MGE Screenshot Thread No. 6

Post » Sun Feb 06, 2011 11:43 am

Woah those are nice.

I have a question, posted in the MGE thread, this seems more alive. Here we go.

Hey guys.

I've noticed in the screen thread that the shaders are awesome, and the textures look like their out of a modern day game.

I've been messing with shaders lately, and I'm terrible at it. Can anyone post what their's is?


And I've seen a lot of blur...Is that MGE or Photoshop?

Also, Sunbeams. I want them. But can't get them to work. Any help?
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Mon Feb 07, 2011 12:56 am

So....I went for a little stroll around the Ascadian Isles →


→ http://img251.imageshack.us/img251/221/mushroomvalley.png

→ http://img52.imageshack.us/img52/4867/mushroomgrove.png

→ http://img198.imageshack.us/img198/1833/westernvivec.png

EDIT: Forgot i was going to add one other thing i have been working on.

http://img375.imageshack.us/img375/7468/siltstriderwip.png

Still tweaking the texture and it isn't animated, I am not much of an animator. :S


I tweaked Vurts Parasol textures and modified the mapping on the models a bit. :)


Shaders:

Sharpen
VarBlur
HLSLvignette
ImprovedWaterCaustics06b
Knx_SSAO_v09
ColorTemp
DX9 HLSL HDR 2
Saturate



So much awesomeness in one post. The SS never looked better!

Please make him available someday!!!
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sun Feb 06, 2011 11:50 am

:clap: :clap:


Hey give me that strider! lol :o :o :o :o
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Mon Feb 07, 2011 2:03 am

Awesome looking Siltstrider AOF :)

Just updated my AI trees.. i'll upload them later today or tomorrow.

http://piclair.com/data/6bwlr.jpg
http://piclair.com/data/k2xj2.jpg
http://piclair.com/data/xtygd.jpg
http://piclair.com/data/bkzdo.jpg
http://piclair.com/data/pc0az.jpg
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Sun Feb 06, 2011 12:52 pm

Awesome looking Siltstrider AOF :)

Just updated my AI trees.. i'll upload them later today or tomorrow.

http://piclair.com/data/6bwlr.jpg
http://piclair.com/data/k2xj2.jpg
http://piclair.com/data/xtygd.jpg
http://piclair.com/data/bkzdo.jpg
http://piclair.com/data/pc0az.jpg

Amazing!
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Mon Feb 07, 2011 1:58 am

http://i930.photobucket.com/albums/ad149/TheJermex/Morrowind%20SS/MGEScreenshot3.jpg?t=1276373327
http://i930.photobucket.com/albums/ad149/TheJermex/Morrowind%20SS/MGEScreenshot6.jpg?t=1276373326
mods by trancemaster_1988
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Sun Feb 06, 2011 10:39 am

http://i48.tinypic.com/2nvym92.jpg

http://i47.tinypic.com/30rxl6b.jpg
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Sun Feb 06, 2011 8:33 pm

My shift key and I did not get along well today.

http://i245.photobucket.com/albums/gg45/Darth_Napoleon/Morrowind/MGEScreenshot1.jpg

http://i245.photobucket.com/albums/gg45/Darth_Napoleon/Morrowind/MGEScreenshot4.jpg

Super HDR time.

http://i245.photobucket.com/albums/gg45/Darth_Napoleon/Morrowind/MGEScreenshot8.jpg

http://i245.photobucket.com/albums/gg45/Darth_Napoleon/Morrowind/MGEScreenshot9.jpg

I am feeling the last two have overdone HDR, thoughts?
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Sun Feb 06, 2011 5:39 pm

A couple of shots from Solstheim Castle.
http://i955.photobucket.com/albums/ae33/Dragynlord/My%20Morrowind/MGEScreenshot3-23.jpg
http://i955.photobucket.com/albums/ae33/Dragynlord/My%20Morrowind/MGEScreenshot6-19.jpg
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Sun Feb 06, 2011 10:16 pm

http://img31.imageshack.us/img31/1613/loldf2.jpg http://img8.imageshack.us/img8/6204/loldf1.jpg http://img294.imageshack.us/img294/9114/loldf3.jpg.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sun Feb 06, 2011 1:04 pm

http://img31.imageshack.us/img31/1613/loldf2.jpg http://img8.imageshack.us/img8/6204/loldf1.jpg http://img294.imageshack.us/img294/9114/loldf3.jpg.


Okay, is that real? And if so, where can I get it?
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Mon Feb 07, 2011 2:59 am

http://img31.imageshack.us/img31/1613/loldf2.jpg http://img8.imageshack.us/img8/6204/loldf1.jpg http://img294.imageshack.us/img294/9114/loldf3.jpg.

Is it real? If not, I will gladly write the shader end. :D

PS. PK is working on a friendlier texture hooking mechanism for shaders, it is possible to deal with multiple texture files for shaders soon.

PPS. If you are working on the magicka, fatigue script of the UI shader, I have a little request:

I want to add fading to it. There is no reason for it to active at all times. An auto fade feature would be great. In shader it is very easy to add a 0-1 opacity code.
Also like all parts of Morrowind UI except bars, it would be really nice to a shortkey to activate-deactivate it on demand.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Mon Feb 07, 2011 2:03 am

Okay, is that real? And if so, where can I get it?

Is it real? If not, I will gladly write the shader end. :D

:lol: Haha, nope. Not yet, anyway. It's just an overlay shader. But, it is entirely possible to make it real. Even with the buttons and everything. Or at least I think it's possible. I'm not sure about the compass. Should I add it to my to-do list?

PS. PK is working on a friendlier texture hooking mechanism for shaders, it is possible to deal with multiple texture files for shaders soon.

PPS. If you are working on the magicka, fatigue script of the UI shader, I have a little request:

I want to add fading to it. There is no reason for it to active at all times. An auto fade feature would be great. In shader it is very easy to add a 0-1 opacity code.
Also like all parts of Morrowind UI except bars, it would be really nice to a shortkey to activate-deactivate it on demand.

Great news! That'll definitely help.

Sure, I'll try adding fading. I'm a stickler for a clean screen. :wink_smile: How would you want it implemented?
*The entire HUD fade away only on the condition of having full health/fatigue/magicka,
*Individual parts of the HUD fade when at full health/fatigue/magicka,
*The HUD fades even when not at full H/F/M, but doesn't entirely disappear (~50% opacity?) unless healed.

I'll implement the upgrades from my shader chain mod to, too, so you can hotkey it and turn it on/off with a key press. I wish MGE had some ability to turn off the HUD. It would solve all the problem with the TM command. I used to play http://img692.imageshack.us/img692/9817/mgescreenshot40.jpg http://img691.imageshack.us/img691/1286/mgescreenshot22.jpg back when shaders still overwrote the HUD. I'll ask in the thread.

Oh, and did I mention the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=472775&id=8412? :disguise:
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Sun Feb 06, 2011 1:52 pm

:lol: Haha, nope. Not yet, anyway. It's just an overlay shader. But, it is entirely possible to make it real. Even with the buttons and everything. Or at least I think it's possible. I'm not sure about the compass. Should I add it to my to-do list?

You don't need a script to do the compass. Eyevec must be enough to do it. ;)

....
I'll implement the upgrades from my shader chain mod to, too, so you can hotkey it and turn it on/off with a key press. I wish MGE had some ability to turn off the HUD. It would solve all the problem with the TM command. I used to play http://img692.imageshack.us/img692/9817/mgescreenshot40.jpg http://img691.imageshack.us/img691/1286/mgescreenshot22.jpg back when shaders still overwrote the HUD. I'll ask in the thread.

Oh, and did I mention the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=472775&id=8412? :disguise:

I know about shader chain, it is what I use when testing the UI shader. Thanks for that great tool.

*The entire HUD fade away only on the condition of having full health/fatigue/magicka,
*Individual parts of the HUD fade when at full health/fatigue/magicka,
*The HUD fades even when not at full H/F/M, but doesn't entirely disappear (~50% opacity?) unless healed.


There is no restriction, no reason not to make it individual parts. Although, crescents will look too thin if separated.
In addition to full or 50 opacity. If something is going on with the part, they can have less opacity. For a warrior character, he/she can even never see the magicka star.

Also my suggestions thread has some ideas on a different hud system, 3 color hud system. Where there is two limits: daily limits and regeneration limits. That could use some additional fading.
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/new%20UI/Move45.jpg

But I would need some help to make a full functional shader based UI mod. I mean we have to learn how to make a full UI system. It will be hard. But we can do mouse cursors, transparent crosshairs... we can do anything.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Sun Feb 06, 2011 7:06 pm

http://i930.photobucket.com/albums/ad149/TheJermex/Morrowind%20SS/MGEScreenshot3.jpg?t=1276373327
http://i930.photobucket.com/albums/ad149/TheJermex/Morrowind%20SS/MGEScreenshot6.jpg?t=1276373326
mods by trancemaster_1988


Hey nice pics, thx!

Just released New Gnisis 1.0 so go & grab it at PES :)
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sun Feb 06, 2011 12:04 pm

Welp, finally got Morrowind up and running again.

This is my first 'proper' attempt at MGE + distant land in a long time, but so far I'm pretty happy with it:

http://s784.photobucket.com/albums/yy128/Charonte_/Morrowind/?start=20

A lot of those are just me screwing with the depth of field shader, I didn't like the way it looked initially and so I tweaked it a littled. Not that I had a clue what I was doing :P
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Sun Feb 06, 2011 9:25 pm

My first photos with MGE of Seyda Neen. My draw distance is 10 and fog draw distance set to 9 and tweaked weather fog (it seems more of a haze effect than fog draw distance). Shaders are Colortemp, SSAO, DoF, Sunshaft & trueBloom.

Daytime - sight distance greater than nightime thunderstorm below - can see town fogged/blurred in background
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot1.jpg

Nightime - thunderstorm
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot6.jpg

Nightime - lightning (same as above all lit up) - cannot see town in background with fog tweaked in weather options
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot7.jpg

Sunset over Water
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot5.jpg

Sunset Relection of Seyda Neen
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot4.jpg


Now unto my first adventure into Morrowind!
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Sun Feb 06, 2011 5:27 pm

My first photos with MGE of Seyda Neen. My draw distance is 10 and fog draw distance set to 9 and tweaked weather fog (it seems more of a haze effect than fog draw distance). Shaders are Colortemp, SSAO, DoF, Sunshaft & trueBloom.

Nightime - lightning (same as above all lit up) - cannot see town in background with fog tweaked in weather options
http://i991.photobucket.com/albums/af32/chakkasol/MGEScreenshot7.jpg



i like it!

Now unto my first adventure into Morrowind!



Welcome to Vvardenfell Chakka :)

http://i46.tinypic.com/29bmsn5.jpg

http://i50.tinypic.com/33ts8y8.jpg

http://i45.tinypic.com/hwzcye.jpg

http://i46.tinypic.com/ftk5xj.jpg
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Sun Feb 06, 2011 12:09 pm

http://i46.tinypic.com/ftk5xj.jpg



Oh jesus, there goes any chance I had at sleeping...
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Mon Feb 07, 2011 1:50 am

:lol: Haha, nope. Not yet, anyway. It's just an overlay shader. But, it is entirely possible to make it real. Even with the buttons and everything. Or at least I think it's possible. I'm not sure about the compass. Should I add it to my to-do list?

Yes! Please! I love Daggerfall! That's the first game I fell in love with and I would love to be able to play morrowind with the Daggerfall thing with fully functional buttons and compas! Please Skaeps!
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Sun Feb 06, 2011 8:30 pm

http://i27.tinypic.com/rm8vua.jpg
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sun Feb 06, 2011 4:25 pm

After migrating (installing a new one) my game to a new PC, i can finally run MGE with obscene cool DistandLand settings.

It;s the first time I really experienced Morrowind like that!

After finding the scrolls of Icarian flight, i jumped around just to see the marvelous Land in one go!

But I need a few pointer how to set up the shader chain order (and what shaders to use) so i too can enjoy decent HDR and Sun-shafts.
Since it's new install, I use the recent MGE.

Andy advice is welcome.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Mon Feb 07, 2011 1:34 am

After migrating (installing a new one) my game to a new PC, i can finally run MGE with obscene cool DistandLand settings.

It;s the first time I really experienced Morrowind like that!

After finding the scrolls of Icarian flight, i jumped around just to see the marvelous Land in one go!

But I need a few pointer how to set up the shader chain order (and what shaders to use) so i too can enjoy decent HDR and Sun-shafts.
Since it's new install, I use the recent MGE.

Andy advice is welcome.

It's great, isn't it? B) There's some great shaders at the http://mgeshaderlibrary.wikispaces.com/Shaders. Knu's Depth of Field and SSAO come with the new MGE versions, most screenshots are taken with either trueBloom or GIMP-HDR-Bloom, and here's http://www.speedyshare.com/586255660.html. They're all at the shader library page except for sun-shafts.

The MGE thread recommends:
Recommended shader order (for any combination of these shader types):
HDR, SSAO, Depth of Field, Sun Rays, Bloom

*Note that HDR here means 'HDR without bloom.' If you're going to use truebloom or GIMP-HDR-bloom, then you'll want to put those last, since they're both.



I was testing vtastek's cloud shadows shader, and before my Morrowind decided to take a vacation and crash spectacularly, I got a great shot of a great sunset. It amazes me that a game like Morrowind, not Gears of War or Mass Effect or Halo, keeps pulling me back after so long simply to gaze at the world. Anyway, ignore the red numbers in the corner. you know you're on the verge of failure when your programs begin to malfunction. :cryvaultboy: Also the funky sun texture.

http://img710.imageshack.us/img710/366/mgescreenshot774.png

Also, http://img541.imageshack.us/img541/6939/mgescreenshot755.png. Cool effect, though. Thanks, vtastek.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Sun Feb 06, 2011 6:17 pm

*Note that HDR here means 'HDR without bloom.' If you're going to use truebloom or GIMP-HDR-bloom, then you'll want to put those last, since they're both.

The later versions of trueBloom, after 3 or so, don't have HDR in them.

If you're using trueBloom, though, I generally recommend not using HDR. It's setup to do some color-balancing internally and can enhance a lot of colors (particularly sunsets, turn it on high-quality and checkout the sunsets, you get some great soft colors). HDR can wash colors out and reverse those effects. I do have a new HDR shader in the works that can look better, but with Morrowind's LDR render, it won't work perfectly (it can cause some oddities with RGB8 render targets, but works fine on RGB16f targets).

Something I recently learned, though, is with a little bit of compensation (which may or may not be needed), running HDR after bloom may look better. There's no guarantees, especially not with the current shaders, but the proper method is to run bloom, then generate HDR info, then do any tonal compression on the screen. MGE calculates HDR/avglum before running bloom, so it may change, but you can always try HDR after bloom and see what happens. Running HDR first helps with some aspects of SSAO and helps compensate with MGE's fake HDR system.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Sun Feb 06, 2011 11:12 pm

http://img375.imageshack.us/img375/7468/siltstriderwip.png

may I ask what happened with this one. is it going to be released someday?
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

PreviousNext

Return to III - Morrowind