Morrowind Graphics Extender (MGE)

Post » Thu May 26, 2011 10:01 pm

Morrowind Graphics Extender (MGE)
by Timeslip & LizTail

This is a utility to add Oblivion style distant land and HDR to morrowind, as well as many other graphical and input related tweaks. It is also a required utility for some mods which make use of the additional scripting functions it provides.

Note: MGE is a complex program working in a complex environment. There are lots of things which can prevent it from working, or at least prevent it from working as you want it to. You may need a certain level of computer literacy to solve these problems. Also, be prepared to spend some time experimenting with what options work best (or at all) for you. We tried our best to make the program's UI and documentation helpful, but this won't spare you from having to spend some (or sometimes a lot) of effort on it. Please weigh the improved visuals against the effort needed to get it working (and, obviously, the fps hit), and decide whether you really want to try using it. If you're having any problems, please read MGE's documentation before posting here.

Downloads and important links:
  • http://sourceforge.net/project/showfiles.php?group_id=239453&package_id=291185 - New features include improved GUI, faster distant land generation and rendering, animated grass (see http://vality7.googlepages.com/mgegrass page for instructions), new depth-based water effects, distant blur effect, fading distant statics, fixed distant activators and more, see http://morrgraphext.wiki.sourceforge.net/Change+Log for a full list
    of changes.

  • http://morrgraphext.wiki.sourceforge.net/ - explains all MGE functions and settings, offers http://morrgraphext.wiki.sourceforge.net/Guides for common tasks like enabling distant lands, activating shaders, or enabling screenshots, has a http://morrgraphext.wiki.sourceforge.net/Troubleshooting to help you with problems, and more.

  • Older Versions (3.3.2 and 3.0.3) - http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=45 or http://www.tesnexus.com/downloads/file.php?id=5535
Required
  • http://www.softpedia.com/get/System/OS-Enhancements/DirectX-9.0c-Redistributable.shtml
  • http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en
  • http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en



Optional Downloads:
  • http://www.mwmythicmods.com/MWE.htm#MGE, collected by bjam, with links to lots of MGE mods and shaders.
  • http://www.adrive.com/public/03a324c90a9ecd83d05de630789ba828e18289056e6bfbed5858cdbba71d4adf.html - This file tells MGE what distant statics to generate and what not to generate rather than letting it guess, so use this if you have problems seeing for example Ebonheart Castle and other various architectural things. To use - when generating statics, select this txt file using the browse button - (http://i73.photobucket.com/albums/i201/Vality7/misc/mgeeestatiicicisiisppicicsss.jpg), then click create statics.
  • http://www.gamesas.com/bgsforums/index.php?showtopic=889756 (by Varana)
  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5868 (by harlanrm)
  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5869 (by harlanrm)
  • http://www.gamesas.com/bgsforums/index.php?showtopic=931084 (by povuholo) (for older versions, pre 3.7.2)


Screenshots:
(The screenshots here show an unmodded Morrowind with all the distant land settings on very high)

- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen01.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen02.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen03.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen04.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen05.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen06.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen07.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen07b.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen08.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen09.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen10.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen11.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen12.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen13.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen14.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen15.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen16.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen17.jpg

New Effects:
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen18.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen19.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen20.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen21.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen22.jpg
- http://s73.photobucket.com/albums/i201/Vality7/mge/MGEScreen23.jpg



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

F.A.Q.

Q: Where can I find a detailed guide for using MGE?
A: The MGE Wiki can be found http://morrgraphext.wiki.sourceforge.net/TOC - note that it's currently being worked on and updated so some info may be missing or out of date. Have a look through there first, and if you still need help then ask in this thread here.

Q: How do I enable screenshots in MGE?
A: Click on the input tab, then click "Launch Macro Editor".
Click the key you want to use (use something other than printscreen) and in the drop down menus select 'Function' and 'Take Screenshot'.
Click save, close and you will be able to take screenshots.
Your screenshots will be saved directly to your Morrowind folder.

Q: How do I enable shaders? (like Bloom, HDR etc)
A: Go to the Tools tab, press "Shader editor"
Use the "Select technique" combobox and Preview to find one you want (e.g. DX9 HLSL HDR*).
Then click "Edit active". Double click the one(s) you want. Click Save.
If you've selected more than one you can use the "Preview active chain" to get a feel for what they look like together. Use the Up and Down in the "Edit active" to change the order the shaders are applied until you're happy.

Q: Why don't the shaders work?
A: On the Render state tab, make sure "Hardware Shader" is checked. If HDR isn't working, on the misc tab, check both "Update shader variables" and "Supply HDR info to shaders".

Q: How do I get animated grass/trees?
A: For instructions on how to set up animated grass, go http://vality7.googlepages.com/mgegrass. The animated trees feature is currently being worked into a proper mod, it will be released as soon as it's done.

Q: Why has pixel shaded water been disabled?
A: MGE's distant land is not compatible with Morrowind's pixel shaded water, and so it is automatically disabled. If you have a sm2 graphics card, MGE can replace Morrowind's water with its own. MGE may not automatically re-enable them when distant land is disabled, so make sure you double check. To re-enable it, open up the Morrowind Launcher and click "Options". Then click the check box called "pixel shading".

Q: Why does the distant land generator crash when I try to generate the files?
A: MGE's file parser isn't perfect, and if it comes across a NIF or texture it can't read it tends to crash. All default meshes are known to work, so you can sidestep this problem by only generating statics for morrowind.esm and bloodmoon.esm, otherwise you will need to retry repeatedly until you find the problem mod. One known problem which isn't related to NIF's is Ald-Vendras, which contains a corrupt texture file. To fix this, download http://vality7.googlepages.com/aldtex.7z and extract it to Morrowind's \data\textures folder before running the distant land generator.

Q: Certain places, such as Raven Rock, the Ghostfence, and the Strongholds, are not created by the distant land generator. Why?
A: The reason they don't show up when you enable Distant Statics is because they're not Statics, they're Activators. MGE doesn't generate activators. Check out povuholo's 'MGE Distant Activators Fix', it will help to display certain major activators such as the Ghostfence. (*Update, this is mostly fixed in the latest version - the generator will check an esp's script to see if the activator should be generated or not.)

Q: Why do the skies flicker from light to dark?
A: Change fog mode to range vertex

Q: My distant land is all black, help?
A: This might happen when you are too high above ground, try going back closer to ground. If this happens on ground level reduce Distant Land draw distance.

Q: I get a water texture not found error / texture not found error.
A: Uninstall MGE completly and intall a fully fresh copy and try again.

Q: I have 64-bit XP and I get CTDs.
A: Try running in compability mode or on a 32-bit system.

Q: Distant Meshes have 'holes' in them / look funny.
A: Either don't use the "old reduction method" or leave static detail at 100% when generating distant land.

Q: I have a decent rig, and yet my frame rate is terrible, what gives?
A: Be sure to disable all external anti-aliasing and anistropic filtering in your video card's control panel. Also try things like updating your graphics card drivers, minimize the amount of background applications, this guide http://www.tweakguides.com/TGTC.html at TweakGuides gives some good tips for improving your PC's performance. Another thing to try is http://www.lowgenius.net/post/Morrowind-FPS-Optimizer.aspx for Morrowind.

Q: Where can I get the Beta source code for MGE?
A: Here - http://morrgraphext.sourceforge.net You will need to check out the source code via SVN. Tortoise SVN is a good choice for a program to do so on Windows. The SVN URL to use when checking out the code is here - https://morrgraphext.svn.sourceforge.net/svnroot/morrgraphext/


Note: If you need help with MGE, please don't PM either me or the creators - instead post your questions or problems here, that's what this thread is for, and be patient in waiting for a reply - don't bump or double post. Also, if you see anyone make a new thread about MGE or asks any MGE related questions, please redirect them to post in this thread instead, as it's best to keep all MGE questions and answers in one place.

http://www.gamesas.com/bgsforums/index.php?showtopic=960266.
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evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu May 26, 2011 11:01 pm

Open questions/tasks from last threads:

- We're still improving the wiki documentation, any suggestions (pointing out errors, suggesting improvements, fixing typos ...) are welcome. The documentation would also immensely benefit from screenshots which demonstrate MGE's various settings. Does anyone want to help out and provide some? (Thanks to Harlanrm for already doing so!)

- Silverglade is working on a way to make the handling of exception lists more user friendliy, as proposed http://www.gamesas.com/bgsforums/index.php?showtopic=955256&st=80&p=13812170&#entry13812170 (and discussed in the following posts).

- Performance of 3.8.0 vs. 3.7.2 Why is the performance drop extreme for some users and non-existent for others? Can the effect be mitigated? Please report your exoperiences and your hardware specs like BramblesMarlow did http://www.gamesas.com/bgsforums/index.php?showtopic=955256&st=120&p=13819963&#entry13819963. (Note: People who see no performance gain by switching back from 3.8.0 to 3.7.2 may be experiencing a problem with the FPS Optimizer and view distance not being reset correctly.)

- http://www.gamesas.com/bgsforums/index.php?showtopic=955256&st=160&p=13826851&#entry13826851 zoomed sky upon cell transitions and problems with his GeForce 7200, confirmations and suggestions welcome.

- kamilfranke is testing a hypothesized connection between crashes and either sound settings or MWSE.

- Bump mapping doesn't seem to be supported in 3.8.0. It's unclear when support was lost. How difficult would it be to reimplement it?

- http://www.gamesas.com/bgsforums/index.php?showtopic=952935&st=120&p=13786044&#entry13786044 that distant land didn't work when he used custom re-packed bsa archives instead of the originals. Anyother user confirmed the problem, but it's still unclear whether the problem is caused by MGE not reading bsas properly, or BSAPacker not packing them properly (the latter is a known bug).

- Two users reported screen flickering when using the DX9 HLSL Fast full Bloom shader and HDR Lighting. Is the shader broken?

- to check: Is MDX still included in the latest release of DirectX 9.0c?

- ground plane problem: MGE draws a ground plane that is much higher than the depths in the seas surrounding Tamriel Rebuilt.

- a user with a GeForceFX 5200 reported parts of the local map being drawn upside down when using MGE. Can this be confirmed by other users? Also, are there users with this card which *don't* have this problem? (Note: The same symptoms have been reported by a user with a GeForce 7600 GS; again, any further information is welcome)
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Shaylee Shaw
 
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Post » Fri May 27, 2011 7:06 am

Those screenshots never cease to amaze me. The depth of field effect is particularly impressive.
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OJY
 
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Post » Fri May 27, 2011 5:15 am

Such a shader does not exist that I know of, but it sounds perfectly plausible and actually kinda fun. :P
I don't know exactly how you might get it to work only under-water other than you would need to build it into the InGame.fx file and use some of those local variables that tell the shader where the player is.

Of course, if some friendly coder were to alter the MGEgui and d3d8 so that the fun variables like these could be used in full screen shaders, it would make the task easier.
And perhaps I might like it as well. :P

If you are having trouble on it, I could give you pointers or maybe write something for you. It probably sounds irresponsible seeing as how I still haven't finished working with the Sparkle shader or the HDRi shader, but it's Spring Break, so I'll have a blast! :)

I think it's possible with scripting:
GetWaterLevel
player -> GetPos Z

and MGE functions:
MGEUseEffectAsFullscreenShader "file.fx"
MGEDisableEffectAsFullscreenShader "file.fx"

or also:
MGESetEffectVarXXX
MGESetEffectTechnique "file.fx", "technique"

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N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri May 27, 2011 8:05 am

Of course, if some friendly coder were to alter the MGEgui and d3d8 so that the fun variables like these could be used in full screen shaders, it would make the task easier.
And perhaps I might like it as well. :P
What additional variables would be needed for it?

There are several variables that the InGame.fx shaders have access to but the full-screen post-process do not. Some of them are related to vertex shading, which would make sense for them to not be transferable.
The one I was thinking about specifically was EyePos. From looking at how it is used, it appears to be the world coordinate position for the camera.
That is why I thought it could be easily used for an underwater shader. Now that I think about it more, I realize that this would only work in exteriors, where the water-level is a known constant.

For this underwater shader to work everywhere, it would need to be somehow tied to a script that tells it to activate when the camera is under water. I don't know if any such MGE script exists that would allow that, but that is the only other option I could think of...


Wow, you beat me to the punch by only 2 minutes.... lol
I really should learn more about the MGEScripting capabilities. Is there a full resource out there that explains it all? Perhaps it is in the wiki and I am just blind as a bat. :)
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Nany Smith
 
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Joined: Sat Mar 17, 2007 5:36 pm

Post » Fri May 27, 2011 1:15 am

I get black water surface when reflections turned on... :/ EDIT: Reflections work though.

Waves are underneath the black surface, they can be seen when looking up when underwater.

halp

Morrowind + Cogs Here, 8600< GT 185.xx driverz

Also, 64-bit does not crash - only present with early liztail's builds - add 64-bit .net and visual c++ packages.

Also, 3.8.0 has a pretty steep performance drop compared to 3.7.2 - lets just say that fps above 30 before was normal, now it is considered high.
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Genocidal Cry
 
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Post » Thu May 26, 2011 11:11 pm

I really should learn more about the MGEScripting capabilities. Is there a full resource out there that explains it all? Perhaps it is in the wiki and I am just blind as a bat. :)

http://morrgraphext.wiki.sourceforge.net/Function+Reference
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Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri May 27, 2011 2:11 am

Hello,
I really should learn more about the MGEScripting capabilities. Is there a full resource out there that explains it all? Perhaps it is in the wiki and I am just blind as a bat. :)

http://morrgraphext.wiki.sourceforge.net/MWSE+Extensions
Edit: Too slow :meh:

Bjam
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Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Fri May 27, 2011 9:23 am

i have been using MGE 3.7.2 now for some time and wouldn't play without it. 3.8.0 was too much of a performance hit to use.
i just looked into this thread and read that mge3.8-SVN_rev-0096 can now toggle back to how mge 3.7.2 blended MW and MGE distantland .

so i downloaded 3.8-SVN_rev-0096 and upgraded . launched and 3.8 read configs . created distant land again . added the macro to the keyboard .

launching morrowind fails with d3dx9_40.dll was not found

did the requirements change between 3.7.2 and 3.8-SVN_rev-0096 ??

-Nich
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Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Fri May 27, 2011 1:53 am

Open questions/tasks from last threads:
*snip*
- http://www.gamesas.com/bgsforums/index.php?showtopic=955256&st=160&p=13826851&#entry13826851 zoomed sky upon cell transitions and problems with his GeForce 7200, confirmations and suggestions welcome.
*snip*


Zoomed sky is happening with my 6800 actually(didn't checked but 7200 may be too). I got a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=955256&view=findpost&p=13828807 from Polik Gronak who uses an ati card. It turned out it is only happening when moving fast between cells. (MGE must be slow sometimes to update stuff. When I tried to make some time lapse animated videos, I noticed the distant land lighting doesn't update in time. After sunset the land was still lit for example. But I used timescale command to make things x10 times faster, so it is OK until you try to break things.)

What happened with my 7200 is this 'water everywhere' syndrome. Which I find is connected to view distance(Morrowind one) values. ( people using FPSO or MGE to change view distance based on FPS will get the worst kind of effects. Don't turn it on.)

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=952935&view=findpost&p=13788757 When I say I fixed it, I mean I almost fixed it. There are some water plane remains. When it is in it's minimum, the problem looks like the old problem when water displayed on land and statics in the end of morrowind view distance which was fixed by fixing the maximum view distance by liztail(putting caps for FPSO). When it is in it's maximum(changing(increasing) view distance causing this) this extra water plane begins to eat distant landscape polygon by polygon(you can see triangle faces disappearing) even to 8 cells further.

I think Shuuda have this problem. If anybody with the problem can test this. We can be sure. All they have to do is setting macros for increase/decrease view distance and test distant land in game with those macros. See if it will change anything.


Edit:
i have been using MGE 3.7.2 now for some time and wouldn't play without it. 3.8.0 was too much of a performance hit to use.
i just looked into this thread and read that mge3.8-SVN_rev-0096 can now toggle back to how mge 3.7.2 blended MW and MGE distantland .

so i downloaded 3.8-SVN_rev-0096 and upgraded . launched and 3.8 read configs . created distant land again . added the macro to the keyboard .

launching morrowind fails with d3dx9_40.dll was not found

did the requirements change between 3.7.2 and 3.8-SVN_rev-0096 ??

-Nich


Nich, reinstall Directx. Use Morrowind.exe instead of the launcher if that's the case.
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James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Fri May 27, 2011 2:33 am

Hmm... Linora is definately going to try and use 3.7.2 and see if it helps, as I get *really* low framerates using MGE 3.8 with distant land stuff. Seems to have very little effect if I lower my distant-land setting too either, which seems kinda strange.

I never get over 20 as my FPS when outside, and never over around 17 whenever near water.

Here's my computer specs to add to the bunch:

AMD X2 4400 (Using that duel-core-optimizer thingy)

1 GB Ram

8600GT 256MB

Windows XP

Hope this helps. :)
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james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Fri May 27, 2011 10:17 am

Ok, yeah. Confirmed.

I get about 50 FPS in outside areas when using 3.7.2 version.

O_O
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James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Thu May 26, 2011 10:17 pm

Nich, reinstall Directx. Use Morrowind.exe instead of the launcher if that's the case.


i use directX 9.0c august 2008 , the min reqired as stated in the mge wiki . but that verstion of 9.0c does not include _40.dll , only up to _39.dll . wiki might need a little update .

installed the latest 9.0c and mge 3.8 0096 runs . i toggled off the mge blending and only gained 2fps .

i really thought i was trying all the 2.7.2 betas that ran up to 3.8 release and i REALLY thought when the blending was added that my frames dropped from 25-30 down to 10-12 . i don't know how distant blur (DOF) affects my fps since i stoped trying the betas before it was added and in the 3.8 i ran it is set to 0 .

[EDIT]
system specs
AMD 3700
1GB ram
ATI radeon 9700 mobility 256mb
windoz XP
[/EDIT]

guess i will go back to 3.7.2 . i will keep an eye on the forums to see if something might improve my fps situation .

thx for the help and for continuing working on mge

-Nich
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Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Fri May 27, 2011 7:41 am

i use directX 9.0c august 2008 , the min reqired as stated in the mge wiki . but that verstion of 9.0c does not include _40.dll , only up to _39.dll . wiki might need a little update .

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.
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Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri May 27, 2011 9:24 am

I noticed a weird bug. Whenever I look completely straight up in an exterior cell, the 'camera' switches to somewhere beneath the player.

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot5-1.jpg

He's not flying, he's standing on the ground. The camera seems to go to just above water level, so the closer I am to water the less far away I see myself like that. It can be much further away than in this screenshot.

This is in third person. In first person it also happens, but then you only see your two arms floating.

This only occurs when distant land is on. If I toggle it off, nothing strange happens.

I'm using the latest official version (3.8), my graphics card is an ATI HD4850, and I use distant land+distant statics. Is there any other information that you need? More screenshots maybe?
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Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Thu May 26, 2011 10:49 pm

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.

The link to DirectX SDK provided at Wiki transfers to DXSDK_Nov08.exe download page. But when I downloaded DirectX SDK in January I couldn't find Aug08 version, only Aug2007, Jun08 and Nov08, so I installed the latter, because my previous DirectX SDK was from 2006.

Dependencies:
Feb2005: d3dx9_24.dll
Apr2005: d3dx9_25.dll
Jun2005: d3dx9_26.dll
Aug2005: d3dx9_27.dll
Dec2005: d3dx9_28.dll
Feb2006: d3dx9_29.dll
Apr2006: d3dx9_30.dll
Oct2006: d3dx9_31.dll
Dec2006: d3dx9_32.dll
Apr2007: d3dx9_33.dll
Jun2007: d3dx9_34.dll
Aug2007: d3dx9_35.dll
Nov2007: d3dx9_36.dll
Mar2008: d3dx9_37.dll
Jun2008: d3dx9_38.dll
Aug2008: d3dx9_39.dll
Nov2008: d3dx9_40.dll


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

I noticed a weird bug. Whenever I look completely straight up in an exterior cell, the 'camera' switches to somewhere beneath the player.

It's a known bug. Vtastek and I reported it in January http://www.gamesas.com/bgsforums/index.php?showtopic=944387&view=findpost&p=13686361, http://www.gamesas.com/bgsforums/index.php?showtopic=944387&view=findpost&p=13697721 and http://www.gamesas.com/bgsforums/index.php?showtopic=944387&view=findpost&p=13700699. It can happen in 1st and 3rd person.

Though I don't know what causes this.
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Makenna Nomad
 
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Post » Thu May 26, 2011 8:08 pm

I'm using the D24S8 z-buffer format and range vertex fog BTW.
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Eddie Howe
 
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Joined: Sat Jun 30, 2007 6:06 am

Post » Fri May 27, 2011 12:26 am

I'm using the D24S8 z-buffer format and range vertex fog BTW.
Does this happen again if you change fog type in MGEgui and run the game?
And after quitting game does changing fog type again to range vertex and running game again changes something?
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Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Fri May 27, 2011 3:36 am

I have an interesting problem here. Not a huge deal but might be good to know.

I recently downloaded Redesigned Vivec, when I did I decided to regenerate the statics... However many times I do, and no matter what I do it seems that it won't generate correct statics for Vivec. At "Far" range it will always look the same as vanilla. Even at close i suspect, cuz I can still see the meshes up-close. (This is partially really cool and partially annoying, cuz as you get closer the dome gradually fades away and reveals the redesigned vivec, but annoying since smaller statics does this at a different rate and you can see through it from "inside" not cool).

Also I can only generate statics for it automatically. The manual statics override throws an error, something about object reference.

Well... That's about it.

(also I lost my animated trees, so I'll have to figure out how to get them back...)

Cheers
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Hussnein Amin
 
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Post » Fri May 27, 2011 12:04 pm

(...)
Also I can only generate statics for it automatically. The manual statics override throws an error, something about object reference.
(...)
What version of MGE do you use?
Could you post exact error message details?
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cosmo valerga
 
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Post » Thu May 26, 2011 11:18 pm

What version of MGE do you use?
Could you post exact error message details?

Will do in some time. I use next to latest with the most recent updated DX8.Dll. Pretty sure it's the mge3.8-SVN_rev-0095. I will reproduce it and grab a screen shot of the error.
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Darren Chandler
 
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Post » Fri May 27, 2011 3:34 am

I have an interesting problem here. Not a huge deal but might be good to know.

I recently downloaded Redesigned Vivec, when I did I decided to regenerate the statics... However many times I do, and no matter what I do it seems that it won't generate correct statics for Vivec. At "Far" range it will always look the same as vanilla. Even at close i suspect, cuz I can still see the meshes up-close. (This is partially really cool and partially annoying, cuz as you get closer the dome gradually fades away and reveals the redesigned vivec, but annoying since smaller statics does this at a different rate and you can see through it from "inside" not cool).


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.
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Blaine
 
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Post » Fri May 27, 2011 10:39 am

I have an interesting problem here. Not a huge deal but might be good to know.

I recently downloaded Redesigned Vivec, when I did I decided to regenerate the statics... However many times I do, and no matter what I do it seems that it won't generate correct statics for Vivec. At "Far" range it will always look the same as vanilla. Even at close i suspect, cuz I can still see the meshes up-close. (This is partially really cool and partially annoying, cuz as you get closer the dome gradually fades away and reveals the redesigned vivec, but annoying since smaller statics does this at a different rate and you can see through it from "inside" not cool).

Also I can only generate statics for it automatically. The manual statics override throws an error, something about object reference.

Well... That's about it.

(also I lost my animated trees, so I'll have to figure out how to get them back...)

Cheers


someone was nice enuff to post this exception list for redesigned vivec .. wish i could remember who should get the credit for this

x\ex_vivec_c_04.nif=ignorex\ex_vivec_c_02.nif=ignorex\ex_vivec_lp_02.nif=ignorex\ex_vivec_lp_01.nif=ignorex\ex_vivec_b_01.nif=ignorex\ex_vivec_bt_01.nif=ignorex\ex_vivec_b_tb_01.nif=ignorex\ex_vivec_b_t_01.nif=ignorex\ex_vivec_b_wb_01.nif=ignorex\ex_vivec_b_wb_gap_01.nif=ignorex\ex_vivec_b_gap_b_01.nif=ignorex\ex_vivec_b_gap_t_01.nif=ignorex\ex_vivec_ent_b_01.nif=ignorex\ex_vivec_ent_t_01.nif=ignorex\ex_vivec_ent_t_02.nif=ignorex\ex_vivec_sbase_01.nif=ignorex\ex_vivec_waterspout_01.nif=ignorex\ex_vivec_waterspout_03.nif=ignorex\ex_vivec_waterspout_05.nif=ignorex\ex_vivec_wspout_d_02.nif=ignorex\ex_vivec_waterfall_01.nif=ignorex\ex_vivec_waterfall_03.nif=ignorex\ex_vivec_waterfall_05.nif=ignorex\ex_vivec_hf_03.nif=ignorex\ex_vivec_hf_02.nif=ignorex\ex_vivec_hf_01.nif=ignorex\ex_vivec_hfq_04.nif=ignorex\ex_vivec_hfq_03.nif=ignorex\ex_vivec_hfq_02.nif=ignorex\ex_vivec_hfq_01.nif=ignorex\ex_vivec_pd_01.nif=ignorex\ex_vivec_ps_01.nif=ignorex\ex_vivec_pqs_01.nif=ignorex\ex_vivec_pqs_02.nif=ignorex\ex_vivec_pq_04.nif=ignorex\ex_vivec_pq_03.nif=ignorex\ex_vivec_pq_02.nif=ignorex\ex_vivec_pq_01.nif=ignorex\ex_vivec_p_water_01.nif=ignorex\ex_vivec_palace_grate_02.nif=ignored\ex_velothi_loaddoor_01.nif=ignorex\ex_de_docks_steps.nif=ignorel\light_de_streetlight_01.nif=ignorex\furn_de_lightpost_01.nif=ignoref\furn_shrine_vivec_01.nif=ignored\ex_v_cantondoor_01.nif=ignored\ex_v_palacegrate_02.nif=ignorex\ex_v_ban_child_01.nif=ignorex\ex_v_ban_walk_01.nif=ignorex\ex_v_ban_avs_01.nif=ignorex\ex_v_ban_speak_01.nif=ignorex\ex_v_ban_faith_01.nif=ignorex\ex_v_ban_vivec_01.nif=ignorex\ex_v_ban_vivec_02.nif=ignorex\ex_v_ban_serving_01.nif=ignorex\ex_v_ban_count_01.nif=ignorex\ex_v_ban_tribunal_01.nif=ignorex\ex_v_ban_comfort_01.nif=ignorex\ex_v_ban_hlaalu_01.nif=ignorex\ex_v_ban_imp_01.nif=ignorex\ex_v_ban_telvanni_01.nif=ignorex\ex_v_ban_arena_01.nif=ignorex\ex_v_ban_redoran_01.nif=ignorex\ex_v_ban_stolms_01.nif=ignorex\ex_v_ban_stdeyln_01.nif=ignorex\ex_v_sign_hlaalu_01.nif=ignorex\ex_v_sign_fq_01.nif=ignorex\ex_v_sign_telvanni_01.nif=ignorex\ex_v_sign_arena_01.nif=ignorex\ex_v_sign_redoran_01.nif=ignorex\ex_v_sign_stolms_01.nif=ignorex\ex_v_sign_stdeyln_01.nif=ignorex\ex_v_stolms_01.nif=ignorex\ex_v_stdeyln_01.nif=ignorex\ex_v_vivecstatue_01.nif=ignorex\ex_v_dock_01.nif=ignorex\ex_gondola_01.nif=ignoref\active_blight_large.nif=ignore

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Stephy Beck
 
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Post » Fri May 27, 2011 2:37 am

Hello,
I recently downloaded Redesigned Vivec, when I did I decided to regenerate the statics... However many times I do, and no matter what I do it seems that it won't generate correct statics for Vivec. At "Far" range it will always look the same as vanilla. Even at close i suspect, cuz I can still see the meshes up-close. (This is partially really cool and partially annoying, cuz as you get closer the dome gradually fades away and reveals the redesigned vivec, but annoying since smaller statics does this at a different rate and you can see through it from "inside" not cool).

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=957457&view=findpost&p=13858928
Also I can only generate statics for it automatically. The manual statics override throws an error, something about object reference.

Do you mean that you can't use an exception list? :unsure:
What error message do you get?
Edit:
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.

I was thinking about it and I think that there could be a workaround. Merging all the esm (including the three main ones) + esp used, then removing everything that is not used (interior cell, NPC, creature) and using only the new merged mod (converted into an esm) to create the distant land + statics. :unsure:
I don't think that any of the utilities currently available is able to do all of this automatically. :deal: :whistle: :poke: :hehe:

Bjam
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Felix Walde
 
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Post » Thu May 26, 2011 7:47 pm

As it's stated, the exception list throws an error in this case, so reposting the list or link to it won't solve the problem.
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Sudah mati ini Keparat
 
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