MGE Screenshot Thread #3

Post » Fri May 27, 2011 1:02 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


I'm using your shader setup exactly, do you also get this bright blue glow on foggy distant land/statics?

http://img11.imageshack.us/i/mgescreenshot48.jpg/
http://img18.imageshack.us/i/mgescreenshot49.jpg/
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GPMG
 
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Post » Fri May 27, 2011 10:39 am

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

peachykeen: me want!



wow!!! it's incredible!!!

what settings are you using here? the fog is spectacular! and also what tree did you use?
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Nick Pryce
 
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Post » Fri May 27, 2011 7:41 am

wow!!! it's incredible!!!

what settings are you using here? the fog is spectacular! and also what tree did you use?


They're zackg's trees that he sent me for testing, the last i heard is that he has even improved them quite a bit.

I have switched to Range Vertex fog. The .ini settings are in my http://www.gamesas.com/bgsforums/index.php?showtopic=1048188. I've done my own fog sky too but its not finished.
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Neil
 
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Post » Fri May 27, 2011 5:02 pm

Vurt, good job.

http://i374.photobucket.com/albums/oo188/Murezor_album/Morrowind/Morrowind2009-10-1612-59-04-35.jpg
http://i374.photobucket.com/albums/oo188/Murezor_album/Morrowind/Morrowind2009-10-1410-34-09-06.jpg
http://i374.photobucket.com/albums/oo188/Murezor_album/Morrowind/Morrowind2009-10-0914-30-28-53.jpg
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Marta Wolko
 
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Post » Fri May 27, 2011 6:01 pm

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 )


Wouldn't it speed up the whole game if everything is rendered by mge? I mean that morrowinds engine does all the other stuff exept of rendering und just sends the cell information to mge.
or is morrowind fastern in rendering than mge?
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Causon-Chambers
 
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Post » Fri May 27, 2011 8:12 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

what's that second shader?

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

what's that tree mod?

What do you mean? Those pictures were created using celshaderv4 and i probably had truebloom too. The settings are a bit different in the second picture, if that's what you mean..

yes you answered correctly, thank you
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jenny goodwin
 
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Post » Fri May 27, 2011 6:35 pm

what's that second shader?


What do you mean? Those pictures were created using celshaderv4 and i probably had truebloom too. The settings are a bit different in the second picture, if that's what you mean..

what's that tree mod?


http://www.gamesas.com/bgsforums/index.php?showtopic=1043282
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LijLuva
 
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Post » Fri May 27, 2011 12:39 pm

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 )


This was something I was actually considering trying on my own, but Im no programmer so I was going to find a work around. I was going to seperate the leaves from the trunk model and flag the leaves as grass and let mge render it according to weather. I didn because its too much work and I didnt think the results would be worth the time.

If you can do it your way though, Id love to see it happen. If you need any models or tests Id definately be willing.
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Breautiful
 
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Post » Fri May 27, 2011 8:54 pm

http://i955.photobucket.com/albums/ae33/Dragynlord/My%20Morrowind/MGEScreenshot11-1.jpg
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 1:27 pm

http://piclair.com/data/1f2dcb1a79cf4f05dde67e346a0d41da.png
http://piclair.com/data/5d8bcab289f888c972fbfdc8021ca878.png
http://piclair.com/data/d07a4c8875aef5a2f69b001fc129ce54.png
http://piclair.com/data/ab0e000c338caac06b0b37721efd3d65.png
http://piclair.com/data/e73d23de8dc94e5d66772082007a054f.png
http://piclair.com/data/937d7c757bea67f8a83100b80bceb1df.png
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REVLUTIN
 
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Post » Fri May 27, 2011 10:57 am

These are getting quite old now from when I was still playing around with MGE. When I upgrade to v119 from v116 (i'm waiting) I should have a lot more to play with, right?
Also, everything vtastek and zackg says makes me excited for the future....

http://twitpic.com/mmfzg/full
http://twitpic.com/mmgla/full
http://twitpic.com/mmgvk/full
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Anna Watts
 
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Post » Fri May 27, 2011 10:25 pm

http://piclair.com/data/ab0e000c338caac06b0b37721efd3d65.png


Phenomenal.

I'm close to getting things to where I'm happy with them, but I still have the 'whiteout' sky near the horizon with HDR (currently using rHDR). Do you know what I can tweak to get that a bit more under control? I tried messing with values in that shader, but the white burst is still a bit overwhelming when I look more towards the ground. Is it a matter of tweaking the weather values in the ini?
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Alyce Argabright
 
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Post » Fri May 27, 2011 8:05 pm

Have you tried vurt's weather settings for bloom? It fixes the sky right up ;)
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Charles Weber
 
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Post » Sat May 28, 2011 12:15 am

Phenomenal.

I'm close to getting things to where I'm happy with them, but I still have the 'whiteout' sky near the horizon with HDR (currently using rHDR). Do you know what I can tweak to get that a bit more under control? I tried messing with values in that shader, but the white burst is still a bit overwhelming when I look more towards the ground. Is it a matter of tweaking the weather values in the ini?


I dont use HDR (never been able to get good results with it).. I can see the sky/sun just fine without it :) Here are my settings for the sunshaft shader:

#define fov 95
#define N 20 // Number of iterations
#define raysunradius 0.25 // Radius around sun center that emits rays
#define raystrength 1.55 // Brightness of sun rays
#define rayfalloff 1.10 // Falloff of sun rays
#define rayfalloffconst 0.125 // Increase to increase minimum 'length' of sun rays
#define raysunfalloff 1.5 // Ray strength falloff exponent
#define centervis 0.3 // Ray opacity at center of sun
#define sunrayocclude 0.75 // How much sun rays will 'overwrite' original image
#define brightnessadd 1.25 // Additional sun ray color brightness for very bright rays
#define offscreenrange 0.5 // Maximum offscreen position of sun before rays vanish
#define sundisc 1 // Draws additional sun disc. 0 disables
#define sundiscradius 0.037 // Radius of sun disc
#define sundiscbrightness 0.5 // Brightness of sun disc
#define sundiscdesaturate 5.00 // Desaturation of sun disc color, negative values for more saturation
#define sundiscocclude 0.001 // How much the sun disc will 'overwrite' original image
#define underwatersun 1 // Draws sun disc from under water as well. 0 disables
#define horizonclipping 1 // Prevents the sun disc from being drawn below the horizon. Might cause an FPS hit.


The other settings are in my http://www.gamesas.com/bgsforums/index.php?showtopic=1048188 (gonna update it soon, made a lot of changes to it..)

edit: dont use FOV 95 if you dont have fps optimizer and have set the FOV there...
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REVLUTIN
 
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Post » Fri May 27, 2011 12:25 pm

Wouldn't it speed up the whole game if everything is rendered by mge? I mean that morrowinds engine does all the other stuff exept of rendering und just sends the cell information to mge.
or is morrowind fastern in rendering than mge?


Yeah, we can't just run it in MGE, because the engine still has to process scripts. It's possible, maybe, to bypass engine rendering, but I have no idea what would get lost (sky, most likely, would vanish). Most Draw calls could be skipped over, though. It's certainly worth a try, seeing as we have player z position.

These are getting quite old now from when I was still playing around with MGE. When I upgrade to v119 from v116 (i'm waiting) I should have a lot more to play with, right?
Also, everything vtastek and zackg says makes me excited for the future....

No need to wait. 118 is pretty good. You might as well go to there, as myself and phal are both busy in real life, so there's no definite date on 119 (which will be 3.8.1) yet.

Phenomenal.

I'm close to getting things to where I'm happy with them, but I still have the 'whiteout' sky near the horizon with HDR (currently using rHDR). Do you know what I can tweak to get that a bit more under control? I tried messing with values in that shader, but the white burst is still a bit overwhelming when I look more towards the ground. Is it a matter of tweaking the weather values in the ini?

That shader's half your problems (fogs the other 3/4). Reinhard's equations svck for game work, I made up my own (using powers of 2 and fun stuff, that work way better). I'll grab the link from vurt's thread.
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Sarah MacLeod
 
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Post » Fri May 27, 2011 9:22 am

snip


Thanks, I'll definitely be checking that update.
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joeK
 
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Post » Fri May 27, 2011 10:23 pm

http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot175.jpg
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot146.jpg
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot145.jpg
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot154.jpg
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot162.jpg
http://i4.photobucket.com/albums/y145/peachykeen000/tB_g6_rc1/MGEScreenshot165.jpg

Tweaked ingame.fx (fixed foam color, added foam fogging and a few minor tweaks)
Unnamed HDR shader
Knu's DoF (latest)
phal's sunshafts
trueBloom g6 RC1
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Celestine Stardust
 
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Post » Fri May 27, 2011 11:26 am

Looks awesome as usual PeachyKeen :)
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Roberto Gaeta
 
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Post » Fri May 27, 2011 8:54 am

http://i35.tinypic.com/28k6fe0.jpg

Shaders:
*All have been slightly edited for a fov of 98 and some intensity settings*
Knu's DOF
Knu's SSAO
Phal's Sunshaft *Specifically made sun smaller.
Truebloom 5 *Less bloom inside, less outside
*Underwater caustics

Ingame.fx:
Phal's water *caustics set to 75 visibility, slightly larger waves
Alternative fog method used

Distant land:
Draw distance 36 cells, no blur. Default Distant land statics, all reflect.

Fog above water starts at 1.6 and stops at 9.0
Fog below water starts at -3.6 and stops at 1.6

Morrowind.Ini:
Vurt's with some tiny editis and own lighting configuration
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 11:31 am

Whats the suggested FOV for 1440X900 resolution 19' Widescreen?
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ZzZz
 
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Post » Fri May 27, 2011 9:32 am

Whats the suggested FOV for 1440X900 resolution 19' Widescreen?

http://emsai.net/projects/widescreen/fovcalc/

85. I use 90 though.
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Bereket Fekadu
 
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Post » Fri May 27, 2011 8:53 am

Reworked my old code for atmospheric scattering:
http://img44.imageshack.us/img44/7423/79667811.jpg http://img8.imageshack.us/img8/9126/62982169.jpg http://img43.imageshack.us/img43/1412/45716186s.jpg
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Richus Dude
 
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Post » Fri May 27, 2011 11:20 am

Looks incredible Phal :ooo:
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 8:33 am

Reworked my old code for atmospheric scattering:
http://img44.imageshack.us/img44/7423/79667811.jpg http://img8.imageshack.us/img8/9126/62982169.jpg http://img43.imageshack.us/img43/1412/45716186s.jpg

NOW, that's atmospheric scattering. And I see lens effects.
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Gracie Dugdale
 
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Post » Fri May 27, 2011 9:39 pm

Hi !

@Vurt:
http://piclair.com/data/d07a4c8875aef5a2f69b001fc129ce54.png, how do you can have this beautiful rain ? O_o

http://piclair.com/data/5d8bcab289f888c972fbfdc8021ca878.png... But have you this fog unly with your ini'settings, (
thanks a lot to you're ini tread :clap: ) with MGE settings ??

Because I find difficult with MGE to have a fog like you... (I still have your ini settings :twirl: )


Thanks in advance :)
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Roberto Gaeta
 
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