need to get this!!  :love:
Title: Re: NWShader
Post by: Dhark on March 02, 2010, 04:12:06 PM
That looks gorgeous!  I really do hope they tweak NWNCQ too .

Proof that NwN is still very much alive & like many hollywood stars , getting sexier as it gets older.
Title: Re: NWShader
Post by: Ryltar/ Robert Archer on March 02, 2010, 04:24:05 PM
 :shock: must...have...on...server  :shock:
Title: Re: NWShader
Post by: Zarathustra217 on March 02, 2010, 04:31:49 PM
You can have it on the server, but it's still a bit quirky. Beyond installing the package, you have to use the nwmain.exe in your NWN folder to launch your game.
Title: Re: NWShader
Post by: Ryltar/ Robert Archer on March 02, 2010, 05:59:46 PM
You can have it on the server, but it's still a bit quirky. Beyond installing the package, you have to use the nwmain.exe in your NWN folder to launch your game.

what about setting up a single/multiplayer adventure i assume its about the same as adding haks and what not? i'm working on my own ravenloft venture with my buddies
Title: Re: NWShader
Post by: Bad_Bud on March 03, 2010, 04:34:58 AM
Looks like it just blooms and blurs everything.
Title: Re: NWShader
Post by: Zarathustra217 on March 03, 2010, 05:10:04 AM
You can have it on the server, but it's still a bit quirky. Beyond installing the package, you have to use the nwmain.exe in your NWN folder to launch your game.

what about setting up a single/multiplayer adventure i assume its about the same as adding haks and what not? i'm working on my own ravenloft venture with my buddies

You don't have to set up your module for it at all. Once you've installed it, it'll run whenever you play. However, Bad_Bud is right in that at the moment, it mainly does blooming, but it has potential to do a whole lot more. And it seems highly customizable too.
Title: Re: NWShader
Post by: Kendric98 on March 03, 2010, 05:56:15 AM
[waits for potm version]
Title: Re: NWShader
Post by: Zarathustra217 on March 03, 2010, 06:14:17 AM
But... there won't be any POTM version, since it already works for POTM. Just by installing it yourself, you'll have it enabled even when playing on POTM.
Title: Re: NWShader
Post by: Knas on March 03, 2010, 07:47:22 AM
Yeah it's a game modification, much like overrides.

Anyway, does it function in the current version? Or is it more to just "try it out" with lots of bugs etc?
Title: Re: NWShader
Post by: KoopaFanatic on March 03, 2010, 10:55:46 AM
I tried it out last night, and was fairly unimpressed with the results.  In fact, I'm going to go so far as to say ludicrously unimpressed.  The OOC entryway looked very pretty, but it was such a resource hog the game barely responded.  I played around with it for an hour or so trying to get it to work before giving up and deleting it.
Title: Re: NWShader
Post by: pkpeachykeen on March 03, 2010, 11:28:49 PM
Hello all. I caught this thread on Google and read it, wanting to keep up-to-date with where all my project was getting mentioned. Hope it's not against your rules to pop in outta nowhere. ;)

Couple quick replies to some of the comments:
Quote
That looks gorgeous!  I really do hope they tweak NWNCQ too .
I'm working with the author of NWNCQ. We're going to try to get the most out of using both together. I have some stuff in the works that'll be nice when I launch it.

Quote
You can have it on the server, but it's still a bit quirky. Beyond installing the package, you have to use the nwmain.exe in your NWN folder to launch your game.
I fixed that in the latest update (one minor issue where it has problems with command-lines). Also, it's not a server thing, as Zarathustra217 mentioned. It works on the user's system, so no worries about servers or haks or module updates. Just extract and run (there are some settings to play with if you're so inclined ;)).

It does do mostly bloom at the moment (well, bloom, depth of field, SSAO, that sorta thing). I'm working on more useful features, but for the moment it's just eye candy. Still early in the project, though. Any suggestions for more use anyone has, I'd certainly like to hear them.

Quote
Anyway, does it function in the current version? Or is it more to just "try it out" with lots of bugs etc?
There are a few bugs, but my testers are pretty good about reporting them, so there don't seem to be too many and I have most of the known ones fixed up for the next update. Especially the one major one KoopaFanatic ran into:

I tried it out last night, and was fairly unimpressed with the results.  In fact, I'm going to go so far as to say ludicrously unimpressed.  The OOC entryway looked very pretty, but it was such a resource hog the game barely responded.  I played around with it for an hour or so trying to get it to work before giving up and deleting it.
This is a serious (but simple) problem I didn't think of before release. :oops:
The copy of OpenGL that ships with NWShader is mine. XP, 32-bit, ATi. If you're not running a very similar system, things don't work so well (the main issue is a crash after the movies or really, reeeally slow game). If you aren't entirely put off, just search your system for "opengl32.dll" (in Windows\System32) and copy that out. Rename it to hookgl32.dll and put that in your NWN folder (overwrite the copy that's there) and it should be fixed. My apologies for the packaging mistake. The devil's in the details... :headdesk:


Anyways, greetings to all (I'll be checking out your server/world more, looks interesting from the bits I've read so far). Thanks for all the good comments, hope I can help anyone unhappy.

Cheers, peachy :)
Title: Re: NWShader
Post by: KoopaFanatic on March 04, 2010, 12:29:36 AM
This is a serious (but simple) problem I didn't think of before release. :oops:
The copy of OpenGL that ships with NWShader is mine. XP, 32-bit, ATi. If you're not running a very similar system, things don't work so well (the main issue is a crash after the movies or really, reeeally slow game). If you aren't entirely put off, just search your system for "opengl32.dll" (in Windows\System32) and copy that out. Rename it to hookgl32.dll and put that in your NWN folder (overwrite the copy that's there) and it should be fixed. My apologies for the packaging mistake. The devil's in the details... :headdesk:

I just got it to work -- I had to copy over both hookgl32.dll and opengl32.dll, but now it runs.  Now to see how it looks ;)
Title: Re: NWShader
Post by: Psyche on March 04, 2010, 04:46:32 AM
Got it working, but failing to see a difference; so maybe it's not pulling through properly.
Title: Re: NWShader
Post by: pkpeachykeen on March 04, 2010, 03:06:19 PM
I just got it to work -- I had to copy over both hookgl32.dll and opengl32.dll, but now it runs.  Now to see how it looks ;)

Oh no. That won't work, not at all. You won't have any effects. See, NWShader uses a special OpenGL32.dll (or my custom file with that name) to trick NWN into loading it without having to play with any of the game's files or executables. So the "opengl32.dll" that comes packaged is vital to hooking NWN. It's only the hookgl file (which is really OpenGL, renamed) that you should have to copy into your system.

Quote from: Psyche
Got it working, but failing to see a difference; so maybe it's not pulling through properly.
You might be having the same problem, if you did the same thing.

Make sure to use the OpenGL32.dll included (notice it's only 30 kb or so, where as the HookGL/real OpenGL is over 700) and only copy OpenGL32 (and rename it before you put it in NWN!). It's a little complicated at the moment, but I've added a Sync option to the GUI and am working on an installer to fix it all.

Edit: And if anyone doesn't understand or can't get it to work, just post or run into me on MSN, we can try to get it working.
I had one user who had a minor problem with a 64-bit OS, they had to copy OpenGL32.dll from C:\Windows\WOW64 instead of System32. It's very important you use the OpenGL file included, but just as important you replace the HookGL with your copy of OpenGL.
Title: Re: NWShader
Post by: KoopaFanatic on March 04, 2010, 04:25:24 PM
Oh no. That won't work, not at all. You won't have any effects. See, NWShader uses a special OpenGL32.dll (or my custom file with that name) to trick NWN into loading it without having to play with any of the game's files or executables. So the "opengl32.dll" that comes packaged is vital to hooking NWN. It's only the hookgl file (which is really OpenGL, renamed) that you should have to copy into your system.

Heh...  No wonder the result was more understated than I'd expected.  Unfortunately with the included OpenGL32.dll file the game was still practically frozen.  Replacing that was a hunch that got NWN running like normal, but clearly it did that by disabling the add-on.  So, not the most efficient way of doing things.

I'll give it another shot this evening.
Title: Re: NWShader
Post by: pkpeachykeen on March 04, 2010, 11:18:41 PM
Heh...  No wonder the result was more understated than I'd expected.  Unfortunately with the included OpenGL32.dll file the game was still practically frozen.  Replacing that was a hunch that got NWN running like normal, but clearly it did that by disabling the add-on.  So, not the most efficient way of doing things.

I'll give it another shot this evening.
lol, that was probably the reason. ;)
I don't know why it would be running so slow, even on some low-end machine I've had reports of pretty good speed. I doubt it needs stated, but go through the basics. Make sure you have the VC runtimes, .Net 3.5, latest video drivers. Then grab your opengl and replace it. I've pinned down an exact list of instructions for that last:
It's a bit of a pain at the moment (hence why I made it a button for the next release :D), but everyone I've had complain about crashes or speed, that fixed it up for 'em. If you're still running into issues (and wouldn't mind being a case study :P), I'll try to help you make it work.
Title: Re: NWShader
Post by: Zarathustra217 on May 13, 2010, 02:11:02 PM
This is why NWShader is so promising a project...

[youtube=425,350]http://www.youtube.com/watch?v=8pC7IgFsti8[/youtube]
Title: Re: NWShader
Post by: Kaspar on May 13, 2010, 04:06:42 PM
.....  :shock:

It looks great, nice job.
Title: Re: NWShader
Post by: Emomina on May 14, 2010, 03:04:45 PM
wow. nice shadows indeed.
Title: Re: NWShader
Post by: Ryltar/ Robert Archer on May 14, 2010, 06:33:37 PM
i've been playing around in what i laughingly call my free time which is on average 15 minutes before i just collapse and head to bed with nwnshader honestly its a little bit to setup but its offers alot i think given time. wish i understood ways to combine it to go with other things though :P
Title: Re: NWShader
Post by: Zarathustra217 on May 23, 2010, 05:22:29 AM
Here's something that is perhaps easier to relate to. Mithril golems, notice the metallic effect.

[youtube=425,350]http://www.youtube.com/watch?v=ij1rSVdo_70[/youtube]

(go there and watch it in HD for better view)
Title: Re: NWShader
Post by: pkpeachykeen on June 04, 2010, 04:30:26 PM
Nice to see some interest here. Should've checked back on this thread sooner.
I did tweak that mithril shader up a bit and did some work on it, and here's what that ended up looking like: ;)
http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/materials/atmosphere.png
http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/materials/golem.png
[youtube=425,350]http://www.youtube.com/watch?v=CThbR3NZq8I[/youtube]
Just released all that publicly today, hopefully it goes as well in general use as it did in testing.

i've been playing around in what i laughingly call my free time which is on average 15 minutes before i just collapse and head to bed with nwnshader honestly its a little bit to setup but its offers alot i think given time. wish i understood ways to combine it to go with other things though :P
With the new release, the default settings should work for most people. I've been trying to pin down a nice "straight out of the box" setup so you only have to tweak it if you really want to.
What do you mean by combining it with other things, though?
Title: Re: NWShader
Post by: Zarathustra217 on June 05, 2010, 05:42:46 AM
Good to see you here again :)

What's the status on Bahamout? I have my own little project for it, but had issues with the beta and too busy at the moment to sort it out.
Title: Re: NWShader
Post by: pkpeachykeen on June 05, 2010, 11:51:21 AM
There's a few issues with it, but the only two I know of are little mistakes I made in the code (the material shader system is accidentally connected to fullscreen shaders and there's an issue with alternate language files not falling back to English if they can't be found). Those are both simple to fix, with any luck I'll be able to get them corrected today and update the download.
Besides those, it supports materials and translations and all that good stuff.

If you don't mind telling, what's your project?
Title: Re: NWShader
Post by: Zarathustra217 on June 05, 2010, 07:31:50 PM
Related to this thing:

http://nwvault.ign.com/View.php?view=Movies.Detail&id=6243&id=119

 8)
Title: Re: NWShader
Post by: pkpeachykeen on June 05, 2010, 09:30:40 PM
Ah, and you'd be able to take the old bump-map and apply it to the model and have it look the same in Max and NWN. I see.

What sort of bump map is it? The grayscale sort, blue/purple sort, or rainbow sort? I have shaders that can handle the blue/purple ones already, the rainbow ones are very easy to do and the grayscale sort I can do with a bit of work.

All in all, you're looking at about this much work:
Code: [Select]
<Material>
    <Shader>Multi.cgfx</Shader>
    <Settings>
        <BaseColor>1.0; 1.0; 1.0; 1.0</BaseColor>
        <GlossColor>1.0; 0.0; 0.0; 0.0</GlossColor>
        <shininess>64</shininess>
        <texBaseMap>your base texture.tga or png or whatever</texBaseMap>
        <texNormMap>your bump map</texNormMap>
    </Settings
</Material>

The shader is pre-made, works with standard normal maps. The base and gloss colors define the color (base material diffuse and specular, later effected by texture and light color). Shininess is the specular coefficient, and the tex*Map settings are the texture files (relative to NWN\NWshader\textures).
Really though, that's all there is to it. Just save that snippet with the same name as the texture on the model (so if you're using c_behold.plt, save it as NWN\NWShader\materials\c_behold.xml).
Title: Re: NWShader
Post by: Heretic on June 05, 2010, 09:58:59 PM
Nice work pkpeachykeen, very nice what you did with the Shader, if you ever plan on jumping in game, send me a PM, and I'll take you on a little tour to show you around a bit.


Cheers.  :)
Title: Re: NWShader
Post by: pkpeachykeen on June 11, 2010, 11:21:10 PM
Released an update to NWShader just the other day, taking care of a few bugs that were popping up.
I think I've squashed all the bugs that poked their evil little heads out this round, so it's back to breaking things in the name of progress for the next release. :)
That one will have more speed, more customizability, and more script functions (plus easier addition of your own script functions).

Nice work pkpeachykeen, very nice what you did with the Shader, if you ever plan on jumping in game, send me a PM, and I'll take you on a little tour to show you around a bit.

Cheers.  :)
I must admit, not being familiar with Ravenloft and a bit out of practice at RPing, your world is rather daunting :P, otherwise I would have joined already. I'll definitely take you up on that offer soon, though.
Title: Re: NWShader
Post by: pkpeachykeen on June 26, 2010, 06:58:07 PM
A couple new screens and video, for those not frequenting the BioWare NWN boards:

http://www.youtube.com/watch?v=gxjRfLwl6og (http://www.youtube.com/watch?v=gxjRfLwl6og)

I used a 32x32 area and almost killed my computer by letting you see the entire thing. :P  The best part is, you can't cheat with this. NWN still calculates what you can see or not, so even with no fog, areas behind a door are black and creatures fade in when they should.

Here's a quick demo of what HDR does:
http://www.youtube.com/watch?v=ufQNSF7ao_c (http://www.youtube.com/watch?v=ufQNSF7ao_c)

And a bunch of screens:
Colored specular on a black surface: Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/colored_spec.png)
An experiment with tone-mapping the screen: Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/tonemap.png)

Couple shots with a HDR-contrast shader that I actually like, but it's a bit strong:
Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/night.png)
Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/misc2.png)
Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/misc1.png)
Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/hdr3.png)
Click Here (http://i4.photobucket.com/albums/y145/peachykeen000/nwshader/hdr2.png)

Close to a new update with all the new features. I've also completed 85% or so of my original goals, so a stable version is getting closer. :) Once that's out, I'll be focusing on shaders and materials for existing mods, as well as learning to model myself.
I was also toying with a Python wrapper earlier. If I can get that working, anyone can add new script commands by writing Python and not some scary language. We'll have to see how that works out.

On a side note, is there anyone here using NWShader? Particularly in your PW? I'd be interested to get a few screens, for promo (maybe with both our watermarks) or just for fun. Always looking for cool shots.
Title: Re: NWShader
Post by: Knas on July 03, 2010, 09:20:48 PM
Downloaded latest version, tweaking it a bit to suit my taste but so far I LIKE IT :D
Title: Re: NWShader
Post by: X5Alexander on July 08, 2010, 07:56:11 PM
I just refilled my override folder and installed NWShader.  Look at how beautiful this combination of things is.
(http://img268.imageshack.us/img268/7383/beautifulnj.jpg)
Title: Re: NWShader
Post by: Insomnia on July 10, 2010, 04:24:09 PM
Having a lot of trouble with this. My game starts up and loads at its normal clip, load a module... and it freezes. :/ I've done the hookgl32 thing a few times, with no effect.
Title: Re: NWShader
Post by: pkpeachykeen on July 11, 2010, 12:12:03 AM
@ Knas: Thanks. If you come up with any nice tweaks, feel free to post 'em.

@ X5Alexander: Awesome screen. :thumbsup:

Having a lot of trouble with this. My game starts up and loads at its normal clip, load a module... and it freezes. :/ I've done the hookgl32 thing a few times, with no effect.
The hookgl32 thing was only for old, old versions. ;)
The current version, 2.1.4, you just extract and play. Now, where you're saying the freeze is at... sounds like the old message queue bug. I worked that out a few versions ago and thought I'd gotten it squashed. What version are you running?
Title: Re: NWShader
Post by: Insomnia on July 11, 2010, 01:47:38 AM
I was under the impression I was running 2.1.4. :/ I'll redownload reinstall.
Title: Re: NWShader
Post by: Insomnia on July 11, 2010, 01:50:01 AM
Also: Just extract ALL of it, to the folder containing all the other folders, NWNmain, etc?
Title: Re: NWShader
Post by: engelfire on July 11, 2010, 04:30:46 AM
got it to work :)

It makes NWN very pretty, but sadly it also makes my laptop to scream for mercy. It makes my nwn almost unplayable so sadly i have to settle for the regular graphics and all =/
Title: Re: NWShader
Post by: Dhark on July 11, 2010, 09:58:02 AM
Yes , Im afriad if your like me & havent upgraded your PC since the day NwN was released , this is not really viable.

OS : Windows XP Profesional 5.1
      Celeron 2.80GHz
      1022MB  Ram                           = phail
      Directx 9.0c
      Invidia GeForce FX5500
Title: Re: NWShader
Post by: engelfire on July 11, 2010, 11:01:38 AM
Yes , Im afriad if your like me & havent upgraded your PC since the day NwN was released , this is not really viable.

OS : Windows XP Profesional 5.1
      Celeron 2.80GHz
      1022MB  Ram                           = phail
      Directx 9.0c
      Invidia GeForce FX5500


Well funny thing is that this laptop of mine is rather new hardware, like year old tech, still it makes nwn choke it totally sometimes. And with those shaders its just pure murder to play it. I even have almost all of the video options on low becouse it wont simply run well on any medium settings :D

i have:

Windows Vista
AMD Turion 64 dual core, 1,8Ghz each (or so the salesman told me)
2815Mb Ram
Direct X 9.0c
Geforce 8400M


So really my laptop shouldnt have any trouble with that NWN or NWNshaders
Title: Re: NWShader
Post by: Zarathustra217 on July 11, 2010, 11:11:23 AM
The graphics card is what'll be your bottleneck with NWshader - Geforce 8400 isn't amazing (fx check this list (http://www.tomshardware.com/charts/gaming-graphics-cards-charts-q3-2009-mainstream-quality/3DMark06-v1.1.0-3DMark-Score,1797.html), sixth from the bottom)
Title: Re: NWShader
Post by: DM Strigoi on July 11, 2010, 11:31:12 AM
Yes , Im afriad if your like me & havent upgraded your PC since the day NwN was released , this is not really viable.

OS : Windows XP Profesional 5.1
      Celeron 2.80GHz
      1022MB  Ram                           = phail
      Directx 9.0c
      Invidia GeForce FX5500


i was thinking of downloading this to try it. but i got you beat Tarinyar :(


OS: Windows XP
Pentium 4 2.6GHz
1022 DDR Ram
Direct X 9.0c
Invidia GeForce4 ti 4200 with agp8x

my computer turned 10 last febuary, Germans know how to make a great product, just afraid to even try the NWshader hehe
Title: Re: NWShader
Post by: DM Tarokka on July 11, 2010, 11:36:10 AM
Processor:  Intel(R) Core(TM)2 Quad CPU Q9550 @ 2.83GHz (4 CPUs), ~2.8GHz
Memory: 4096MB RAM
Hard Drive: 800 GB
Video Card: NVIDIA GeForce GTX 260
Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
Motherboard: Asus P5KC

Afraid to check it too right now since in Italy there are overheating temperatures. Might try when I move to my parents with air conditioning though...
Title: Re: NWShader
Post by: engelfire on July 11, 2010, 11:50:03 AM
The graphics card is what'll be your bottleneck with NWshader - Geforce 8400 isn't amazing (fx check this list (http://www.tomshardware.com/charts/gaming-graphics-cards-charts-q3-2009-mainstream-quality/3DMark06-v1.1.0-3DMark-Score,1797.html), sixth from the bottom)

Yeah most likely.

But hey i went and downloaded lastest drivers for my GeForce and i dont know but now it seems it would be running much much smoother. Maybe im just imagining it but it doesnt stutter anymore. Quite funky :D

I'll go complete nuts and try the shaders once more just for fun

Edit: OMG what crazy effects it throws at my screen. was standing in ladys rest when suddenly all the candles just exploded in this thick red hue that slowly filled my whole screen. Then i ran outside and my character exploded in blue hue and that remained there fo as long as i logged off :D
Title: Re: NWShader
Post by: pkpeachykeen on July 11, 2010, 01:25:48 PM
I was under the impression I was running 2.1.4. :/ I'll redownload reinstall.
It'll say at the top of the log files, so if you're ever wondering, just check there.

Also: Just extract ALL of it, to the folder containing all the other folders, NWNmain, etc?
Yup. The DLLs have to be in with NWMain to work, and everything else is kept nice n neat in a NWShader folder.

For everybody with performance issues... Well, NWN is built off OpenGL, as y'all know. OpenGL, at least the 1.2ish version NWN uses, was built for offline rendering and CAD. It's not meant for the polypushing a game does, just not optimized. nVidia has good OpenGL support, ATi has decent, but Intel has little/no support, on Windows drivers, mostly because not a lot of things use OpenGL. With the new 3.0 standard, it's supposed to come back as a good graphics API, but so far DirectX is winning out in every way. Especially speed. My system's not so great, I got it when Oblivion came out, so it's running:
Processor: Intel Celeron 3.06 GHz (OCed to 3.5 GHz)
Memory: 4096MB DDR RAM
HD: 1x320+1x1024 GB
Video Card: VisionTek ATi Radeon HD 2400 Pro, AGP
etc
I can run NWN, full-screen (1280x1024) high settings at the same framerate I run Mass Effect at (same settings), or half the framerate I run Red Faction Guerrilla or FEAR2 at (lower settings, but if you've ever played RFG or FEAR2, you know they put both NWN and ME to shame graphically). It's just cause of NWN's setup. I've been doing a few things to fix that, both in NWShader and patching bits and pieces of the engine, but it'll be a long time before I can get any real speed boost out of NWN. It's just built on a system that shouldn't be used for games.

If it does run slow, everything's modular inside, so you can turn parts off. Running fewer shaders is faster, running simpler shaders is faster. I've heard HDR is faster than bloom (in the update), and bloom is set to high-quality, so if you open it in notepad and read the settings instructions, you can turn that down and it'll run faster.

But hey i went and downloaded lastest drivers for my GeForce and i dont know but now it seems it would be running much much smoother. Maybe im just imagining it but it doesnt stutter anymore. Quite funky :D
Drivers will help a lot on some systems. NWShader can use OpenGL 2.0 and some parts of 2.1, where as NWN only uses 1.0/1.1/1.2 and bits of 1.4. That means newer drivers let NWShader run better. If I can get it working, I may link against OpenGL 3.0 for Windows 7 systems, which is even faster. NWShader may actually use 3.0 if you're running Win7 and a 3.0 card.

Quote
Edit: OMG what crazy effects it throws at my screen. was standing in ladys rest when suddenly all the candles just exploded in this thick red hue that slowly filled my whole screen. Then i ran outside and my character exploded in blue hue and that remained there fo as long as i logged off :D
Oh, that was a bug with an older bloom shader. I released a fix for it, "better bloom". Lemme see if I can find a link of that for you. :)
Title: Re: NWShader
Post by: X5Alexander on July 13, 2010, 02:11:10 AM
(http://img97.imageshack.us/img97/4528/magetowerview.jpg)
This is Henry and bff Gisselle taking a trip to the Mage's tower and checking out the view, with NWShader enabled.
Title: Re: NWShader
Post by: Geiger on August 11, 2012, 04:11:35 AM
How is all this going? Any new stuff?

Also.. sorry for the necromancy!
Title: Re: NWShader
Post by: Perkele on August 27, 2012, 07:25:59 AM
How is all this going? Any new stuff?

Also.. sorry for the necromancy!

I don't know. I think the creator might be simply tweaking stuff underground, in secrecy.

On another note.. How do you install dis thing? I tried to configure it and it started saying something that it cannot find a config_fi.txt file..
Think it's looking for a config file that is in Finnish..

O'well.