Shelter from Magnus' Blaze 8

Post » Tue May 08, 2012 4:11 am

Isn't there some way to figure out why this sparkling has started to occur? Because it definitely hasnt been a problem before in MGE XE.

Actually i think MW is one of few games that looks decent without AA, but you probably need to run it at a high resolution (1920x1080+)
It's also occurring in regular MGE. I'm only noticing it tho on that one mesh - flora_tree_03.nif. I'm using a tweaked version of the one from your ai trees replacer II v1.01

It looks to me to be a problem with the tree's thin branches, at least that's where the speckling occurs along the vertical parts of the branches. I compared that nif to the settings in your other nifs: tried adjusting a few things and added a NiSpecularProperty that was in the other nifs but missing from that nif, but what I tried did not make any noticeable difference.
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bimsy
 
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Post » Tue May 08, 2012 3:45 am

Amazing improvement in lighting, the change couldn't be more pronounced! I didn't notice much performance difference, a couple of frames at most.


Some textures have only 6-8 levels of mipmaps, it is really important to reach 1x1 or flickering will occur.

what does 1x1 mean? I really dislike having too many mipmap levels, the last levels are just an unrecognizable mess, this causes the textures to become very blurry and ugly.. Though i've recently gotten some much better results by creating mip-maps manually instead.

vurt_GLLeaves2.dds -lowest mipmap is 8x8.
vurt_DWPineSnowy.dds - lowest mipmap is 32x32.
and some more...

Also some textures have alpha channels filled with random dots, these cause weird white dots with AA on in game. These are the ones I've found so far:
Vurt_goldenbark.dds
vurt_baobark01.dds
vurt_baobabbark.dds
vurt_oakbark02.dds
vurt_mh_bark01.dds

Yeah it's no longer possible to save .dds files without an alpha channel in Windows 7 x64, i've tested this in Photoshop and Paint.net, they both create an alpha channel, even in DXT1 RGB, which isnt supposed to have a alpha channel. Even if the textures doesnt have an alpha channel to begin with it will create one.. It's quite odd, happens on both my computers. But since tree trunks doesnt have a NiAlphaProperty it shouldnt be able to affect the texture on the mesh in any way, i dont see how anyways..
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Umpyre Records
 
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Post » Tue May 08, 2012 10:04 am

You can in Gimp select in, the option Layer => Transparency => Delete transparency layer
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Neko Jenny
 
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Post » Tue May 08, 2012 8:43 am

There's no alpha channel to begin with to delete :) the creation of it occurs when saving as a .dds. Worked perfect in Win7 x86, but x64 is always more buggy and usually a lot less compatible than x86. Got lots of bugs in x64 that i didnt have in x86 :/
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Dustin Brown
 
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Post » Tue May 08, 2012 5:41 am

Hey vurt i think i have all your latest tree packs, is there a alternate trees from your older packs to replace flora_tree_03.nif? Also Flora_tree_wg_07 from your west gash pack? Doesn't have to look the same, just a good alternate that fits the region well :smile:

On a different note this is just damage control, because i saw some sparkles on a dead scribs legs just a few minutes ago. So just trying to get rid of biggest offenders for now :(

Unfortunately this just seems to get worse with each version of MGE XE, if i could just fix this issue i would be happy to stop modding and start playing :)
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noa zarfati
 
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Post » Tue May 08, 2012 8:52 am

You save in DTX1 I hope?
Because in this mode there is no place to save/create an alpha channel (because DTX1 don't support it).
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Leah
 
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Post » Mon May 07, 2012 9:54 pm

Yes, like i said. DXT1 RGB which doesnt support alpha. DXT1 RGBA supports 1-bit alpha actually, but i've never used that.

Oldfashionedguy: you can test trees from the earlier versions and see how it looks.
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DeeD
 
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Post » Tue May 08, 2012 6:37 am

Ok older trees have the same problem, guess that isnt a option :)
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Lexy Dick
 
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Post » Tue May 08, 2012 1:05 am

Ok so as i was testing the new dynamic lighting system i realized that all the AA flickering was gone! Can anyone else verify this as well?

Also i have a few screenshots of graphical anomalies:

http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?/action=view¤t=MGEScreenshot001.jpg

http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?action=view¤t=MGEScreenshot002.jpg
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Wayne Cole
 
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Post » Tue May 08, 2012 5:40 am

I hate to call everything a driver bug, but multisampling is only supposed to run the pixel shader once and multisample polygon edges only. It shouldn't be fetching neon green pixels from anywhere, but that is probably due to centroid sampling and other things which there are no settings for.

To clear things up, every DXT format outputs alpha, even DXT1. Like vtastek said, many of vurt's bark textures have random transparent pixels scattered into all the mipmaps, or even pine branch cutout alphas from another texture over bark. Since the models don't have a nif alpha property the pixels render as black normally. MGE XE doesn't have the benefit of seeing nif properties, so bark can become transparent. It still doesn't explain the white pixels, which is probably my fault. It could be a mismatch between the alpha test levels in the mesh and the fixed level distant land uses. Vurt's trees could also do with a contribution from a technical artist to clean up things that affect performance, because they are incredibly detailed but contain quite a few unnecessary flags and incorrect normals, making them a good target for optimizing.

It would be helpful if people tested toggling distant land, toggling shadows, and toggle mw/mge blending using macros, stating the mesh id and which options if any negate the sparkling. I'm going to work on an update for flora_tree_03 and flora_tree_wg_07 to see if mesh changes can cure the problem.


Ok so as i was testing the new dynamic lighting system i realized that all the AA flickering was gone! Can anyone else verify this as well? Also i have a few screenshots of graphical anomalies: http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?/action=view¤t=MGEScreenshot001.jpg http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?action=view¤t=MGEScreenshot002.jpg

What the hellllllll.
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Antony Holdsworth
 
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Post » Tue May 08, 2012 10:29 am

Hi Hrnchamd,

Many thanks for the recent updates - Morrowind looks much better, and MGEXE performance has noticeably increased on my machine.

There's one thing I wanted to ask - have you ever been able to find out what was causing the bug where the Dynamic ripples effect would run infinately, eventually resulting in the water being replaced by an animated zigzag pattern? I can post screens if you like. IIRC it occurs only on ATI cards (mine is an ATI mobility Radeon HD 3400).

Swiveller
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Kara Payne
 
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Post » Tue May 08, 2012 8:58 am

What the hellllllll.

The hellllllll you're looking for is 100% reproducible by casting an On Target elemental spell outdoors. As long as the projectile flies it results in this glitch. It often appears in some exteriors, too, although I only saw it in spacious ones like the Daedric ruins and never in narrow corridors. Also, if you cast Light on some NPC or creature, the projectile will stick to them and the scene will be screwed up for the duration of the spell.

I hope I wasn't entirely unhelpful. I'm ready to test the lighting more thoroughly whenever necessary. As for the AA bug, though, I either haven't seen it at all or never really paid attention.
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Andrea P
 
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Post » Tue May 08, 2012 9:53 am

There's one thing I wanted to ask - have you ever been able to find out what was causing the bug where the Dynamic ripples effect would run infinately, eventually resulting in the water being replaced by an animated zigzag pattern? I can post screens if you like. IIRC it occurs only on ATI cards (mine is an ATI mobility Radeon HD 3400).

The way the ripple simulation was originally coded, it does some technically illegal things binding a render target for reading and writing at the same time. Some drivers tolerate it and some don't. That kind of code is why I was reluctant to add that feature back, but it doesn't seem to have side effects on the rest of the pipeline. It needs some recoding anyway due to the water twitchiness.

The hellllllll you're looking for is 100% reproducible by casting an On Target elemental spell outdoors. As long as the projectile flies it results in this glitch. It often appears in some exteriors, too, although I only saw it in spacious ones like the Daedric ruins and never in narrow corridors. Also, if you cast Light on some NPC or creature, the projectile will stick to them and the scene will be screwed up for the duration of the spell.

No, it's cool (with your explanation). Morrowind hard codes the lighting for projectiles, instead of reading from the ini. It's giving me a little trouble.
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Minako
 
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Post » Tue May 08, 2012 7:29 am

Ok Hrnchamd here are some screens showing this in action with the tree in front of the lighthouse for an example, i just ended up toggling Dynamic lighting on and off.

First pic with regular lighting : http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?action=view¤t=MGEScreenshot003.jpg

Second pic with New dynamic lighting turned on (you can see this in upper left) http://s1095.photobucket.com/albums/i465/OldFashionedGuy/?action=view¤t=MGEScreenshot004.jpg

To see pictures clearly you might have to turn up monitors brightness, it doesn't help that this sparkling can only really be seen and night and lights up like a christmas tree when you walk or run with your character.

Oh and just to be clear, with the new dynamic lighting on ALL AA flickering is gone, armors, trees, houses, creatures, everything.
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helliehexx
 
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Post » Tue May 08, 2012 12:41 am

The actual bump map calculations aren't very well documented, so anything with non-standard bump matrices won't match correctly yet. Daytime is brighter because the combination of sunlight and ambient is higher than 1.0. If ambient was properly adjusted, instead of relying on saturating to white, it would match better. It's definitely possible to have different categories (there's already classifiers for distance, grass, etc.), but the more categories the slower things get.
I'm posting comparative screenshots of how my bump mapped rocks look with the 2 different lighting systems, maybe you can find them useful. Both the rocks have the identity matrix [1 0 / 0 1] as bump map matrix.
http://img810.imageshack.us/img810/5008/rmstandard.jpg
http://img703.imageshack.us/img703/8027/rmnew.jpg
http://img515.imageshack.us/img515/2581/wgstandard.jpg
http://img684.imageshack.us/img684/4104/wgnew.jpg

As for the other question, I think I wasn't too clear. I want to know if it is possible (in theory) to show or hide only certain objects on distant land based on given conditions. For example, PirateLord made a little mod where fake lights are shown on the distant land. Would it be possible to show them only during night, from game time x to game time y? The remaining objects on the distant land should be always on. A condition like: all objects whose file name ends with "_n" are only shown at night or something similar.
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Skivs
 
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Post » Tue May 08, 2012 6:08 am

Ok here are better photos in png format!

As you can see New dynamic lighting stops all flickering.

http://imageshack.us/g/19/mgescreenshot002h.png/

There are 4 photos total. One for each before and after.

turning off distand land and mw/mge blending flickering is still present. New meshes, while changing how the tress look slightly, had no affect on flickering problem.

Something with the new lighting system negates the flickering, but i havent pinned it down yet :(
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Catharine Krupinski
 
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Post » Tue May 08, 2012 1:49 am

The way the ripple simulation was originally coded, it does some technically illegal things binding a render target for reading and writing at the same time. Some drivers tolerate it and some don't. That kind of code is why I was reluctant to add that feature back, but it doesn't seem to have side effects on the rest of the pipeline. It needs some recoding anyway due to the water twitchiness.

Thanks. I hope it can be fixed at some point, but I'm very happy with what MGEXE can already do on my machine. :-)
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Scared humanity
 
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Post » Tue May 08, 2012 10:03 am

Post limit.
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Joe Alvarado
 
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