Shelter from Magnus' Blaze 2

Post » Mon May 02, 2011 10:48 am

A new gallery; no shadows here, but more about a high quality default shader setup. Late nights in Morrowind.

Weight of Light http://www.tesnexus.com/downloads/images/26348-1-1293046108.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046097.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046089.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046079.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046071.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046060.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046048.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046009.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045995.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045981.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045961.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045952.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045601.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045593.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045583.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045571.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045560.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045547.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045530.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045516.jpg


Wow, that looks good man. Are you using any kind of lighting mod in those pics too?
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brian adkins
 
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Post » Mon May 02, 2011 12:36 am

TLM with quadratic lighting. Although TLM isn't perfect, it's the closest thing to what I like.

Someone needs to cut up that canton mesh, it's just too big for the number of lights stuck on it, most of them go over the light limit per mesh.
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jenny goodwin
 
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Post » Mon May 02, 2011 9:37 am

A new gallery; no shadows here, but more about a high quality default shader setup. Late nights in Morrowind.



Most awesome! This is Morrowind dude! 2002!!

Looks sweet! :intergalactic:

Thanx for sharing!
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Mylizards Dot com
 
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Post » Mon May 02, 2011 4:01 am

I just installed the new version of mgeXE and I'm getting a strange "bar" on the bottom left side of my screen. The higher I look up the farther the bar stretches across my screen.

http://img820.imageshack.us/i/morrowind20101222130706.png/
http://img696.imageshack.us/i/morrowind20101222130712.png/

Video card: 295 gt
Driver: 258.96 (prolly need to upgrade)

XE log:
MGE XE 0.8.0
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
-- Proxy Mouse OK
>> Distant Land release

Other than the bar, it looks really great!
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Roisan Sweeney
 
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Post » Mon May 02, 2011 8:17 am

Oh um, that's the HDR light meter from the HDR shader. Comment out the line (insert // at the front) beginning with if in that shader.
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Nathan Barker
 
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Post » Mon May 02, 2011 5:14 am

New gallery: To the South

http://www.tesnexus.com/downloads/images/26348-1-1293153914.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153894.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153886.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153876.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153867.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153857.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153849.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153838.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153830.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153821.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153810.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153799.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153790.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153781.jpg
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Sherry Speakman
 
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Post » Mon May 02, 2011 2:44 am

Gorgeous shots, especially with Vurt's trees! The details look so... sharp. In a good way. How did you do that?
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ezra
 
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Post » Mon May 02, 2011 4:53 pm

Don't know for sure, but I have put a lot of work into the shader chain and making photography anologues. There's just enough DoF to blur the out of focus areas by half a pixel or so, making the truly in focus subjects stand out. There is a different bloom filter which is just enough to give surface shine while avoiding soft edges. Vurt's cherry trees are alpha-test rather than blended which keeps the leaves crispy. SSAO helps define edges as well as providing volume. I think straight polygons are too sharp, even with 8x AA; if you're looking past an edge one of the two sides should be defocused or a double image from eye separation.
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Silvia Gil
 
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Post » Mon May 02, 2011 5:26 am

You can find a copy http://www.4shared.com/get/5SrVBB_W/SVN_186_matilija_revision_2.html, there are actually 2 versions included, one with harlanrm's radiating waves for default Vivec waterfall locations, and one for Piratelord's Redesigned Vivec locations, the default locations is the default, but the RV one can be used by simply renaming it, the waves are default off, and you will need to change a 0 to a 1 in the ingame.fx file to activate those waves, which is explained within the ingame.fx file itself. Beyond that, I should make sure anyone that d/l's this undrestands that it will only work with SVN 186, and is incompatible with all other versions of MGE.

Edit: Make sure to read the readme, if you are using 3d waves, because you will need to make an adjustment to wave height so that you don't have wildly rediculous 20 foot tall waves that appear everywhere! :P
=> http://www.gamesas.com/index.php?/topic/1150836-morrowind-graphics-extender-mge/page__view__findpost__p__16856907


Can you include the foam's feature and the waves for default Vivec waterfall locations and also the waves's version for Piratelord's Redesigned Vivec locations? please :D
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Cameron Garrod
 
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Post » Mon May 02, 2011 1:17 am

There's no waves in MGE XE, my graphics card doesn't even render them, so I can't develop it right now. Honestly, the foam needs improving first as well.
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Charlotte Lloyd-Jones
 
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Post » Mon May 02, 2011 12:13 pm

Don't know for sure, but I have put a lot of work into the shader chain and making photography anologues. There's just enough DoF to blur the out of focus areas by half a pixel or so, making the truly in focus subjects stand out. There is a different bloom filter which is just enough to give surface shine while avoiding soft edges. Vurt's cherry trees are alpha-test rather than blended which keeps the leaves crispy. SSAO helps define edges as well as providing volume. I think straight polygons are too sharp, even with 8x AA; if you're looking past an edge one of the two sides should be defocused or a double image from eye separation.


Interesting, thanks for the overview. I had thought maybe you were playing with the LOD bias but I see it goes much further than that. How is performance with all those shaders running? For most shaders I don't worry about it so much (my GPU handles it pretty well) but when using more than a certain number of shaders performance seems to get significantly lower. Of course, the biggest performance hit has always appeared just from having "Update Shader Variables" and "Supply Shaders with Depth Info" checked.

Anyway, fantastic shots, and I can't wait to try out that shader lineup in the future. I like that the bloom doesn't soften the edges, I have always liked as part of Morrowind's style how well defined things can look.
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Scarlet Devil
 
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Post » Mon May 02, 2011 4:21 am

Alright :blush:
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Nana Samboy
 
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Post » Mon May 02, 2011 2:10 am

Just thought I'd post this:
http://www.invision.tesalliance.org/forums/uploads/1292898454/gallery_108_44_145498.jpg

This is Balmora with only MGEXE (no other mods or custom textures) and using the HDR, SSAO (Fast), Sunshafts and Bloom shaders. That alone looks pretty nice.
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Valerie Marie
 
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Post » Mon May 02, 2011 5:10 am

Interesting, thanks for the overview. I had thought maybe you were playing with the LOD bias but I see it goes much further than that. How is performance with all those shaders running? For most shaders I don't worry about it so much (my GPU handles it pretty well) but when using more than a certain number of shaders performance seems to get significantly lower. Of course, the biggest performance hit has always appeared just from having "Update Shader Variables" and "Supply Shaders with Depth Info" checked.

I don't use LOD bias, it might help for face textures but the current MGE implementation is undesirable as the UI is limited to integers only, too coarse grained for good use. It's better served to regenerate textures with a proper mipmap filter and use aniso filtering.

Just thought I'd post this:
http://www.invision.tesalliance.org/forums/uploads/1292898454/gallery_108_44_145498.jpg

This is Balmora with only MGEXE (no other mods or custom textures) and using the HDR, SSAO (Fast), Sunshafts and Bloom shaders. That alone looks pretty nice.

That's what I'm aiming for, a straightforward set of quality shaders included and nothing else. It still needs to be improved before it gets there.
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Sunny Under
 
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Post » Mon May 02, 2011 4:27 am

I tried loading up this wonderful new MGE but it wont run at all. It wont even start. I have the latest version of MGE already installed. Do i have to take it off? I am not sure what mods "interact" with MGSE.... but i have mostly just texture replacers...and i am trying some of Vurts new ones...

OS: XP SP3 Pro, Vid Card 8600 FX
6.14.0012.5721 (English)

Ms Windows XP Pro 5.1, Build 2600

AMD Athlon 64FX-55 Processory, MMX, 3DNow
Memory: 3072 MB RAM
Direct 9.0x (4.09.0000.0904

this is the error message:

Error Signature:

App Name: mgexegui.exe AppVEr 3.8.2.178 AppStamp: 4d0cf8a ModName: kernel 32.dll ModVer: 5.2.2600.5781 ModStamp: 49c4f82 fDebug:0 Offset: 0002afb


I re Mashed everything and i can get back into my MW install which i couldnt after i tried installing the new MGE_XE-26348-0-8-0.7z since i cant get it to een run at all i dont think the diagonostic tool will do much good.

i dont have any new shaders in the shader chain, i thought i did but when i looked there werent any in there at all. Maybe i am missing some things from the original MGE install...anyway. i would love to get this running but so far, no joy, it wont start up at all. i looked at the bug list for MGE and saw that they suggest moving out the two dlls that run MGE and changing the resolution but they were not very clear about that...and i only had one of the dlls mentioned installed.

Mod list available.

I tried turning off the Companion Share Mr Cellophane, Travelling Merchants but it did not make any differnce, i still get the error message that the program wont run.

I also noted that you say and MGE says to turn on the grass mods only in MGE but i dont see anywhere to do that, so i had to turn them on in the start up list...there just isnt anywhere to check boxes for mods in MGE that i can see....so far..


any ideas?

And the only possible log i could find was a warnings list:

Spoiler
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\Tx_WG_rockydirt_01.tga" count 3.
Texture "Textures\Tx_A_Silver_cuir_duke01.dds" count 4.
Texture "Data Files\Textures\vurt_fire.dds" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.



My Mod list:
Spoiler
Adv npcs v 1.1
All Boats Ports
All silt Strider Ports
asae
BB clothiers of Vvanderfell
Beter Bodies
Better Heads Bloodmoon
Bette Heads Tribunal
Better Heads
BL Morrwind.emb
BL Morriwnd.esp
blodmoon bsa
Bloodmoon esm
Book Jackets Morrwind esp
Clean Cait and Kagz Race replacer esp
Clean sixy Black Collar Dress v 1.a
Emma Imp Headsp2.esp
Forrested Morrwind
Forests of Vvanderfell
Grass Ascadian Isles
Grass Bitter Coast
Grass Graselands
Grass WEst Cash
Hair Pack 1
Hilda
Lady Death Companion 2.0
Leafy Morrowind
LOCH Felsaad Revanped
MCA
Metal QueenBoutique
MiNi.exe
Mixed Signposts
Morrowsind bsa
MQB Save Cleaning
Mr Cellophanes Lovers and Legends
Passive Healthy Wildlife
Ranger Tent
sg prettykitties
sit down in Morrowind
Slofs BB neck fix
Slofs Better Beasts
Slofs Better Beastsb
Slofs Civilized Beasts
Texture Fix 1.8
TF Longboat replacer
The regulars Sitting NPCs .2.01
Thirsk Expanded
Travelling Merchants 2.2
Brigunal bsa
Bribunal esm
Universal Companion Share
Vurts Ashlands Grass
Vurs Ashlands Overhaul
Vurts Grazelands Trees
Vurts Groundcover BC, AI, WG, GL
Vurts Groundcover Slostheim Lush version
Vurts Grouncover the Ashlands esp
Vurts Solstheim Trees and Bushes Replacer ESP
Windows Glow




















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A Lo RIkIton'ton
 
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Post » Mon May 02, 2011 4:13 pm

Please read the opening post:
Things to test
All errors go to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens.
When reporting errors, always post mgeXE.log and OS, video card details, and driver version.
Please report rendering errors with detailed information and a screenshot.


Put the mod list and log file in spoiler tags to avoid taking up too much vertical space.
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Matt Bigelow
 
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Post » Mon May 02, 2011 2:56 pm

edited with spoilers...

And i don't see any log for MGE at all. as MGE runs fine. there is a MWSE-MGE log and it says:

Spoiler
Morrowind Script Extender v0.9.3
Morrowind Graphics Extender (v3.8.0)
MWSE Copyright © 2003-2007 FreshFish copyleft GPL

This program is free software, licensed according to the GNU Public License,
and comes with ABSOLUTELY NO WARRANTY. Visit http://www.gnu.org/copyleft/gpl.html for details.
MWSE contributers: cdcooley, Fliggerty, Tp21, Timeslip and probably others
MGE contributers: LizTail, Scanti

DLL injected
MWSE: setting page protection
MWSE: setting initial breakpoints



I also did not see anyway to turn MGSE off, as i dont see any exe for it, ..i see a dll for it, should i take that out of the main MW folder?
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Stephani Silva
 
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Post » Mon May 02, 2011 4:45 pm

Really like those screens! however it probably wouldn't look that good on an older system would it? my graphics card isnt exactly top of the line.....more like fell of the line into a trash can and ended up in a computer. :P
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luis dejesus
 
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Post » Mon May 02, 2011 12:47 pm

If you can run MGE 178 well, then the performance is similar to that.
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Reven Lord
 
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Joined: Mon May 21, 2007 9:56 pm

Post » Mon May 02, 2011 2:33 am

Instaleld the SlimDX still wont run at all, will keep trying. I may need to know how to remove MGSE from the install, i dont see any EXE or anything for it ....maybe i already did...but perhaps that is keeping things from running.
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Kitana Lucas
 
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Post » Mon May 02, 2011 10:31 am

0.8.1 released.

Shaders
  • All shaders conform to MGE fov, so they don't need editing when fov is changed.
  • DoF shader fixed to have a blur radius independent of resolution.
  • SSAO Fast shader problems with overdarkening in fog reduced
  • New bloom fine shader for gentle shine off bright surfaces.
  • Previously included truebloom shader renamed bloom soft.
  • New HDR shader replacement for zHDR that simulates eye adaptation better.


In-game
  • Grass should react with higher frequency movement in high winds.


MGEgui
  • Most mandatory or useless options disabled from editing.
  • A new lighting coefficient section has been added in the morrowind.ini tab.

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lolly13
 
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Post » Mon May 02, 2011 2:49 am

Shaders
  • All shaders conform to MGE fov, so they don't need editing when fov is changed. Haven't tested, I've always used the default FOV.
  • DoF shader fixed to have a blur radius independent of resolution. Tried a few resolutions and the DoF seemed correct each time.
  • SSAO Fast shader problems with overdarkening in fog reduced Haven't tested, I was using SSAO HQ
  • New bloom fine shader for gentle shine off bright surfaces. Confirmed.
  • Previously included truebloom shader renamed bloom soft. Confirmed.
  • New HDR shader replacement for zHDR that simulates eye adaptation better. Tried it and it looks good, but haven't used HDR in so long I have no real comparison yet.


In-game
  • Grass should react with higher frequency movement in high winds. Confirmed. http://www.youtube.com/watch?v=6HzlnG-nWWA (YouTube will probably need a few minutes for video quality)


MGEgui
  • Most mandatory or useless options disabled from editing. Confirmed, lots of things are locked down. I like the direction of this, that the MGEgui could be reworked a bit for simplicity's sake.
  • A new lighting coefficient section has been added in the morrowind.ini tab. Confirmed.


----

Reports
  • Locked MGEgui options included shader settings (update shader vars, supply depth info) which I had disabled. Had to edit the MGE.ini file to enable these in the meantime. If these checkboxes are going to be locked, perhaps they should be synced to the Enable Shaders checkbox on the Render State tab?
  • MGE XE message displayed when Morrowind starts still says 0.8.0, rather than 0.8.1.
  • The DoF is subtle compared to DoF shaders I've used in the past. Subtle is good... and it looks nice overall. Same goes for the "Bloom Fine" shader, a subtle effect that isn't overpowering.

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Hella Beast
 
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Joined: Mon Jul 16, 2007 2:50 am

Post » Mon May 02, 2011 3:58 am

Great report, just what I need.

Anyone have a clue on porting MWSE to gas intel syntax? I'm not sure I've understood all of the VC++ asm conventions.
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J.P loves
 
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Post » Mon May 02, 2011 1:22 pm

I'm not exactly a programmer -- I understand logic, of course, but my knowledge is fairly BASIC to be honest -- however I did find this http://www.codeproject.com/KB/cpp/gccasm.aspx highlighting some of the differences between gcc (AT&T) and VC++ (Intel) assembly to be informative.

Nothing you didn't already know, I'm sure, but a decent reference for lightweights such as myself.
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Etta Hargrave
 
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Post » Mon May 02, 2011 5:34 am

gcc gas has an intel mode these days, but the C++ ABI just doesn't agree with me. It still doesn't compile right. I just made a Schreibmann port into MWSE.dll and that's it. The MGE-MWSE command dispatch is a single 2000+ line function, which is not where any development should be going. I need to end all use of MGEpipe and old functions, really. Is there a recent list of all MGE mods around somewhere?
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kelly thomson
 
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