Huh the problem was with the shader "underwater wobble", could of swore you provided it, though your underwater effects already has wobble... fixed anywho....
Just got a crash upon exiting. This time it just froze up on current frame, didn't black out. Here's the log (im not sure its the right document, let me know if it isnt):
Distant land released successfully so it's hard to guess where else it could go wrong. Post the details from the application stopped working window.
Is there any reason for Near's min static size to be locked at the min static size you generated distant land for? I get how it makes sense, but what if someone wants to try out a higher number without completely regenerating distant land?
It throws everything that isn't far or very far into the near statics bin, near static size isn't really a hard limit once you take the exception list into account. It's kind of a narrow use case there, I don't know what problems it could cause with binning otherwise, I haven't checked that part of statics loading.
Got any suggestions for which values i should be using for my trees Hrnchamd, which looks best according to your tests (you seem to have done some testing). I want them to look good on all setups, not just on mine.. Maybe 4845 isnt a good Flag value to use.
Alpha testing with alpha blending doesn't engage transparency/adapative AA, you get an aliased edge at the alpha test boundary. Alpha test only allows for transparency AA.
You should have alpha threshold set near zero for alpha blending, because at 177 it's rejecting a lot of pixels with high opacity. When it gets mipped, leaf alpha inevitably goes down, cropping away more and more of the leaves, just try zooming far out in NifSkope. Some of your leaves have colour fringes below 177 that you might not want to show normally, the alpha channel would need remapping so it really goes to zero at the leaf edge. Cropping via high alpha testing is not good practice, even if it reduces halation, you should preferably fix the texture alpha to have sharper transitions.
So, i have reinstalled Morrowind and its addons and the latest patch and MCP, no mods, re-downloaded and installed the latest MGE Beta Version, made sure it worked correctly, re-downloaded and installed MGEXE and the MCP beta, generated distant land, no errors, enabled your shaders, keeping strictly to your instructions the whole time. and now?
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" and so on. The game crashes when starting a new game or loading a save.
Is there anything I missed?
Morrowind is still trying to load water pixel shaders which indicates the registry isn't being set properly. Are you running MGEXEgui as admin, and is distant land enabled (top of distant land tab)? Otherwise try turning off pixel shading in the launcher options.