Hey everyone, I've been working on MCP for a week or so.
Please read the opening post, when you report a bug you need to post logs and system details, I can't guess what's wrong with a one line description.The
< string MGEinterface="MGE XE 0"; > was made for a reason, most shaders won't work just by adding it because of the variables and interface changes. Don't expect it to work.
All working nicely so far. Wobble effect seems to not be present in interior cells with distant land disabled though. Any chance to get it working everywhere?
I think it needs to be a separate shader then.
Seems to be more present now, but still feels different (more http://img607.imageshack.us/img607/9238/mgescreenshot330.jpg?) compared to http://img690.imageshack.us/img690/4033/mgescreenshot290.jpg http://img515.imageshack.us/img515/2890/mgescreenshot283.jpg.
That's very very blue. Could you post the coordinates for that location? I'm not sure what's going on there.
I experience mouse lag when I don't use the HDR shader. The same thing happens in the regular MGE builds when 'Supply HDR info to shaders' is unchecked.
I reported it a few months ago in the other MGE thread, but it seems the problem wasn't solved. Am I the only one with mouse lag or can't there be done anything about this problem?
It could be several things. In your graphics card control panel, try setting "maximum pre-rendered frames" or similar to 2. Try updating your sound driver. Try turning off vsync.
Hey, Hrnchamd, I was wondering if interiors are being rendered differently then vanilla concerning the interior fog settings. It's just that I use Morrowind Relighted but whenever I activate MGE XE (haven't tested with regular MGE) some of the interiors seem to go all black, pitchblack in fact. After some looking into it I found these interiors had their fog values set to 0. Is it correct when I say that is the cause of my problem?
edit: Hmm, just read about the http://www.uesp.net/wiki/Morrowind:Engine_bugs#Fog which sounds like the problem I'm experiencing, even though I don't have an Nvidia card. Anyway, apparently MGE XE is able to trigger this problem on non-Nvidia cards as well.
Yes, it uses the distant interiors fog setting instead of standard fog. When density is zero, fog is pushed to maximum range. I may have to change this, please report which cells give problems.
Firstly, I would report some visual glitches I've noticed while testing the latest release, MGE XE 0.8.9, in a new and -almost- fresh install of Morrowind...
~ 1. Using the Underwater Wobble, Depth Of Field, Bloom Soft, Sunshafts and SSAO HQ shaders while using the most recent release of Vurt's Bitter Coast trees, I've noticed a http://twitpic.com/3te452 in game with the small fishing ships; the SSAO effect applied of the trees are visible behind the sail cloth.
The sail cloth alphaproperty needs to be corrected.
~ 2. Also, as reported by some people, the water transition between the standard Morrowind view distance and the MGE XE's distand land is noticeable, resulting in a http://twitpic.com/3te50l, without underwater depth, and instead the water surface seem 'opaque' (i.e. without transparency...)
It saves drawing every static placed underwater, but the range can be pushed back to two or three cells. It was difficult before so I'm doing some code cleaning.
~ 1. Do you think if it will be possible to add a cloudy sky horizon, as seen in some recent games, similar to S.T.A.L.K.E.R. Shadow Of Chernobyl/Call Of Pripyat or Fallout 3?
Someone in these forums (starwarsguy, if my memory is exact...) has already tried to create a modified skybox and using some skies textures from S.T.A.L.K.E.R., as demonstrated in a screenshots-related topic many months ago...
Here's a very quick and fast example I've done (sorry for this ugly photoshopped picture! |D ): http://twitpic.com/3te5kh
This looks good in screenshot but making it work over time is a different story. It needs a lot more work to make it look good.
~ 2. Sorry for asking you again this question (and also thanks a lot for your reply some days ago! ; ) ), but I tried to add the water foams and chromatic aberration from the SVN186's
ingame.fx to MGE XE 0.8.9
XE Water.fx for my personal use, but I can't find the entries related to these specific water-based features in the SVN186 (the ingame.fx file is messy and too complex to search specifics elements, without any sections with simple and clear descriptions! Ouch!).
Anyone know what each sections of the SVN186 (or SVN178) ingame.fx does, and indicate the code lines of these features? : (
~ 3. Another water-related question (again!): will you add blur reflections in a future development release?
~ 4. I've heard that vtastek was working on clouds shadows projected in the landscapes... Available as native feature in MGE XE in the future?
~ 5. And the latest suggestion (finally!): will the Texture hook generator will be available again soon?
Chromatic aberration I feel is not in good taste, you don't see it in photographs of shallow water, and RGB refraction is not the same as sunlight spectrum refraction. I'm not going to add it for that reason. In ingame.fx, the ReflectionPS function is where the foam should be, if you can find the right code it can be added to WaterPS.
Blur reflections will come back, but water isn't intrinsically blurry like that, there has to be a different method. Someone will have to contribute ideas on efficient cloud shadow weather interaction, it seems like it will have to affect everything on-screen or it will look wrong. No texture hooks will be added.