Morrowind Graphics Extender (MGE)

Post » Thu May 26, 2011 10:51 pm

Here is the list of mods I generate with. My reasoning for believing that it's Redesigned Vivec's fault is that it was recently added, and the generation with exceptions list seems to work without it.

In no particular order:
Morrowind
Tribunal
Bloodmoon
Texture fix 1.8
Flora container sway
Flora sway
Grass beta_ascadian isles
Grass beta_bitter coast
Grass beta_grazelands
Grass beta_west gash
Redesigned vivec

And the error screenshot (Including activators & misc objets or not, both throws this error with exception list loaded:
http://i40.tinypic.com/5ezlgl.jpg

EDIT: Looking at MGE it seems that it happens during the generation of textures for distant statics. Me thinks.
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Lyndsey Bird
 
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Post » Thu May 26, 2011 9:44 pm

And the error screenshot (Including activators & misc objets or not, both throws this error with exception list loaded:
http://i40.tinypic.com/5ezlgl.jpg

EDIT: Looking at MGE it seems that it happens during the generation of textures for distant statics. Me thinks.

Maybe some texture is missing.

Do you have any new text file named *error*.txt/.log or *exception*.txt/.log in the mge3 subfolder? Posting its contents would help.

And this list works for me with no error, but I don't have redesigned Vivec installed, and the old exception list format is fully supported by new SVN builds of MGE (there are only warnings in the log about deprecated comments).

----------------
EDIT: I have installed redesigned Vivec and the static generation using exception list for it proceeded with no error.
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Julie Ann
 
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Post » Thu May 26, 2011 10:05 pm

Snip

Yes, this is the content of that file:

System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.DirectX.StaticTexCreator.LoadTexture(String path)
at MGEgui.DistantLand.DistantLandForm.workerCreateStatics(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
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Nathan Barker
 
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Post » Thu May 26, 2011 10:37 pm

Yes, this is the content of that file:

System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.DirectX.StaticTexCreator.LoadTexture(String path)
at MGEgui.DistantLand.DistantLandForm.workerCreateStatics(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)

Could you check if static generation works with this MGEgui.exe? I've added to it testing if texture isn't null.

EDIT: Removed link because of removing source file. This fix will be contained in the next SVN rev.
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Andy durkan
 
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Post » Fri May 27, 2011 9:44 am

Could you check if static generation works with http://downloads.sourceforge.net/morrgraphext/MGEgui.exe? I've added to it testing if texture isn't null.

Confirmed it's working really nicely!

Thanks heaps!

Any drawback to this?
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Kim Bradley
 
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Post » Fri May 27, 2011 7:04 am

Confirmed it's working really nicely!

Thanks heaps!

Any drawback to this?

Some distant static may have untextured parts, but if it's missing texture then Morrowind rendered object also would have untextured part.
Are you using custom BSA files? - Maybe there's a problem.
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Nienna garcia
 
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Post » Fri May 27, 2011 1:04 am

Curious... No, no custom BSA. I will report when and if I find the rogue texture.

Btw this fixed so that I don't have the bad but kinda cool error explained above about vanilla Vivec showing up as distant statics instead.
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Michael Korkia
 
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Post » Thu May 26, 2011 7:49 pm

Updating of my experimental version, change for "pure" interiors:
- double light exposure of interiors is corrected;
- the fake sun over a head of the player that water not seemed flat is added;
- colour of water depends now on Ambient of an interior;

http://s49.radikal.ru/i123/0903/85/ebcd91bd595b.jpg

http://depositfiles.com/files/3mysa7djq
http://depositfiles.com/files/5zijyyi49
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 1:19 am

hi.

I have a problem with MGE.
-Sometimes when I enter some rooms (like tombs, tents, ect.) the screen goes all brown. Any way to fix it? I now only turn off all effects when in there (but then I have to exit morrowind, load a different setting, and start again. takes time...)
-I also have a problem with saves inside. When I load a save that is inside a building, when I go out, tha game crashes. Any fix?
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GLOW...
 
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Post » Fri May 27, 2011 5:49 am

Updating of my experimental version, change for "pure" interiors:
- double light exposure of interiors is corrected;
- the fake sun over a head of the player that water not seemed flat is added;
- colour of water depends now on Ambient of an interior;

Works fine for me. :)

There's still issue with one frame rendered differently after exiting MenuMode in true interiors, but I don't know how to fix it yet, and it's not much disturbing to be not added to SVN.

I just merged code with mine.
You may expect a new test build in few hours uploaded to SourceForge / SVN, containing these improvements. :)

---------------------------------------------

I have a problem with MGE.
-Sometimes when I enter some rooms (like tombs, tents, ect.) the screen goes all brown. Any way to fix it? I now only turn off all effects when in there (but then I have to exit morrowind, load a different setting, and start again. takes time...)
(...)
Is this for any shader you use or some particular?
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Tha King o Geekz
 
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Post » Fri May 27, 2011 5:51 am

The next test version of MGE is available for download - http://downloads.sourceforge.net/morrgraphext/mge3.8-SVN_rev-0097.7z

d3d8.dll changes:
  • added changes by d4w, making MGE water appear in interiors

Known issues:
  • one frame is rendered incorrectly in true interiors after exiting from MenuMode to game

I haven't added fix for C_Mireneye static generation with exception list and 'redesigned Vivec' yet, since I don't have confirmation whether it's a missing texture or not. If it's missing texture then I change appearing message to give that information instead of information about exception, otherwise I apply mentioned fix.
Also the INI (partial) integration is delayed a little, because it's not complete yet even for Distant Land Creation Wizard.

Enjoy new water in interiors!!! :)
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Tammie Flint
 
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Post » Fri May 27, 2011 12:25 am

I haven't added fix for C_Mireneye static generation with exception list and 'redesigned Vivec' yet, since I don't have confirmation whether it's a missing texture or not. If it's missing texture then I change appearing message to give that information instead of information about exception, otherwise I apply mentioned fix.
Also the INI (partial) integration is delayed a little, because it's not complete yet even for Distant Land Creation Wizard.


So far I havn't seen any missing textures. I will do more testing before actually committing to that statement tho
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GPMG
 
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Post » Thu May 26, 2011 9:02 pm

So far I havn't seen any missing textures. I will do more testing before actually committing to that statement tho
I'll build special version of MGEgui.exe for you like before, but this time it will display message box with texture path that appears to be missing, and post a link here later.

EDIT: Link to special build of MGEgui.exe for C_Mireneye

EDIT2: Removed link because of removing source file.
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Charles Mckinna
 
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Post » Fri May 27, 2011 2:50 am

Apparently yes. Personally I'm using the Nov08 version anyway, so an introduction of a dependency on it would have passed under my radar. I'll update the respective pages. Thanks for the info.

krzymar, can you determine where a dependency on the Nov08 version may have crept in? I'm just wondering whether there's an easy way to detect that even if one has a newer DirectX already.

@Psyringe
The mge3.8-svn_rev-0095 build introduced the d3dx9_40.dll dependency. I was using DirectX 9.0c Aug08 previously and had to upgrade for that build. Since DirectX 9.0c Nov08 is the latest version of the redistributable linked to on the OP, I felt it wasn't necessary to report this as that is stated as the required version.
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Nims
 
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Post » Thu May 26, 2011 10:22 pm

If you ever make a .msi or .exe installer, make it check (and maybe even download and install) necessary files from Microsoft.

Do you guys need any more screenshots of my problem? I can take like twenty and upload them to photobucket :)
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 12:25 am

I think it's a bug in the distant static generation process. Basicly MGE checks and generate statics sequentially for each master or plug-in you choose initially and it doesn't checks if the references are moved or updated. A practical example: take a reference in Morrowind.esm - for example an house in Seyda Neen then move it or delete it and save this as a new .esp. Launch the wizard again and choose Morrowind.esm and your new plugin. When you will have regenerated the distant statics you will see the house both in the old position and in the new position if you moved the reference, or the house in the old position that fades out if you have deleted it. I don't know if it can be fixed.

This is not a bug - it's how the function was designed.

When Distant Statics are created, the DL Wizard will look thru each esm/esp specified in the plugin selection step and generate placement data for every reference that meets the minimum static size setting.

MGE gives you some amount of control over this at the time of distant statics creation thru the exception list - either by ignoring the mesh for entire groups of objects, or by adding specific object ids to the [names] section where you want other object ids to still render which also use the same mesh.

The best way to handle a moved reference for an esm so that MGE will render it correctly would be to create a new object in CS by renaming the original object and then Find & Replace the moved reference to use the new renamed object. If the original object is used more than once then each reference will need to be replaced with the new renamed object (whether moved or not). This will allow you to add the original object to the [names] section of an exception list to prevent MGE from generating a distant static for that object so only the new renamed object references will be rendered. You then use that new esp for both Distant Statics creation and in your active load list.

For moving an esp reference it's best to update the original esp with the new position and use that instead.

Basically you're creating a replacer for both MGE distant static creation and for overriding the original esm/esp in-game thru the active load list so that what MW and MGE render will match up.


Adding functionality to MGEgui to generate distant statics so that only the last reference of an object index is used might be possible, but ASAIK there is no specific order for which plugin gets precedence - do you give precedence by the plugin selection order? By plugin datestamp? What happens if you want an older plugin to have precedence over a newer one, but you don't or can't change your load order?

Use of the exception list is sufficient, and it helps when modders make sure to create new instances of objects that they want to move - it's good practice in any case, whether MGE is involved or not. ;)
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butterfly
 
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Post » Fri May 27, 2011 11:59 am

The best way to handle a moved reference for an esm so that MGE will render it correctly would be to create a new object in CS by renaming the original object and then Find & Replace the moved reference to use the new renamed object. If the original object is used more than once then each reference will need to be replaced with the new renamed object (whether moved or not). This will allow you to add the original object to the [names] section of an exception list to prevent MGE from generating a distant static for that object so only the new renamed object references will be rendered. You then use that new esp for both Distant Statics creation and in your active load list.


Thanks for the explaining. Now I'm a bit in a hurry, but I'll try that when I've got a few moments to try it.
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Matt Bee
 
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Post » Thu May 26, 2011 10:40 pm

I'm trying to create distand land files using the land creation wizard, but when I click on Create Land Textures I get this error Message:

Unbehandelte Aushahme in der Anwendung.

InvalidArgument=Value mit dem Wert 5 ist f?r SelectedIndex ung?ltig.
Parametername: SelectedIndex



And when I click on Details I get this text:
Informationen ?ber das Aufrufen von JIT-Debuggenanstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.************** Ausnahmetext **************System.ArgumentOutOfRangeException: InvalidArgument=Value mit dem Wert 5 ist f?r SelectedIndex ung?ltig.Parametername: SelectedIndex   bei System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)   bei MGEgui.DistantLand.DistantLandForm.bRunStep2_Click(Object sender, EventArgs e)   bei System.Windows.Forms.Control.OnClick(EventArgs e)   bei System.Windows.Forms.Button.OnClick(EventArgs e)   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)   bei System.Windows.Forms.Control.WndProc(Message& m)   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)   bei System.Windows.Forms.Button.WndProc(Message& m)   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Geladene Assemblys **************mscorlib    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.832 (QFE.050727-8300).    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.----------------------------------------MGEgui    Assembly-Version: 3.8.0.0.    Win32-Version: 3.8.0.0.    CodeBase: file:///D:/Programme/Spiele/Morrowind/MGEgui.exe.----------------------------------------System    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.832 (QFE.050727-8300).    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.----------------------------------------System.Windows.Forms    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.832 (QFE.050727-8300).    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.----------------------------------------System.Drawing    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.832 (QFE.050727-8300).    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.----------------------------------------Microsoft.DirectX.Direct3D    Assembly-Version: 1.0.2902.0.    Win32-Version: 9.05.132.0000.    CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll.----------------------------------------Microsoft.DirectX    Assembly-Version: 1.0.2902.0.    Win32-Version: 5.04.00.2904.    CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll.----------------------------------------Microsoft.DirectX.Direct3DX    Assembly-Version: 1.0.2911.0.    Win32-Version: 9.12.589.0000.    CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2911.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll.----------------------------------------System.Windows.Forms.resources    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.42 (RTM.050727-4200).    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.----------------------------------------mscorlib.resources    Assembly-Version: 2.0.0.0.    Win32-Version: 2.0.50727.832 (QFE.050727-8300).    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.----------------------------------------************** JIT-Debuggen **************Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in derKonfigurationsdatei der Anwendung oder des Computers(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.Zum Beispiel:    Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandeltenAusnahmen an den JIT-Debugger gesendet, der auf demComputer registriert ist, und nicht in diesem Dialogfeld behandelt.




Any idea what this means?
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Nick Swan
 
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Post » Fri May 27, 2011 6:12 am

Yes. krzymr has just fixed that bug a couple of days ago. Basically your map spanned too many cells. The auto-calculation for the mesh detail level yielded a result of 5, but the dialogue only accepts values of 0-4, so setting it to 5 crashes the UI. This is fixed in the recent betas.
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gary lee
 
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Post » Fri May 27, 2011 8:51 am

Hmm, I cant open the MGE configuration file, and MGE also prevents me from launching Morrowind at all. Any idea why this is?

as far as i know, the download of the 3 required utilities worked fine

Edit: My bad, I was unable to load the installation walkthrough at the time, so I missed a crucial part about the installation of DX9. :)
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Stacyia
 
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Post » Fri May 27, 2011 2:57 am

If you ever make a .msi or .exe installer, make it check (and maybe even download and install) necessary files from Microsoft.


I'd be against any sort of auto-download-and-install for such an exe. ^^" Checking for files, okay. Download and install if they are not present, please no? If it has to, have it ask the user before downloading.
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Richard Dixon
 
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Post » Fri May 27, 2011 2:08 am

Ahh, it's up and running. Brilliant! :)
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Janeth Valenzuela Castelo
 
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Post » Thu May 26, 2011 10:38 pm

The next test version of MGE is available for download - mge3.8-SVN_rev-0097.

d3d8.dll changes:
  • added changes by d4w, making MGE water appear in interiors
Known issues:
  • one frame is rendered incorrectly in true interiors after exiting from MenuMode to game
-clip-

Testing results for mge3.8-svn_rev-0097:

d3d8.dll
* Verified - MGE water shader renders in interiors. Toggle distant statics, toggle grass, toggle MW/MGE blending do not influence rendering of interior water; toggle distant land disables MGE water shader in interiors just like it does in exteriors (as expected).

I noticed the one frame render glitch in true interiors after exiting from menumode (including the MW Options menu). It looks like the part of MW's draw distance that was attempting to get rendered in menumode with keep fps constant (MGE or FPSO) but instead was causing a dead zone with one of the 3.7.2 betas (which LizTail later fixed so that the screen is not updated while menumode is active) - that part of the scene gets rendered so that background objects get drawn over the foreground. This occurs regardless of keeping fps constant with MGE or FPSO.

If the player is oriented to look down or up at more than a 45 degree angle before entering menumode, usually the glitch is not noticeable after exiting back to game - any angle looking down did not prevent the glitch in the Vivec sewers (presumably due to close proximity to the water plane).

--------------------------------------------------

From the previous thread:
This is interesting... I just tried out rev-0096 and what ever change you did to the grass now only effects references that use the meshes in the '...Meshes\grass' folder. Anything I have flagged as grass in the exception list does not get disabled (there are no entries for Vality7's Grass Beta meshes in the exception list I'm using). Not sure that was intended, but it solves the problem. cool.gif

It was not intended. I was looking for another way to disable grass without disabling trees and not create separate function for it, so I added disable grass condition testing only for function enumerating visible grass meshes. Maybe meshes flagged only by 'grass' keyword are treated differently than located in the grass subfolder, and are not enumerated by this function? - I must check it.

Oops. I rechecked this again w/ rev-0097, and the exception list I was using actually had some of those statics flagged as 'tree' instead of 'grass'. So toggling grass does disable the exception list items flagged as 'grass' as well as meshes in the '...Meshes\grass' folder.

Sorry about that false report. :facepalm:
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Adrian Powers
 
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Post » Thu May 26, 2011 9:04 pm

The newest version of MGE crashes my game when I go into interiors. The only thing I changed since I last opened MW was my merged objects esp and updating MGE to revision 0097. So it seems that, at least on my computer, the new version is more unstable than previous versions.
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kitten maciver
 
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Post » Fri May 27, 2011 1:41 am

Do you guys need any more screenshots of my problem? I can take like twenty and upload them to photobucket :)
20 screenshots wouldn't be needed, but you could post a screenshot that is taken at 'set GameHour to 12'. ;)

Your screenshot presenting this issue is too dark (even if I increase gamma/brightness of it, I barely see water surface, not mentioning reflections or missing waves), so one more screenshot would be appropriated.


The newest version of MGE crashes my game when I go into interiors. The only thing I changed since I last opened MW was my merged objects esp and updating MGE to revision 0097. So it seems that, at least on my computer, the new version is more unstable than previous versions.
Does it also crash If you assign key for 'toggle distant land' and disable DL before entering to interiors?

Have you also tried previous MGE test build after merging objects?
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BlackaneseB
 
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