Shelter from Magnus' Blaze 3

Post » Fri May 13, 2011 12:39 pm

As for the "Allow screenshot" feature; don't most users of MGE XE/MGE use some other app to take screenshots these days? Like Fraps, etc. Personally I use ATI Tray Tools. Just thought I'd add my 5 c.
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john palmer
 
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Post » Fri May 13, 2011 10:55 pm

As for the "Allow screenshot" feature; don't most users of MGE XE/MGE use some other app to take screenshots these days? Like Fraps, etc. Personally I use ATI Tray Tools. Just thought I'd add my 5 c.


nope. Fraps is evil.
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gemma king
 
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Post » Fri May 13, 2011 6:50 pm

As for the "Allow screenshot" feature; don't most users of MGE XE/MGE use some other app to take screenshots these days? Like Fraps, etc. Personally I use ATI Tray Tools. Just thought I'd add my 5 c.

Ah, I didn't know ATT had that feature. Nice, I'm going to use that.
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Austin Suggs
 
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Post » Fri May 13, 2011 12:22 pm

Hello! : )


Sorry for this question, but I would know if you plan to add water foams to the coastal shores (like in the latest MGE SVN186 build. http://img638.imageshack.us/img638/529/mgescreenshot2r.png), chromatic aberration of what is underwater (i.e. adding a subtle red and green edges to the objects under water, from a external point of view), and more detailed water surface water (posted by tomerk in an old MGE thread some months ago http://www.gamesas.com/index.php?/topic/1107707-morrowind-graphics-extender-mge/page__view__findpost__p__16261357) in a future version of MGE XE. :unsure:
These eyes-candy effects are really interesting and seem do not hurt too heavily the framerates...

If no, there is a way to add them ourselves in MGE XE?
Thanks a lot for your reply, and good luck for the development of this stunning and breathtaking project! ^^
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AnDres MeZa
 
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Post » Fri May 13, 2011 11:50 pm

Hey Hrnchamd what is the level of possibility of getting XE to generate containers as distant statics? As far as I can tell it would not be a problem to access the a list of containers, as it already does for misc items and activators. This would ad quite a level of immersion to have more things casting shadows. Or more accurately, everything that stays in one spot casting shadows.

Also: any comment on making the horizon a different color from the fog? Phal?

[EDIT] : Looking now actually I do have urns and crates and whatnot casting shadows, not floral stuff though :\ (ie: comberry bush, next to beloved corky :) (misc items included in DS creation)
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Khamaji Taylor
 
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Post » Fri May 13, 2011 3:14 pm

It could be several things. First try turning off high detail shadows and see if it stops occurring.


Hey thanks, that worked! Now, what could I do to solve that issue? What exactly about a mesh makes it incompatible? I've dabbled a bit with 3D Max back in the day, maybe I can fix it myself. It'd be a shame if I had to stay with low quality shadows.
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Matt Bee
 
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Post » Fri May 13, 2011 11:31 pm

I had that issue with armor replacements by hedghog. They are VERY high polygon. Anything With lots of poly count really will cause a major fps hit. I wonder if some midway could be achieved, like simplified shadows that still use apparel mesh shape.
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Zosia Cetnar
 
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Post » Fri May 13, 2011 10:40 am

Now that you ahve grass culling working, how about water culling? :P Also, as far as this version goes, the only issue I seem to have is a lack of blending between morrowind and MGE...but meh, thats pretty harmless.
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Dawn Porter
 
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Post » Fri May 13, 2011 1:41 pm

- On alpha-to-coverage: Is this the feature in MGE releases newer than SVN 126 which gives me white outlines around all the edges of all my trees in game? Because if so, one of the major subtle selling points for me with MGE XE was the removal of that feature.

Yeah, I removed it because it doesn't look good without high AA. It can do that to some tree textures, the distant land format just doesn't save the alpha test threshold at all. Removing it does cause problems with the more feathery trees out there. Overall I guess the distant land generator needs a rewrite.


Sorry for this question, but I would know if you plan to add water foams to the coastal shores (like in the latest MGE SVN186 build. http://img638.imageshack.us/img638/529/mgescreenshot2r.png), chromatic aberration of what is underwater (i.e. adding a subtle red and green edges to the objects under water, from a external point of view), and more detailed water surface water (posted by tomerk in an old MGE thread some months ago http://www.gamesas.com/index.php?/topic/1107707-morrowind-graphics-extender-mge/page__view__findpost__p__16261357) in a future version of MGE XE. :unsure:
These eyes-candy effects are really interesting and seem do not hurt too heavily the framerates...

I really think these should be improved before going into release. The shore foam animates well but it's essentially flat colour. Chromatic aberration looks terrible to me, because it's only doing the RGB channels while sunlight diffracts into a continuous spectrum. It's possible to add them yourself by modifying the water shader file.


Hey Hrnchamd what is the level of possibility of getting XE to generate containers as distant statics? As far as I can tell it would not be a problem to access the a list of containers, as it already does for misc items and activators. This would ad quite a level of immersion to have more things casting shadows. Or more accurately, everything that stays in one spot casting shadows.

Try adding the large bush meshes to your static exceptions list.


Hey thanks, that worked! Now, what could I do to solve that issue? What exactly about a mesh makes it incompatible? I've dabbled a bit with 3D Max back in the day, maybe I can fix it myself. It'd be a shame if I had to stay with low quality shadows.

The meshes need to be manifolds - be totally closed, no holes, no t-junctions, no self-intersection.
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Lewis Morel
 
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Post » Fri May 13, 2011 11:11 am

I really think these should be improved before going into release. The shore foam animates well but it's essentially flat colour. Chromatic aberration looks terrible to me, because it's only doing the RGB channels while sunlight diffracts into a continuous spectrum. It's possible to add them yourself by modifying the water shader file.
How much of phal's rev186 .dll is supported in MGE XE's .dll as of 0.8.8, Hrnchamd? Possible yet to port the water shader from 186' ingame.fx to xe water.fx?
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Harinder Ghag
 
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Post » Fri May 13, 2011 11:30 pm

The water doesn't seem to be changed from 178. You should be able to merge it.
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Joey Bel
 
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Post » Fri May 13, 2011 12:37 pm

Yeah, I removed it because it doesn't look good without high AA. It can do that to some tree textures, the distant land format just doesn't save the alpha test threshold at all. Removing it does cause problems with the more feathery trees out there. Overall I guess the distant land generator needs a rewrite.


Understood. To be fair, I don't understand the technical details of alpha test vs alpha to coverage but as long as my trees don't all have white outlines I'm happy either way.
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Max Van Morrison
 
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Post » Fri May 13, 2011 3:29 pm


Try adding the large bush meshes to your static exceptions list.



No dice, tried on comberry bushes.

I input it as such:

f\Flora_comberry_01.NIF=near
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Frank Firefly
 
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Post » Fri May 13, 2011 10:47 am


I'm not sure if its subtle enough for you but it looks great to me anyway, give it a go. Can't remember who wrote it though, phal perhaps...

This doesn't seem to do much HDR, its main feature is to turn up saturation a lot which can be achieved with a simpler shader. You need to add bool requiresHDR = true; alongside the MGEinterface annotation so it knows to update the HDR input.


I was just wondering if it is possible to use XE with arktwend. When i load it, everything is blue and then the game freezes. I would love to see shadows and the high end shaders working in arktwend. Thanks in advence to anyone who can help.

Please post your mgeXE.log and computer information. I can't guess what's wrong without details.


Now that you ahve grass culling working, how about water culling? :P Also, as far as this version goes, the only issue I seem to have is a lack of blending between morrowind and MGE...but meh, thats pretty harmless.

What's wrong with the blending now?


No dice, tried on comberry bushes.

They do make shadows, but it's too thin and near to the ground for it to cast properly, and ends up being very light.
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Euan
 
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Post » Fri May 13, 2011 6:48 pm

They do make shadows, but it's too thin and near to the ground for it to cast properly, and ends up being very light.


I'm going to have to disagree with you there, I have smaller meshes casting visible shadows, and I would be able to distinguish the shadow by toggling shadows however light they may be.

As for the shader, I feel real silly now that I didn't even bother to notice that... I did but didn't think anything of it... figured if it was ok b4 it would be good now. *facepalm* Works now anyway.
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Darren
 
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Post » Fri May 13, 2011 6:12 pm



What's wrong with the blending now?




It doesn't appear to be blending at all, there is a very distinctive line where morrowind and MGE meet, not to mention I don't see mge/morrowind blending anywhere in the gui any longer..and yes, my morrowind view distance is at maximum.
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Ernesto Salinas
 
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Post » Fri May 13, 2011 12:37 pm

It doesn't appear to be blending at all, there is a very distinctive line where morrowind and MGE meet, not to mention I don't see mge/morrowind blending anywhere in the gui any longer..and yes, my morrowind view distance is at maximum.

It would be in Distant land tab > Options ... > Disable MW/MGE blending, and the macro command function is still there.


So I finally fixed the Mournhold meshes in Blender. The default camera setup in Blender is crazy bad! Hrnchamd's quick guide to fixing the viewpoint in Blender:

0. Start Blender as admin or whatever so you can save the default view.
1. Central menu, View > View Properties. Let's fix the FOV and clipping. Set Lens to 75, Clip End to 10000, Grid to 25.00, Lines 50.
2. Central menu, View > Perspective. Zoom out a bit until you see the whole grid.
3. Delete the lamp object, delete the box, and delete the camera.
4. Top menu, File > Save default settings.
5. You can import in peace.
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Angus Poole
 
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Post » Fri May 13, 2011 2:02 pm

0. Start Blender as admin or whatever so you can save the default view.
1. Central menu, View > View Properties. Let's fix the FOV and clipping. Set Lens to 75, Clip End to 10000, Grid to 25.00, Lines 50.
2. Central menu, View > Perspective. Zoom out a bit until you see the whole grid.
3. Delete the lamp object, delete the box, and delete the camera.
4. Top menu, File > Save default settings.
5. You can import in peace.
Thank you.
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Talitha Kukk
 
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Post » Sat May 14, 2011 2:05 am

So I finally fixed the Mournhold meshes in Blender.


Excellent news! It will be great to see Mournhold casting shadows properly.
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brandon frier
 
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Post » Fri May 13, 2011 10:46 am

the atmospheric scattering looks so pretty ... the fog is incredible ... look at the sunrise :woot:
but here are a few things i want to report:

http://img826.imageshack.us/img826/5719/circlek.jpg - there is circle of bright light far around player sometimes (at the end of morrowinds viewdistance ... is this what you mean with blending than nevermind)
http://img600.imageshack.us/img600/5919/sunrock.jpg - i saw the sun shining through mountains once, maybe just that that one place
http://img843.imageshack.us/img843/9937/radarf.jpg - on sunrise there are some radar like waves of light going from the sun around the whole sky, you can clearly see the color transitions from sunlight to skycolor (hard to discribe, even on pic hardly visible - but ingame pretty noticeable)
http://img717.imageshack.us/img717/1313/objects.jpg - the object drawdistance is higher on the vertical screenborders (16:10) than in middle of the sceen, i guess there is no way to avoid that?
- when new area is loaded after traveling with siltstrider or boat, there is no distant land displayed until you move the mouse

i never visited mournhold scince mgexe because of the shadow problems, good to hear you fixed that!
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Courtney Foren
 
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Post » Fri May 13, 2011 9:44 pm

Great job, Hrnchamd, XE looks really better than few month ago. But what about the alt combat function? It appears in the MGEXEgui, but doesn't work at all.
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celebrity
 
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Post » Fri May 13, 2011 8:56 pm

It would be in Distant land tab > Options ... > Disable MW/MGE blending, and the macro command function is still there.

:lmao: You are indeed correct, though for some reason I have to check this box(should be unchecked for blending, but its backwards for me...wierd) to activate blending rather than the other way around...hopefully this is just an oddity with my installation and not an issue with XE for you to fix, I'll try reinstalling it to see if that fixes it. :bonk:

So I finally fixed the Mournhold meshes in Blender. The default camera setup in Blender is crazy bad! Hrnchamd's quick guide to fixing the viewpoint in Blender:


Great news! :tops:
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Aman Bhattal
 
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Post » Fri May 13, 2011 12:01 pm

http://img843.images...9937/radarf.jpg - on sunrise there are some radar like waves of light going from the sun around the whole sky, you can clearly see the color transitions from sunlight to skycolor (hard to discribe, even on pic hardly visible - but ingame pretty noticeable)


I know what You mean, the sky looks like in 16bit colors, and You can see the color transitions. But I remember that since Morrowind without MGE, There may be some problem with skydome or something, I have no idea :shrug:
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Marina Leigh
 
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Post » Fri May 13, 2011 11:39 pm

I know what You mean, the sky looks like in 16bit colors, and You can see the color transitions. But I remember that since Morrowind without MGE, There may be some problem with skydome or something, I have no idea :shrug:

yea looks like 16bit, but its not coming from the sky texture but from the volumetric lightning of the sun - it exactly looks like a radar system, as there are rings moving away from the sun and i definitely only have this scince mgexe atmospheric scattering and only on sunset and sunrise. as i have a professional true color monitor this maybe not visible on every monitor? its only a few nuances different from sky color. (hope my english is understandable...)
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Blackdrak
 
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Post » Sat May 14, 2011 2:09 am

Great job, Hrnchamd, XE looks really better than few month ago. But what about the alt combat function? It appears in the MGEXEgui, but doesn't work at all.

It doesn't work, though I'll be done restoring it (with auto enable/disable in menu mode) in a week or so.


yea looks like 16bit, but its not coming from the sky texture but from the volumetric lightning of the sun - it exactly looks like a radar system, as there are rings moving away from the sun and i definitely only have this scince mgexe atmospheric scattering and only on sunset and sunrise. as i have a professional true color monitor this maybe not visible on every monitor? its only a few nuances different from sky color. (hope my english is understandable...)

Does it go away if you turn off shaders? Could be that HDR shader oversaturating the colour.
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Matt Terry
 
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