Shelter from Magnus' Blaze 7

Post » Sat Dec 10, 2011 11:44 am

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?

i regenerated distant land with only the 3 base esm but the interior water reflections are still like in the video (the only additional esp i usualy use is firemoth). can maybe someone else confirm this, or iam the only one with that issue?
i always had that problem with interior water reflections.

iam on windows 7 x64 with nvidia gtx 260 + newest beta driver.
my tiny modlist shouldnt cause anything like this i think:
Spoiler
GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=Morrowind Patch 1.6.5 Beta (BTB Edit).esm
GameFile4=bcsounds.esp
GameFile5=Siege at Firemoth.esp
GameFile6=master_index.esp
GameFile7=VGreetings.esp
GameFile8=VGreetings-Idle.esp
GameFile9=VGreetings-Attack.esp
GameFile10=VGreetings-Hit.esp
GameFile11=Hannes_TravelPrices.esp
GameFile12=Hannes_PotionPrices.esp
GameFile13=Hannes_CalderaAlchemy.esp
GameFile14=Hannes_Creeper&Mudcrab.esp
GameFile15=Hannes_Torches.esp
GameFile16=Hannes_IngredientWeight.esp
GameFile17=Hannes_Sounds.esp
GameFile18=Hannes_SpellSounds.esp
GameFile19=Training_Limit.esp
GameFile20=DB_Attack_Mod3.esp
GameFile21=Service_Requirements_V1.4.3&WGI.esp
GameFile22=InventoryHelpers (my Version).esp
GameFile23=Syc_HerbalismforPurists (Pearl Bug Edit).esp
GameFile24=Syc_HerbalismforPurists_BM.esp
GameFile25=Syc_HerbalismforPurists_TB.esp
GameFile26=GCD v1.08 with Startscript, fixed [Hannes].esp
GameFile27=Adj_Magicka Regen (0.25%).esp
GameFile28=Scroll & Potion Icons (my Version).esp


edit: the vivec sewers are just the most obvious examples, this happens in any interior with water (but its not to often, so not a big issue for me).
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Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Sat Dec 10, 2011 8:49 am

Have you tried reverting back to the latest stable release driver, Peter?
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An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Sat Dec 10, 2011 4:42 pm

Have you tried reverting back to the latest stable release driver, Peter?

no but i always had this problem, i already reported it for one of the very early versions of MGEXE and used many different drivers scince then - the problem was always there.
also my computer is always super clean and i use to format and reinstall my whole system quite often because iam a little paranoid to have unnessesary trash on my pc, i did this many times scince MGEXE was released.

did you give it a try knots? the location in the youtube video is at the foreign quarter sewers on that wooden bridge at that shrine.
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Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Sat Dec 10, 2011 5:21 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.


Already had that in when I did the screenshot, but didn't realize it was only an extension til I did the Google search. Think I've got all the outfits covered now, tho this game has a TON of gear to test. Doubt I'll ever find half of it. :P
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Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sat Dec 10, 2011 5:01 am

Man, I've been away from Morrowind for a few months but a lot of the things that have come out sound really cool (thanks Hrnchamd).

I'm contemplating taking Skyrim back to the store (haven't opened it yet) since I'm more excited to try MGE XE animated water and Boats together, among other mods. Maybe I'll try Skyrim after Bethesda puts out a few patches.
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Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Sat Dec 10, 2011 4:37 pm


Maybe I'll try Skyrim after Bethesda puts out a few patches.
Think I'll be the same, although probably more extreme. I've only just started with Oblivion...

And I bought that when it first came out too...
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ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Sat Dec 10, 2011 6:04 am

The new water looks great!

I'm seeing a bug in 0.9.2 though. I'm frequently seeing entire objects, such as trees or rocks, glow partially white (as if they were fogged) or be 100% white.
The problem is very intermittent and will disappear if I move or turn a little bit. Sometimes it is not an object but rather a 1-pixel wide curve abutting leaves that glows bright white.
If I see the problem and bring up the Rest menu (T key) the white bug disappears; when I dismiss the menu it comes back.

It also looks like the sun rays changed a bit since I last used MGE XE. There seem to be as as many dark rays emmanating from the sun as there bright ones. It might be working correctly but it seems subjectively less beautiful - maybe I just need to get used to it.

Edit: BTW I'm still using distant land from an earlier version (maybe MGE XE 0.8.6?). I haven't tried regenerating it yet.
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Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Sat Dec 10, 2011 2:50 pm

Whether I use a saved game (pre-MGE XE just after leaving the Exciise Office) or a new game, I get a CTD if I'm outside. In the new game, everything went well until after I opened the door to leave the ship to go outside.

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
shaders not enabled
"Use Distant Lands" off
"MGE in game" on

MGE XE 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
>> 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
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant static textures loaded, 648 textures
-- Distant static texture memory use: 33 MB
-- Distant Land finished loading distant statics
>> Distant Land init grass
<< Distant Land init

User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Sat Dec 10, 2011 4:53 pm

Whether I use a saved game (pre-MGE XE just after leaving the Exciise Office) or a new game, I get a CTD if I'm outside. In the new game, everything went well until after I opened the door to leave the ship to go outside.

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
shaders not enabled
"Use Distant Lands" off
"MGE in game" on

MGE XE 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
>> 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
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant static textures loaded, 648 textures
-- Distant static texture memory use: 33 MB
-- Distant Land finished loading distant statics
>> Distant Land init grass
<< Distant Land init



Hmm. What're you using for mods?
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IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Sat Dec 10, 2011 6:40 am

Hmm. What're you using for mods?


Per MLOX: I have installed pluginless mods, too, which of course MLOX doesn't show.

Edit: The CTD does not happen when I select "Disable MGE" on the "in-game" tab of mgexeui.

Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Texture Fix 2.0.esm
_005_ abotWaterLife.esm
_006_ Morrowind Patch v1.6.4.esm
_007_ Better Heads.esm
_008_ Book Rotate.esm
_009_ Better Heads Tribunal addon.esm
_010_ Better Heads Bloodmoon addon.esm
_011_ Texture Fix - Bloodmoon 1.1.esm
_012_ Poorly Placed Object Fix 1.2.esm
_013_ 3S Mannequin.esp
_014_ Less Lore.esp
_015_ LGNPC_NoLore_v0_83.esp
_016_ P.R.E. v4.0.esp
_017_ Unique Banners and Signs.esp
_018_ Key Replacer Trib & BM.esp
_019_ EcoAdj Ingredients.esp
_020_ Windows Glow.esp
_021_ Book Rotate - Tribunal v5.3.esp
_022_ Book Rotate - Bloodmoon v5.3.esp
_023_ Trash Compactor.esp
_024_ Book Jackets - Morrowind - BookRotate.esp
_025_ Book Jackets - Tribunal - BookRotate.esp
_026_ Less_Generic_Bloodmoon.esp
_027_ abotWindowsGlow.esp
_028_ Fireflies.esp
_029_ EcoAdjDaedricDrops.esp
_030_ EcoAdjMerchantSkills.esp
_031_ Lgnpc_SN.esp
_032_ RealSignposts.esp
_033_ shrinetext.esp
_034_ LGNPC_GnaarMok_v1_20.esp
_035_ LGNPC_AldVelothi_v1_20.esp
_036_ Book Jackets - Bloodmoon - BookRotate.esp
_037_ Clerical Robes.esp
_038_ More Exquisite Clothes.esp
_039_ LGNPC_MaarGan_v1_20.esp
_040_ LGNPC_HlaOad_v1_32.esp
_041_ Better Bodies.esp
_042_ Master Trainers.esp
_043_ AtmosphericSoundEffects-3.0-Tribunal.esp
_044_ LGNPC_Aldruhn_v1_20.esp
_045_ LGNPC_Aldruhn_v1_22_suppl.esp
_046_ LGNPC_Pelagiad_v1_31.esp
_047_ LGNPC_TelMora_v1_30.esp
_048_ Scrolls and SoulGems 1.1.esp
_049_ Grass_West Gash.esp
_050_ Grass_Ascadian Isles.esp
_051_ Grass_Bitter Coast.esp
_052_ Grass_Grazelands.esp
_053_ LGNPC_Khuul_v2_21.esp
_054_ LGNPC_VivecFQ_v2_20.esp
_055_ Less_Generic_Nerevarine.esp
_056_ LGNPC_TelUvirith_v1_20.esp
_057_ LGNPC_SecretMasters_v1_30.esp
_058_ LGNPC_IndarysManor_v1_51.esp
_059_ LGNPC_VivecRedoran_v1_61.esp
_060_ LGNPC_PaxRedoran_v1_20.esp
_061_ LGNPC_SoulSicknessPatch_v1_00.esp
_062_ Better Clothes_v1.1_nac.esp
_063_ Bloated Caves.esp
_064_ Expanded Sounds.esp
_065_ JLH-RicherCreeper.esp
_066_ Westly_Presents_FCOT.esp
_067_ Little Secrets.ESP
_068_ md_daedralord_staffs.ESP
_069_ Djangos Dialogue.ESP
_070_ UFR_v3dot2_noRobe.esp
_071_ TownSounds.esp
_072_ abotSiltStriders.esp
_073_ abotGondoliers.esp
_074_ abotGondoliersRV.esp
_075_ Better Picks'n'Probs Diversity.ESP
_076_ Magical Missions.ESP
_077_ Donation to The Gods.ESP
_078_ Grass_AC&S.esp
_079_ More Better Clothes.ESP
_080_ Unique Jewelry and Accessories_no ench.esp
_081_ Graphic Herbalism.esp
_082_ Graphic Herbalism Extra.esp
_083_ GH_ES1.3 Patch.esp
_084_ GH_Extra_ES1.3 Patch.esp
_085_ TriggerDBAttack_v1_00.esp
_086_ Sound Enhancements.esp
_087_ Less_Generic_Tribunal.esp
_088_ abotBoats.esp
_089_ Wilderness Sounds T & B.esp
_090_ New Argonian Bodies - Mature.esp
_091_ NX9_Guards_Complete.ESP
_092_ Windows Glow - Tribunal Eng.esp
_093_ EmmasKhuul.esp
_094_ MDP - Ebonheart.ESP
_095_ MDP - Khuul.ESP
_096_ NX9_Guard_LGTrib_patch.ESP
_097_ NX9_Guard_LGRedoran_Patch.ESP
_098_ MDP - Dagon Fel.ESP
_099_ MDP - Gnaar Mok.ESP
_100_ New Khajiit Bodies - Mature.esp
_101_ Illy's Solsteim Rumour Fix.esp
_102_ Windows Glow - Raven Rock Eng.esp
_103_ MDP - Maar Gan.ESP
_104_ MDP - Hla Oad.esp
_105_ MDP - Fort Buckmoth.ESP
_106_ MDP - Sadrith Mora.ESP
_107_ abotLava&Steam.esp
_108_ DXM_masterindex_journalfix.esp
_109_ Galsiahs Character Development.esp
_110_ GCD StartScript for Trib or Bloodmoon.esp
_111_ abotTakeMyPlace.esp
_112_ Eyren_Robes.esp
_113_ abotGuars.esp
_114_ Book Rotate - Morrowind v1.1.esp
_115_ A_flock_of_seagulls.esp
_116_ abotWhereAreAllBirdsGoing.esp
_117_ Mashed Lists.esp

User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Sat Dec 10, 2011 4:57 am

Whether I use a saved game (pre-MGE XE just after leaving the Exciise Office) or a new game, I get a CTD if I'm outside. In the new game, everything went well until after I opened the door to leave the ship to go outside.

Yeah, this is my fault. There's a calculation that thinks it's in an interior if distant land is off and crashes. I'll fix it asap.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat Dec 10, 2011 1:20 pm

Yeah, this is my fault. There's a calculation that thinks it's in an interior if distant land is off and crashes. I'll fix it asap.

Thanks.

John
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Sat Dec 10, 2011 3:37 pm

I've recently reinstalled Morrowind and am trying to setup MGE XE. The last time I had Morrowind installed I used MGE 3.8 (a revision from early 2010) which worked fantastically but I'd like to try XE. Unfortunately, although following http://www.somethingfornobody.com/2011/morrowind-modding-guide/ and the documentation in the first post of this thread, I am running into a white screen/serious error message upon loading. Generating the distant land seems successful (status complete, no error messages) but something isn't working right.

Spoiler
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
>> 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
-- Post shader Data Files\shaders\XEshaders\Sunshafts.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\Bloom Soft.fx loaded
-- Shader chain indicates HDR Off
-- 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 world
>> Landscape Load
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
!! Failed to to create static vertex declaration
-- HUD release


Computer Specs:
AMD 3200+
2GB RAM
Radeon 9600 (512 VRAM)
Catalyst 10.3 drivers
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat Dec 10, 2011 6:55 am

I've recently reinstalled Morrowind and am trying to setup MGE XE. The last time I had Morrowind installed I used MGE 3.8 (a revision from early 2010) which worked fantastically but I'd like to try XE. Unfortunately, although following http://www.somethingfornobody.com/2011/morrowind-modding-guide/ and the documentation in the first post of this thread, I am running into a white screen/serious error message upon loading. Generating the distant land seems successful (status complete, no error messages) but something isn't working right.

Computer Specs:
AMD 3200+
2GB RAM
Radeon 9600 (512 VRAM)
Catalyst 10.3 drivers

Apologies, your graphics card is just too old to work with MGE XE. It is a Shader Model 2.0 card while SM 3.0 is required for MGE XE (I'll update the documentation, it was listed as required previously). You should try standard MGE svn 178 if you want to upgrade.
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Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sat Dec 10, 2011 1:54 pm

he lives! :celebration:
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neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sat Dec 10, 2011 3:19 pm

MGE XE 0.9.3

- Turning distant land off should no longer crash and resets fogging to standard range too.
- Shadows should cast properly on the standard body mesh left arm/leg.
- HDR shader made overall brighter for most scenes.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Sat Dec 10, 2011 2:49 pm

Not sure if you were aware that this esp even existed Hrnchamd. But the Vampiric Hunger MGE Addon for MGE 1.11+.esp doesn't work with MGE XE. Would be awesome to see this esp added the to hud mods pack eventually. Oh, the esp is also included in the Vampiric Hunger download.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Sat Dec 10, 2011 2:13 pm

Hello, first I would like to thank you for making this amazing mod! I have checked throughout the years on the progress of the Morrowind graphics mod community, and this one blows it out of the water... unfortunately, it is the water I am having difficulty with.

The water flickers through the terrain sometimes and the horizon, it makes the game unplayable. I have tried it with and without shaders, and it seems to be a problem with the water. It doesn't occur every frame, so it flickers as well. I have tried both 59 and 60 screen refresh rate.

[img]http://i.cubeupload.com/rbY5di.jpg[/img]

I am running two nVidia GTX 260's in SLI. I have a vanilla Morrowind with no mods or anything done to it. I am on Windows 7 as well.
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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Sat Dec 10, 2011 12:00 pm

Apologies, your graphics card is just too old to work with MGE XE. It is a Shader Model 2.0 card while SM 3.0 is required for MGE XE (I'll update the documentation, it was listed as required previously). You should try standard MGE svn 178 if you want to upgrade.


I suspected it may be something like that. I did read the documentation to check first! Thanks for the help. :)
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patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sat Dec 10, 2011 11:05 am

Hrnchamd, thanks for the continuous improvements, you really deserve a lot of :trophy: :ribbon: :turtle:

A question: I have noticed something, I'd like to know if it is expected behavior or something wrong with my setup.
When I am at the distance when some big distant objects (e.g. Firewatch towers, castles, trees) right in front of me disappear, if I stand still and rotate my point of wiew a few degrees to the left or to the right the objects suddenly reappear... it is like the vision radius is following a elliptic instead of circular curve. Changing between 3rd/1st person view, FOV or disabling shaders does not change this behavior.

Also, something I'd really love is more flexibility for water/ripples. I understand that you can't disable Morrowind ripples on player only, but instead of a unique checkbox to have dynamic waves on/off, dynamic ripples on/off, Morrowind ripples off/on, I'd like 2 distinct checkboxes, first to enable dynamic waves + dynamic ripples, second to enable Morrowind ripples (I think in practice one more checkbox to call mwBridge->toggleRipples(checkbox value) ).
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Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Sat Dec 10, 2011 8:26 pm

Vampiric Hunger UI added to HUD mods pack

The blood meter works, but the bloodlust shaders aren't functional yet.




The water flickers through the terrain sometimes and the horizon, it makes the game unplayable. I have tried it with and without shaders, and it seems to be a problem with the water. It doesn't occur every frame, so it flickers as well. I have tried both 59 and 60 screen refresh rate.

I am running two nVidia GTX 260's in SLI. I have a vanilla Morrowind with no mods or anything done to it. I am on Windows 7 as well.

Could you try testing with actor shadows (in Morrowind video options) on and off to see if that is the problem? It's definitely drawing the water too often, but it's always hard to tell what the cause is.


A question: I have noticed something, I'd like to know if it is expected behavior or something wrong with my setup.
When I am at the distance when some big distant objects (e.g. Firewatch towers, castles, trees) right in front of me disappear, if I stand still and rotate my point of wiew a few degrees to the left or to the right the objects suddenly reappear... it is like the vision radius is following a elliptic instead of circular curve. Changing between 3rd/1st person view, FOV or disabling shaders does not change this behavior.

Also, something I'd really love is more flexibility for water/ripples. I understand that you can't disable Morrowind ripples on player only, but instead of a unique checkbox to have dynamic waves on/off, dynamic ripples on/off, Morrowind ripples off/on, I'd like 2 distinct checkboxes, first to enable dynamic waves + dynamic ripples, second to enable Morrowind ripples (I think in practice one more checkbox to call mwBridge->toggleRipples(checkbox value) ).

I'm trying to create a good solution for the distant objects one that doesn't involve alpha stipple. It's difficult to get fade in to work correctly. I can disable ripples on the player only, but Morrowind's ripples are generated just above the original water surface. With dynamic waves the water can be up to waveheight (50) units below where the ripples are generated, the ones near you look like they are in mid-air. It's mostly because rain looks bad. I'll have to email you a test version with them on.
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HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Sat Dec 10, 2011 4:33 am

Could you try testing with actor shadows (in Morrowind video options) on and off to see if that is the problem? It's definitely drawing the water too often, but it's always hard to tell what the cause is.


I turned them on, and it almost worked. Now instead of the glitch being visible all the time, it is seen only about 10% of the time (still too much). It appears when my character is looking a certain direction while being in a certain spot. So if I am looking a certain way and the water horizon is clipping, it will keep doing it until I look a slightly different way or move my character.
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katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sat Dec 10, 2011 6:33 pm

I turned them on, and it almost worked. Now instead of the glitch being visible all the time, it is seen only about 10% of the time (still too much). It appears when my character is looking a certain direction while being in a certain spot. So if I am looking a certain way and the water horizon is clipping, it will keep doing it until I look a slightly different way or move my character.

I'm not sure how to duplicate this problem. Are you using some kind of overlay like Xfire or Steam Community?
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Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Sat Dec 10, 2011 7:29 am

I'm trying to create a good solution for the distant objects one that doesn't involve alpha stipple. It's difficult to get fade in to work correctly.
Sorry, probably I did not explain properly. I don't think the problem is popping vs fading, fading would be better but popping is tolerable when moving, but the fact that when standing still with a object at X distance not visible in front of view, it is visible at the same distance on peripheral view just rotating the view. without moving at all.
If I don't move, object distance should not change, so I think object should stay visible/invisible when I rotate view, does not matter what method (pop in/out vs fading) you are using to hide/show it.
I can disable ripples on the player only
Ah, great, so these are fine with the new dynamic waves.
Morrowind's ripples are generated just above the original water surface. With dynamic waves the water can be up to waveheight (50) units below where the ripples are generated, the ones near you look like they are in mid-air. It's mostly because rain looks bad.
I wonder, as you can disable just Morrowind player generated ripples, could you disable just Morrowind generated rain ripples and keep Morrowind generated NPC/creatures ripples?
I'll have to email you a test version with them on.
Great, I will gladly test, maybe a compromise with the waves height can be found,
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Dec 10, 2011 6:01 pm

A question: I have noticed something, I'd like to know if it is expected behavior or something wrong with my setup.
When I am at the distance when some big distant objects (e.g. Firewatch towers, castles, trees) right in front of me disappear, if I stand still and rotate my point of wiew a few degrees to the left or to the right the objects suddenly reappear... it is like the vision radius is following a elliptic instead of circular curve. Changing between 3rd/1st person view, FOV or disabling shaders does not change this behavior.
I'm trying to create a good solution for the distant objects one that doesn't involve alpha stipple. It's difficult to get fade in to work correctly.
Sorry, probably I did not explain properly. I don't think the problem is popping vs fading, fading would be better but popping is tolerable when moving, but the fact that when standing still with a object at X distance not visible in front of view, it is visible at the same distance on peripheral view just rotating the view. without moving at all.
If I don't move, object distance should not change, so I think object should stay visible/invisible when I rotate view, does not matter what method (pop in/out vs fading) you are using to hide/show it.
I think this is because of fog mode. From ye olde Morrowind Grahpics Extender help file:
Per pixel fogging is always depth based however, which causes graphical glitches as objects appear to become less foggy as they move to the sides of the screen. Using Range based vertex fog fixes this issue, or you can use depth based vertex fog to try and get an fps boost.
See also the slight less ye olde http://sourceforge.net/apps/mediawiki/morrgraphext/index.php?title=Render_State#Fog_mode. MGE (XE) takes over where Morrowind's fog begins so that distant objects will appear at the sides of the screen when one looks away from them but disappear when looked at directly.
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Damian Parsons
 
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