MGE screenshot thread

Post » Fri May 27, 2011 5:34 pm

Heh, that's how I make mine too. Just play with the numbers until they look good!

As for passes... It depends. Since depth is higher further away, something like this should help:
depth = smoothstep(25000, 25001, tex2D(sDepth, Tex).r);

With that, all sky is white and everything else is black (roughly).
Then you blur that, and only the sky generates god rays.

Oh thanks, that might just shortened 2-3 lines of code.

You know what, I am thinking including clouds. Do you think it is possible? Phal's new dlls uses it. I should be able to combine visible clouds to the mask too, in theory. :hubbahubba:

Now I think since this is a replacement for sun glare, I have to...
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Rachel Briere
 
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Post » Fri May 27, 2011 11:45 am

http://img220.imageshack.us/gal.php?g=mgescreenshot2.jpg
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Natalie Harvey
 
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Post » Fri May 27, 2011 8:59 am

Wow, those shots look like they are from Oblivion, not Morrowind!
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mimi_lys
 
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Post » Fri May 27, 2011 9:36 pm

The erie light grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot8-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot6-10.jpg

Or the lush green grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot5-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot3-12.jpg
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 4:55 pm

The erie light grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot8-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot6-10.jpg

Or the lush green grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot5-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot3-12.jpg


both. i really like the feel the "light" grass gives the landscape in the first shot. :tops:
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Peter lopez
 
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Post » Fri May 27, 2011 8:51 am

The erie light grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot8-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-8.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot6-10.jpg

Or the lush green grass?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot7-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot5-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot3-12.jpg


I like the light grass, but I think you should use something darker than the green for that land texture. The light grass would look good somewhere up near Solstheim, but slightly further south.
Also, is there a bit of non-transparent spots on the top edge of the light grass texture? I'm seeing some artifacts along there, it looks like.
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Jerry Jr. Ortiz
 
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Post » Fri May 27, 2011 9:22 am

I like the light grass, but I think you should use something darker than the green for that land texture. The light grass would look good somewhere up near Solstheim, but slightly further south.
Also, is there a bit of non-transparent spots on the top edge of the light grass texture? I'm seeing some artifacts along there, it looks like.



You are and there is, I just havent taken the time to fix the alpha. Itll be gone before release though, Ive just been lazy bout it lol
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DarkGypsy
 
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Post » Fri May 27, 2011 8:58 pm

I like the light grass, but I think you should use something darker than the green for that land texture. The light grass would look good somewhere up near Solstheim, but slightly further south.
Also, is there a bit of non-transparent spots on the top edge of the light grass texture? I'm seeing some artifacts along there, it looks like.

I agree. Although I like the light grass, it makes the terrain look more like a tundra. Perhaps you could add some more color to the lush green? Dull yellows, brown perhaps?? :huh:
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Allison C
 
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Post » Fri May 27, 2011 10:07 am

The eerie light grass?
...
Or the lush green grass?

Something in-between would be it.
(the eerie light one gives me the creeps :bolt: )
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Angelina Mayo
 
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Post » Fri May 27, 2011 9:04 am

http://img15.imageshack.us/img15/9536/rays3.jpg
http://img269.imageshack.us/img269/4829/rays4.jpg
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Devin Sluis
 
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Post » Fri May 27, 2011 7:28 pm

wow, what shaders?
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Steve Bates
 
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Post » Fri May 27, 2011 3:22 pm

wow, what shaders?

Slightly modified Knu's SSAO,
Custom HDR+bloom,
Custom sunshaft shader (http://mgeshaderlib.50.forumer.com/viewtopic.php?f=15&t=41)
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Stefanny Cardona
 
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Post » Fri May 27, 2011 6:31 pm

That's a nice one. Running reasonably fast here, it probably could be optimized to the point of being playable. A big problem, though, is that sunvec is not always with corresponding where the actual sun is.

Edit: just realised you've mentioned a solution for that - overwriting the sunglare textures. Nighttime would be wierd, though :)
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phillip crookes
 
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Post » Fri May 27, 2011 10:48 am

That's a nice one. Running reasonably fast here, it probably could be optimized to the point of being playable. A big problem, though, is that sunvec is not always with corresponding where the actual sun is.

Edit: just realised you've mentioned a solution for that - overwriting the sunglare textures. Nighttime would be wierd, though :)

Well, I currently have a light blue sun at night, going from west to east. I will just take it for another moon :P
Maybe it would be possible to somehow read the real sun position from MW memory, or to calculate the position based on the time of day. But I have no clue how to get either of these, they're currently not implemented in MGE, but maybe someone will find the correct memory addresses for them in the future :)
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Chris Jones
 
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Post » Fri May 27, 2011 6:30 am

Slightly modified Knu's SSAO,
Custom HDR+bloom,
Custom sunshaft shader (http://mgeshaderlib.50.forumer.com/viewtopic.php?f=15&t=41)

Am I beaten? ;) Your codes would help me. Looking to your code I think mine would be a bigger performance hit. Also mine is PS 3.0 too.

That's a nice one. Running reasonably fast here, it probably could be optimized to the point of being playable. A big problem, though, is that sunvec is not always with corresponding where the actual sun is.

Edit: just realised you've mentioned a solution for that - overwriting the sunglare textures. Nighttime would be wierd, though :)

It looks like moon at night! Position of the sun, is a problem with your code and phal's code. Fake sun is always fell short. It doesn't goes up enough. I think your sun goes closer to horizon a little bit more than phal's. I'm not sure. So is sunvec wrong or is it lightvec actually and game renders a fake sun too?
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Steve Fallon
 
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Post » Fri May 27, 2011 3:43 pm

http://img15.imageshack.us/img15/9536/rays3.jpg
http://img269.imageshack.us/img269/4829/rays4.jpg



Whoa, did you find a way to get sun color in your water reflections? That looks amazing!
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Katharine Newton
 
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Post » Fri May 27, 2011 5:08 am

Whoa, did you find a way to get sun color in your water reflections? That looks amazing!

Hm no, still the same sun color in water shader as always. The difference now is that I have overwritten the original sunglare with the one from my shader, which uses the same sun color as the water shader. That's why the colors are now identical. The sun glare MW renders still has a slightly different color.
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Sylvia Luciani
 
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Post » Fri May 27, 2011 8:50 pm

Hm no, still the same sun color in water shader as always. The difference now is that I have overwritten the original sunglare with the one from my shader, which uses the same sun color as the water shader. That's why the colors are now identical. The sun glare MW renders still has a slightly different color.



Oh, well regardless, it looks good! :P
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Alexxxxxx
 
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Post » Fri May 27, 2011 12:39 pm

http://img15.imageshack.us/img15/9536/rays3.jpg
http://img269.imageshack.us/img269/4829/rays4.jpg

What sunglare textures are you using?
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sarah
 
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Post » Fri May 27, 2011 7:58 am

What sunglare textures are you using?

He's using nothing. Shader draws the sun and the glare.
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Timara White
 
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Post » Fri May 27, 2011 8:00 am

He's using nothing. Shader draws the sun and the glare.

So the shader wouldn't work with my sunglare textures? :sad:
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Kayleigh Williams
 
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Post » Fri May 27, 2011 8:56 pm

So the shader wouldn't work with my sunglare textures? :sad:



No reason it shouldn't, its a shader, it draws over the original sun position, so your textures could still be used I'ld think.
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Bellismydesi
 
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Post » Fri May 27, 2011 9:45 pm

http://www.4shared.com/file/128739877/4acfaa77/vt_godrays_v01a.html

screenshots
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest5.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest-4.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest1.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest3.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest6.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest7.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest9.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-underwatertest2.jpg

Thanks to knu, peachykeen and phal. For ideas, help(codes) and making this possible in the first place. And http://www.youtube.com/user/starvald for his excellent tutorial.

This has lot's of problems,
More accurate sun position,
waterplane in depth buffer is incomplete(this maybe fixed in phal's latest dll),

todo
brightpass bind to timeofday,
will you clean the code?,
excessive use of shader flags for underwater, interior differences.

PS. Watch for a lightning. :whisper:

Edit: needs depth enabled mge,
use with bloom shaders around the bottom of shader lists,
and
PS 3.0 warning.
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Captian Caveman
 
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Post » Fri May 27, 2011 7:43 pm

http://www.4shared.com/file/128739877/4acfaa77/vt_godrays_v01a.html

Yeah! :ahhh:
PS. Watch for a lightning. :whisper:

Quite difficult to capture a screenshot of, I imagine. :P


Morrowind with freaking godrays, who would've thought...
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Karl harris
 
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Post » Fri May 27, 2011 6:48 am

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest3.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/MGE-godraystest7.jpg



I love these
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matt white
 
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