At first thanks for adding MGE-water to interiors: great effort :goodjob:
Unfortunately I still got an issue regarding the fog distance in interiors. Fog distance now seems to be limited to the game's default maximum. I'm usually using MWFPS-Optimizer to extend 'vanilla' view distance beyond that maximum without problems. But since this last update MGE seems to decrease viewdistance to game's default maximum, even reverting it to this default value (almost) immediately after I try to increase it manually (via FPS-Opt.-hotkey). This is particularly noticeable in all the fake-exterior-interiors of Mournhold. Everything else is working fine.
Fog distance in interiors was limited by d4w to (7168 game units [cell width]) * (fog ratio). I didn't change it while merging code, but I can change it to (current view distance) * (fog ratio) in next revision.
And two little questions:
1. Now that MGE-water is working in interiors is there any chance to get animated statics (grass/trees) working there too?
Currently I don't know. I didn't look at distant statics usage file to check what coordinates are saved there. Some changes might be needed there to save also cell name during distant statics creation to make it work.
2. Is it possible to use an alternate watershader for interior water? Imho the surface texture (the waves) looks a little oversized in proportion to the usually small basins and water filled cave sections located in the most interiors. Imho it would look much better if it was scaled down to let's say 70% of it's exterior scale.
I can provide new flag variable in InGame.fx that will be set if player is in interior cell. The rest of processing may be coded in InGame.fx effect file.
The Rogue texture I was having problems with was from nich's seamless rocks. Apparently one of the rocks can't find it's texture. Good to know =)
Good to know. Next revision will have message box that displays missing texture file path if some texture is missing.
The interior water needs a little tweaking. For example I can't see the bubbles with mge water in interiors. That's not a big problem though. But I can ask for an increase in transparency of the water. We can only have distortion.(No reflections) It looks OK underwater. But above water it is so opaque you can't see the distortion effects.
Maybe it was very dark interior? :huh:
I just tested interiors with water, and the water looks clear enough for me (with stock MGE water and also the Tweaked water shader). I can see distorted floor, and underwater objects if I look from above water surface. There are no reflections, because there are no distant statics in interiors (only the fake light is reflected/refracted). Only in dark interiors I didn't see anything below water surface and I needed torch to see what is underwater.
Would it be possible to add some sort of blurring effect to the water surface? And a blurring underwater shader (though I suggest making this optional) would be nice.
Harlanrm might know more, I looked to Ingame.fx only once or twice. But switching it on/off might be possible by additional variable.
Also, could an option be implemented to change the FOV? I'd like it to be possible to set it to 90.
I was thinking about FOV when I started messing with MGE source code. It's possible to implement. I will do some tests with it when I finish with MGE INI file integration.
And the interiors water is a great development! Could some sort of reflection be done, but based on what vanilla cubemapped water would have reflected?
MGE water reflects sky (partially), distant land, distant statics and sun. Because there are no distant land/statics (/sky/sun [well, there is fake sun]) in interiors, there are no reflections.