MGE Screenshot Thread #3

Post » Fri May 27, 2011 5:11 pm

Some love for CelShaderv4, pictures doesnt do this awesome shader justice..
http://i34.tinypic.com/67pooi.jpg
http://i36.tinypic.com/33ac4gh.jpg
http://i33.tinypic.com/esvmom.jpg
http://i35.tinypic.com/1zq3p05.jpg
http://i33.tinypic.com/amwiur.jpg
http://i37.tinypic.com/1lsp.jpg
http://i37.tinypic.com/10ydoye.jpg

All perfect.
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Fri May 27, 2011 9:29 am

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/ScreenShot8.jpg?t=1256001636

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/ScreenShot6-1.jpg?t=1256001894
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Fri May 27, 2011 3:00 pm

http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot111.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot116.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot117.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot121.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot125.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot126.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot127.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot133.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot135.png


Shaders:
InGame.fx (tweaked, adds shore waves, changes water color)
http://www.mediafire.com/?yxnmq2uqyzz
phal's caustics
Knu's DoF v12 (tweaked)
phal's sun shafts
http://www.mediafire.com/?zleu0zyjmwi

4x adaptive temporal AA, 8x AF, 19" LCD, 3 FPS :D
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Sat May 28, 2011 12:09 am

http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot135.png




How did you manage that? With my tweaked ENB I've brought the bloom down considerably to prevent the sky from just being white all of the time, but it doesn't look quite as lively now. That shot looks pretty awesome though!
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Fri May 27, 2011 11:36 am

How did you manage that? With my tweaked ENB I've brought the bloom down considerably to prevent the sky from just being white all of the time, but it doesn't look quite as lively now. That shot looks pretty awesome though!

The pair of shaders that really made the difference in the end are both linked in the above post. ;) The general principle is before every recombination pass, I black-wash the sky based on depth. Distant objects and the sky contribute almost nothing to bloom, but can still receive bloom.

A note, though, for anyone who downloads the RC of trueBloom... Expect it to run about as fast as a stoned snail, unless you have a decent system. I have it turned all the way up for shots (quality 3). If you don't mind losing some shiny, set quality to 2 (about the same is 6.3) or even 1 (pretty fast).
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri May 27, 2011 11:01 am

http://www.mediafire.com/?zleu0zyjmwi


Cool :) Atmospheric pics, same goes for Zeroed and Slartibartfast1 (interesting retexture of caldera btw).
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri May 27, 2011 4:41 pm

CelShaderV4, trueBloom g6 RC1 and Smart Desat in different combinations, really fun to play with!

http://i35.tinypic.com/262s31h.jpg
http://i35.tinypic.com/33avxxj.jpg
http://i38.tinypic.com/1ze9wg2.jpg
http://i37.tinypic.com/2irvevq.jpg
http://i37.tinypic.com/161ks2p.jpg
http://i37.tinypic.com/28lgeth.jpg
http://i35.tinypic.com/vo0m1h.jpg
http://i34.tinypic.com/t9ziph.jpg
http://i36.tinypic.com/166mcgp.jpg
http://i34.tinypic.com/w0gxz8.jpg
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Fri May 27, 2011 9:13 am

CelShaderV4, trueBloom g6 RC1 and Smart Desat in different combinations, really fun to play with!

http://i35.tinypic.com/262s31h.jpg
http://i35.tinypic.com/33avxxj.jpg
http://i38.tinypic.com/1ze9wg2.jpg
http://i37.tinypic.com/2irvevq.jpg
http://i37.tinypic.com/161ks2p.jpg
http://i37.tinypic.com/28lgeth.jpg
http://i35.tinypic.com/vo0m1h.jpg
http://i34.tinypic.com/t9ziph.jpg
http://i36.tinypic.com/166mcgp.jpg
http://i34.tinypic.com/w0gxz8.jpg

Seeing those immediately makes me think they could be used to do paintings in the game in a mod, grabbing a number of screens like that and then sticking them in - kind of like that Instant Splash shader that was previewed before.

Great shots though, vurt :)
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Fri May 27, 2011 12:21 pm

Seeing those immediately makes me think they could be used to do paintings in the game in a mod, grabbing a number of screens like that and then sticking them in - kind of like that Instant Splash shader that was previewed before.

I'm kinda surprised that someone hasn't put together a mod of paintings from all the amazing MGE screenshots.
It would be a nice community resource for house mods.
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Fri May 27, 2011 11:29 am

I'm kinda surprised that someone hasn't put together a mod of paintings from all the amazing MGE screenshots.
It would be a nice community resource for house mods.

I think there are, or similar
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Fri May 27, 2011 11:55 pm

I think there are, or similar

Yes, but not any recent ones that capture MGE in all it's glory. ... or none that I know of. All the ones I know are older.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri May 27, 2011 6:27 pm

Yes, but not any recent ones that capture MGE in all it's glory. ... or none that I know of. All the ones I know are older.

Yea, you're right - I think at most I can remember some Pic of the Day ones released over at PES.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Sat May 28, 2011 12:08 am

As far as desktop backgrounds, the more glorious the MGE screenshot the better, but I think that the big difference here is that these effects actually look like sketches and watercolors. Other screencaptures are great, but when the paintings on the walls look nicer than the world outside, it takes me out of the game. Effects like those in vert's shots look like something that a character could buy from a market in the game world, regardless of his or her graphics settings.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Fri May 27, 2011 9:19 am

http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot111.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot116.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot117.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot121.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot125.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot126.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot127.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot133.png
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot135.png


Shaders:
InGame.fx (tweaked, adds shore waves, changes water color)
http://www.mediafire.com/?yxnmq2uqyzz
phal's caustics
Knu's DoF v12 (tweaked)
phal's sun shafts
http://www.mediafire.com/?zleu0zyjmwi

4x adaptive temporal AA, 8x AF, 19" LCD, 3 FPS :D

woah woah woah where can I get that tweaked InGame.fx? I must has it!
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Fri May 27, 2011 8:35 pm

http://www.mediafire.com/?zdnm22zmztz
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 27, 2011 12:49 pm

http://www.mediafire.com/?zdnm22zmztz

yay thanks :D

edit: gave it a try... made me crash as soon as I enabled distant land XD apparently not compatable with phal's water 06a waves XD
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Fri May 27, 2011 9:58 am

Yes, but not any recent ones that capture MGE in all it's glory. ... or none that I know of. All the ones I know are older.

Make it now and two months later it's outdated again. :P
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Fri May 27, 2011 11:17 am

As far as desktop backgrounds, the more glorious the MGE screenshot the better, but I think that the big difference here is that these effects actually look like sketches and watercolors. Other screencaptures are great, but when the paintings on the walls look nicer than the world outside, it takes me out of the game. Effects like those in vert's shots look like something that a character could buy from a market in the game world, regardless of his or her graphics settings.


Agreed.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Fri May 27, 2011 3:32 pm

http://www.mediafire.com/?zdnm22zmztz


The water is really nice with this, i like how you have tried to simulate foam. I'll stick with these settings for now, thanks :)
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Fri May 27, 2011 11:34 am

http://www.mediafire.com/?zdnm22zmztz


Is this how the edges of the water should look like? Am I using an old .dll? Because it just doesn't look like that's rendering correctly. Everything else is spectacular, the improvements to the water is just jaw dropping from the previous ingame.fx I was using.

http://img8.imageshack.us/i/mgescreenshot44.jpg/
http://img26.imageshack.us/i/mgescreenshot45.jpg/
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri May 27, 2011 7:53 am

Whats an "Oblivion"?

http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot13-11.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot14-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot15-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot16-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot17-7.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot18-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot19-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot20-9.jpg
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Fri May 27, 2011 3:49 pm

Is this how the edges of the water should look like? Am I using an old .dll? Because it just doesn't look like that's rendering correctly. Everything else is spectacular, the improvements to the water is just jaw dropping from the previous ingame.fx I was using.

http://img8.imageshack.us/i/mgescreenshot44.jpg/
http://img26.imageshack.us/i/mgescreenshot45.jpg/


Looks like you don't have the caustics textures. It needs those (and rev118) to run.

The water is really nice with this, i like how you have tried to simulate foam. I'll stick with these settings for now, thanks smile.gif

I've improved it more, and thinkI can scroll the waves in to shore, maybe. I'll be playing with it tonight, but I fixed the foam color.

yay thanks biggrin.gif

edit: gave it a try... made me crash as soon as I enabled distant land XD apparently not compatable with phal's water 06a waves XD

Nope, sorry. You could easily copy my foam code out and into that one, though.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Fri May 27, 2011 9:16 am

Whats an "Oblivion"?


Nice trees, as http://i35.tinypic.com/2z7hqf9.jpg! Can't wait to play test ;)

peachykeen: me want!
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Fri May 27, 2011 8:59 am

Looks like you don't have the caustics textures. It needs those (and rev118) to run.


Got it! Thanks, this is incredible.
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Fri May 27, 2011 2:14 pm

Whats an "Oblivion"?

http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot14-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot15-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot16-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot17-7.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot18-9.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot19-10.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/MGEScreenshot20-9.jpg

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 )
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

PreviousNext

Return to III - Morrowind