- 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.