Whats an "Oblivion"?
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot14-10.jpg
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They are great but the back lighting bothers me. I think we can find a way to fix that.
I was playing with grass animations for interactive grass project and something came to my mind. It is related to ingame.fx and tree flag...
Rendering stuff via vertex and pixel shaders has great potential. We may separate those leaves and tagged with tree flag and render them from ingame.fx with proper vertex and pixel shaders. Results could be mind blowing. Also the same process could be used for an animated windmill too.
I checked, flag is tree or grass but rendering and animation is in ingame.fx. If I am right I could be able to insert any kinds of animations and better lighting methods there. At least we can have a system developed from there for those kind of stuff.
For example a flag called 'light' could be very useful. I am not speaking about fancy lighting calculations but a bright spot where a light should be would be enough for distant land. And some more ideas with the bug we have already where an object is visible in reflections but not visible in reality:
http://developer.amd.com/media/gpu_assets/Tatarchuk-Rain.pdf
We may put something like that in there. Since(if I understood correctly) we are already using that method for reflections(or similar).
Distant land could be better.(Read mind blowing!)
grass
light
tree
leaves
floating ice meshes
even boats but I don't know what will happen when we are close to them. A sync can be done via scripted stuff and MGE rendered stuff maybe.
Also since I am on fire, another idea of mine:
when we are at a certain height, Morrowind rendering completely stops(visibly). And at that height we only wait for Morrowind related cell change pauses. But I am sure MGE can handle this in a way so when player is at certain height the Morrowind cell change stops(fixed player's position at leaving point) and until the player come close to land again at 15 cells away, with one loading voila. We are in the new cell. This could be very useful for a silt strider travelling mod.(This is based on my assumption they jump. :huh::D )