Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 6:50 pm

... -HDR effect is not noticable compared to what I was seeing with MGE. ...

i also noticed a difference with hdr and bloom shaders - may it be that the sky box is not affected by any shader?
i cant say that for sure, but i believe i newer saw changing brightness in the sky nor ive seen (even a little) bloom on the clouds.
the pro is that the sky alway looks natural whith no oversaturated colors or an only white horizon, but i think the shaders should include the skybox maybe with 50% opacity.
i might be completely wrong with that though
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Mélida Brunet
 
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Post » Sat May 28, 2011 6:03 pm

I take it back. The SSAO Fast effect is a bit subtle but it's not completely undetectable. It's nice and I see few glitches with it.

However, shaders do not work at all indoors - neither SSAO nor DOF and probably not other ones either.

Also, the buggy, solid white circle at the zenith of the sky disappeared when I turned off exponential fogging and switched distant land view distance from 4 to 8.

Lastly, bottle objects seem very opaque and have dark saturated colors. I'm not sure if MGE XE did this or something else.
Earlier, they were translucent. Maybe this is just from NOM I installed recently, sorry...
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james tait
 
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Post » Sat May 28, 2011 3:19 pm

Hrnchamd I get this error now pretty frequently when loading a save.
http://s13.directupload.net/images/110218/uos8t3t6.png
Actually I have the latest C++ 2005, 2008, 2010 (both x86 & x64) installed.

The Save completely loads, audio is initialised and then it's crashing:

Error report
:http://s7.directupload.net/images/110218/99kwmuax.png

MGEXElog:
Spoiler
MGE XE 0.8.16
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> Distant Land init
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
-- Post shader Data Files\shaders\XEshaders\HDR.fx loaded
-- Shader chain indicates HDR On
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
>> Distant Land init world
>> Landscape Load
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant Land finished loading distant statics

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Chloe Botham
 
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Post » Sat May 28, 2011 5:38 pm

Hrnchamd, out of curiosity - do you ever forsee this being released as a standalone program, as opposed to something that must be installed over a previous mge build?
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Kara Payne
 
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Post » Sat May 28, 2011 9:12 pm

nevermind >.<
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SEXY QUEEN
 
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Post » Sat May 28, 2011 10:10 am

Post limit.
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Poetic Vice
 
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