[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 2:36 pm

Your script would turn it on. If I could find sun position (should be in eyevec and sunvec somewhere) and I think I have a fix for eyevec, it could be possible.

Edit: No promises. But somehow this comes right after I started on a sun glare shader. Similar... I have a better scriptless idea too.

^^ This guy. ^_^

Anywho, I should be able to release a beta of the current version sometime tomorrow evening, so be on the lookout if you wish to test this. ;)
I still gotta debugify some kinks in the configuration and darkness scripts. :P
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patricia kris
 
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Post » Fri May 27, 2011 8:38 pm

...and I think I have a fix for eyevec...


Whoa whoa what? You're talking about MGE's GetEyeVec function, right? This would be awesome and lead to many more excellent items being made. Arcing grenades, throwable spears, boomerangs, new projectiles for spells, a perfect grappling hook, arcing throwing axes and other weapons, scriptable arrows etc. Is this an official part of MGE or a filter you've implemented in a script?
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electro_fantics
 
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Post » Fri May 27, 2011 5:13 pm

From my testing (running a basic difference between the inverse of sunvec and eyevec), eyevec seens ti be off by about 45-50 degrees on the upward pitch. Pull it down and it might just be accurate (sorry for half-jacking your thread, Linora).
Now, this is relative to sunvec only, which works in this case, but not all. It wouldn't necessarily effect scripts unless you implemented a similar change there, but I'm trying to find a shader fix.
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Chantel Hopkin
 
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Post » Fri May 27, 2011 5:37 pm

So what's this "GetEyeVec function"?I'm not familiar with scripts but I'm curious. :o
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Dan Stevens
 
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Post » Fri May 27, 2011 9:50 pm

So what's this "GetEyeVec function"?I'm not familiar with scripts but I'm curious. :o

That's actually a shader function, not part of Morrowind's Scripting.

Anywho, anyone who wishes to talk further about peachkeen's god rays should probably use this thread now: :P
http://www.gamesas.com/bgsforums/index.php?showtopic=976401
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Sebrina Johnstone
 
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Post » Fri May 27, 2011 8:04 pm

Just and update/bump to this:

I now have got everything working how I want it to, save for the blindness based darkness effect. Which I may have to replace with a system that works at set levels which are based on intervals of five (65, 70, 75, etc), since the http://www.gamesas.com/bgsforums/index.php?showtopic=977709.

So, this should be ready to share in time for Easter.
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Sarah Kim
 
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Post » Fri May 27, 2011 12:23 pm

So, this should be ready to share in time for Easter.

Still gotta work out a few more kinks, but Fligg is helping me with the xAddSpell/xRemoveSpell stuff so that it works how I want it to!
So there may be a beta-like-version today (probably tomorrow), for those that may wish to test it's general functionality. :P
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Olga Xx
 
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Post » Fri May 27, 2011 5:25 pm

Count me out o_O I only have MW on my laptop, the only computer I have that is working and it can barely run the MW pixel shaded water.
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GEo LIme
 
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Post » Fri May 27, 2011 6:06 pm

Count me in :P
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Adam Porter
 
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Post » Fri May 27, 2011 5:16 pm

Count me in :P

Me too.
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Dean
 
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Post » Fri May 27, 2011 5:41 pm

I may take a shot at it (if I can figure out how to run the game). I can, however, verify the ripple shader is bug-free (or appeared to be). :P
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james tait
 
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Post » Fri May 27, 2011 4:17 pm

Still gotta work out a few more kinks, but Fligg is helping me with the xAddSpell/xRemoveSpell stuff so that it works how I want it to!
So there may be a beta-like-version today (probably tomorrow), for those that may wish to test it's general functionality. :P

Erm... (cough) bump. :whistle:

Any progress on this?
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Daniel Lozano
 
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Post » Fri May 27, 2011 10:10 am

Any progress on this?

The xAddSpell and xRemoveSpell stuff is now working correctly! ^_^ Now I just need to add a spell for each of the 100 Blindness levels. :sad: Lastly, I also have to fix a few simple problems in the configuration menu. So expect the beta to be released later this evening. ;)
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leigh stewart
 
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Post » Fri May 27, 2011 9:03 pm

I have completed the beta version. http://www.4shared.com/file/98558130/a2cd8e1/WE_Beta2.html
I would not recommend using this with your regular save game, as it could have bugs I don't know about yet.

It has no readme, so if you have any questions feel free to ask. :lol:

To open the configuration Menu type this into the console:
set LIN_WE_cfg to 1

The Ripple Multiplier increases/decreases the movement of the ripples you will see in-game peachykeen's aqua shader.
The Mask Multiplier determines the amount of the screen the ripples effect, the higher the value the smaller the area it effects.
The rest of the configuration menu stuff is, I think, self-explanatory.

"Make sure you also have MGEgui >> 'Misc' tab >> 'Update shader variables' checked."

IMPORTANT:
To use this mod you will need to use http://sourceforge.net/project/showfiles.php?group_id=239453&package_id=311044&release_id=662707. This is because the xAddSpell and xRemoveSpell functions are not implemented correctly in the current "release" version of MGE. These two functions are required for the underwater darkness effects to work correctly.
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Lance Vannortwick
 
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Post » Fri May 27, 2011 7:03 pm

I tried the beta out. I had Blur on High, Aqua On, then after selecting the two hight bars I got this:
http://i53.photobucket.com/albums/g60/Kagouti_MW/MWWEError01.gif

"Yes To All" resulted in the mod not working at all.
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Chad Holloway
 
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Post » Fri May 27, 2011 6:53 pm

I tried the beta out. I had Blur on High, Aqua On, then after selecting the two hight bars I got this:
http://i53.photobucket.com/albums/g60/Kagouti_MW/MWWEError01.gif

"Yes To All" resulted in the mod not working at all.

Whoops~! :o I forgot to mention something which is rather important, that is probably the cause of the issue:

To use this mod you will need to use http://sourceforge.net/project/showfiles.php?group_id=239453&package_id=311044&release_id=662707. This is because the xAddSpell and xRemoveSpell functions are not implemented correctly in the current "release" version of MGE. These two functions are required for the underwater darkness effects to work correctly.

I shall add this to the last post and the OP so others know this also.
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Benjamin Holz
 
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Post » Fri May 27, 2011 1:08 pm

Looking forward to more beta-testing results. ;)

A few things I realized I still want to add: (Things testers may notice.)

- Darkness Transitions, possibly using the FadeIn and FadeOut functions. (To offset the half-second between going beneath the water and the darkness effect turning on.)

- Darkness levels at around half at dawn and dusk hours (6-8, 18-20).

- Mask Multiplier is still using my old method of setting I used for preliminary testing, I need to change that to use 0.1 intervals.
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Charity Hughes
 
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Post » Fri May 27, 2011 3:19 pm

Looking forward to more beta-testing results. ;)

Underwater darkening and blur work quite well for me.
But the new (?) aqua effect doesn't show up at all in my game. Can't get it to work - no matter what ripple/mask multiplier settings I use. :shrug:

My specs:
Intel Core 2 Duo E6600
2 GB
Radeon X1959 XTX
WinXP SP3 (32bit)

MGE GUI Version: 3.8 SVN rev0103 (most recent release)

Edit:
No error messages or something else are displayed. And yes, hardware shaders are on. (blur shader works quite well)
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GRAEME
 
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Post » Fri May 27, 2011 10:44 am

I still got the bloom issue I talked about last time, and I'm not using any bloom shaders. It's as you surface or hover around the surface. Also if I 'tm' the menus away and go underwater, everything is totally bloomed out.
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Sweet Blighty
 
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Post » Fri May 27, 2011 9:35 pm

Looking forward to more beta-testing results. ;)

I'm on it! Will have some results for you later today. B)


Underwater darkening and blur work quite well for me.
But the new (?) aqua effect doesn't show up at all in my game. Can't get it to work - no matter what ripple/mask multiplier settings I use. :shrug:
-clip-
No error messages or something else are displayed. And yes, hardware shaders are on. (blur shader works quite well)

@nONatee
Make sure you also have MGEgui >> 'Misc' tab >> 'Update shader variables' checked.


-snip- ... Also if I 'tm' the menus away and go underwater, everything is totally bloomed out.

@Vality7
That's a known problem with 'tm' and any active MGE hardware shaders (doesn't have to be bloom) - the over-bloom should correct itself as soon as another full screen shader effect kicks in (e.g. hit fader when you start drowning).
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Amysaurusrex
 
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Post » Fri May 27, 2011 5:07 pm

I still got the bloom issue I talked about last time, and I'm not using any bloom shaders. It's as you surface or hover around the surface. Also if I 'tm' the menus away and go underwater, everything is totally bloomed out.

Hmm, well it seems tetchy knows what's causing the 'tm' problems, but as for the other one I really have no clue. Since it doesn't seem to happen to me. Maybe it's your graphics card being funky with 1.4 pixel shaders? Perhaps try copying and renaming the "DX9 ASM SlowBlur" as mublur.fx to the directory shaders\linora. Then make sure you use the medium blur effect. Tell me what happens. ;) ( On an unrelated note: Did you check out those seaweed meshes/textures I sent you? :P )

I'm on it! Will have some results for you later today. B)
@nONatee
Make sure you also have MGEgui >> 'Misc' tab >> 'Update shader variables' checked.
@Vality7
That's a known problem with 'tm' and any active MGE hardware shaders (doesn't have to be bloom) - the over-bloom should correct itself as soon as another full screen shader effect kicks in (e.g. hit fader when you start drowning).

Thanks for the information, I'll be sure to add that to the readme as a potential issue. Oh, and looking forward to your tests!
@nONatee
As Tetchy suggests you need Update Shader Variables checked for the Aqua Effect to work correctly. I think I'll add this to my other two posts too. ;)
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Natasha Callaghan
 
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Post » Fri May 27, 2011 8:53 am

This is truly an interesting mod.I have one complaint though.When I enter an ashlander yurt I get the underwater blur.Its quite weird, I dunno I might be doing something wrong...Otherwise, this is great :)
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jesse villaneda
 
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Post » Fri May 27, 2011 12:02 pm

This is truly an interesting mod.I have one complaint though.When I enter an ashlander yurt I get the underwater blur.Its quite weird, I dunno I might be doing something wrong...Otherwise, this is great :)

I see. In some interiors that was happening for me in my earlier tests, but I haven't reproduced it since. I think I know what's causing this, so it's an easy fix. Thanks for testing! ^_^
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Austin England
 
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Post » Fri May 27, 2011 12:25 pm

I've uploaded a new beta version that should fix the following bugs:

- Issue with Blur turning on incorrectly in some interiors.

- Also the issue with the previous darkness spell still being intact if changed beneath the water has been fixed.

http://www.4shared.com/file/98558130/a2cd8e1/WE_Beta2.html
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Rudy Paint fingers
 
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Post » Fri May 27, 2011 8:33 pm

I'll try to push the limits of my laptop with this o_O It's "watering" in my mouth(so to speak) ;)
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Amber Hubbard
 
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