[RELz] Improved water shader for MGE 3.8 v0.6

Post » Sat Aug 28, 2010 5:04 pm

The water looks absolutely wonderful with this replacement shader.

Unfortunately, though, on my machine patterns slowly develop if I use this shader (screenshots show progression of patterning effect):

http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot65.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot68.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot69.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot70-1.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot71.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot72.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot73.jpg
http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot74.jpg

It is as if the wave intensity increases until, finally, the realistic effect is lost. The screenshots were taken in a new game. The weather is cloudy; no rain has fallen.

I am using the 0.6b version for MGE 3.8.120. The wave height is 50. Ripple effect enabled through the MGE interface.

My graphics card is an ATI mobility radeon HD 3400.

As I indicated in the MGE thread, 'patterning' also occurs if I use standard MGE water.

EDIT - Disabling the dynamic water ripple effect prevents the patterning effect from occurring, both with the standard MGE water and Phal's Improved water shader. Might the waves themselves be producing ever increasing numbers of ripples?


im having the exact same problem had this been figured out by anyone?
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Amber Hubbard
 
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Post » Sun Aug 29, 2010 1:30 am

im having the exact same problem had this been figured out by anyone?

Dynamic ripples require a GPU thats capable of the vertex texture fetch feature. Your card seems to not be capable of that feature (got the same issue with my old rig.)
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john page
 
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Post » Sat Aug 28, 2010 1:48 pm

Dynamic ripples actually do not use the vertex texture fetch feature. However, there seems to be some other incompatibility with certain graphics cards or graphics drivers, which is causing this glitch. Unfortunately, I am not able to reproduce this bug with my computer setup, so it is hard to find a reliable fix for it. :/

Regarding the other problems: This water shader will not work with MGE beta rev161 (i think) or higher. Instead, it is included in the official MGE beta releases since rev.161.
If you use MGE beta rev161 or higher, do not use this shader. Instead, use the original InGame.fx and select Shader Model 3.0 in the 'Distant Land' tab in MGEgui.
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Yung Prince
 
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Post » Sat Aug 28, 2010 7:02 pm

hay phal are you still working on some of your other shaders, cant remember what thay were called one was to do with clouds?
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michael danso
 
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Post » Sat Aug 28, 2010 7:47 pm

#snip#

Regarding the other problems: This water shader will not work with MGE beta rev161 (i think) or higher. Instead, it is included in the official MGE beta releases since rev.161.
If you use MGE beta rev161 or higher, do not use this shader. Instead, use the original InGame.fx and select Shader Model 3.0 in the 'Distant Land' tab in MGEgui.

What about the underwater shader? Any chance to see some sort of compatibility update? :hubbahubba:

Edit:
Nevermind, just read your answer to my request in the MGE thread. Didn't know that the water texture was needed for the wobbling effect. Linoras/pk's version doesn't fit my taste so i will have to get along without it. :(
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Emmanuel Morales
 
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Post » Sat Aug 28, 2010 7:43 pm

I'm sure I'm missing something stupid but my super cool water wobble effect takes place whether i'm under water or not. My screen is just always wobbling. Any ideas?

well I seemed to have fixed it by installing version a then b over top then just using the a shader instead of b. oh well.
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Saul C
 
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Post » Sat Aug 28, 2010 2:10 pm

I'm sure I'm missing something stupid but my super cool water wobble effect takes place whether i'm under water or not. My screen is just always wobbling. Any ideas?

well I seemed to have fixed it by installing version a then b over top then just using the a shader instead of b. oh well.

The underwater caustics shader v06b needs to have the shader flags set to 'Disabled when above water', which in turn requires MGE v3.8.0-rev0118. However, that version of the shader is not compatible with revisions after 0156.

You can check and set the shader flags thru MGEgui >> 'Tools' tab >> 'Shader editor' button >> open the shader then select the 'Edit shader flags' button.
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Latino HeaT
 
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