Shelter from Magnus' Blaze 2

Post » Mon May 02, 2011 2:46 pm

Can you believe I first made this version because 178 was far too slow for my AGP card and I wanted a lighter build of MGE?


If you can make it playable on my GeForce 8200M powered laptop, then I'll be impressed. :teehee:
Actually I wanted to say I haven't been too excited about MGE until I saw some of the screenshots of this... well, I guess better start saving for a new laptop.
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Mario Alcantar
 
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Post » Mon May 02, 2011 5:03 pm

sorry for my many stupid posts but there are two more things i noticed ;)

1. some candles dont illuminate the area anymore http://img545.imageshack.us/img545/9817/mgescreenshot40.jpg, they did in vanilla MW i checked this
2. in some dungeons the particles (the missile) from "on target" spells are missing, this happened yesterday sometimes but i cant remember where (i can check again and take a screenshot if needed)

i cant say wether these issues are caused my mgexe, but my few other mods should cause nothing like that:

Spoiler
all official PIs
Herbalism for Purists DV
JSC Wegweiser (signposts)
Morrowind/Tribunal/Bloodmoon Improved DV
Galshias Character Development DV
Ring Texture fix DV
Scrolls/Potions DV (icons)
MCP

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~Sylvia~
 
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Post » Mon May 02, 2011 7:43 pm

Can you believe I first made this version because 178 was far too slow for my AGP card and I wanted a lighter build of MGE?


Can you believe I still consider better performance the main feature of your first build? I mean, yeah, shadows are nice, but I was much more impressed by how smoothly you could play Morrowind with obscenely high graphics settings, compared to the build 178. A pity XE became somewhat slower with version 0.8.

Anyway, your work is downright fantastic. I just wanted you to know that better performance can be just as important on high-end systems. :)
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Matt Gammond
 
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Post » Mon May 02, 2011 10:25 pm

Can you believe I first made this version because 178 was far too slow for my AGP card and I wanted a lighter build of MGE?


With MGE 178 and my dead 4870x2 in Seyda Neen (and in Vivec/Balmora) I've got 15fps with textures packs, grass, new trees, shaders and lots of NPC (MCA + Starfire).
So I search a GPU to reach a minimum of 25FPS...
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Tracy Byworth
 
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Post » Mon May 02, 2011 4:14 pm

Can you believe I first made this version because 178 was far too slow for my AGP card and I wanted a lighter build of MGE?


I believe it, but of course I'm happy to be running shadows and such too! And performance has still been gained.
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Klaire
 
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Post » Mon May 02, 2011 5:14 pm

I have a shader request (mgeXE compatible of course) for anybody that knows how to write shaders. I would to have a "saving private ryan" style color grading shader.
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Alyesha Neufeld
 
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Post » Mon May 02, 2011 4:45 pm

I have a shader request (mgeXE compatible of course) for anybody that knows how to write shaders. I would to have a "saving private ryan" style color grading shader.


What do you mean "color grading"?
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Louise Andrew
 
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Post » Tue May 03, 2011 6:46 am

Well, I don't really understand the process behind it, but my laymen explanation would be it desaturates all the colors on the screen and sort of makes all the colors on the screen the same color, but ,,er,,,, not really the same color. Ok, that's a terrible explanation :facepalm: .
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Bad News Rogers
 
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Post » Mon May 02, 2011 5:07 pm

metalfiend00, did You mean "saving private ryan" color pallete? Something like http://www23.zippyshare.com/v/15147699/file.html shader?

You can try this.
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Rob Davidson
 
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Post » Tue May 03, 2011 1:21 am

metalfiend00, did You mean "saving private ryan" color pallete? Something like http://www23.zippyshare.com/v/15147699/file.html shader?

You can try this.


I tried every possible shader order with that shader, but the effect is too subtle for me to see. Do you know what values I could change on that shader to make it less subtle?

EDIT: I set this as the only shader, and it isn't doing anythin. I toggled shaders on and off and nothing changed.
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Sanctum
 
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Post » Tue May 03, 2011 5:56 am

I think it's the "float SceneDesaturation = 0.35f;" .

The higher is the number, the effect become more strong. You can play with this, there's 3 other parameters, but I'm not sure what they do.

Alternatively, You can try http://www60.zippyshare.com/v/36822849/file.html - it's a ENB series with a custom colour pallete that imitates SSAO - but it may suits Your needs, it also desaturates whole scene.
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Symone Velez
 
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Post » Tue May 03, 2011 6:17 am

I think SPR is using bleach bypass. With 60% color de-saturation.

Bleach-bypass shader:
http://www.gamesas.com/index.php?/topic/1076982-relzbleach-bypass-and-vignetting/page__p__15672782__fromsearch__1#entry15672782
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ShOrty
 
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Post » Mon May 02, 2011 5:32 pm

I have a Radeon HD4850 512MB and it ran smoothly.

To be fair, you are running it on a pretty low resolution.
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Paula Rose
 
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Post » Tue May 03, 2011 12:41 am

I think SPR is using bleach bypass. With 60% color de-saturation.

Bleach-bypass shader:
http://www.gamesas.com/index.php?/topic/1076982-relzbleach-bypass-and-vignetting/page__p__15672782__fromsearch__1#entry15672782


Those look nice, unfortunately they aren't working. Are you sure it's compatible with mgeXE? They do compile in the XE shader editor, but they aren't doing anything in game.
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Campbell
 
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Post » Tue May 03, 2011 2:04 am

Those look nice, unfortunately they aren't working. Are you sure it's compatible with mgeXE? They do compile in the XE shader editor, but they aren't doing anything in game.

Ah yes, see this post.
http://www.gamesas.com/index.php?/topic/1114956-shelter-from-magnus-blaze-2/page__view__findpost__p__16602901
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Samantha Pattison
 
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Post » Mon May 02, 2011 9:06 pm

OMFG dude, bad a$$!

I changed (float Opacity = 0.75) to make it a little stinger and the vignetting is very nice as well. Awesome job man! :mohawk:
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Hilm Music
 
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Post » Mon May 02, 2011 5:45 pm

1. some candles dont illuminate the area anymore http://img545.imageshack.us/img545/9817/mgescreenshot40.jpg, they did in vanilla MW i checked this

sorry but no one else experiencing this? almost every candle & lantern is not illuminating anymore, most noticeable in dungeons and dark interiors.

EDIT: ok it was my fault :facepalm: i had bad settings on the lightning coefficient...
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Breautiful
 
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Post » Tue May 03, 2011 8:00 am

If no one volunteer, I can translate these tooltips using ResHacker and send translated exe to You.

The MGE team have already move translation data into separate files like 'mge3/Polish.lng'. I need to update the template with the new strings to translate though.


Well I still want the grass, I just don't want it animated since that is what is causing the strange effects.

Check your wind speeds in the distant land weather settings. If you changed those, grass may act crazy.


sorry but no one else experiencing this? almost every candle & lantern is not illuminating anymore, most noticeable in dungeons and dark interiors.

EDIT: ok it was my fault :facepalm: i had bad settings on the lightning coefficient...

Maybe I should put the default lighting settings in the tooltip or something.


I'm thinking of redoing fog underwater as a separate pass, because Morrowind kills the objects above water by changing the fog distance for everything. It would be some kind of optional thing like caustics.
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Oscar Vazquez
 
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Post » Mon May 02, 2011 9:44 pm

Maybe I should put the default lighting settings in the tooltip or something.


I'm thinking of redoing fog underwater as a separate pass, because Morrowind kills the objects above water by changing the fog distance for everything. It would be some kind of optional thing like caustics.


tooltip would be appriciated and talking about redoing underwater fog - you think that sunshafts that break through the water surface would be possible? i imagine this might look fantastic?!
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Mason Nevitt
 
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Post » Mon May 02, 2011 7:47 pm

So, I'm trying to get MGE XE to work, but I'm having no luck. The game starts fine, goes to the main menu, and crashes upon loading a game or starting a new game. I've tried enabling and disabling shaders and distant land, the problem is there in all cases.
I'm using a vanilla Morrowind+Tribunal+Bloodmoon CD install, on Windows 7 x64, and a Radeon 4870 with 10.11 Catalyst drivers. Regular MGE-178 appears to work fine.

Also, posting my log file, because I'm completely stumped:

mgeXE.log
MGE XE 0.8.4MWSE 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


Hope I didn't miss any info. Any ideas as to where the problem lies?
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Heather beauchamp
 
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Post » Mon May 02, 2011 5:15 pm

So, I'm trying to get MGE XE to work, but I'm having no luck. The game starts fine, goes to the main menu, and crashes upon loading a game or starting a new game. I've tried enabling and disabling shaders and distant land, the problem is there in all cases.
I'm using a vanilla Morrowind+Tribunal+Bloodmoon CD install, on Windows 7 x64, and a Radeon 4870 with 10.11 Catalyst drivers. Regular MGE-178 appears to work fine.

Hope I didn't miss any info. Any ideas as to where the problem lies?

You're crashing before distant land even starts loading. I don't know exactly how this happens, could you get the crash report full details from Windows and PM me the thing?
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Eibe Novy
 
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Post » Tue May 03, 2011 6:16 am

You're crashing before distant land even starts loading. I don't know exactly how this happens, could you get the crash report full details from Windows and PM me the thing?

Sent you a PM with the log. Thank you!
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Chris Ellis
 
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Post » Tue May 03, 2011 9:20 am

Maybe I should put the default lighting settings in the tooltip or something.


Either a tooltip or some one-click way to return to "default" (but not necessarily stock) lighting values would probably be for the better; it would at least make experimenting with light values a bit easier.

I'm thinking of redoing fog underwater as a separate pass, because Morrowind kills the objects above water by changing the fog distance for everything. It would be some kind of optional thing like caustics.


I'm not certain what you mean by this precisely; what would be the consequences of redoing the underwater fog with a separate pass? I'm having trouble visualizing it and my Morrowind PC won't be near me at least until tomorrow evening...
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sally coker
 
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Post » Tue May 03, 2011 1:58 am

I'm not certain what you mean by this precisely; what would be the consequences of redoing the underwater fog with a separate pass? I'm having trouble visualizing it and my Morrowind PC won't be near me at least until tomorrow evening...

When you're underwater, everything above the surface is solid fog colour. Not too great when you're surfacing. It could also allow for relighting such that things aren't so blue at the surface, and it gets bluer and darker as the depth increases. There will be less of that solid wall of blue in the distance, maybe even light scattering.
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Kelli Wolfe
 
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Post » Tue May 03, 2011 8:37 am

Ah, okay. I can see it now. Well, I'll certainly look forward to any progress in that area!
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Heather M
 
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