Shelter from Magnus' Blaze 7

Post » Sat Dec 10, 2011 8:23 pm

Spotted something interesting in my log after generating distant land.

I haven't really done much in the way of looking around so far, so I have no idea if it's affected anything.

I think it's to do with Darknut's GDR, his models have non-standard texture paths.


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?

Please could you post some screenshots of the problem and your distant land settings.


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.

Thanks for the report. I know there's a fog problem there still, but the easy fix seems to break interior fog colours. Still working out what's wrong. I'll also try to fix the reflection clipping.


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.

Hey vurt!


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.

Do you have "use best attack" turned on in Morrowind options? That will override which attack is input by MGE.


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.

There are too many distinctions as to what things really mean to invent a new word for every new concept. The shaders in the log file are the technical (HLSL) ones used to render the land surface and distant statics, while the bloom, hdr, etc are post-process shaders, which are what people casually refer to. You can see there are no shader loaded entries in the post-process setup block. The distant land section isn't being rendered when you turn it off, but it would make the toggle distant land button unusable in game if the file didn't exist, so it errors early by default. Shadow casting and water reflections are also dependent on distant land, so it's non-trivial to have everything turn off smoothly.

At least distant land doesn't act as you would expect, though. I'll have to do something about that.

Your HD 4290 is somewhat underpowered. I'd advise draw distance 2.0, and turning off dynamic ripples, high quality fog, blur reflections, and set caustics to 0.
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Lexy Dick
 
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Post » Sat Dec 10, 2011 12:36 pm

I think it's to do with Darknut's GDR, his models have non-standard texture paths.


I don't use GDR, though. The textures are present in my textures file, but they're in .dds format. It's kind of odd that it tripped up on those three when everything else seemed to load perfectly for it.
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FLYBOYLEAK
 
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Post » Sat Dec 10, 2011 11:48 am

There are too many distinctions as to what things really mean to invent a new word for every new concept. The shaders in the log file are the technical (HLSL) ones used to render the land surface and distant statics, while the bloom, hdr, etc are post-process shaders, which are what people casually refer to. You can see there are no shader loaded entries in the post-process setup block. The distant land section isn't being rendered when you turn it off, but it would make the toggle distant land button unusable in game if the file didn't exist, so it errors early by default. Shadow casting and water reflections are also dependent on distant land, so it's non-trivial to have everything turn off smoothly.

At least distant land doesn't act as you would expect, though. I'll have to do something about that.

Your HD 4290 is somewhat underpowered. I'd advise draw distance 2.0, and turning off dynamic ripples, high quality fog, blur reflections, and set caustics to 0.

Thanks for the explanation, Hrnchamd. In spite of what my posts may suggest, I find your release much more friendly with the tool tips and instruction tab and that the package contains what's needed instead of requiring two different downloads. I also appreciate that you included the shaders that work with your version as part of the package. For someone such as myself, it makes it easier to use out of the box.

After installing and using MGE XE in the game, I was afraid that the GPU was underpowered. Well, can't do anything about that - tight budget. :shrug: I'll give your suggestions a try and see how they turn out. I was floored by how signifcant a hit the FPS took. And that is before I even add mods to the game, some of which ISTR make a further hit on FPS.

John

Edit: P.S. - Welcome back :)
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Philip Lyon
 
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Post » Sat Dec 10, 2011 3:38 pm

Heyo everyone,

I first off wanted to say I've always been a huge fan of MGE, and XE even more so. So thanks again for all the hard work Hrnchamd, and to everyone else to helped improve the quality of Morrowind (I see Vurt ;p). I just got tired of playing Skyrim, and switched back to Morriwind again. Was happy to see another update out, and seemed to work like a charm. Either case I got a really wierd glitch, its not game breaking, and I could just ignore it and play even with it. Its this little grey translucent bar that starts on the leftside of the screen, and slowly backs to the side till its as small as 1 inch. Here's a screen shot:

[img]http://i1106.photobucket.com/albums/h379/Silvist/Morrowind2011-11-2704-49-15-77.png[/img]

Any ideas? I really have no idea if this is related to MGE XE, but I didn't have it before. Thanks again!

*Edit* Wierd Turkey's method worked perfectly to fix this in notepad ++

//if(tex.x < HDR.x && tex.y > 0.9) g = lerp(g, 1, 0.4);

Seemed to fix it for me. Going to keep testing to make sure its not a random variable lol.
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cutiecute
 
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Post » Sat Dec 10, 2011 8:32 am

MGE XE seems to be working fine here with one small issue..

i keep getting these errors every time that i start the game..

Failed to create shader Shaders\TexCoord_4_Offset_A.vso
Failed to create shader Shaders\TexCoord_4_Offset_A.vso
Failed to create shader Shaders\WC_TexCoordGen.vso
Failed to create shader Shaders\Faux_EMBM_Displace_2.pso
Unable to load pixelshader file : Shaders\Faux_EMBM_Displace_2.pso
Failed to create shader Shaders\FauxEMBM_Displace.vso
Unable to load vertexshader file: FauxEMBM_Displace.vso

i press cancel (yes to all)..

Morrowind is in a folder outside of Program Files, i'm using Windows 7 on a i5 2500k - HD6950 build.. (updated Directx too)

Morrowind GOTY with only Code Patch 2.0 installed..
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Caroline flitcroft
 
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Post » Sat Dec 10, 2011 6:07 am

MGE XE seems to be working fine here with one small issue..

i keep getting these errors every time that i start the game..

Failed to create shader Shaders\TexCoord_4_Offset_A.vso
Failed to create shader Shaders\TexCoord_4_Offset_A.vso
Failed to create shader Shaders\WC_TexCoordGen.vso
Failed to create shader Shaders\Faux_EMBM_Displace_2.pso
Unable to load pixelshader file : Shaders\Faux_EMBM_Displace_2.pso
Failed to create shader Shaders\FauxEMBM_Displace.vso
Unable to load vertexshader file: FauxEMBM_Displace.vso

i press cancel (yes to all)..

Morrowind is in a folder outside of Program Files, i'm using Windows 7 on a i5 2500k - HD6950 build.. (updated Directx too)

Morrowind GOTY with only Code Patch 2.0 installed..
Try http://www.gamesas.com/index.php?/topic/781497-vistawindows-7-problems/page__view__findpost__p__11492606, from the Hardware & Software forum.
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Brooke Turner
 
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Post » Sat Dec 10, 2011 4:57 am

Try http://www.gamesas.com/index.php?/topic/781497-vistawindows-7-problems/page__view__findpost__p__11492606, from the Hardware & Software forum.


tanks friend, it was a problem with permissions, even Morrowind being out of the Progam Files folder wasn't enough..

after i ticked run as adm the problems are now gone..
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Kay O'Hara
 
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Post » Sat Dec 10, 2011 4:16 pm

I figure this is the best place to ask.

Is it possible to get grass to appear in the distance on top of the distant land? It's getting really annoying watching the grass 'appear' as I walk along.


cheers,
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Jessie Rae Brouillette
 
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Post » Sat Dec 10, 2011 2:30 pm

Hey Hrnchamd.
Is it possible to create fog kind like http://img194.imageshack.us/img194/2105/cavikscreens7.jpg in MGE XE?
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katie TWAVA
 
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Post » Sat Dec 10, 2011 4:34 pm

Hrnchamd, just reporting some results. My GPU is just not up to even the suggested settings you gave. :( FPS improved marginally to around 10 FPS and the game looks great but still too much of a FPS hit to enjoy.

With MGE XE enabled but Distant Lands not in use, the game hanged when I made my first save game and then exited. I did not see anything in the log file indicating any abort nor did looking at the WinXP event log show any warning or error messages. I resumed the game from the saved game, exited without saving the game and had the same thing happen. However, when I started the saved game and wandered a few seconds more in Seyda Neen and did a new save game, the game exited without problem. Weird.


FYI - I am experiencing some quirkiness regarding screenshots. The in-game graphics look as one would expect; it's only the screenshot with MGE XE that looks strange.

With MGE XE in use but not Distant Lands, the game looks great but the screenshots are strange. http://i42.tinypic.com/xp7ya0.png Looks like Winter Wonderland :)

The screenshot elsewhere in Seyda Neen without MGE XE and Distant Lands running http://i41.tinypic.com/15zgorl.jpg

John
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James Potter
 
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Post » Sat Dec 10, 2011 8:08 am

MGE XE 0.9.2

- HDR shader exposure adjusted again. Light meter disabled by default.
- Fog colouring bug on transparent objects with scattering atmosphere on should be gone.
- Problem with interior fog density 0 should be gone.
- Default water reflection colour for non-distant cells adjusted.
- MGEXEgui layout problems on window resize fixed.
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john page
 
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Post » Sat Dec 10, 2011 6:20 am

I'll give this a try. With my Morrowind re-install, I've been running this and performance is pretty poor. My PC isn't that ancient. I have 8 GB of RAM, a Phenom II X4 940 quad-core processor and a Radeon HD 5950. And I can't get 10 FPS outside. I'm using defaults in MGE XE with generated land.

What settings have the largest FPS hit? What should I disable first?

I saw a mention in this thread of disabling in-game shadows. Is that recommended?
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Karen anwyn Green
 
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Post » Sat Dec 10, 2011 7:37 pm

I figure this is the best place to ask.

Is it possible to get grass to appear in the distance on top of the distant land? It's getting really annoying watching the grass 'appear' as I walk along.

It starts getting pretty slow drawing so many small objects, not many games have a long grass draw distance (try and name some). There's about 2400 grass meshes drawn in a grassy area already, if you double the grass distance it becomes about 10000 meshes. I made a choice for grass to be drawn along with Morrowind's objects so it can receive shadows and blends out at about 1 cell distance.


Hey Hrnchamd.
Is it possible to create fog kind like http://img194.imageshack.us/img194/2105/cavikscreens7.jpg in MGE XE?

It should be possible with exp fog and weather adjustment.


I'll give this a try. With my Morrowind re-install, I've been running this and performance is pretty poor. My PC isn't that ancient. I have 8 GB of RAM, a Phenom II X4 940 quad-core processor and a Radeon HD 5950. And I can't get 10 FPS outside. I'm using defaults in MGE XE with generated land.

What settings have the largest FPS hit? What should I disable first?

I saw a mention in this thread of disabling in-game shadows. Is that recommended?

You shouldn't be getting that bad performance at all. Try turning off all your shaders first. In-game shadows are okay, but the high detail actor shadows option doesn't work well and can tank fps with certain meshes.
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Kate Norris
 
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Post » Sat Dec 10, 2011 7:24 am

It starts getting pretty slow drawing so many small objects, not many games have a long grass draw distance (try and name some). There's about 2400 grass meshes drawn in a grassy area already, if you double the grass distance it becomes about 10000 meshes. I made a choice for grass to be drawn along with Morrowind's objects so it can receive shadows and blends out at about 1 cell distance.


ahh, okay. I had a feeling it was restricted to the player's area. I always hate how the grass doesnt go very long in games....Oblivion is the same.

The reason I ask is that I already have MGE EX turned a long way up and getting no lag, I was hoping to just be able to extend the grass distance a bit further. Ajdusting the grass density would really help the object count, right?

It most noticeable when you are walking at the grasslands, quite often you'll be climbing a hill, but the grass isnt at the top of th hill, and then it come into view as you walk. You can really seen in that area the 'circle' of grass around you.


Anyway, thanks. :)
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marie breen
 
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Post » Sat Dec 10, 2011 1:30 pm

HDR - this is the best hdr shader i have seen for MGEXE. finaly my screen will be dark for some seconds after looking in the sun, nice!
Water Reflection - now the the water reflections look much better, more blue and not so much the same color like the reflected objects.


- the new (awesome) water has some bad colors in interiors:
http://imageshack.us/photo/my-images/402/mgescreenshot001.jpg/
http://imageshack.us/photo/my-images/59/mgescreenshot002.jpg/


- can you implement impact waves for projectiles again? they where working for the 2d water.

- how is the work going for your underwater fog overhaul (water transition, darker the deeper you dive)?

- also i wanted to ask you if dynamic viewdistance is possible with MGEXE? the higher you are above sea level the more viewdistance will be drawn.


here are some old issues/suggestions wich are still true. after browsing through the old threads i noticed how many of my suggestions got implemented so i thought i should remind you of the ones wich didnt :hubbahubba:
Spoiler
http://img403.images.../sunreflect.jpg - sunreflection & shadows, pls add this in for high end systems
http://img217.images.../2860/moons.jpg - while night/day transition the moons looking bad
http://img153.images...nshaftonset.jpg - sunshaftsare much weaker at sunset/rise (is whole sundisc casting sunshafts or only a pointlight in middle of sundisc?)
http://img24.imagesh...ntainerssao.jpg - the SSAO disapears briefly on save, equipping some items, some containers
SSAO - could you exclude the players hands/weapon from drawing SSAO? often they have a aura of shadows around them when close to a wall.
SSAO - flickering and disapearing on screenboarder
http://img20.imagesh.../i/castleu.jpg/ - castles pop in and out like crazy until they are in MW draw distance
interior water caustics - not visible from above water
underwater sunshafts - could you make them get more transparent the deeper you dive? so that they are invisible when they start looking bad.


edit - damn all the images are offline, let me know if you need the screenshots.
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Amy Smith
 
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Post » Sat Dec 10, 2011 6:56 pm

Do you have "use best attack" turned on in Morrowind options? That will override which attack is input by MGE.


Nope, I checked and "use best attack" wasn't selected. I really don't understand what may be causing this...

P.S. Tried the latest version and, as I thought, it still didn't work.
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stacy hamilton
 
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Post » Sat Dec 10, 2011 9:39 am

Edit1: Ok figured I needed to create distant land, even when I have deactivated this feature. Now it works. The water is beautiful. But there is a problem that only textures I look at are sharp, everything else is blurry. Might be something with the shaders, I will try them out a bit.

So I am the only one who cannot get MGE XE to work?
I followed this guide: http://www.somethingfornobody.com/2011/morrowind-modding-guide/ to the letter and installed MGE XE. I needed to disable UAC to get the application started.
But when I start a game the screen is black for a second then turns grey and say Serious Error in the top left corner.
I am not sure if I got the right txt file but this is what is stated in mgeXE.text which I think is the log:

MGE XE 0.9.2
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
-- Proxy Mouse OK
>> HUD init
<< HUD init
-- Proxy Mouse OK
>> 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

I have Win-7 64-Bit and an ATI Radeon 6950 if this helps.
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ImmaTakeYour
 
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Post » Sat Dec 10, 2011 4:12 pm

Edit1: Ok figured I needed to create distant land, even when I have deactivated this feature. Now it works. The water is beautiful. But there is a problem that only textures I look at are sharp, everything else is blurry.
Sounds like you have a Depth of Field shader enabled, they look a little like http://mynameismjp.files.wordpress.com/2011/02/initial.png.
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Kortknee Bell
 
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Post » Sat Dec 10, 2011 5:49 pm

here is a video showing the interior reflection problems:

http://www.youtube.com/watch?v=bHduQYMxSB4
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stevie critchley
 
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Post » Sat Dec 10, 2011 1:18 pm

So first off, WOW, I don't think I've had anything look this much better with so little a performance hit. Really diggin' the shadowing and god-rays.

But yeah, def some issue, and I've screens to describe what my vocabulary cannot. First, I'm seeing shadows THRU objects (like http://img14.imageshack.us/img14/976/mgescreenshot012.jpg (tho this may or may not be the fault of the face meshes), and banners thru the upper floors of Vivec cantons). And some parts just don't seem to acknowledge shadows at all, namely, http://img526.imageshack.us/img526/7397/mgescreenshot017.jpg.

PC vitals are in my sig- she's an old tank, but she doesn't pull punches. Will bookmark this thread and shout out anything else I find. You've given me new reason to play Morrowind!
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yessenia hermosillo
 
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Post » Sat Dec 10, 2011 7:40 am

- can you implement impact waves for projectiles again? they where working for the 2d water.

- how is the work going for your underwater fog overhaul (water transition, darker the deeper you dive)?

- also i wanted to ask you if dynamic viewdistance is possible with MGEXE? the higher you are above sea level the more viewdistance will be drawn.

I can't simulate splashes far away from the player, the game can't tell me when a projectile hits water. No idea about underwater fog or dynamic view distance yet, much later.

here is a video showing the interior reflection problems:

http://www.youtube.com/watch?v=bHduQYMxSB4

I can't duplicate this at all under the foreign quarter. Nothing happens. Could you try running distant land setup with just the base esms?


So first off, WOW, I don't think I've had anything look this much better with so little a performance hit. Really diggin' the shadowing and god-rays.

But yeah, def some issue, and I've screens to describe what my vocabulary cannot. First, I'm seeing shadows THRU objects (like http://img14.imageshack.us/img14/976/mgescreenshot012.jpg (tho this may or may not be the fault of the face meshes), and banners thru the upper floors of Vivec cantons). And some parts just don't seem to acknowledge shadows at all, namely, http://img526.imageshack.us/img526/7397/mgescreenshot017.jpg.

I recommend using Better Bodies to cure this. It's because you're using the original body parts, which mirror the right arm and leg parts over to the left instead of having separate models. Mirroring isn't too friendly for calculating the correct lighting on these parts, so the shadows turn out wrong. I may be able to fix this later, but a body replacer should solve the problem immediately.
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Chris Cross Cabaret Man
 
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Post » Sat Dec 10, 2011 7:58 am

Already have Better Bodies in, and the shadow glitch indeed doesn't affect the body, but it still affects the clothes (namely the shirt in the pic, haven't confirmed with armor). I've been looking around the Nexus, but maybe you could point me to some clothing models/packs that might fix this? No skimpy crap, mind you- I'm not a member of the "peanut gallery" the BB installer mentioned. :P
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hannah sillery
 
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Post » Sat Dec 10, 2011 2:08 pm

Already have Better Bodies in, and the shadow glitch indeed doesn't affect the body, but it still affects the clothes (namely the shirt in the pic, haven't confirmed with armor). I've been looking around the Nexus, but maybe you could point me to some clothing models/packs that might fix this? No skimpy crap, mind you- I'm not a member of the "peanut gallery" the BB installer mentioned. :P

Try Better Clothes.
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Kaylee Campbell
 
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Post » Sat Dec 10, 2011 4:51 pm

Ah, had to do a bit of Googling to find the original mod, but the group's site is still up, as is the file. It did the trick, too! Thanks!

Now to actually beat this svcker... c'mon, attention span, don't fail me now...
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Naomi Ward
 
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Post » Sat Dec 10, 2011 8:13 am

Better Clothes doesn't cover every vanilla piece of clothing; you should also get http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8931.
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naana
 
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