Shelter from Magnus' Blaze 10 (MGE XE)

Post » Mon Jun 25, 2012 11:53 pm

http://www.gamesas.com/topic/1340389-shelter-from-magnus-blaze-9/


MGE XE
A custom MGE build with shadows and a handful of performance improvements, hopefully with similar or better performance than regular MGE. Have a look at these screenshots.

Galleries
See previous thread for galleries.

It works by utilizing the distant land objects to cast shadows, so it only works outside. It is real-time and speed that Morrowind time passes makes the passage of the sun quite noticeable. There are some limitations, and some optimizations compared to standard MGE. There are several features from MGE that have been cut too; some MGE-specific MWSE commands, texture hooks, and MGE-drawn animated tree statics.


New features since XE 0.8
  • Dynamic water from MGE 178+, water simulation adjusted to be more liquid
  • Less distant object popping
  • Full install package, doesn't require a previous MGE installed
  • HDR shader upgraded, opinions please
  • HUD mods reload properly after alt-tab from fullscreen mode.
  • Settings GUI improved
New features over standard MGE
  • All objects in Morrowind view distance receive shadows.
  • High quality selection of default shaders included.
  • Screenshot enable checkbox now works as expected, since the screenshot code is patched. Just use PrintScreen, no macro required.
  • Object pop-in at the screen edge no longer occurs. Distant land and grass culling is not delayed by a frame any more.
  • Grass parts when the player is nearby; grass is lit better.
  • Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes or the main menu.
  • Windowed mode snaps to the screen edge to act like fullscreen, allowing fast Alt-Tab to work.
  • Support for using shaders with the UI display quality fix in MCP.
  • New underwater surface effects, with total internal reflection.
  • Water shows up in the local map again, previous MGE versions did not allow it to render in the map.
  • Scattering exponential fog and better sunsets, thanks to phal.
  • MWSE upgraded to 0.9.4a (includes dll)
  • Fullscreen alt-tab is functional (still slow to reload).
Requirements
Morrowind GOTY or Bloodmoon fully patched.
Shader Model 3.0+ graphics card; integrated graphics probably won't work.

Install Instructions
http://morrowind.nexusmods.com/mods/41102

1. Update to http://www.microsoft.com/download/en/details.aspx?id=35. (This won't conflict with DX10+.)
2. Install MGE XE to the Morrowind directory. If you've never used MGE before, run the Morrowind launcher as admin and set a resolution in the launcher options (to generate Morrowind's first time settings).
3. If you are using HUD mods made for standard MGE, you should deselect them from your load order. MGE XE requires its own HUD mods to fix design problems with older mods.
4. Run the new MGEXEgui. Read the instructions page. If you are upgrading from MGE you should regenerate distant land with 150 minimum static size (or smaller for more shadow casters).
5. If you use Crossfire/SLI, turn off "Responsive menu caching" in the In-game tab, to avoid performance reductions as caching is SLI unfriendly.

Note that Morrowind view distance in-game is set to maximum when you first load a game.

Recommended: set timescale to 10 or 15 in the console to slow down the day cycle (or 1000 to speed up). The movement of the sun is very visible.

Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land. Small objects will cast weaker shadows for their size.

There are some HUD mods for use with MGE XE available from the same download page, mostly upgrades of Yacoby's mods and Vampiric Embrace. HUD mods for previous versions of MGE are unlikely to work.


Reporting problems

All errors while running Morrowind are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why.
Errors from running MGEXEgui are logged in the mge3 directory.
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version.
If the distant land generator crashes, please post your mge3/distant-land-crash-dump.txt instead.
Please report rendering errors with detailed information and a screenshot.


Uninstalling

MGE XE and MGE svn 178 are designed to be easily substitutable. To go back to MGE:

Replace d3d8.dll with the one from the the MGE svn 178 package.
(Optionally) Regenerate distant land, setting the distant static size back to its previous value.

Fully uninstalling:

Delete MGEXEgui, mge3, d3d8.dll and dinput.dll from your Morrowind directory.


Known issues

The game may crash on loading, try 'Disable internal MWSE' on the in-game tab. This will of course disable MWSE mods.
Certain mods with added meshes may cause the distant land generator to crash. Mods with known problems: the Neverhalls.
Reducing Morrowind options draw distance slider below maximum causes drawing errors.
Possible problems with Morrowind's actor shadows, turning them on may cause the game to be unstable, save often.


Notes

If you used a previous version, please remove the old HDR.fx shader from the XEshaders directory, it is no longer being updated.

Reflect far statics is disabled. It causes a very large amount of drawing to occur which is not visible for the 95% of the game when you are looking towards land. I tried to detect when they should be visible before, but it hardly ever worked well.

The MGE XE statics override list is included automatically in every distant land build, you don't need to do it manually.

Companion Health Bars has been fixed so you can still ask an NPC to turn off their health bar if they are no longer your companion or following you.
All other HUD mods are fixed to autodetect screen size, so screen config menus are no longer needed.

Source code available at https://github.com/Hrnchamd/MGE-XE/
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hannah sillery
 
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Post » Mon Jun 25, 2012 5:08 pm

So, why is this thread called "shelter from magnus's blaze" instead of "Morrowind Graphics Extender XE" ?
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bonita mathews
 
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Post » Mon Jun 25, 2012 4:22 pm

So, why is this thread called "shelter from magnus's blaze" instead of "Morrowind Graphics Extender XE" ?

Because it provided shadows that you can stand in as Magnus passes by
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Victoria Vasileva
 
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Post » Mon Jun 25, 2012 6:01 pm

What Illuminel said. I didn't make up the thread title, I just copied it from the old thread since Hrnchamd hasn't been around for awhile.
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Liv Brown
 
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Post » Tue Jun 26, 2012 5:22 am

Ho, to think this nice little mod is still active. :thumbsup: I think I'll give it a run once again. I know the Morrowind engine doesn't use multiple CPU cores, but what about MGE XE? Will I notice any improvement with a Phenom II X4 compared to an Athlon II X2 ? Not that it really matters, Morrowind performs pretty good anyway.


http://morrowind.nexusmods.com/mods/41102 this is a better link to use.
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cheryl wright
 
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Post » Tue Jun 26, 2012 2:24 am

I think it depends more on your graphics card, Iggey.

I've updated the download link. Thanks.
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Eilidh Brian
 
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Post » Tue Jun 26, 2012 3:54 am

what mesh quality settings do you all use? i've always used Very High but now that i've done some changes in my machine i'm going to try Ultra, theres also texture and normal map resolution, is the difference big between 2048 and 4096 or it depends more of the replacer?

theres also bw_hlaalu_canol_01.nif that give me a small error (failed to process)..
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scorpion972
 
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Post » Tue Jun 26, 2012 1:44 am

I seem to be having trouble with the DoF shader since I've reinstalled my OS to a new disk. It blurs much too close, and focus doesn't seem to change at all, except when I am very close to something. Things are only in focus if I am very close, and the objects in front of or behind the point of focus don't blur as much as usual. It just seem like a light blur is over the entire screen. The shader hasn't been edited, and it worked just fine before. I think the only thing that changed (other than being on a new disk) is the GPU drivers, but all the other shaders work fine. I haven't tried going to an older version yet, though upgrading hasn't helped either. I did have some problems with range vertex fog with as well – which also didn't happen before – but that might have been cleared up with the newer drivers.

Edit: Nope, still getting the fog problem as well. I should specify, that it only seems to happen with shaders enabled. Then the screen just goes to a color that seems to be the cells fog color. I mentioned this before, actually. This has only happened since the newest XE, and then, only at certain camera angles it seems, and not especially consistently.

Pics: http://imgur.com/a/pdFNw#0

System info:

Windows XP 32-bit
Nvidia GeForce 7800 GTX
Driver v. 301.42. Last version was 296.10.

I don't remember what the last working version was as it was on another disk, but it should have been 270-280 range, and probably more the 280's.

Latest MGE XE with the beta patch. Having the patch or not doesn't matter either.

mgeXE.log

Spoiler
MGE XE 0.9.8
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
>> Distant Land init
>> Distant Land init BSAs
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init fixed function emu
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Fine.fx loaded
-- Post shader Data Files\shaders\XEshaders\Eye Adaptation (HDR).fx loaded
-- Shader chain indicates HDR On
-- Shader chain replaces standard Morrowind sun glare
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
-- Distant Land init dynamic water
>> Distant Land init world
>> Landscape Load
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant static textures loaded, 985 textures
-- Distant static texture memory use: 9 MB
-- Distant Land finished loading distant statics
>> Distant Land init grass
<< Distant Land init
-- Generating replacement fixed function shader
Input state: UVs:1 skin:0 vcol:1 lights:8 vmat:2 fogm:0
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:0 vcol:1 lights:4 vmat:2 fogm:0
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:0 vcol:0 lights:4 vmat:1 fogm:0
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:0 vcol:0 lights:8 vmat:1 fogm:0
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:1 vcol:0 lights:4 vmat:1 fogm:0
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:0 vcol:1 lights:4 vmat:2 fogm:1
Texture stages:
[0] mul texture, diffuse uv 0 texgen 0
-- Generating replacement fixed function shader
Input state: UVs:1 skin:1 vcol:0 lights:4 vmat:1 fogm:1
Texture stages:
[0] mul texture, diffuse uv 0 texgen 3
[1] mul texture, current uv 0 texgen 0
>> Distant Land release
<< Distant Land release
-- HUD release
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Robert Jackson
 
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Post » Mon Jun 25, 2012 9:17 pm

Edit: Nope, still getting the fog problem as well. I should specify, that it only seems to happen with shaders enabled. Then the screen just goes to a color that seems to be the cells fog color.
I have the same issue when I use Bloom. It doesn't matter which one or if it's the only shader I have active, Bloom causes my whole screen to turn either gray, black, or light brown. If you have Bloom enabled, I'd disable it to see if the problem persists.

I have a Geforce 460 with the 301.42 driver, but this happened with the 296 driver as well.
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NO suckers In Here
 
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Post » Tue Jun 26, 2012 6:54 am

I have the same issue when I use Bloom.

Yeah, I remember you having it as well. I didn't see many reports on it. I usually can't run many shaders in addition to (hardly) distant land and dynamic lightning, so I usually just use the shaders for screenshots. So it's not really a big deal for now, but that DoF thing is really bugging me. :dry:
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naana
 
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Post » Mon Jun 25, 2012 10:12 pm

I don't have any issues with Bokeh DOF shader. Someone posted a link to it earlier, look in previous threads.
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Maeva
 
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Post » Tue Jun 26, 2012 12:46 am

Personally, I do not like Depth of Field. I have this nice big monitor and I want to see everything on it clearly. I like realism, but DoF is over the line for me. So, I don't use it, but if it isn't working properly, it still needs to be looked at. Arsuru, what is the issue you're having?
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Ray
 
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Post » Tue Jun 26, 2012 4:15 am

Personally, I do not like Depth of Field. I have this nice big monitor and I want to see everything on it clearly. I like realism, but DoF is over the line for me. So, I don't use it, but if it isn't working properly, it still needs to be looked at. Arsuru, what is the issue you're having?

Was I unclear? (Not intending to sound rude, just curious) The field of focus is too shallow. Everything appears very lightly blurred, and only when I am very close does something appear in focus. You can see it pretty clearly in the pics of Socucuis. The candlestick is less obvious, but even close, the whole thing isn't in focus. The shader hasn't been edited and it worked just fine on the old HDD.

I'm still not really sure what to think of DoF. I really haven't used it much since I can't run a lot of shaders with a decent FPS, and I don't remember how well it mimics the eye. It makes for nice screenshots though.
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Taylor Thompson
 
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Post » Mon Jun 25, 2012 3:20 pm

Was I unclear? (Not trying to sound rude, just curious) The field of focus is too shallow. Everything appears very lightly blurred, and only when I am very close does something appear in focus. You can see it pretty clearly in the pics of Socucuis. The candlestick is less obvious, but even close, the whole thing isn't in focus. The shader hasn't been edited and it worked just fine on the old HDD.

I'm still not really sure what to think of DoF. I really haven't used it much since I can't run a lot of shaders with a decent FPS, and I don't remember how well it mimics the eye. It makes for nice screenshots though.

Why can't you just tweak the variables? Is it a problem of not being able to find a good balance, or what else?
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Crystal Clarke
 
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Post » Mon Jun 25, 2012 4:34 pm

Why can't you just tweak the variables? Is it a problem of not being able to find a good balance, or what else?
No, it's a problem of it not behaving like it used to, with no apparent reason, and it just bugs me. I did try messing with the variables though, but not a lot. I honestly don't entirely get what is what in shaders.
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QuinDINGDONGcey
 
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Post » Mon Jun 25, 2012 5:10 pm

Actually, you were kind of over-descriptive in your first post, Arsuru, I had a little trouble following it; thanks for simplifying. I'm kind of a simple person, though. Have you tried moving it in your shader chain, or trying it by itself? It's probably impossible to figure out exactly what changed to screw it up between when it worked and now if the only change was a new HDD.
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Nauty
 
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Post » Tue Jun 26, 2012 2:12 am

Actually, you were kind of over-descriptive in your first post, Arsuru, I had a little trouble following it; thanks for simplifying. I'm kind of a simple person, though. Have you tried moving it in your shader chain, or trying it by itself? It's probably impossible to figure out exactly what changed to screw it up between when it worked and now if the only change was a new HDD.

Ah, yeah, I tend to do that. Sorry.

I have tried it alone, but I didn't mess with the shader order that is recommended. The only other thing that might have changed are the drivers, which I don't really feel like dealing with downgrading right now. I just wanted to know if anyone else had any problems with it before wasting time with that, since I don't remember what version I had, specifically, and testing a bunch of versions won't be fun – or worth it – when I'm really only playing right now to gather info for the UMP.

Though honestly, there are probably a lot of differences since it was a clean OS install and not a backup, but I don't think there should be anything different regarding what I had installed for Morrowind to run.
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Phillip Brunyee
 
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Post » Tue Jun 26, 2012 12:49 am

I had to disable DOF, as it made everything blur, and not just the background. sometimes I would walk up to an npc, and the background was clear as a bell, while the npc was blurry. I think it looks fine without DOF - I may have recovered some FPS by dropping it as well.
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Casey
 
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Post » Tue Jun 26, 2012 2:46 am

Hey, I was wondering if there is stuff you can use with svn178 and can't with XE? Are there any mods or shaders that aren't supported anymore because I have no idea what the features that are cut are...
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Chris Duncan
 
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Post » Mon Jun 25, 2012 4:34 pm

Hey, I was wondering if there is stuff you can use with svn178 and can't with XE? Are there any mods or shaders that aren't supported anymore because I have no idea what the features that are cut are...

I think that the one big difference used to be the water, but I believe MGE XE has that now.
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Heather Stewart
 
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Post » Tue Jun 26, 2012 1:53 am

What are people using for exponential fog settings. I used the settings reccomended by Knots, but I think there is too much fog with that.
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I love YOu
 
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Post » Mon Jun 25, 2012 10:18 pm

Hey, I was wondering if there is stuff you can use with svn178 and can't with XE? Are there any mods or shaders that aren't supported anymore because I have no idea what the features that are cut are...

Basically anything that's specifically labeled for use with regular MGE can't be used with XE. There's no need to download shaders, as XE has its own, and XE-supported HUD mods are offered on the same download page as XE.

MWSE mods are OK to use with XE. That's how I run mine.
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Samantha Mitchell
 
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Post » Mon Jun 25, 2012 8:51 pm

I think that the one big difference used to be the water, but I believe MGE XE has that now.

Yes, the water's excellent - it flows naturally along the coast and there's a 3D ripple effect if anything touches the water (now works on older ATI cards too).
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Cagla Cali
 
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Post » Tue Jun 26, 2012 3:23 am

The new variant of dynamic lighting is awesome, but it spoils alpha-channel somehow. Things supposed to be opaque turn out to be transparent and the transparent become opaque. Is it possible to fix?

Examples:

Windows should be transparent
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot005.png
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot006.png

Bottle should be opaque
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot003.png
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot004.png
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Kate Murrell
 
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Post » Mon Jun 25, 2012 11:20 pm

The new variant of dynamic lighting is awesome, but it spoils alpha-channel somehow. Things supposed to be opaque turn out to be transparent and the transparent become opaque. Is it possible to fix?

Examples:

Windows should be transparent
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot005.png
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot006.png

Bottle should be opaque
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot003.png
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot004.png

From what mod is the exteriors being visible from interiors?
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Richard Thompson
 
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