In the Big City project, we've come across a number of meshes that are not converted by the distant land generator. They http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot52.jpg and are not reflected by the water. Note that these are not Bethesda meshes but some of the models made by Barabus for his http://www.freewebs.com/barabus/imperialhousing.htm.
How should we go about fixing these meshes? Is there, for instance, a toggle we would have to set in NifSkope in order for these meshes to be rendered? Or are there multiple reasons why the convertor might not process a specific mesh?
I haven't done any work on the distant land generator, as all the distant static functions are in a separate dll with it's own project. It's could be failing anywhere, so I'll turn on debug mode for the next release and you can see what it's doing.
I'd second that request. Imho AO makes the grass layer appear less dense and the blending between grass and ground considerably worse.
Iirc there once was an old version of MGE (i beleive it was at the time of first AO implementation) that provided SSAO effecting everything but the grass. To make AO effecting the grass optional would be an absolutely awesome feature. :toughninja:
In old versions of MGE, SSAO drew through the grass instead. If there's a seam at the bottom of the grass, then the textures should be updated so there isn't a linear edge at the bottom. If you post screenshots of the objectionable parts then I could try to do some texture editing.
I've been getting weird transparency issues with trees whilst using MGE XE, that don't appear with the newest SVN builds. The issue came up with some of the TR trees, but it was fixed by changing the alpha transparency flags or some such (I'm not a modeler
). Now I've noticed it on some of the vanilla trees, specifically some of the solstheim and mournhold ones.
It's due to the DXT1a textures, I'm trying to avoid doing transparency testing on opaque textures in distant land but it's impossible to detect if a texture is DXT1a from the header. I'll try to get them to convert properly in the distant land generator.
http://img199.imageshack.us/img199/8194/missinggate.jpg - pelagiad castle has missing gate often (had this ever scince mgexe)
http://img822.imageshack.us/img822/3145/interiorreflect.jpg - waterreflections in interiors have bugged reflections sometimes, maybe mesh problems? (had this ever scince mgexe & mge)
http://img715.imageshack.us/img715/8594/underwaterg.jpg - can you add some dithering to underwater fog and underwater sunshafts?
Morrowind often fails to load the gate mesh properly when it should be shown, try approaching it the same way without MGE, it does the same thing. Interior reflections are subject to some clipping problems since I changed the water system, it will get better over time. I can't add dithering to hardware fog or post-alpha blending, it's up to the graphics card in these cases.
well sometimes indeed, but sometimes it's "flickering"... i've read that AO is the most GPU power consuming shader, is this still so ? because then it would be nice to get a few more fps if it would be possible to exclude AO rendering on grass
and thanks for the updates, the bright spot on the tree alphas are gone =) (0.8.12) and there is already a new, sweet :hubbahubba:
If you're using SSAO Fast, try SSAO HQ; if the flickering goes away then I need to adjust the SSAO Fast sampling. SSAO is the heaviest shader, and it doesn't matter how many objects are on screen because it works per pixel.