Problems with Vurt's sky textures.

Post » Sat Sep 18, 2010 6:18 pm

This problem seems to only exist with the night textures.

screenshots uploaded here:
http://s85.photobucket.com/albums/k58/NichtGanz/VurtSkyProblem/

anyone know a solution?
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Nathan Hunter
 
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Post » Sun Sep 19, 2010 6:48 am

Vurt's skies work/look best when you install http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7066 first. Including the night sky fix which is linked there too.

All this is explained on the download page for Vurt's Skies.
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He got the
 
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Post » Sun Sep 19, 2010 12:06 am

I reinstalled doing just that and i get this:

http://i85.photobucket.com/albums/k58/NichtGanz/VurtSkyProblem/MGEScreenshot2-1.jpg
http://i85.photobucket.com/albums/k58/NichtGanz/VurtSkyProblem/MGEScreenshot1-1.jpg

please help :[
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Max Van Morrison
 
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Post » Sat Sep 18, 2010 4:28 pm

Just for the sake of clarity, did you:
1) Install SWG skies
2) Install SWG Night Sky fix
3) Install Vurt's skies

Be sure to over-write all files when prompted.

Also, this from Starwarsguy:
Also make sure if you are using MGE Distant Land to not use distance blur, it has been reported that the distance blur distorts the night sky.

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james kite
 
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Post » Sat Sep 18, 2010 5:48 pm

Just for the sake of clarity, did you:
1) Install SWG skies
2) Install SWG Night Sky fix
3) Install Vurt's skies

Be sure to over-write all files when prompted.

Also, this from Starwarsguy:
Also make sure if you are using MGE Distant Land to not use distance blur, it has been reported that the distance blur distorts the night sky.



yes, a little later ill do it again, i have a feeling i [censored] up something in the ini T.T
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Peter lopez
 
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Post » Sun Sep 19, 2010 5:37 am

Ok i'm using rev178 , where do i go to turn of distance blur i cant find it under distant land.

Edit: even with MGE disabled the problem continues in game :|
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JeSsy ArEllano
 
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Post » Sun Sep 19, 2010 4:32 am

Well i fixed the problem but now the problem is with Vurt's groundcover. Grass shows up close, but not on distant land, is there a way to fix that.
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Richus Dude
 
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Post » Sat Sep 18, 2010 4:04 pm

sounds like you didnt include the grass when you generated distant land.. it should only be enabled when you generate it there and not in the morrowind launcher.
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stevie critchley
 
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Post » Sat Sep 18, 2010 6:50 pm

sounds like you didnt include the grass when you generated distant land.. it should only be enabled when you generate it there and not in the morrowind launcher.


i have it checked in MGE as i was intructed, I will generating distantland once more.
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KRistina Karlsson
 
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Post » Sat Sep 18, 2010 9:41 pm

Recreated land, problem persists.

http://i85.photobucket.com/albums/k58/NichtGanz/GrassProblem/MGEScreenshot1.jpg
http://i85.photobucket.com/albums/k58/NichtGanz/GrassProblem/MGEScreenshot2.jpg

No gass on distant land.
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scorpion972
 
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Post » Sat Sep 18, 2010 5:51 pm

bump
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Bloomer
 
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Post » Sun Sep 19, 2010 1:35 am

if that doesnt help you have to ask in the mge thread, because it's not a problem related to my mod but by mge and it's draw distance of the grass..
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Johnny
 
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Post » Sat Sep 18, 2010 9:26 pm

Recreated land, problem persists.

http://i85.photobucket.com/albums/k58/NichtGanz/GrassProblem/MGEScreenshot1.jpg
http://i85.photobucket.com/albums/k58/NichtGanz/GrassProblem/MGEScreenshot2.jpg

No gass on distant land.

Looks like it's working as expected, it's just that your MW draw distance is probably fairly low so the distantland begins rendering relatively close and you're using low settings for MGE's draw distances. MGE starts fading out the animated grass approximately halfway into the Near static distance range - if you want it to extend farther, you need to increase the 'Use Distant Statics' >> 'End Dist' value for the 'Near' range.

Another option is to have MGE render grass as trees which would render the grass to the horizon and prevent the predefined fade out, but would also greatly impact fps because of the additional render distance, and because animated tree objects are always rendered at full density and get reflected in MGE's water if water reflections are enabled. There are two ways to setup grass to render as trees:

* Edit the grass esps to point to the 'Meshes\trees' folder and move the grass nifs to that folder before recreating distant statics.

* Flag the grass nifs as =tree in an exception list to force MGE to treat them as animated tree objects; this method works without needing to alter the grass esps or move the meshes from the 'Meshes\grass' folder.

Note: currently Hrnchamd's MGE XE shadow demo builds do not correctly support objects rendered as animated trees - they will not appear within MW's draw distance.


[edit] if you have additional questions regarding grass behavior, please ask in the http://www.gamesas.com/index.php?/topic/1107707-morrowind-graphics-extender-mge/ - continuation of this discussion should really be addressed there as vurt suggests. :sleep:
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sophie
 
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