Shelter from Magnus' Blaze 3

Post » Fri May 13, 2011 2:46 pm

0.8.7 is updated, re-download for proper shader files.

Looks like you forgot to include the updated shader files in the archive. They're all the same as 0.8.6.

Also, race menu confirmed fixed, and I've had no issues with cursor sluggishness since the previous version. (ATI 5670, latest drivers, Win7 x64, 1680x1050 FWIW.)

Thanks. I'm losing my edge, apparently.


The worse part of the mouse sensitivity issue with Morrowind is that Windows likes to inherit it after you exit the game for about 1-2 minutes (probably a service polling time).

This sounds like a background service like Intellipoint is screwing with your mouse sensitivity. Have you checked all that out thoroughly?


Could you add the possibility of being able to withdraw one or more shaders of the list of the “active shaders”? :bowdown:
Because it is something which always aggravated me, that when I make a bad handling and that I twice have same the shader or a shader that I didn't want to put, in the list of the “active shaders”, and well I was all to erase for replacing the shaders well that I wanted in this list.

Double-click on the active shader to remove one. I even put a little info text at the bottom for you. Unless it's not working or something.
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Blessed DIVA
 
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Post » Fri May 13, 2011 4:15 pm

Ah right it's works.
sorry I didn't know this handling ^^
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sam
 
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Post » Fri May 13, 2011 12:45 pm

0.8.7 is updated, re-download for proper shader files.
This sounds like a background service like Intellipoint is screwing with your mouse sensitivity. Have you checked all that out thoroughly?


As much as I know how to do. Downloaded the latest drivers for the mouse during my WoW days for a specific mouse issue. There's not much the mouse driver can do to interfere here as far as I know.

We can take this to another thread if you wish...I just saw the change you made in 0.8.6 and was commenting in relation to that. I find it hard to believe nobody else has the mouse slowdown. It has always been with me and Morrowind, across three different computers since 2002.


Well crap. There *is* a new Intellipoint driver as of June 2010 (my last version is December 2009), and wouldn't you know it, it about doubles the mouse speed in the menu mode of Morrowind. I'm not pleased with myself, Microsoft, or Morrowind right now. At least its moving about 60-70% of what I want...its livable now
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Mandi Norton
 
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Post » Fri May 13, 2011 4:15 pm

Light scattering implemented? That's all I needed to read. You have acquired another dedicated tester. I would have hopped on board earlier but I didn't want to make a temporary 3gb install on my ssd. With the latest development it's worth backing up the install and replacing svn 186.

I would like to mention that you, Hrnchamd, are a champion. You have been single handedly taking one of the biggest and greatest changes to morrowind and crushing it with improvements on a daily basis. I solute you.

edit: phal you deserve my deep respect as well. Praise!
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Maya Maya
 
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Post » Fri May 13, 2011 1:43 pm

Ok fooled around a bit, no major bugs as of yet though I have a few opinions.


First, the performance boost is astounding, I have achieved visual excellence never b4 possible (running min. static size 0!). Here is my super segmented, un-organized observations/questions so far:

-I personally think the shadows could be more intense, it would be nice to see some hdr transitions from shadow to sun lit, but I also think that's not to be worried about yet.

-I have noticed a little bit of distortion/spacing in the sun rays. (screenshot coming, but uploading to imageshack is failing right now)

-the underwater fx is cool, very choppy though (framerate wise) Obv there is allot of development possible but low priority.

-Is there a way to cast shadows from the animated grass? I'm very curious to see that. And to see if it'll run on my machine :P

-I have ssao appearing through hills.

-My sun is quite green: http://img833.imageshack.us/i/mgescreenshot130.png/ How can I tweak this?

-I would love to see the shader made compadable if possible (majilita's shader I believe):

Spoiler
/**************************************************/
/*Parameters*/
float3 SceneShadows = (0.0f, 0.0f, 0.0f);
float3 SceneHighlights = (0.9f, 0.9f, 0.9f);
float3 SceneMidTones = (1.2f, 1.2f, 1.2f);
float SceneDesaturation = 0.35f;
/**************************************************/

texture lastshader;


sampler s0 = sampler_state { texture=; magfilter=linear; AddressU=Clamp; AddressV=Clamp;};




float4 postcolorx(float2 tex : TEXCOORD0) : COLOR

{
float4 InputColor = tex2D(s0,tex);
float3 Color0 = pow(((InputColor.rgb - SceneShadows) / SceneHighlights) , SceneMidTones);
float3 Color1 = 0.3*InputColor.r + 0.59 * InputColor.g + 0.11*InputColor.b;
float3 OutputColor = Color0 * (1 - SceneDesaturation) + Color1 * SceneDesaturation;
float4 output;
output.rgb = OutputColor;
output.a = 1;
return output;
}


technique T0
{
pass p0 { PixelShader = compile ps_2_0 postcolorx(); }
}


And as an unrelated to XE problem, I have ALLOT of bad gradients, and in game image is quite a bit brighter than screenies, but I can't figure out the cause of such brightness. Ideas?
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Robert
 
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Post » Fri May 13, 2011 5:09 pm

Is there any chances to include enbcolorfade and ColorTemp shaders? ;)
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Svenja Hedrich
 
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Post » Fri May 13, 2011 1:31 pm

I would like to mention that you, Hrnchamd, are a champion. You have been single handedly taking one of the biggest and greatest changes to morrowind and crushing it with improvements on a daily basis. I solute you.

I second that. XE and Oblivion style spell casting got me back to playing Morrowind, again. :D

0.8.7 released
Fog scattering/blue colour shift is on by default with exp. fog. If you wish to turn it off, edit shaders/XE Common.fx and remove the #define USE_SCATTERING line.

Very nice.
I've noticed a bug though I had included in the .fx files I gave you. In the scattering function, fFogCol2 needs to be multiplied by (1-fog). I've seen you already figured that out in the case of bad weather. But since fFogCol2 is used in both cases, it needs to be multiplied by (1-fog) right when first defined. This might lead to some issues with overly bright fog during weather changes.

Any plans on including a fog color adjustment of MW's fog? The mismatch between's MW's fixed fog color and the calculated fog is rather noticeable, sadly, especially during sunrise/sunset.

Thanks for the scatter shader phal! I got a huge fogstorm and hilarious glowing scattering water. Everyone else, don't trust any shaders written by phal. :happy:

Huh? :P


EDIT:
Is there any chances to include enbcolorfade and ColorTemp shaders? ;)

You can edit the shaders yourself to make them compatible. Open them with any text editor and search for 'Technique T0'. Replace the line with:
technique T0 < string MGEinterface="MGE XE 0"; >

This should work in most cases.
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He got the
 
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Post » Fri May 13, 2011 2:48 pm

snip


Phal, do you think it might be possible to get your 3d waves implemented into mgeXE? Because seriously, that would be like heaven and I could call my morrowind complete!

And if I could throw in Harlanrm's radiating sewer waves on top of it all, which I'm sure could be done if I would just play with the MGE water shader, I could probably get it to work, then it would be beyond awesome......

I have a water shader here for SVN 186 that includes harlanrm's radiating sewer waves, Phal's 3d water waves(edited to take wind strength into account) and tomark's/PK's shore foam(I still need to figure out how to have the shore foam take fog into its calculations) and tomark's interactive grass. I would gladly post a link if Hrnchamd, phal or anyone else wanted to give a crack at committing any of these changes to XE. Though the 3d waves won't be possible untill the d3d8.dll is updated to allow for 3d waves, assuming its even possible.
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Nicholas
 
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Post » Sat May 14, 2011 12:39 am

-I personally think the shadows could be more intense, it would be nice to see some hdr transitions from shadow to sun lit, but I also think that's not to be worried about yet.

Morrowind uses ambient light a lot, which means the parts facing away from the sun, but lit by ambient, could become lighter than the shadow it casts. Lighting settings need to be revised before shadows can be made any darker.

-Is there a way to cast shadows from the animated grass? I'm very curious to see that. And to see if it'll run on my machine :P

Grass won't resolve its shape properly in the 4x4 pixels it would occupy in a shadow map, and yes, it would be a machine killer. SSAO produces about the same thing except for a well defined silhoutte.

-My sun is quite green: http://img833.imageshack.us/i/mgescreenshot130.png/ How can I tweak this?

Hmm. Try increasing sundiscocclude to 0.9 in the sunshafts shader. It might look different against the new sky.

And as an unrelated to XE problem, I have ALLOT of bad gradients, and in game image is quite a bit brighter than screenies, but I can't figure out the cause of such brightness. Ideas?

Gamma? Only reason it would be brighter than screens, since gamma is applied on output.


I've noticed a bug though I had included in the .fx files I gave you. In the scattering function, fFogCol2 needs to be multiplied by (1-fog). I've seen you already figured that out in the case of bad weather. But since fFogCol2 is used in both cases, it needs to be multiplied by (1-fog) right when first defined. This might lead to some issues with overly bright fog during weather changes.

Thanks.

Any plans on including a fog color adjustment of MW's fog? The mismatch between's MW's fixed fog color and the calculated fog is rather noticeable, sadly, especially during sunrise/sunset.

I tried to override D3DRS_FOGCOLOUR but it didn't do anything noticeable, and it needs to be interfaced cleanly with distant land so I left it this time round.

You can edit the shaders yourself to make them compatible. Open them with any text editor and search for 'Technique T0'. Replace the line with:
technique T0 < string MGEinterface="MGE XE 0"; >

This should work in most cases.

This is mostly so it's marked that shaders use the correct variables and dynamic fov. No use of thisframe, lastframe, tickcount, etc.
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Killer McCracken
 
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Post » Fri May 13, 2011 9:42 pm

I haven't seen anything about this in the thread, so sorry if you've answered this. My graphics card can support 8x anti-aliasing but it doesn't seem to take effect. This is causing my tree and grass edges to look rather bad. Is there anything I can do?
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Robyn Howlett
 
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Post » Sat May 14, 2011 2:16 am

I haven't seen anything about this in the thread, so sorry if you've answered this. My graphics card can support 8x anti-aliasing but it doesn't seem to take effect. This is causing my tree and grass edges to look rather bad. Is there anything I can do?

Is everything else anti-aliased? Trees and grass won't be directly anti-aliased as they are textures, you will have to force transparency anti-aliasing, multisampling or supersampling, in your display settings.
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Hayley Bristow
 
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Post » Fri May 13, 2011 5:01 pm

@Sir-Stabs-Alot

You should use "Transparency Antialiasing" if You have NVidia card or "Adaptive Antialiasing" if You own Radeon. These options can be found in drivers options (CCC in my case). These are the options for textures with alpha channels, like used in grass or trees.

But for the AA, I'm using 4x but when running in Balmora I can see the jaggies on the buildings, but I'm pretty sure I'm not supposed to see them, becouse of the resoluton (1680x1050). There was an asterix after this res in MGE menu, that says it can only be set in windowed mode. Is this the possible cause?
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Daniel Lozano
 
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Post » Fri May 13, 2011 2:13 pm

Thanks guys, I found the setting and set it to Adaptive Multi-Sample. But now I can't see my cursor on the main menu screen.
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Amelia Pritchard
 
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Post » Fri May 13, 2011 1:14 pm

But for the AA, I'm using 4x but when running in Balmora I can see the jaggies on the buildings, but I'm pretty sure I'm not supposed to see them, becouse of the resoluton (1680x1050). There was an asterix after this res in MGE menu, that says it can only be set in windowed mode. Is this the possible cause?

The asterisk doesn't mean much these days. Try binding a macro to toggle MW/MGE blending and toggling it in-game. I would need to see a screenshot of the problem as well.
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Chloe Yarnall
 
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Post » Fri May 13, 2011 5:40 pm

Hmm, the Adaptive AA looks a bit better, but my cursor has completely disappeared in game. It's weird though, because with default MGE I can run 8x AA with just Multi-Sample AA, and it looks a lot better. I have "toggle AA" mapped to a key but when I press it, nothing happens.

Sorry to be a bother, I just love MGE XE and it looks amazing except for these little issues.
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john palmer
 
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Post » Fri May 13, 2011 10:52 pm

Can I try the grass shadows pleeeeeease? :P If there is a way to do it myself that would be awesome but if you would have to upload an altered version don't worry about it. I know allot of people are running on machines that couldn't hope to run with grass shadows (i was using a laptop for morrowind for quite some time).

I updated a shader with "technique T0 < string MGEinterface="MGE XE 0"; >", worked fine.

I'm getting allot of white noise from the ssao drawing at extreme distances, is there a way to avoid ssao drawing so far away?

And I can confirm very buggy fog in weather transitions, but you're already on top of that.

Since I realize I'm testing for you and the below are personal issues unrelated to the performance of XE, don't worry about them if you are busy.

Spoiler
The sunshaft tweak however had no visible effect, I tried higher values as well. I'm sure more tweaking can resolve this.

Is there a few lines in the HDR shader I can tweak to alter it's strength/sensitivity?

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Lisa Robb
 
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Post » Fri May 13, 2011 3:47 pm

I realize now the the ssao problem is just interaction with fog, I also remember seeing a few or more posts about this in the MGE thread... Is there a fix or is it basically no outside ssao aloud?

I am also interested in casting shadows from smaller statics (like rocks and yes, grass), what is the possibility of this?

Sorry for double postan but it's not letting me edit, saying I don't have permission. I will try to make sure I say everything I need to say b4 posting for now on!
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james kite
 
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Post » Sat May 14, 2011 1:04 am

Hmm, the Adaptive AA looks a bit better, but my cursor has completely disappeared in game. It's weird though, because with default MGE I can run 8x AA with just Multi-Sample AA, and it looks a lot better. I have "toggle AA" mapped to a key but when I press it, nothing happens.

Sorry to be a bother, I just love MGE XE and it looks amazing except for these little issues.

No problem, but where are all these little bugs coming from? I don't even know why the cursor would disappear like that.


I'm getting allot of white noise from the ssao drawing at extreme distances, is there a way to avoid ssao drawing so far away?

The sunshaft tweak however had no visible effect, I tried higher values as well. I'm sure more tweaking can resolve this.

Is there a few lines in the HDR shader I can tweak to alter it's strength/sensitivity?

No grass, sorry. Small rocks should cast shadows fine, they are weaker shadows because of their small footprint in shadow space. You may have to adjust up your ESM_c in XE Shadow Settings.

Which SSAO are you using? They all had problems in that they need to be aware of your fog mode.

Sunshafts: remove the 0.8* from the line float4 col = float4(suncol.r, suncol.g, 0.8*suncol.b, l);

HDR probably needs rewriting. I don't want to ruin the dynamic range of outside by increasing contrast more than a few percent, so it tends to just do underexposure until your eyes adjust to dark areas. You need to come up with an exposure multiplier curve to replace the exposure variable in the shader.

Forum permissions just means your page session timed out, refresh the page and it will work again.
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Robert DeLarosa
 
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Post » Fri May 13, 2011 9:03 pm

I realize now the the ssao problem is just interaction with fog, I also remember seeing a few or more posts about this in the MGE thread... Is there a fix or is it basically no outside ssao aloud?
Have been noticing this, too. Using SSAO HQ and Exponential Fog. I remember a similar issue coming up when Phal first came out with svn186, and there being a fix.

I am also interested in casting shadows from smaller statics (like rocks and yes, grass), what is the possibility of this?
I have been running XE with a minimum static size of 1. Any mesh in your distant land besides grass should cast shadows across the scene when close up so long as your minimum static size is low enough.

One thing I have been curious about is containers casting shadows. We have exceptions for activators, so what about containers?
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[ becca ]
 
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Post » Fri May 13, 2011 3:41 pm

well, I'm running min static size of 0, I guess they are sometimes just hard to see but I see them now.
"You may have to adjust up your ESM_c in XE Shadow Settings." - and how might I do this?

The sunshaft edit worked fine thank you.

[EDIT] Just loaded in an HDR shader I used to use, and everything looks AMAZING. I guess I have some setting based on the shader. Shadows look fine now I think. Still no bugs to report other than the weather change fog bug. Oh and I have had a few very isolated cases of disappearing rain. I did have a major issue with this way back but ended up being a buggered rain mesh (SWG i think). I fixed that so I have no idea whats up now, its very isolated for now though.

Oh and you mentioned features from fps optimizer a while back. One feature I used it for was the cross hair hiding. Would be very nice if you could implement that into mgexe.
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мistrєss
 
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Post » Fri May 13, 2011 12:39 pm

No problem, but where are all these little bugs coming from? I don't even know why the cursor would disappear like that.

Well I'm not completely sure. I have my card set to Adaptive Multi Sample AA and I have 8x AA set in MGE XE. But my cursor won't appear, and back with regular MGE rev 178, I had 8x AA enabled with just Multi Sample AA for my card, and the grass and trees looked great. It almost seems like AA isn't functioning at all, because I have the toggle for AA set to a key, but it does not function.

Yeah I'm very confused. :P
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Christina Trayler
 
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Post » Fri May 13, 2011 11:53 pm

One thing I have been curious about is containers casting shadows. We have exceptions for activators, so what about containers?

Try adding the containers to your static exceptions list. It may work, and I need to compile a decent default static exceptions. Things like the statue in Plaza Brindisi Dorom, the starting boat, etc.


[EDIT] Just loaded in an HDR shader I used to use, and everything looks AMAZING. I guess I have some setting based on the shader. Shadows look fine now I think. Still no bugs to report other than the weather change fog bug. Oh and I have had a few very isolated cases of disappearing rain. I did have a major issue with this way back but ended up being a buggered rain mesh (SWG i think). I fixed that so I have no idea whats up now, its very isolated for now though.

Which HDR shader do you like? I want to get something subtle by default.


Well I'm not completely sure. I have my card set to Adaptive Multi Sample AA and I have 8x AA set in MGE XE. But my cursor won't appear, and back with regular MGE rev 178, I had 8x AA enabled with just Multi Sample AA for my card, and the grass and trees looked great. It almost seems like AA isn't functioning at all, because I have the toggle for AA set to a key, but it does not function.

Yeah I'm very confused. :P

If you run Morrowind with MGE disabled (remove d3d8.dll and dinput.dll) does the cursor still disappear? I may add a transparency antialias option so it doesn't affect Morrowind rendering.
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Pete Schmitzer
 
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Post » Fri May 13, 2011 7:44 pm

0.8.7 Report

XE

- Added scattering exponential fog, enabled by default. Saturation and blueness rebalanced, though the effect is dependent on the draw distance. Confirmed... I love this part!
- Sky rendering code revised to replace Morrowind sky rendering. It is now possible to move the skybox around.What are the implications of this? I'm not really sure what to look for =).
- Sun lighting should stay correct when you move high enough that only distant land is visible. Haven't noticed anything to the contrary, yet.
- Near fog approximation for exp. fog mode improved, should look better in heavy fog.
- Race menu rendering fixed. Confirmed, excellent.
- Fix for doing MW/MGE blending when water plane is not rendered added. Not sure if this is the same bug as reported. Video deleted, mistake corrected.
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Caroline flitcroft
 
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Post » Fri May 13, 2011 12:10 pm

Not sure if this is the same thing, but since I still have the same issue, I made a http://www.youtube.com/watch?v=A0754-i6mJk I've tried making a toggle MW/MGE blending hotkey to make sure it isn't off, with no help.

Hey, your view distance isn't at maximum! Should I force max. distance on startup, as shadows don't get rendered on distant land.
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P PoLlo
 
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Post » Fri May 13, 2011 9:29 pm

Hey, your view distance isn't at maximum! Should I force max. distance on startup, as shadows don't get rendered on distant land.


:banghead: :banghead: :banghead:

I don't know why it wasn't at maximum, because I always play with it at maximum, but the instant I read your post I knew that you were correct. Sorry for the false error reports, pebkac as usual. Always humbling to be part of one!

Edit:

While I would say that forcing maximum view distance is a good idea, I wonder does everyone always play with it as such?
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Justin Hankins
 
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