Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 9:09 pm

MGE XE
A custom MGE build with shadows and a handful of performance improvements, hopefully with similar or better performance than regular MGE. Have a look at these screenshots.

Galleries
To the South (recent)
http://www.tesnexus.com/downloads/images/26348-1-1293153914.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153894.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153886.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153876.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153867.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153857.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153849.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153838.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153830.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153821.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153810.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153799.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153790.jpg http://www.tesnexus.com/downloads/images/26348-1-1293153781.jpg
Weight of Light
http://www.tesnexus.com/downloads/images/26348-1-1293046108.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046097.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046089.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046079.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046071.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046060.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046048.jpg http://www.tesnexus.com/downloads/images/26348-1-1293046009.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045995.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045981.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045961.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045952.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045601.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045593.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045583.jpg http://www.tesnexus.com/downloads/images/26348-1-1293045571.jpg
Ascadian Afternoon
http://www.tesnexus.com/downloads/images/26348-4-1278628508.jpg http://www.tesnexus.com/downloads/images/26348-3-1278628508.jpg http://www.tesnexus.com/downloads/images/26348-2-1278628507.jpg http://www.tesnexus.com/downloads/images/26348-1-1278628507.jpg
Coastal
http://www.tesnexus.com/downloads/images/26348-3-1281023163.jpg http://www.tesnexus.com/downloads/images/26348-2-1281023162.jpg http://www.tesnexus.com/downloads/images/26348-1-1281023162.jpg http://www.tesnexus.com/downloads/images/26348-3-1281023122.jpg http://www.tesnexus.com/downloads/images/26348-2-1281023122.jpg http://www.tesnexus.com/downloads/images/26348-1-1281023121.jpg
Solar Dipole
http://www.tesnexus.com/downloads/images/26348-5-1278457500.jpg http://www.tesnexus.com/downloads/images/26348-4-1278457499.jpg http://www.tesnexus.com/downloads/images/26348-3-1278457499.jpg http://www.tesnexus.com/downloads/images/26348-2-1278457499.jpg http://www.tesnexus.com/downloads/images/26348-1-1278457498.jpg http://www.tesnexus.com/downloads/images/26348-5-1278457584.jpg http://www.tesnexus.com/downloads/images/26348-4-1278457584.jpg http://www.tesnexus.com/downloads/images/26348-3-1278457584.jpg http://www.tesnexus.com/downloads/images/26348-2-1278457583.jpg http://www.tesnexus.com/downloads/images/26348-1-1278457583.jpg http://www.tesnexus.com/downloads/images/26348-5-1278457655.jpg http://www.tesnexus.com/downloads/images/26348-4-1278457655.jpg http://www.tesnexus.com/downloads/images/26348-3-1278457655.jpg http://www.tesnexus.com/downloads/images/26348-2-1278457654.jpg http://www.tesnexus.com/downloads/images/26348-1-1278457654.jpg


It works by utilising the distant land objects to cast shadows, so it only works outside. It is real-time and Morrowind time passing is quite noticeable. There are some limitations, you'll just have to try it yourself. There are several features from MGE that have been cut too; MGE-specific MWSE commands, dynamic water, texture hooks, and MGE-drawn animated tree statics. I require some compatibility and performance testing.

If you want to test, you will have to regenerate distant land. As statics cast shadows, you will need a low minimum static size; I recommend 150. You can use 100 if you have a higher performace setup. Shaders need updating as well, the HDR and shader chain setup has been changed slightly. I will be providing some updated versions of common shaders. You will also need to update your drivers and DirectX 9 to the June 2010 release, it fixes serious issues with the shader compiler from last year. Unmodified shaders will not be loaded to avoid crashes or incorrect operation.


Install Instructions (updated)
http://www.tesnexus.com/downloads/file.php?id=26348

0. You need http://sourceforge.net/projects/morrgraphext/files/Beta%20Releases/MGE%203.8%2B%20SVN%20builds/ installed and working already, and a Shader Model 3.0 card.
1. Install files, update to http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d. (This won't conflict with DX10+.)
2. Deselect mods from your load order that interact with MGE. (Standard MWSE mods will work, HUD mods will not.)
3. Run the new MGEXEgui. Generate distant land with 150 minimum static size. Use the provided XE static exceptions list.
4. Edit your shader chain to use the new shaders. The XE shaders are separate settings from regular MGE.
5. Bind "toggle distant statics" key in macro editor. This currently toggles shadows instead.
6. If you use Crossfire/SLI, turn off "Responsive menu caching" in the In-game tab, to avoid performance reductions from the intra-frame caching.

Note that view distance in-game is set to maximum when you first load a game.

Recommended shader ordering: SSAO, DoF, Sunshafts, (Underwater effects), Bloom, HDR.
Also recommended: set timescale to 10 or 15 (or 1000) in the console. The movement of the sun is very visible.

You may want to set transparency/adaptive anti-aliasing in your graphics drivers, if you want high quality grass/tree edges.
Don't expect everything to cast a shadow, remember that it's only distant land objects. Small objects will cast weaker shadows for their size.


Reporting problems
All errors are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why.
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version.
Please report rendering errors with detailed information and a screenshot.


Known issues
The Ghostfence has problems due to the overlapping alphas, there is currently no solution for this.

MGE XE may crash more than usual. Please report what leads up to the crash, and the crash log from the more details link in the crash report window.

Reducing Morrowind options draw distance slider below maximum causes drawing errors.

Transparent objects may cause draw errors when placed over water.


Changes from SVN 178
  • All objects in Morrowind view distance receive shadows.
  • Distant land and grass culling is not delayed by a frame any more. Pop-in at the screen periphery no longer occurs.
  • Grass lighting changed. All grass was effectively shaded by a single ambient light; it was pretty flat. There is some directional lighting now, as well as grass receiving shadows. Please evaluate the lighting situation.
  • Grass animation is somewhat different. Grass parts when the player is nearby.
  • Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes.
  • HDR resolve is now asynchronous and should cause less fps loss. Also uses less video memory.
  • Shader chain double buffers instead of copying. clip no longer works, shaders must use flow control.
  • thisframe and lastframe are no longer available. Use lastshader.
  • tickcount is removed, there is a time variable instead with in-game seconds passed.
  • There is no alpha-to-coverage. Personal opinion; alpha stipple is too noticeable.
  • MW/MGE blending modifications. May be more efficient.
  • Screen is no longer slightly blurred by half a pixel when MW/MGE blending is disabled.
  • Windowed mode snaps to the screen edge to act like fullscreen.
  • New underwater surface effects, total internal reflection.
  • InGame.fx has been replaced by a set of effect files that should be more easily substitutable.
  • Redesigned GUI for simpler setup and use.
  • Shader chain is seperate from regular MGE as the shader interface is different.
  • High quality selection of default shaders included.
  • Minor shoreline turbulence animation.
  • Screenshot enable checkbox now works like others since the screenshot code is patched. Just use PrintScreen, no macro required.
  • Water shows up in the local map again, previous MGE versions did not allow it to render in the map.
  • Scattering exponential fog, thanks to phal.
  • Water wobble shader, also thanks to phal.
  • Better sunsets, a modification of phal's sunshaft shader.

User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat May 28, 2011 12:25 pm

Reporting errors
All errors are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why.
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version.
Please report rendering errors with detailed information and a screenshot.




Woah hang on. My other post about the sun shafts had me thinking today at work...

Would it be possible for the sun shaft shader to interact with fog??? Like shun shafts only being cast in the presence of fog... more fog = more opacity?

Fog both inscatters and outscatters, it depends on particle size and this kind of thing generally makes worst case weather setups looks worse. Blight storms have the closest fog ranges, for example.


Think about it... if this is possible, and you tweak the shader to cast at wider angles and have a wider off screen range (if that does what I think it does) you would create a far more realistic effect than the current one, which while is very pretty, really has no realistic properties (contextually anyway).

There is no off-screen drawing at all. 3D games do not draw off-screen objects.


Shadows look amazing, but because no 3d water waves are existing, I copied MGE-gui again.

Question,
now everything runs slower, (no shadows - waves are back), major drop in fps - solution?

You should regenerate distant land with the original settings you had, to get the original fps back.


have got a suggestion btw: can you add checkboxes to distand land creation for the following situations:

- ghostfence down, dont show the blue wall in distant land
- royal strongholds build, include the new build strongholds of telvanni, hlaalu & redoran to distant land
- distant static for that bloodmoon house you can build (cant remember right now)
- remove distant static for seyda neen starting ship completely to get rid of its reflection & static

i know that this is possible with static exception list, but it would be a welcome addition to mgexe simplified gui.
if thats nothing you plan to do, can someone plz give me an advice on how to do that with the exception list? thx

This is possible but it's just a mountain of buttons to the new user. Maybe it could be so you choose a savegame to automatically anolyze for correct exceptions. To do this manually you have to open the statics you want to disable in the CS and check their NIF filename. Then add that filename to your statics list with a no_script tag e.g. d\ex_v_cantondoor_01.nif=far no_script


I have been using the following changes to the DoF variables for some time:
static float blur_radius = 0.25;
static float blur_falloff = 1.5;

The DoF you guys have been including by default is far too strong imo, these values are much more subtle.

Could you be more specific, I want some more constructive ideas. How is the default acting in exteriors, different times of day, interiors etc. and how should it be?


cant start it on vista64, gtx280 :\ same with the mge SVN builds, cant start any version, the only that works is 3.8.0...

i really would like to use those sunshaft shaders ....

Please submit more details than "I can't start it". I do want to help.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat May 28, 2011 4:32 pm

Think about it... if this is possible, and you tweak the shader to cast at wider angles and have a wider off screen range (if that does what I think it does) you would create a far more realistic effect than the current one, which while is very pretty, really has no realistic properties (contextually anyway).


What is more realistic in drawing objects or shaders off-screen when player never be able to see those? It's just waste of resources.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Sat May 28, 2011 11:37 am

i found the solution to get it work in the mge thread, launcher->change res->load game->change res->exit after this it worked
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sat May 28, 2011 8:53 pm

Could you be more specific, I want some more constructive ideas. How is the default acting in exteriors, different times of day, interiors etc. and how should it be?
Well, the implementation itself seems fine to me, and I don't really see a point in having different strengths per cell type/conditions. The blur effect right now is consistent no matter where you are, you're saying it shouldn't be?

Like I said, the only problem I have with the stock included with XE is it's strength, which is a 'problem' no matter what the conditions are.

Also: Mind telling me what textures you are using for the waterfalls http://www.tesnexus.com/downloads/images/26348-4-1278457584.jpg?
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sat May 28, 2011 10:34 am

I cant runt this on DirectX 11 can I?
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Sat May 28, 2011 5:01 am

Can anybody help me out with running "GIMP_HDRBloom_v1_3" and "sunshaft_v002a" on 0.8.9?

I had them running fine on (I think it was) 0.8.0 before I updated. At that time they would not compile on their own and some tinkering had to be done to get them to do so, though I cannot remember what the necessary changes were. With 0.8.9 they do compile in the shader editor, though they do not show up in game.

If somebody could help me out I would be very grateful.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat May 28, 2011 7:29 am

why dont you use the mge xe own sunshaft shader?

@Kurzschlusskuh, do you mean if its working on win7? win7 dont mean u cant use dx8,9 or 10 games.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Sat May 28, 2011 2:02 pm

Well, the implementation itself seems fine to me, and I don't really see a point in having different strengths per cell type/conditions. The blur effect right now is consistent no matter where you are, you're saying it shouldn't be?

Also: Mind telling me what textures you are using for the waterfalls http://www.tesnexus.com/downloads/images/26348-4-1278457584.jpg?

It varies depending on HDR light level at the moment (as the original author wrote it). Thing is no-one ever gave me much feedback on it, and most of my testing is done on exteriors. The waterfalls are a personal retexture.


I cant runt this on DirectX 11 can I?

It should work if you follow the instructions.


Can anybody help me out with running "GIMP_HDRBloom_v1_3" and "sunshaft_v002a" on 0.8.9?

I had them running fine on (I think it was) 0.8.0 before I updated. At that time they would not compile on their own and some tinkering had to be done to get them to do so, though I cannot remember what the necessary changes were. With 0.8.9 they do compile in the shader editor, though they do not show up in game.

The included sunshafts shader is sunshaft_v002a. I used to ship GIMP_HDRBloom but I didn't like the oversaturation it did, I'll see what I can do to make it compatible.
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JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Sat May 28, 2011 6:36 pm

What is more realistic in drawing objects or shaders off-screen when player never be able to see those? It's just waste of resources.


Ok well ill choice of words, and I guess I have no idea what the off screen range variable does. What I really mean is for sun shafts to be drawn when the sun is off screen, to be orientated in line with where the sun would be but not projected from the sun per say.

Gawd I'm terrible at explaining these things... Basically go to google images and search sun shafts or rays, you can see in many photographs sun shafts coming down through trees or clouds, even when not looking directly at the sun. Basically I would like to see sun shafts not dependent on where the player is looking. This is what I'm inquiring about. Could this be possible with DX9/morrowind?

The interaction with fog bit is just concerning when and when not sun shafts would realistically appear. Usually you only see them in foggy conditions or at great distances.

So forget anything I said concerning the "how" - bc im not familiar with any of the "how" in games - that I'll leave to the ppl who know what they are doing.
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dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Sat May 28, 2011 3:28 pm

Well, i followed your steps, now when i try to Launch Morrowind it says that """d3dx9_43.dll""" is missing.
Any ideas =)
Im on Windows 7 and own a Radeon HD 6850
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Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Sat May 28, 2011 1:45 pm

Well, i followed your steps, now when i try to Launch Morrowind it says that """d3dx9_43.dll""" is missing.
Any ideas =)
Im on Windows 7 and own a Radeon HD 6850


Did you install the directx redistributable? Bear in mind that windows 7 only has directx 11 pre-isntalled, and this needs directx 9
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sat May 28, 2011 8:03 pm

Yeah that was my question first, if i could even run this with Directx 11.
Do i have to downgrade on directx 9 or is there a backwards compatible version?
Sorry im not that great with computers^^
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Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Sat May 28, 2011 8:37 pm

just download and install latest dx9, it will not overwrite dx10 or dx11.
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Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Sat May 28, 2011 7:15 pm

Im not quite sure which mods to disable, can someone help me?
My game crashes cause it fails to load some shaders. I think this is cause im running some mods i should disable (see step 2).
TY =)
Spoiler
[Game Files]
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GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=MCA.esm
GameFile4=MW_Children_1_0.esm
GameFile5=TR_Data.esm
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GameFile10=Rise of House Telvanni.esm
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GameFile13=Weapon Rotate.esm
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GameFile149=BetterClothesForTB.esp
GameFile150=Librarian with Jackets & Rotate BM Trib.esp
GameFile151=Less_Generic_Bloodmoon.esp
GameFile152=Uvirith's Legacy Book Jackets Add-on.esp
GameFile153=UL_Srikandy_patch.esp
GameFile154=UL_chess_addon.esp
GameFile155=UL_RoHT_1.4_Compatibility.esp
GameFile156=UL_MWSE_patch.esp
GameFile157=Uvirith's Legacy CoM Add-on.esp
GameFile158=Westly Presents_Aureals.esp
GameFile159=TheForgottenShields - Artifacts_VN.esp
GameFile160=DN_Adamantium.esp
GameFile161=DN_IceBlade.esp
GameFile162=Ald-ruhn Expansion 1.1.esp
GameFile163=Bloated Caves.esp
GameFile164=Graphic Herbalism.esp
GameFile165=Graphic Herbalism Extra.esp
GameFile166=LotsOfRingsPlus.esp
GameFile167=ValityAIMod_VurtTrees.esp
GameFile168=sm_necro_staff.esp
GameFile169=H.E.L.L.U.V.A. Bountiful Books.esp
GameFile170=Ald Redaynia Extended COM.esp
GameFile171=THTWG - Harder Version.esp
GameFile172=Clean Ald velothi complete (finally!).esp
GameFile173=Alakazar's Lamp.esp
GameFile174=Alakazar's Lamp_no_music.esp
GameFile175=Unique Ghosts - M - T.esp
GameFile176=Windows Glow - Tribunal Eng.esp
GameFile177=Windows Glow - Bloodmoon Eng.esp
GameFile178=UniqueFinery.esp
GameFile179=Morrowind Code Patch Showcase.esp
GameFile180=BTB - Character.esp
GameFile181=BTB - Spells.esp
GameFile182=Windows Glow - Raven Rock Eng.esp
GameFile183=BTB - Alchemy.esp
GameFile184=BTB - Equipment.esp
GameFile185=BTB - Settings.esp
GameFile186=unique Vos.esp
GameFile187=Animated Morrowind 1.0.esp
GameFile188=MCA - COV Addon.esp
GameFile189=Cali_Dryads_Revamped.esp
GameFile190=DagonFel Mill V-1.8 esp..esp
GameFile191=unique Dagon Fel.esp
GameFile192=Vurt's Groundcover - The Ashlands.esp
GameFile193=Antares' Creatures - Cecaelia.esp
GameFile194=BLLDV_ALL.esp
GameFile195=Grass_AC&S.esp
GameFile196=Water Level Fix - Full.esp
GameFile197=Vurt's Groundcover for NoM - BC, AI, WG, GL.esp
GameFile198=Real_wildlife_2b Complete.esp
GameFile199=Vurt's Ashlands Grass.esp
GameFile200=NoM_CoM Compatibility Patch.esp
GameFile201=NOM 3.0.esp
GameFile202=Vurt's Groundcover for NoM - Solstheim [Lush version].esp
GameFile203=NoM_BF Compatibility Patch.esp
GameFile204=Grass_TR_TI&M.esp

User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Sat May 28, 2011 12:10 pm

Kurzschlusskuh you need to put lists like that in a spoiler box so we don't have to scroll though it all the time.

like so:
Spoiler
durr hurr



[-spoiler] hurr durr [/spoiler-] without "-"

Also your post is quite off topic and should probably be posted in the mge thread next time.
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Sat May 28, 2011 6:06 am

1st thing I'd try::
Vurt's Groundcover for NoM - Solstheim [Lush version].esp
Grass_TR_TI&M.esp
should only be loaded when generating MGE distant land, not during normal Morrowind play.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sat May 28, 2011 10:52 am

Ok well ill choice of words, and I guess I have no idea what the off screen range variable does. What I really mean is for sun shafts to be drawn when the sun is off screen, to be orientated in line with where the sun would be but not projected from the sun per say.

Gawd I'm terrible at explaining these things... Basically go to google images and search sun shafts or rays, you can see in many photographs sun shafts coming down through trees or clouds, even when not looking directly at the sun. Basically I would like to see sun shafts not dependent on where the player is looking. This is what I'm inquiring about. Could this be possible with DX9/morrowind?

The interaction with fog bit is just concerning when and when not sun shafts would realistically appear. Usually you only see them in foggy conditions or at great distances.

So forget anything I said concerning the "how" - bc im not familiar with any of the "how" in games - that I'll leave to the ppl who know what they are doing.


Yeah, I know what You mean - it's pretty manageable in sunshaft shader variables - in my case I tweaked sunshaft that comes with the phals newest svn revision (past 178). I can post some screenshots if You want, when combined with a little overdoed bloom, the overall effect is really nice =)
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sat May 28, 2011 12:42 pm

Gawd I'm terrible at explaining these things... Basically go to google images and search sun shafts or rays, you can see in many photographs sun shafts coming down through trees or clouds, even when not looking directly at the sun. Basically I would like to see sun shafts not dependent on where the player is looking. This is what I'm inquiring about. Could this be possible with DX9/morrowind?

The interaction with fog bit is just concerning when and when not sun shafts would realistically appear. Usually you only see them in foggy conditions or at great distances.

You really have to learn and talk about how it works anyway. Real sunshafts are from atmospheric scattering, i.e. optical physics in an air medium. The 'rays' comes from the occlusion and non-occlusion of objects between the sun and that part of the air. Without occlusion it just looks like haze. Now if the sun is off-screen and the game discards everything off-screen there is no occlusion and no real effect, so that's why it has to use visible objects only. Doing it properly involves rendering the air volume on top of everything along with a whole scene shadow map, but volume rendering is really heavy on fps, and worse considering the distance you can see sun shafts.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sat May 28, 2011 9:31 am

Hmmm, how heavy on fps? I know not everyone has as much power to spread around as I do but it would be nice to see. And according to recent history, you have a thing for making slow things fast :P

Is this sort of thing achievable with MGE?
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Sat May 28, 2011 2:23 pm

[Game Files]
GameFile135=Antares' Creatures - Sotha Sil.esp


there is no need of this esp, because it is a resource. Sotha Sil is not placed in game.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sat May 28, 2011 8:39 am

My apologies, I don't mean to be a bother, but I didn't figure out a solution to my anti-ailaising problem yet. The trees and grass don't appear to show any AA at all, and you suggested I turn my graphics card to adaptive multi sample AA, and I did, but I can't see my cursor with MGEXE active.

Thanks.


edit: Wow, nevermind, it fixed itself on its own!
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat May 28, 2011 5:12 pm

I'm having another problem, I don't know if its something to do with MGE XE or if it's vurts meshes but I figured I'd ask here. Take a look at these two screenshots below:

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot22.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot23.jpg

Notice how the trees change, its very abrupt and quite jarring so I was wondering if there was a way to make it look better. Thanks!

EDIT: Some more pictures. It seems like the level of AA is changing depending on the distance. Is there a way to make it seem less abrupt? I turned my graphics card up to super-sample AA but it doesn't run smoothly and doesn't really help fix.

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot24.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot25.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot26.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot27.jpg
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Sat May 28, 2011 8:53 pm

0.8.10 released

XE
Auto-hide crosshair implemented, see in-game tab in mgeGUI.
Caustics disappearing underwater fixed.
Sky dithering implemented with a simple 4x4 ordered dither matrix. Helps eliminate banding at twilight hours.
Water reflection reduction (something like polarized reflection) restricted to nice weather only. Far water should not appear dark otherwise.

Shaders
Depth of field shader blur magnitude and scaling reduced.
DoF pupil size adapation removed to avoid excessive blur in dark areas.
HDR overdarkening constant reduced.

MWSE
MWSE engine interface resolved. Early implementation, allows general extensibility through loading other dlls.
Includes two new opcodes that affect GMST values.


With the MWSE extensions, you can now change game settings during gameplay. There are three new script commands using numeric GMST ids:

XGetGS gmst_id - returns the GMST for assignment to a variable
XSetGSfloat gmst_id float_value - sets a float GMST (GMST name starts with f)
XSetGSint gmst_id long_value - sets an integer GMST (GMST name starts with i)

Use the mwedit/customfunctions.dat for mwedit, and the GMST reference in the separate download. You probably need to experiment first, but you can't run MWSE functions from the console; so I've made an ESP, provided in the mwedit directory, that lets you change GMSTs from the console. You can set or display GMSTs with the scripts included.

Displaying a float GMST (in a messagebox):
set xe_gmst_id to <>
startscript XE_GetGSfloat

Setting a float GMST:
set xe_gmst_id to <>
set xe_value to <>
startscript XE_SetGSfloat

For integer GMSTs use XE_GetGSint and XE_SetGSint. Note that this has the usual problem when messing with the engine, GMSTs aren't saved with the game and persist through loadings.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Sat May 28, 2011 12:06 pm

Wow , this is a very neat feature - the ability to change GMST in game provides vast majority of options that people can do - for example this can be used in Realistic Combat mod, where I posted some suggestions that would need such feature . Great job Hrnchamnd!
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

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