MGE Exception List

Post » Mon Nov 28, 2011 2:00 pm

Are there any updated MGE exception lists?
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cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Tue Nov 29, 2011 2:24 am

Here's mine. It works well for me?

tr\x\TR_ex_Imp_RoofS_01.nif=very_fartr\x\TR_ex_imp_wall_arch_04.nif=very_fartr\x\ex_imp_towerb_base_01.NIF=very_farx\ex_imp_bridge_02.nif=very_farx\ex_imp_plaza.nif=vey_farx\ex_imp_towerb_top_01.nif=very_farx\ex_imp_towerb_light_01.nif=very_farx\ex_imp_plat_01.nif=very_farx\ex_imp_wall_tower_01.nif=very_farx\ex_imp_wall_01.nif=very_farx\ex_imp_guardtower_02.nif=very_farx\ex_imp_keep_01.nif=very_farx\ex_imp_guardtower_01.nif=very_farx\ex_imp_keep_02.nif=very_farx\ex_imp_wall_corner_01.nif=very_farx\ex_dwrv_bridge10.nif=very_farfarx\ex_dwrv_bridge00.nif=very_farfarx\ex_dwrv_ruin10.nif=very_farx\ex_dwrv_ruin_tower00.nif=very_farx\ex_dwrv_ruin10.nif=very_farx\ex_hlaalu_wall_gate_03.nif=farx\ex_hlaalu_wall_up_01.nif=farx\ex_hlaalu_wall_01.nif=farx\ex_hlaalu_buttress_03.nif=farx\ex_hlaalu_b_12.nif=farx\ex_redwall_corner_02.nif=farx\ex_redwall_up_01.nif=farx\ex_redwall_b_06.nif=farx\ex_vivec_w_e_01.nif=farx\ex_vivec_w_01.nif=farx\ex_vivec_w_g_01.nif=farx\ex_t_manor_02.nif=farx\ex_t_root_xl_02.nif=farx\ex_t_root_03.nif=farx\ex_t_root_02.nif=farx\ex_t_turret_03.nif=farx\ex_vivec_telt_01.nif=farx\ex_imp_towerb_light_01.nif=very_farx\ex_imp_towerb_base_01.nif=very_farx\ex_imp_towerb_top_01.nif=very_farf\Furn_banner_imp_01.nif=very_far

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Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Mon Nov 28, 2011 12:21 pm

Mine from I-don't-know-who and with things added:
#MGE distant statics list

#Syntax is [nif file name]=[keywords]
#Use 'ignore', 'near' or 'far' to override the normal cutoff rules
#Use 'use_old_reduction' to use the old mesh simplification algorthim
#Use 'reduction_xx' where xx is the desired percentage to override static simplicication amount
#e.g. 'x\ex_vivec_ps_01.nif=far reduction_50' will cause the mesh 'x\ex_vivec_ps_01.nif' to always be visible and be reduced by 50%

#Lines beinging with '#' are comments
#Comments must start on the first character of a line
#All comments and blank lines will be completely ignored by MGE

#If the same edid is specified multiple times, the entry closest towards the end of this file will be used
#If an edid is not specified at all, that static will obey the normal cutoff rules

#bqteau demarrage
x\ex_de_ship.nif=ignore no_script

#Imperial
x\ex_imp_towerb_dark_01.nif=very_far
x\ex_imp_towerb_light_01.nif=very_far reduction_100
x\ex_imp_towerb_med_01.nif=very_far
x\ex_imp_towerb_roof_pitch.nif=very_far
x\ex_imp_towerb_top_01.nif=very_far reduction_100
x\ex_imp_towers_dark_01.nif=very_far
x\ex_imp_towers_light_01.nif=very_far reduction_100
x\ex_imp_towers_med_01.nif=very_far

#Vivec
x\ex_vivec_b_gap_b_01.nif=very_far
x\ex_vivec_b_gap_t_01.nif=very_far
d\ex_v_cantondoor_01.nif=very_far no_script

#Bloodmoon trees
f\flora_tree_bm_01.nif=very_far reduction_100
f\flora_tree_bm_02.nif=very_far reduction_100
f\flora_tree_bm_03.nif=very_far reduction_100
f\flora_tree_bm_04.nif=very_far reduction_100
f\flora_tree_bm_05.nif=very_far reduction_100
f\flora_tree_bm_06.nif=very_far reduction_100
f\flora_tree_bm_07.nif=very_far reduction_100
f\flora_tree_bm_snow_01.nif=very_far reduction_100
f\flora_tree_bm_snow_02.nif=very_far reduction_100
f\flora_tree_bm_snow_03.nif=very_far reduction_100
f\flora_tree_bm_snow_04.nif=very_far reduction_100
f\flora_tree_bm_snow_05.nif=very_far reduction_100
f\flora_tree_bm_snow_06.nif=very_far reduction_100
f\flora_tree_bm_snow_07.nif=very_far reduction_100

#Bloodmoon ice, snow
f\terrain_bm_icelayer_01.nif=far
f\terrain_bm_icelayer_02.nif=near
f\terrain_bm_icelayer_03.nif=near
f\terrain_bm_icelayer_04.nif=near
f\terrain_bm_icelayer_05.nif=near
f\terrain_bm_icelayer_06.nif=near
f\terrain_bm_icelayer_07.nif=near
f\terrain_bm_icelayer_08.nif=near
f\terrain_bm_icelayer_09.nif=near
f\terrain_bm_icelayer_10.nif=near
f\terrain_bm_icelayer_11.nif=near
f\terrain_bm_icelayer_12.nif=near
f\terrain_bm_ice_01.nif=far
f\terrain_bm_ice_02.nif=far
f\terrain_bm_ice_03.nif=far
f\terrain_bm_ice_04.nif=far
f\terrain_bm_ice_05.nif=far
f\terrain_bm_ice_06.nif=far
f\terrain_bm_ice_07.nif=far
f\terrain_bm_ice_08.nif=far
f\terrain_bm_ice_09.nif=far
f\terrain_bm_ice_10.nif=far
f\terrain_bm_icechunk_01.nif=far
f\terrain_bm_icechunk_02.nif=near
f\terrain_bm_icechunk_03.nif=near
f\terrain_bm_icechunk_04.nif=near
f\terrain_bm_icechunk_05.nif=near
f\terrain_bm_icechunk_06.nif=near
f\terrain_bm_icechunk_07.nif=near
f\terrain_bm_icechunk_08.nif=near
f\terrain_bm_snow_01.nif=near
f\terrain_bm_snow_02.nif=near
f\terrain_bm_snow_03.nif=near
f\terrain_bm_snow_04.nif=near
f\terrain_bm_snow_05.nif=near
f\terrain_bm_snow_06.nif=near
f\terrain_bm_snow_07.nif=near
f\terrain_bm_snow_08.nif=near
f\terrain_bm_snow_09.nif=near
f\terrain_bm_snow_10.nif=near

#Telvanni
d\ex_t_door_stone_large.nif=very_far

#Hlaalu
x\ex_hlaalu_bridge_01.nif=far
x\ex_hlaalu_bridge_04.nif=far
x\ex_hlaalu_canol_01.nif=far

#Ghostgate
x\ex_gg_fence_s_01.nif=very_far
x\ex_gg_fence_s_02.nif=very_far
x\ex_gg_fence_s_03.nif=very_far
x\ex_gg_fence_s_04.nif=very_far
x\ex_gg_fence_s_h_01.nif=very_far

#Doors
d\door_cavern_doors00.nif=near
d\door_cavern_doors10.nif=near
d\door_cavern_doors20.nif=near
d\door_dwrv_double00.nif=near
d\door_dwrv_double01.nif=near
d\door_dwrv_inner00.nif=near
d\door_dwrv_load00.NIF=near
d\door_dwrv_loaddown00.NIF=near
d\door_dwrv_loadup00.NIF=near
d\door_dwrv_main00.nif=near
d\Ex_Cave_Door_01.NIF=near
d\Ex_common_door_01.NIF=near
d\Ex_common_door_balcony.NIF=near
d\Ex_DAE_door_load_oval.NIF=near
d\Ex_DE_ship_door.NIF=near
d\Ex_DE_ship_trapdoor.NIF=near
d\Ex_emp_tower_01_a.NIF=near
d\Ex_emp_tower_01_b.NIF=near
d\Ex_H_trapdoor_01.NIF=near
d\Ex_imp_loaddoor_01.NIF=near
d\Ex_imp_loaddoor_02.NIF=near
d\Ex_imp_loaddoor_03.NIF=near
d\Ex_nord_door_01.NIF=near
d\Ex_nord_door_02.NIF=near
d\Ex_R_trapdoor_01.nif=near
d\Ex_Redoran_barracks_01_a.NIF=near
d\Ex_redoran_hut_01_a.NIF=near
d\Ex_T_door_01.nif=near
d\Ex_T_door_02.nif=near
d\Ex_T_door_slavepod_01.nif=near
d\Ex_T_door_sphere_01.nif=near
d\Ex_V_palace_grate_01.NIF=near
d\Ex_V_palace_grate_02.NIF=near
d\Ex_velothi_entrance_01_a.NIF=near
d\Ex_velothi_entrance_03_a.NIF=near
d\Ex_Velothi_loaddoor_01.NIF=near
d\Ex_Velothi_loaddoor_02.NIF=near
d\Ex_Vivec_grate_01.NIF=near
d\Hlaalu_loaddoor_ 01.NIF=near
d\Hlaalu_loaddoor_ 01.nif=near
d\Hlaalu_loaddoor_ 02.NIF=near
d\In_AR_door_01.NIF=near
d\In_C_door_arched.nif=near
d\In_C_door_wood_square.nif=near
d\In_CI_door_01.NIF=near
d\In_DAE_door_01.NIF=near
d\In_DE_cabindoor.NIF=near
d\In_DE_LLshipdoor_Large.NIF=near
d\in_de_shipdoor_toplevel.nif=near
d\In_H_trapdoor_01.NIF=near
d\In_Hlaalu_Door.NIF=near
d\In_impsmall_d_cave_01.NIF=near
d\In_impsmall_d_hidden_01.NIF=near
d\In_impsmall_door_01.NIF=near
d\In_impsmall_door_jail_01.NIF=near
d\In_impsmall_loaddoor_01.NIF=near
d\In_R_S_door_01.NIF=near
d\In_R_trapdoor_01.nif=near
d\in_redoran_barrackdoor_01.NIF=near
d\in_redoran_hut_door_01.NIF=near
d\in_strong_vaultdoor00.nif=near
d\In_T_door_small_load.NIF=near
d\In_T_door_small.nif=near
d\In_T_housepod_door_exit.nif=near
d\In_T_L_door_01.nif=near
d\In_T_S_plain_door.nif=near
d\In_V_S_jaildoor_01.NIF=near
d\In_V_S_trapdoor_01.NIF=near
d\In_V_S_trapdoor_02.NIF=near
d\In_velothismall_ndoor_01.NIF=near
d\In_Vivec_grate_01.NIF=near
f\Velothi_Sewer_Door.NIF=near
i\In_Ashl_Door_01.NIF=near
i\In_Ashl_Door_02.NIF=near
i\In_com_trapbottom_01.NIF=near
i\In_com_traptop_01.NIF=near
i\In_De_Shack_Door.NIF=near
i\In_De_Shack_Trapdoor_01.NIF=near
i\In_De_Shack_Trapdoor.NIF=near
i\In_Hlaalu_Door_01.NIF=near
i\In_Hlaalu_LoadDoor_01.NIF=near
i\In_Hlaalu_LoadDoor_02.NIF=near
i\In_impsmall_trapdoor_01.NIF=near
i\In_redoran_ladder_01.NIF=near
x\Ex_Ashl_Door_01.NIF=near
x\Ex_Ashl_Door_02.NIF=near
x\Ex_De_Shack_Door.NIF=near
x\Ex_De_SN_Gate.NIF=near

#mesh reduction victims
f\flora_bc_tree_01.nif=auto reduction_100
f\flora_bc_tree_02.nif=auto reduction_100
f\furn_banner_imp_01.nif=auto reduction_100
f\flora_tree_ai_02.nif=auto reduction_100
f\flora_tree_gl_01=auto reduction_100
f\flora_tree_gl_05=auto reduction_100
f\flora_tree_wg_01.nif=auto reduction_100
f\flora_tree_wg_03.nif=auto reduction_100
x\ex_de_ship.nif=auto reduction_100
x\ex_imp_kdoorframe_01.nif=auto reduction_100
x\ex_imp_wallent_01.nif=auto reduction_100
x\ex_imp_wallent_02.nif=auto reduction_100
x\ex_longboat.nif=auto reduction_100
x\ex_t_bigroot_02.nif=auto reduction_100
x\ex_t_bridge_lcurved.nif=auto reduction_100
x\ex_t_dock_main.nif=auto reduction_100
x\ex_t_doorway_01.nif=auto reduction_100
x\ex_t_gateway_great.nif=auto reduction_100
x\ex_t_platform_01.nif=auto reduction_100
x\ex_t_platform_02.nif=auto reduction_100
x\ex_t_root_02.nif=auto reduction_100
x\ex_t_root_04.nif=auto reduction_100
x\ex_t_root_arch_01.nif=auto reduction_100
x\ex_t_root_hook.nif=auto reduction_100
x\ex_t_root_lendsplit.nif=auto reduction_100
x\ex_t_root_stem.nif=auto reduction_100
x\ex_t_root_xl_01.nif=auto reduction_100
x\ex_t_root_xl_02.nif=auto reduction_100
x\ex_t_root_xl_03.nif=auto reduction_100
x\ex_t_spiralramp.nif=auto reduction_100
x\ex_t_stair_lcurve.nif=auto reduction_100
x\ex_t_tower_strght_lrg.nif=auto reduction_100
x\ex_t_tunnel.nif=auto reduction_100
x\ex_t_turret_01.nif=auto reduction_100
x\ex_t_turret_03.nif=auto reduction_100
x\ex_vivec_waterfall_01.nif=auto reduction_100
x\ex_vivec_waterfall_03.nif=auto reduction_100
x\ex_vivec_waterfall_05.nif=auto reduction_100

#Tamriel Rebuilt
tr\f\tr_furn_banner_fw_01.nif=far reduction 100
tr\x\tr_ex_imp_roofs_01.nif=far reduction_100
tr\x\tr_ex_imp_roofs_01.nif=far reduction_100

f\active_blight_large.nif=ignore

User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Mon Nov 28, 2011 9:30 pm

these exception list are quite long and include small objects, i guess this increases the performance?
can someone please tell me how to add them to MGEXE, is it the "statics override" thing?

thanks
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Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Mon Nov 28, 2011 9:31 pm

Thanks! You guys rock.
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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Mon Nov 28, 2011 1:17 pm

these exception list are quite long and include small objects, i guess this increases the performance?
can someone please tell me how to add them to MGEXE, is it the "statics override" thing?

thanks

MGE renders distant land objects which are over a certain size threshold. The list is for adding more objects to the distant land which are too small but visually more important. So it will decrease the performance by itself but not so much because the list is quite short. You can increase the minimum statics size to moderate the performance with these exceptions and get relatively good performance compared to only decreasing minimum static size and and less pop-ups.

There is also a problem with "mesh reduction" feature, this feature offers great performance improvement but it doesn't play nice with some curvy objects. I have some entries in the above list to exclude these objects from reduction.

Usage is simple. Copy/paste the list into a txt file and include the file via statics override during statics creation in distant land wizard. You can add more than one file.
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Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Mon Nov 28, 2011 11:59 am

thanks for the explanation, its working.
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carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Mon Nov 28, 2011 11:06 pm

I must also thank you guys. I didn't have an exception list before, so no long range ghostfence or solstheim ice for me... until now! So, thanks. ^^
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Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am


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