Shelter from Magnus' Blaze 9

Post » Fri May 04, 2012 5:38 pm

Had a little bit of a brainstorm while playing around today.

How about a shader simulating rain hitting the ground/objects? I doubt it would be harder then almost copying the code for the caustics water shader and changing the texture and how it animates?
There are definietly a few kinks to figure out but it would again, add another feature missing from a full blown modern game.
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Hearts
 
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Post » Fri May 04, 2012 12:20 pm

Had a little bit of a brainstorm while playing around today.

How about a shader simulating rain hitting the ground/objects? I doubt it would be harder then almost copying the code for the caustics water shader and changing the texture and how it animates?
There are definietly a few kinks to figure out but it would again, add another feature missing from a full blown modern game.
This is a very interesting idea, indeed. The only thing which may be difficult to implement is to take into account the statics rain collision fixed by the Morrowind Code Patch.
Anyway this may looks very good, a little detail which can improve the visual immersion in-game. : )



Ah! If I remember, someone has already asked about adding shadows in interior cells in a previous topic a while ago... Hrnchamd, do you think if it will be possible to manage that almost all of the light sources (except ambient lights emitters) can project shadows on statics in interiors, like in Skyrim (http://static.skyrim.nexusmods.com/downloads/images/11108-1-1330122279.jpg)?
Also, if this may be technically possible but have a -very- huge impact on the framerate, can you add such feature as a toggle checkbox in the MGE XE GUI (like the atmospheric scattering and caustic water, both optional)?
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Mr.Broom30
 
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Post » Fri May 04, 2012 8:58 pm

What settings do I change to tone down or rather make the specular property in the water shader more refined?
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SaVino GοΜ
 
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Post » Fri May 04, 2012 6:53 am

What settings do I change to tone down or rather make the specular property in the water shader more refined?
this is how I change it in WaterPS(
//abot float3 reflected = getProjectedReflection(screenpos - float4(2.1 * reffactor.x, -abs(reffactor.y), 0, 0));float3 reflected = getProjectedReflection(screenpos - float4(1.9 * reffactor.x, -abs(reffactor.y), 0, 0));
and below for UnderwaterPS(
//abot float3 reflected = getProjectedReflection(IN.screenpos - float4(2.1 * reffactor.x, -abs(reffactor.y), 0, 0));float3 reflected = getProjectedReflection(IN.screenpos - float4(1.8 * reffactor.x, -abs(reffactor.y), 0, 0));
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Annika Marziniak
 
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Post » Fri May 04, 2012 12:38 pm

I haven't had time (nor will I tonight probably) to search for his fixes yet. I did let the game run for 30 minutes with MWSE off to see if the menu ever popped up. It didn't, which is a relief and dissappointment. Since getting MGE XE to run at the expense of not being able to sue MWSE isn't much of a victory.

Try rIght clicking on the Morrowind executable file and choosing Run As Administrator. I had a similar problem on Windows 7 and this worked a treat for me.
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Matthew Barrows
 
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Post » Fri May 04, 2012 3:10 pm

I just installed the GOTY year Morrowind and MSGO mod, looks good but the MGE EX that comes with it isn't working completely yet.

When i try to create distant land with the wizard i get an error saying-
DLL"MGEfuncs,dll, specified modules couldn't be found, would anybody know if this is common?
The game is playing fine, and looks nice, but i guess im not getting the distant land features.

Unable to load DLL 'MGE3/MGEfuncs.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)   at MGEgui.NativeMethods.TessellateLandscape(String file_path, Single[] height_data, UInt32 data_height, UInt32 data_width, Single top, Single left, Single bottom, Single right, Single error_tolerance)   at MGEgui.DistantLand.DistantLandForm.GenerateWorldMesh(Int32 detail, String path)   at MGEgui.DistantLand.DistantLandForm.workerCreateMeshes(Object sender, DoWorkEventArgs e)   at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)   at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
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Ross Thomas
 
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Post » Fri May 04, 2012 8:14 pm

i made a little mod to get the most out of the current version of the new lighting, it increase the radius of all static lights by x2 and all carryable lights by x3.
for me it looks very nice and i will use it until hrnchamd updates the lighting. i thought you guys may want it too:

http://www.mediafire.com/?ba6d3o7vldc0lvx

http://img832.imageshack.us/img832/2041/mgescreenshot002.jpg
http://img208.imageshack.us/img208/976/mgescreenshot012.jpg
http://img560.imageshack.us/img560/5804/mgescreenshot003.jpg
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Anthony Santillan
 
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Post » Fri May 04, 2012 7:40 am

Would be nice to know your .INI light setting and if possible before and after shots. Nonetheless it does look splendid! I especially like the first screenshot!
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Bethany Watkin
 
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Post » Fri May 04, 2012 8:20 pm

Too bright/clear for me.
I like that my Morrowind been dark. ^^
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WTW
 
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Post » Fri May 04, 2012 7:26 pm

Just installed MGE XE with Knot's guide and have to say that Morrowind looks AMAZING! One thing I notice and I suspect that this is me and the settings is that sometimes the view is blurry and when I move it focuses fine. I am sure this is my doing and not a bug, can anyone advise me of the setting I need to change? Thanks :)
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Tom
 
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Post » Fri May 04, 2012 6:36 pm

Just installed MGE XE with Knot's guide and have to say that Morrowind looks AMAZING! One thing I notice and I suspect that this is me and the settings is that sometimes the view is blurry and when I move it focuses fine. I am sure this is my doing and not a bug, can anyone advise me of the setting I need to change? Thanks :smile:
Could it be the Depth of Field shader?
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Jennie Skeletons
 
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Post » Fri May 04, 2012 4:59 pm

Too bright/clear for me.
I like that my Morrowind been dark. ^^
i only increased the range of the lights in the CS, you can still make it as dark as you want with the lighting settings from MGEXE or MW .ini.
i think it showcases how awesome the new lighting is, especially areas where differently colored lights come together it realy looks nice!

http://imageshack.us/g/521/mgescreenshot020.jpg/

somehow i have a feeling that hrnchamnd will have added shadows for those lights when he shows up here next time :rock:
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Tikarma Vodicka-McPherson
 
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Post » Fri May 04, 2012 2:18 pm

Just installed MGE XE with Knot's guide and have to say that Morrowind looks AMAZING! One thing I notice and I suspect that this is me and the settings is that sometimes the view is blurry and when I move it focuses fine. I am sure this is my doing and not a bug, can anyone advise me of the setting I need to change? Thanks :smile:
Yes, hello.

That is the depth of field shader. It's meant to simulate the way your eyes (or much more accurately in this case, a camera lens) focus on what is in the center of your vision; if what you are focusing on is close up, the background will become blurry and vice versa. In humans this is because when we focus on things up close our pupils literally move inward towards our noses, so anything behind the place we are focusing on becomes blurry as our eyes see them (objects behind our focus) at different angles and therefor the two picture singles sent to our brain do not 'agree' and get blended over eachother. At least, that is my understanding of it.

You can disable depth of field if you do not like it by taking it out of your list of active shaders in MGE XE. If you decide to add it back at some point, make sure it goes in the same place as it did before in the chain.
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CArlos BArrera
 
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Post » Fri May 04, 2012 7:34 am

Yes, hello.

That is the depth of field shader. It's meant to simulate the way your eyes (or much more accurately in this case, a camera lens) focus on what is in the center of your vision; if what you are focusing on is close up, the background will become blurry and vice versa. In humans this is because when we focus on things up close our pupils literally move inward towards our noses, so anything behind the place we are focusing on becomes blurry as our eyes see them (objects behind our focus) at different angles and therefor the two picture singles sent to our brain do not 'agree' and get blended over eachother. At least, that is my understanding of it.

You can disable depth of field if you do not like it by taking it out of your list of active shaders in MGE XE. If you decide to add it back at some point, make sure it goes in the same place as it did before in the chain.

Knots you are a genius, that was it. Now to my old eyes it looks perfect. Just one thing I noticed running Morrowind on Windows 7, everything seems to run better if I right click and Run as Administrator (Morrowind executable and also MGE XEGUI).

Many thanks :smile:
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Claire
 
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Post » Fri May 04, 2012 7:28 pm

I figured out my problem, didn't have direct x 9 installed properly.

All I can say is wow, I walked off the boat to a great looking world full of life and color.
Amazing work to the guys that put all this together and MGE EX working made a big difference.
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Theodore Walling
 
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Post » Fri May 04, 2012 3:19 pm

I fixed my saved game not loading problem. I updated a mod and did a repair all in Wrye Mash and the save loaded just fine. I'm pretty sure it was purple before I did the update, but all of them were yellow afterwards. Anyway, I'm still having the bloom issue, so if anybody knows a fix, I'd like to hear about it. I did update my video drivers to the latest released version, but that didn't fix anything (Geforce GTX 460) Thanks.
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vicki kitterman
 
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Post » Fri May 04, 2012 10:37 am

Is this still being worked on?
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Scott Clemmons
 
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Post » Fri May 04, 2012 12:57 pm

Yes, it's just that Hrnchamd has an IRL life too :P
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Campbell
 
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Post » Fri May 04, 2012 7:17 am

Halp I've got a bit of a problem with shadows.

This is what happen when I look inside the crater: http://dl.dropbox.com/u/64126049/MW%20Screenshots/MGE%20Screenshot%20044.jpg.
Then I look down a bit more: http://dl.dropbox.com/u/64126049/MW%20Screenshots/MGE%20Screenshot%20045.jpg.
And this when I look at the bottom: http://dl.dropbox.com/u/64126049/MW%20Screenshots/MGE%20Screenshot%20046.jpg.

Is there a way to increase shadow range?
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Danii Brown
 
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Post » Fri May 04, 2012 8:19 pm

Last time I played the game I had MGEXE 0.8.something and I'm loving the new version. The distance blend in is awesome, but it doesn't work when I'm using nVidia 3D Vision. The scenery starts popping in again when it's turned on. Don't know if you can fix this, since you probably don't have a 3D setup running, but anyways keep up the great work!

Note to soon-to-be-SLI users: SLI might not boost your fps when rendering in 2D, but it makes the 3D Vision fps hit alot less brutal! I'm just getting 5-10% fps less in 3D when SLI is enabled. :D
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Monika Krzyzak
 
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Post » Fri May 04, 2012 9:08 pm

Hey, Hrnchamd. How difficult would it be to impliment a shader that looks for reflect maps in loaded nifs and if it finds one replaces the reflect map image with a reflection of distant land like water does?
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Campbell
 
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Post » Fri May 04, 2012 12:26 pm

i made a little mod to get the most out of the current version of the new lighting, it increase the radius of all static lights by x2 and all carryable lights by x3.
for me it looks very nice and i will use it until hrnchamd updates the lighting. i thought you guys may want it too:

http://www.mediafire.com/?ba6d3o7vldc0lvx

http://img832.imageshack.us/img832/2041/mgescreenshot002.jpg
http://img208.imageshack.us/img208/976/mgescreenshot012.jpg
http://img560.imageshack.us/img560/5804/mgescreenshot003.jpg

That really adds to the atmosphere, I gotta try this in my game
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Peter lopez
 
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Post » Fri May 04, 2012 11:04 am

i made a little mod to get the most out of the current version of the new lighting, it increase the radius of all static lights by x2 and all carryable lights by x3.
for me it looks very nice and i will use it until hrnchamd updates the lighting. i thought you guys may want it too:

http://www.mediafire.com/?ba6d3o7vldc0lvx

http://img832.imageshack.us/img832/2041/mgescreenshot002.jpg
http://img208.imageshack.us/img208/976/mgescreenshot012.jpg
http://img560.imageshack.us/img560/5804/mgescreenshot003.jpg

Have to say that this also works splendidly without the new lighting enabled. The vanilla lighting used to wash out my game if it was put too high, but with this I can keep my settings as they are and still have some nice bright light sources.
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maria Dwyer
 
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Post » Fri May 04, 2012 4:17 pm

So, I dont intend to derail at all so apologies in advance.
Grass parting works really well, just updated it this morning and it looks really good. I had made similar looking stuff in different engines.
MGEXE is working really well for me, not had any problems at all. Performance is better than standard MGE, it shows youve made a lot of optimising tweaks.


Keep up the good work Hrnchamd!
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Emma Copeland
 
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Post » Fri May 04, 2012 10:41 am

Hey, Hrnchamd. How difficult would it be to impliment a shader that looks for reflect maps in loaded nifs and if it finds one replaces the reflect map image with a reflection of distant land like water does?

Sorry for answering on your behalf. I feel I've discussed the matter so much that I can tell you a bit about it. Targetin specific meshes is very sketchy! And even so, you don't know at what angle the texture is supposed to go. Also you had to take into account intersection with other meshes etc.

I't's from what I gathered from years of talking about object specific material shaders that it's difficult stuff. It does seem like Peachykeen is going to try get it to run in his project. I would bother him about it.

Then again, Hrnchamd knows more about MW's lightening engine then anyone, maybe he has better and more optemistic answers then I do.
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Matt Bigelow
 
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