[RELz] Improved water shader for MGE 3.8 v0.6

Post » Sat Aug 28, 2010 11:38 pm

Will be included in the next version, with dynamic water coloring! :rolleyes: (No.)


I've just uploaded version 0.6a. It includes the fullscreen postprocessing underwater effects shader and should take care of the issues of 0.6. :)



Holey Rusted Metal Batman, thanks for this! I think I spend more time just enabling the new fog method then you do writing the whole shader! :D
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Tiff Clark
 
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Post » Sun Aug 29, 2010 3:23 am

Holey Rusted Metal Batman, thanks for this! I think I spend more time just enabling the new fog method then you do writing the whole shader! :D

Ha, I doubt that :P

Nevertheless, I've uploaded the version with real waves @TESNexus for some real water waves. Requires a SM3.0 graphics card with support for vertex texture fetch.
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Sarah Evason
 
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Post » Sun Aug 29, 2010 4:14 am

Ha, I doubt that :P

Nevertheless, I've uploaded the version with real waves @TESNexus for some real water waves. Requires a SM3.0 graphics card with support for vertex texture fetch.



Small issue, and I can't quite figure out whats causing it, but during game startup, the screen is flashing from splash screens to black, and back quite rapidly, though I can't be sure if its the .dll, the underwater shader, or the ingame shader thats causing it...or perhaps nvidia's newest drivers....but I doubt that since It was fine prior...regardless, this only seems to effect the initial morrowind loading, and initializing stages, and seems to not have an effect ingame at all, so...oh well.


Btw, the waves are PERFECT!

Edit: I figured it out, the underwater caustics needs to be first in your shader list(at least if you use an Nvidia card with the latest 191.07 drivers, as thats what I have to test with and can't verify if it effects ATI's the same way) Anyways, I also found that the flashing effect occurs during chargen while on the initial prison boat, so you may want to include the warning to have it be first in the shader list in the readme to avoid a potential pm/message nightmare. :P

Anyways, thanks again for this Phal, the water is stunning, and the waves are phenomenal!
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Kristina Campbell
 
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Post » Sat Aug 28, 2010 9:31 pm

Nevertheless, I've uploaded the version with real waves @TESNexus for some real water waves. Requires a SM3.0 graphics card with support for vertex texture fetch.

Time to take out my Dwemer photocamera again...
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Jhenna lee Lizama
 
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Post » Sun Aug 29, 2010 3:29 am

Just had a play with the new water and wow! It would probably have to be the best looking water that I have seen in a game bar none. Awesome work dude. :tops:
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SWagg KId
 
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Post » Sun Aug 29, 2010 12:50 am

With waves, this water is the ****.
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Gracie Dugdale
 
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Post » Sat Aug 28, 2010 5:12 pm

I encountered a small problem. It might be nothing, I will investigate further to narrow it down and update the post.

With waves and and underwater caustics in the last package,

statics in MGE render area for underwater are significantly darker than Morrowind render. Very dark but not pitch black. And landscape is OK.

I am sure I will figure something out, maybe it is because some settings are conflicting or something I missed.(I am spending some time on the dark side lately.)

Congrats on new water. Amazing improvements. Can't imagine the new version.

Edit: I couldn't narrow it down but saw something else, as I turned left and right, caustics underwater moved faster to one direction and caustics from statics the opposite way. But no need to worry it is working great now. It was obviously a one time thing, now it is working perfect since.

Edit2: I figured it out. FOV value should match exactly with the value inside the shader. (I like to change with FOV in-game a lot.)
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[Bounty][Ben]
 
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Post » Sat Aug 28, 2010 4:36 pm

THIS IS %$#%$ING FANTASTIC. THIS IS EXACTLY THE EFFECT I WAS ALWAYS WANTING. I'M SORRY I AM TYPING IN ALL CAPS, BUT THE NEW WATER WAVES .DLL IS PRECISELY THE EFFECT I HAVE BEEN HOPING FOR FOR A LOOOOOOOOOOONG TIME.

This is the best water out of ANY game, now. I am speechless.
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carly mcdonough
 
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Post » Sun Aug 29, 2010 2:40 am

The only problem I see with this beautiful water are the fishes: because the water is very transparent, fishes (they are swimming near the surface of the water) become too visible, and since the water is transparent, they are like "flying" on the water. It will be probably hard to fix, but I was thinking about a radical solution: adding some transparency to the fishes texture, so it would balance with the transparency of water and the wishes would not do appear so clearly. Not sure it's a good idea.
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Chris Jones
 
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Post » Sun Aug 29, 2010 2:01 am

The only problem I see with this beautiful water are the fishes: because the water is very transparent, fishes (they are swimming near the surface of the water) become too visible, and since the water is transparent, they are like "flying" on the water. It will be probably hard to fix, but I was thinking about a radical solution: adding some transparency to the fishes texture, so it would balance with the transparency of water and the wishes would not do appear so clearly. Not sure it's a good idea.

That won't work for sure. You should use 3D glasses. :P

Seriously, adding a little bit more refraction effects can fix it, like chromatic aberration.
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Tamara Primo
 
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Post » Sat Aug 28, 2010 6:18 pm

ZOMG! Instant Download!

Dude, the water looks amazing, it really looks just as good as many modern games. I never though Morrowind was technically able to pull this off.
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stacy hamilton
 
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Post » Sat Aug 28, 2010 3:28 pm

Chiming in to say that I can't really get it to work properly. All boxes in MGE that are supposed to be ticked, depth info, update shader variables etc are ticked:

*Caustics underwater appear only as dark lines, not as it appears in screen-shots
*No caustics above water o_O

I'm using the 3d waves.

Thank you for your hard work. Is there any information you need? I will try to provide as good as I can.

My graphics card is a XFX GEFORCE GTX 295 so It's among the best out there to date.
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Czar Kahchi
 
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Post » Sat Aug 28, 2010 9:14 pm

ZOMG! Instant Download!

Dude, the water looks amazing, it really looks just as good as many modern games. I never though Morrowind was technically able to pull this off.


To be fair, I don't actually think the gamebryo engine could handle this, this is all MGE, but I have to agree that I never thought I'd see this type of visual immersion in Morrowind. :wink:
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Monika Krzyzak
 
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Post » Sat Aug 28, 2010 2:11 pm

Chiming in to say that I can't really get it to work properly. All boxes in MGE that are supposed to be ticked, depth info, update shader variables etc are ticked:

*Caustics underwater appear only as dark lines, not as it appears in screen-shots
*No caustics above water o_O

I'm using the 3d waves.

Thank you for your hard work. Is there any information you need? I will try to provide as good as I can.

My graphics card is a XFX GEFORCE GTX 295 so It's among the best out there to date.

Huh, sounds strange. Could you post some screenshots? Are you using the water normal map textures from the 0.6 zip file?
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Peetay
 
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Post » Sat Aug 28, 2010 2:41 pm

Huh, sounds strange. Could you post some screenshots? Are you using the water normal map textures from the 0.6 zip file?

No screenshots needed, I had just somehow missed the water texture. I still used the old ones :/
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Anthony Rand
 
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Post » Sat Aug 28, 2010 5:59 pm

Hey, Phal. The water looks great (see my completely over-the-top post last page, haha :P) but the ripples are still as awful as they were when the game shipped. Are there any replacement textures for the ripples? Would it be possible to implement something similar to how Morrowind's pixel shaded water handles ripples, or Oblivion's?

Speaking of Oblivion, how likely is it that we'll see these effects ported to OBGE? I kid you not, I haven't even reinstalled that game yet because it looks so awful compared to Morrowind these days.
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u gone see
 
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Post » Sun Aug 29, 2010 3:44 am

The water looks absolutely wonderful with this replacement shader.

Unfortunately, though, on my machine patterns slowly develop if I use this shader (screenshots show progression of patterning effect):

http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot65.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot68.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot69.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot70-1.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot71.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot72.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot73.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot74.jpg

It is as if the wave intensity increases until, finally, the realistic effect is lost. The screenshots were taken in a new game. The weather is cloudy; no rain has fallen.

I am using the 0.6b version for MGE 3.8.120. The wave height is 50. Ripple effect enabled through the MGE interface.

My graphics card is an ATI mobility radeon HD 3400.

As I indicated in the MGE thread, 'patterning' also occurs if I use standard MGE water.

EDIT - Disabling the dynamic water ripple effect prevents the patterning effect from occurring, both with the standard MGE water and Phal's Improved water shader. Might the waves themselves be producing ever increasing numbers of ripples?
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Andrew Lang
 
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Post » Sat Aug 28, 2010 10:39 pm

Would installing http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8189 create any problems with this mod?
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Chase McAbee
 
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Post » Sat Aug 28, 2010 10:58 pm

Would installing http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8189 create any problems with this mod?

It's compatible with the newest shader, but I'd not recommend using it. All it does is replacing the water textures with a 2x2 grid of the same texture, resulting in a 4 times larger memory usage as well as a performance hit. You can achieve the exactly same result by opening my InGame.fx file with a text editor and search for the following lines:
OUT.texcoord1 = OUT.pos.xy/5200;OUT.texcoord2 = OUT.pos.xy/1472;
Then replace the lines with
OUT.texcoord1 = OUT.pos.xy/2600;OUT.texcoord2 = OUT.pos.xy/736;
This will not cause any performance hit whatsoever.


@Mr. Swiveller:
That's some kiind of compatibility/precision problem. I will see if I can somehow fix this.
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Lucky Girl
 
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Post » Sun Aug 29, 2010 12:02 am

Phal, have you considered showing off your shader genious off to a company like Topware Interactive(or even bethesda for that matter)? I mean, two worlds was buggy as all hell, but it had loads of potential, and with your shaders it could have been much better looking. :P
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tiffany Royal
 
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Post » Sun Aug 29, 2010 5:30 am

@Mr. Swiveller:
That's some kiind of compatibility/precision problem. I will see if I can somehow fix this.


Thanks. :)
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lucile
 
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Post » Sat Aug 28, 2010 6:01 pm

Using the lastest MGE SVN-builds the underwater effects postprocessing shader seems to not work anymore. Underwater caustics are included in MGE's stock shader now but the subtle screen wobbling effect is gone.

Any chance to see a compatibility update for this lovely piece of software :icecream:
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meg knight
 
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Post » Sun Aug 29, 2010 2:31 am

It's compatible with the newest shader, but I'd not recommend using it. All it does is replacing the water textures with a 2x2 grid of the same texture, resulting in a 4 times larger memory usage as well as a performance hit. You can achieve the exactly same result by opening my InGame.fx file with a text editor and search for the following lines:
OUT.texcoord1 = OUT.pos.xy/5200;OUT.texcoord2 = OUT.pos.xy/1472;
Then replace the lines with
OUT.texcoord1 = OUT.pos.xy/2600;OUT.texcoord2 = OUT.pos.xy/736;
This will not cause any performance hit whatsoever.


That's really nice, why isnt it like that by default?
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Samantha Mitchell
 
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Post » Sat Aug 28, 2010 5:04 pm

the outdoor water shader is working great but indoor, not working. Also underwater effect does not work either.
Do these problems occur because of using the latest MGE (v3.8.2-SVN_rev-178) ?
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Alisha Clarke
 
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Post » Sun Aug 29, 2010 2:34 am

Holy cow, that looks like Crysis water!
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Alexx Peace
 
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