Shelter from Magnus' Blaze 7

Post » Sat Dec 10, 2011 5:42 pm

I'm having a small problem with the HDR shader. It creates a semi-transparent white rectangle in the lower-left corner of the screen at all times. The horizontal size of the rectangle changes, becoming larger the brighter the scene is. The changes in size don't happen immediately. Rather, they smoothly approach some fixed state, following the HDR reaction time. Here are some pictures:

http://i39.tinypic.com/dx1qg8.png
http://i40.tinypic.com/e0gxp5.png

This happens regardless of which other shaders I use. I'm using the latest version of MGE XE from Nexus.

System specs:
Windows 7 x64
Intel i7 2600k
Nvidia GTX 580 (newest drivers: 285.62 WHQL)
16gb RAM

I tried using some older GPU drivers (275.33), but I found that the same thing happened. I'm not using Steam Morrowind, and I've disabled all the processes that I thought might interefere (Nvidia control panel and Flux).


Apart from this small problem, MGE XE seems really great. It looks amazing and actually seems to be more stable than MGE on my system. Good job and thank you!
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Helen Quill
 
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Post » Sat Dec 10, 2011 3:44 pm

MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

Nice to see you back, Hrnchamd! And many thanks for the new fixes.

The only problem I have with MGE XE it the rendering of alpha (apparently). MGE XE cannot render properly texture/meshes using alpha: for example, trees or lava made by Vurt.

Do you need specific tests at the moment?
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Steven Hardman
 
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Post » Sat Dec 10, 2011 12:14 pm

MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

You are A M A Z I N G.
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CArlos BArrera
 
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Post » Sat Dec 10, 2011 4:46 am

MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

You are A M A Z I N G.

Anyway, how can we perform power attacks?

Before MGE XE 0.9.1, we could hold the attack button and then move the mouse to execute the attacks.

Now, how can we differentiate a power attack from a fast attack?
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Sophh
 
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Post » Sat Dec 10, 2011 6:47 am

Bug report, MGE XE 0.9.1
-Objects with alpha sometimes show up as pure white if they are fogged, possibly they are being fogged by MW's vanilla fogging system?
--Seems to be within the vanilla MW 'max draw' range, as they look fine at a distance so long as you are not too close, and don't look bad once you get 'close enough
-Reflections are sometimes subject to the same strange 'whiteness' but only at certain distances
-As with other versions of MGE XE, it is sometimes possible to see underneath landscape and objects from the water reflections; this has been made quite a bit more obvious by the introduction of waves
-Strange blue anomalies on some trees in distant land, but only from certain angles. Might not be blue, I apologize. I'm color blind. Looks blue to me.
-Water shader seems to 'play faster' when the player is strafing, this is easiest to see at the edges. Might just be an optical illusion.
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Sammie LM
 
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Post » Sat Dec 10, 2011 4:58 am

-Objects with alpha sometimes show up as pure white if they are fogged, possibly they are being fogged by MW's vanilla fogging system?

Does this disappear if you turn Morrowind's character shadows off?

-Water shader seems to 'play faster' when the player is strafing, this is easiest to see at the edges. Might just be an optical illusion.

I noticed the same, the water appears to acts a little strange when you're moving.
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Imy Davies
 
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Post » Sat Dec 10, 2011 12:55 pm

@Puvuholo
That seems to have fixed it. Unfortunate to have to give up npc shadows altogether, though.

Certain objects with Alpha still have a blue 'frame' around the borders (the anomalies I mentioned). I think this is another fogging issue, as the color is similar to the blue you usually see in bright weather conditions.

@Hrnchamd
Your eye adaption shader seems to work (besides that there is that weird transparent grey bar thing I suspect has something to do with virtual eye dilation)

Honestly, the bloom/hdr in XE has never quite surpassed Phal's bloom/hdr shader for rev178. The eye dilation effect seemed perfect.
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Stephanie Nieves
 
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Post » Sat Dec 10, 2011 1:56 pm

Im guessing this is one of those questions that gets asked a million times but what is the trick (if any) to getting fog back when using the fps optomizer? I mean that fog you get when using the view distance slider. It just looks a little odd when using MGE.
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Harinder Ghag
 
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Post » Sat Dec 10, 2011 2:56 pm

@Puvuholo
That seems to have fixed it. Unfortunate to have to give up npc shadows altogether, though.


I'd just go with a SSAO shader to fake some amount of shadows. Morrowind's shadows tend to have a noticeable impact on performance (more than SSAO on my PC it seems, when many NPCs are around) and they look terrible.
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Emma Louise Adams
 
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Post » Sat Dec 10, 2011 6:52 pm

I can't use interior light sources because there are so many visible and invisible light sources in cells, it would be way too slow.

But you could use only some of them (static and most bright), like in Skyrim.
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Justin Hankins
 
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Post » Sat Dec 10, 2011 7:04 am

But you could use only some of them, like in Skyrim.

But like in Skyrim that would probably require defining individual light sources in each cell that will cast shadows. At least I assume that's how it works, because which lights do and don't cast shadows is very inconsistent in Skyrim.
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Cayal
 
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Post » Sat Dec 10, 2011 6:24 pm

But like in Skyrim that would probably require defining individual light sources in each cell that will cast shadows.

Maybe, through brightness and the radius of light: above the certain limit - casts a shadow
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Tanya Parra
 
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Post » Sat Dec 10, 2011 5:02 pm

I was wondering is that white bar supposed to pop up on the bottom left? Also, shadows look amazing :)
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Sarah Unwin
 
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Post » Sat Dec 10, 2011 7:57 pm

I was wondering is that white bar supposed to pop up on the bottom left?

Just noticed that as well. Seems to be an issue with the HDR shader.
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Tha King o Geekz
 
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Post » Sat Dec 10, 2011 9:31 am

Just noticed that as well. Seems to be an issue with the HDR shader.
Thanks for the tip :) . For anybody interested, changing the line
   if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
in Eye Adaptation (HDR).fx to
    //if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
should do
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Veronica Flores
 
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Post » Sat Dec 10, 2011 11:32 am

0.9.1 is running great, took some fiddling with the distant land settings to get it just right but it's there now. Thank you for all your work on this. :thumbsup:

Quick question. Is it possible to make use of the texture/mapping on the water that was present in MGE as in this screen and use it in 0.9.1?

http://postimage.org/image/chqn241sn/
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Luis Reyma
 
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Post » Sat Dec 10, 2011 9:05 pm

Thanks for the tip :) . For anybody interested, changing the line
   if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
in Eye Adaptation (HDR).fx to
    //if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
should do


Thanks abot that fixed it! I think I could've figured that out myself even... I didn't realise the shader scripts were actually fairly comprehensible.
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Courtney Foren
 
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Post » Sat Dec 10, 2011 11:52 am

Hrnchamd => please can you add the suport of the Hook textures in your MGE XE?
Because if this mod mod for example, which is amazing => http://www.gamesas.com/index.php?/topic/1285087-relzbeta-animated-morrowind-menu-1610-sepia/page__gopid__19468666#entry19468666
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Hearts
 
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Post » Sat Dec 10, 2011 1:13 pm

Oh, a new version, cool :celebration:

I find it funny that MGE XE is often more bug-free than the so called "stable" version of MGE, at least for my trees and groundcover mod.. I get emails from people every now and then saying that the trees doesnt render properly or that there's some strange phenomena with the groundcover mod. My standard reply has become "use MGE XE instead", seems to work every time and people are happy it looks even better than before.

Edit: this just in "Thank you! MGE XE fixed that weird grass bug" :goodjob:
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Etta Hargrave
 
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Post » Sat Dec 10, 2011 11:20 am

Thanks for the tip :) . For anybody interested, changing the line
   if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
in Eye Adaptation (HDR).fx to
    //if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);
should do


Thank you for the fix!
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Loane
 
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Post » Sat Dec 10, 2011 7:14 pm

Alternative combat controls still don't work correctly for me - whenever I try to execute a slash/chop attack (while standing still) I get the bash animation... the same happened with all the older version - I'm really puzzled as to why it has never worked properly in my game. Same with regular MGE, could never get those alt controls to work either.
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Quick Draw
 
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Post » Sat Dec 10, 2011 5:04 am

I installed MGE XE 0.9 in two different games.

In my first game, heavily modded (lots of pluginless mods ~60 and plugin mods ~110), the FPS was atrocious (usually less than 8 in Seyda Neen) and quit.

My 2nd game is presenting more challenges. My intention was to install MGE XE in a relatively unmodded game (MCP, MPP) and add more mods later to see their effects on FPS.

So I installed MGE XE but did not select any shaders nor select the check box "use Distant Lands". I had successfully used MGE (stable version) this way in past games. When I started a new game, I got an MGE XE error message (below) and a gray screen. The game continued without interruption, just that I couldn't see anything other than input boxes and text printed by the game.

Any idea what's going on? I used MGE (the stable version) this way (no shaders, no distant land) without incident and am hoping to use MGE XE similarly. I know, that sort of defeats the reason for MGE or MGE XE, but I wanted the reported stability benefits - less frequent CTDs. Improved graphic quality is nice, but I'm still not sure how capable my pc is up to it. The games were test runs before starting a long game.

Thanks,

John

Spoiler
mobo - ASUS M4A89GTD-PRO/USB3
CPU - AMD Athlon II X3 440
graphics - ATI Radeon HD 4290 (on-board IC)
driver - 6.14.10.7050
O/S - WinXP, SP3

MGE XE 0.9.1
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 post shaders
>> Post Process shader init
-- Shader chain indicates HDR Off
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
>> Distant Land init world
>> Landscape Load
!! Could not load world texture for distant land
-- HUD release

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Scott
 
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Post » Sat Dec 10, 2011 7:46 am

I was under the impression that you couldn't use distant land generated by MGE with MGE XE. Have you re-generated distant land since switching?
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sam westover
 
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Post » Sat Dec 10, 2011 6:04 pm

I was under the impression that you couldn't use distant land generated by MGE with MGE XE. Have you re-generated distant land since switching?


Perhaps confusing, but not relevant. I'm not. I'm using a newly cloned folder copied from a vanilla MW game installation that did not have mods; I keep the vanilla MW copy just for this purpose - to make copies.

in my earlier post, I forgot to specify that I'm using MGE XE 0.9.1.

John

Edit: Look, it's probably just that I am using the mod in a way that was not intended or expected.

I mention MGE because I could use MGE in the way I described without problems, because I did use MGE in countless games before now and because I have made the assumption that that could be done in MGE XE.

I see the toggles for "Enable Shaders" and for "Use Distant Land" (I have not selected either). I thought that if I don't select them, then MGE XE will not apply shaders and not generate distant lands graphics. FWIW, I did not toggle the generate Distant Lands button either because AFAICT, why? - if I'm not going to use them in the game and have set nothing up to generate statics, why does that impact the game. When I read the log message, it says cannot load World Texture for Distant Lands. That confuses me because I have not toggled the button "Use Distant Lands" but the log message would suggest that it's trying to build images based on Distant Lands.
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Cameron Wood
 
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Post » Sat Dec 10, 2011 5:27 am

Well, I tried some other things and got the game to load without the grey screen - essentially, I had to generate Distant Lands. Still don't understand why.

Even though I only have MCP 2.0 and MPP installed, with MGE XE running (shaders not enabled and Distant Land not in use), my FPS in Seyda Neen was consistently less than 10. When I experimented turning off MGE XE by way of the mgeui.exe, FPS in Seyda Neen jumped to between 40 to 60 FPS.

Is the ATI Radeon HD 4290 chip (onboard the mobo) truly that awful, or are there settings I can change to improve performance? I've looked at the SF MGE info but it hasn't sunk in much. Changing which settings give the best graphics enhancement with the least impact on FPS?

John
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Paula Ramos
 
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