Page 13 of 19

Re: [MOD] Realtime Reflections

Posted: Sat Aug 10, 2019 3:51 am
by Floppy N'Wah
very stunning, I was curious if we could get a version that only has the water reflections? Either way very impressive, must have taken a lot of time. thank you

Re: [MOD] Realtime Reflections

Posted: Sun Sep 22, 2019 2:54 pm
by pango
Hi,

This mod's Readme mentions that it requires deferred rendering, but after some quick tests with Realtime Reflections 2.2.2 and Daggerfall Unity 0.10.7, it seems I get reflections without this option.
Is it still true (and my tests somewhat wrong, which is not impossible) or is the Readme not up to date?

To put things in context, deferred rendering seems to break with other mods, so what's you take on removing its support altogether?

Re: [MOD] Realtime Reflections

Posted: Sun Sep 22, 2019 3:11 pm
by Nystul
it requires deferred rendering (which is standard) but does not work with legacy deferred anymore (I dropped support for the older realtime reflection shaders, new shaders use command buffer functionality which - up to my knowledge - does not work with legacy deferred)

Re: [MOD] Realtime Reflections

Posted: Sun Sep 22, 2019 3:30 pm
by pango
All clear now, thanks!

Re: [MOD] Realtime Reflections

Posted: Tue Oct 22, 2019 12:17 am
by Jammer
I followed the readme by copying the dfmod file and textures, and have enabled the mod in the Daggerfall Unity launcher but I don't see any change in game? The only other mods I have enabled are enhanced sky and distant terrain. Do I need to start a new game?

Re: [MOD] Realtime Reflections

Posted: Tue Oct 22, 2019 12:59 am
by pango
DFU 0.10.8 + Realtime Reflections 2.2.2 work for me, and you definitely don't need to start a new game:
Screenshot.jpg
Screenshot.jpg (263.15 KiB) Viewed 2347 times
How did you test it?

Re: [MOD] Realtime Reflections

Posted: Tue Oct 22, 2019 1:17 am
by Jammer
Oops thanks again, i was using version 2.2.1 instead of 2.2.2. Works now! 8-)

Re: [MOD] Realtime Reflections

Posted: Tue Oct 22, 2019 1:27 am
by pango
On the other hand I do see exceptions in the logs when I load a game in a dungeon, but I'm not sure of the exact factors required (could be an interaction with another mod for example):

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at RealtimeReflections.InjectReflectiveMaterialProperty.OnWillRenderObject () [0x00000] in <filename unknown>:0 
 
NullReferenceException: Object reference not set to an instance of an object
  at RealtimeReflections.InjectReflectiveMaterialProperty.OnWillRenderObject () [0x00000] in <filename unknown>:0 
 
NullReferenceException: Object reference not set to an instance of an object
  at RealtimeReflections.InjectReflectiveMaterialProperty.OnWillRenderObject () [0x00000] in <filename unknown>:0 
UnityEngine.Camera:RenderWithShader(Shader, String)
RealtimeReflections.CreateReflectionLookupTextures:createReflectionTextureCoordinatesAndIndexTextures()
RealtimeReflections.DeferredPlanarReflections:OnPreRender()

Re: [MOD] Realtime Reflections

Posted: Mon Nov 11, 2019 12:41 pm
by Dracosophy
Does this reflections mod still work with current DU?
Also:
pango wrote: Tue Oct 22, 2019 12:59 am
Screenshot (daggerfall by pango) resize x480.jpg
Screenshot (daggerfall by pango) resize x480.jpg (153.63 KiB) Viewed 2170 times
What mods are you using for that screenshot? i want my Daggerfall to look like that! :) or even better

Re: [MOD] Realtime Reflections

Posted: Mon Nov 11, 2019 1:20 pm
by pango
Welcome to the forums!
Dracosophy wrote: Mon Nov 11, 2019 12:41 pm Does this reflections mod still work with current DU?
It should, as written above this was done using DFU 0.10.8 and Realtime Reflections 2.2.2, I'm pretty confident it should work with 0.10.11 too.
Dracosophy wrote: Mon Nov 11, 2019 12:41 pm What mods are you using for that screenshot? i want my Daggerfall to look like that! :) or even better
I'm using my own Linux install script with way too many mods (not all enabled):

Code: Select all

ᐅ cat ~/.deploy_DFUrc
# Copy this file as ~/.deploy_DFU.cfg, or use -f to specify another path

# By default the script will look for archives in its directory;
# Feel free to override here
#SOURCEDIR="$HOME/Downloads/Daggerfall Unity"

# Use STABLE, ALPHA or DEV version of Daggerfall Unity
BASEGAME=DEV

# Eye candy

DREAM=Y
REMASTER30=N
TEXTURESXL=N
TOPAZTEXTURES=N
TREESOFDAGGERFALL=Y
HDWEAPONSSWORDS=N
HDWEAPONSUNARMED=N
HDWEAPONSWARHAMMER=N
HDWEAPONSMACE=N
HDWEAPONSFLAIL=N
HDWEAPONSAXE=N
HDWEAPONSDAGGER=N
BRIGHTEXIT=N
DISCRETECROSSHAIR=Y
CHARCOALGHOSTS=N
DAGGERFONT=Y
HANDPAINTEDMODELS=Y
FANCYINDICATORS=Y
DAGGERFALLWORLDMAP=N
COMPASSTEXTURES=N
  # Classic, Daedric, Scroll, Silver, Wood
  COMPASSTEXTURE=Classic
ENHANCEDSKY=Y
DISTANTTERRAIN=Y
MOUNTAINSHILLS=N
REALGRASS=Y
HARVESTABLECROPS=Y
VIBRANTWIND=Y
LOCATIONLOADER=Y
  LOCATIONLOADERTEST=Y
  LOCATIONLOADER_RODGAVAUDON=N
    RODGAVAUDON_MAIN=N
    RODGAVAUDON_EXTRADETAIL=N
    RODGAVAUDON_MOUNTAINLAYER=N
ROCKSOFDAGGERFALL=Y
  ROCKSOFDAGGERFALL_LOCATIONSPACK=Y
BIRDSINDAGGERFALL=Y
TAVERNSREDONE=Y
WINDMILLSOFDAGGERFALL=Y
REALTIMEREFLECTIONS=Y
VILLAGERIMMERSION=Y
PVEMOBS=N
POSTPROCESSING=Y
IMPROVEDLIGHTING=Y
CONVENIENTCLOCK=Y
LOADINGSCREEN=Y
  LOADINGSCREENOBLIVION=Y
READABLEBOOKS=Y
DRAFTYSECRETDOORS=Y

# Sound

MIDNIGHTPRINCESOUNDSCAPE=N
DFREMASTEREDMUSIC=N
VANILLAMIDIOST=N
SOUNDCLIPSMIXDOWN=N

# Gameplay

TEDIOUSTRAVEL=Y
AIRSHIPS=Y
ROLEPLAYREALISM=Y
WARMASHES=Y
WILDERNESSENCOUNTERS=N
QUESTPACK1=Y
ARCHEOLOGISTSGUILD=Y
SKYSHARDS=Y
IRONMAN=N
IRONMANGAMESYSTEMS=N
MAGICKAREGENERATION=Y
PERSISTENTDUNGEONS=Y
STARTRANDOMIZER=Y
AUTOSAVE=Y

# Allow workarounds for known issues between mods

USE_HACKS=Y