[REQ]MGE Enchantment Shader

Post » Sat Jul 03, 2010 8:47 am

Hopefully a fairly simple shader to make, or maybe it wouldn't even require MGE to do, but my request is a shader that adds that sort of outline of the enchanted item like you see in Oblivion (I can't find a suitable screenshot right now), something that lets you know it's enchanted, but isn't as distracting as most of the enchantment shaders out there. I still want an enchant effect to be in place (I'm not looking for No-Glow), but just look better than the original. If someone was willing to do that, I'd be very grateful.

EDIT: Not the best example, but http://static.gamesas.com/blog/dawnfang.jpg Dawnfang from Shivering Isles. You can see how it sort of has an orange outline, that's what I'm looking for. Thanks.
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Leah
 
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Post » Sat Jul 03, 2010 11:35 am

I'm certain this has been on everyone's minds for awhile, though I'm not sure if MGE can do this currently. It would call for per-mesh shading or some such thing, where a shader is applied to anything that has that enchantment mesh over it (or is it just a texture? No idea.)

Beyond that, I don't think we could make a shader that shades for specific effects, unless MGE has some way of knowing what enchantments are on a weapon (blue for shock, red for fire, etc).
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Genevieve
 
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Post » Sat Jul 03, 2010 12:33 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3557 has the closest thing to what you want.

Looks great in-game.
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Julie Ann
 
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Post » Sat Jul 03, 2010 6:57 am

I'm sure someone more knowledgeable than me will correct me but, AFAIK, all the MGE shaders are full screen shaders, i.e. the effect is across the full screen (I guess the effects can be minimised / hidden by the z-distance from the camera) rather than just a part of it, like a single model. Applying a shader to a single mesh isn't there at the moment. There also might be problems when a mesh crosses the boundary from what MGE renders and what the Morrowind engine does. Although I'm getting out of my depth here.

Anyway, I like a combination of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1477 and http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2342

[Edit: typo]
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aisha jamil
 
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Post » Sat Jul 03, 2010 3:06 pm

The Reflect Maps Magic Glow one is really nice, but I had to drop it because it breaks any other modded items that use reflect maps.
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Sabrina Steige
 
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Post » Sat Jul 03, 2010 3:43 pm

I'm sure someone more knowledgeable than me will correct me but, AFAIK, all the MGE shaders are full screen shaders, i.e. the effect is across the full screen (I guess the effects can be minimised / hidden by the z-distance from the camera) rather than just a part of it, like a single model. Applying a shader to a single mesh isn't there at the moment. There also might be problems when a mesh crosses the boundary from what MGE renders and what the Morrowind engine does. Although I'm getting out of my depth here.

Anyway, I like a combination of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1477 and http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2342

[Edit: typo]

The second link gave me a frankly terrifying white screen with a "fatal error" message on it. Virus?
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Smokey
 
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Post » Sat Jul 03, 2010 12:22 pm

I'm certain this has been on everyone's minds for awhile, though I'm not sure if MGE can do this currently. It would call for per-mesh shading or some such thing, where a shader is applied to anything that has that enchantment mesh over it (or is it just a texture? No idea.)

I'm sure someone more knowledgeable than me will correct me but, AFAIK, all the MGE shaders are full screen shaders, i.e. the effect is across the full screen (I guess the effects can be minimised / hidden by the z-distance from the camera) rather than just a part of it, like a single model. Applying a shader to a single mesh isn't there at the moment. There also might be problems when a mesh crosses the boundary from what MGE renders and what the Morrowind engine does. Although I'm getting out of my depth here.


Indeed it can. The little known and less-used "hook texture" function allows any shader to be attached to a texture. There's only one problem here: the weapon effect is about 30 textures, flipping between them. Using 30 hooks will take up half of the 64 MGE allocates. If something could be changed (which might be a question for Hrnchamd in the code patch) to use a single texture, that could be hooked no problem.

Beyond that, I don't think we could make a shader that shades for specific effects, unless MGE has some way of knowing what enchantments are on a weapon (blue for shock, red for fire, etc).

I'd guess those are stored in lights. With a few minor tweaks to the shader hook code, and once I kick myself and work on the light code more, that might be accessible. Otherwise, just a shimmer could be done with MGE (as it stands now).
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tegan fiamengo
 
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Post » Sat Jul 03, 2010 5:07 pm

Indeed it can. The little known and less-used "hook texture" function allows any shader to be attached to a texture. There's only one problem here: the weapon effect is about 30 textures, flipping between them. Using 30 hooks will take up half of the 64 MGE allocates. If something could be changed (which might be a question for Hrnchamd in the code patch) to use a single texture, that could be hooked no problem.

The animation is 30 different states of textures, am I correct? If it would be procedural, a shader can do all the job maybe.

I'd guess those are stored in lights. With a few minor tweaks to the shader hook code, and once I kick myself and work on the light code more, that might be accessible. Otherwise, just a shimmer could be done with MGE (as it stands now).

In those shot it is an additional light affecting normal maps lighting. (per-pixel lighting)

And how can I kick you? :P
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Trish
 
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Post » Sat Jul 03, 2010 4:52 pm

The animation is 30 different states of textures, am I correct? If it would be procedural, a shader can do all the job maybe.

Right. It wouldn't be an issue, similar to the caustics code. The only problems is either we hook every single one of those, which is resource intensive and slow and time-consuming to make, plus taking up 30 hooks... I think if someone were to change the filenames (in the EXE, most likely) to use a single file instead of the sequence, that one could be hooked, and using sinvar it could be scrolled just like normal, but far subtler.


In those shot it is an additional light affecting normal maps lighting. (per-pixel lighting)

And how can I kick you? :P

Reinstall my damn Visual Studio so it can build MGE again, at the moment. I was working on that, then found I only have the express disc lying around. I'll be using that once I get it installed until I can find the Pro disc again, then... Yeah. Woe is me.
I think everything but actual lights are supplied, and that I know how to do perfectly.
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Liii BLATES
 
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Post » Sat Jul 03, 2010 6:56 am

The second link gave me a frankly terrifying white screen with a "fatal error" message on it. Virus?

ElricM's downloads section seems to be down ATM. Hope it gets restored. We just lost UFRealms.. Hope we don't lose this too.
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Bek Rideout
 
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Post » Sat Jul 03, 2010 7:38 am

Necromancy may be banned in Tamriel, but it's perfectly legal here :P
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Jon O
 
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Post » Sat Jul 03, 2010 2:19 pm

Still interested in this.~

What are the chances of this happening these days? MGE has come a long way. I haven't seen any great texture hook mods (at least, that I am aware of), and this seems like an obvious first step.

The next step? Fire I think. :P
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Christine
 
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Post » Sat Jul 03, 2010 1:56 pm

Necromancy may be banned in Tamriel, but it's perfectly legal here :P

Ahahahaha.
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Alba Casas
 
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