Shelter from Magnus' Blaze 5

Post » Tue May 17, 2011 12:44 pm

What parameter in the shadow's shader determines the accuracy of shadows? In XE Shadow Settings.fx I've found only shading and softing options, but max accuracy that I've achieved was http://pikucha.ru/i4ACp
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Dagan Wilkin
 
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Post » Tue May 17, 2011 12:04 am

@Vikart, how do you cranked interior shadows? Or this is heavily tweaked SSAO? Can you share your settings?
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Cheville Thompson
 
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Post » Tue May 17, 2011 10:17 am

@Vikart, how do you cranked interior shadows? Or this is heavily tweaked SSAO? Can you share your settings?


It is the result of a recent alpha mod being worked on by rhymer. At the moment it is only working in Pelagiad at the moment and still needs a lot of time and testing before its worth a permanent spot on the modlists. But there is a link to it for the moment on the "Show us what you're working on" thread.
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Madison Poo
 
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Post » Tue May 17, 2011 1:12 am

It is the result of a recent alpha mod being worked on by rhymer. At the moment it is only working in Pelagiad at the moment and still needs a lot of time and testing before its worth a permanent spot on the modlists. But there is a link to it for the moment on the "Show us what you're working on" thread.

No, it's Seyda Neen. But Rhymer uses the same idea.

@Vikart, how do you cranked interior shadows? Or this is heavily tweaked SSAO? Can you share your settings?

It's just "interior like exterior", not fully worked interior shadows.
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Teghan Harris
 
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Post » Tue May 17, 2011 5:38 am

Whenever I want to load a save it just crashes when this is enabled.

Even after disabling Distant Land, it'll still crash as soon as I load! :brokencomputer:

Does anyone know why?

Edit: I'm starting to think it has to do with PC performance. Although if a save crashes on load, it has a small chance on actually successfully loading, but I'm still not sure. This is driving me crazy, because the shadows & other awesome environmental effects included with this release make me hate the idea of going back!
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megan gleeson
 
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Post » Tue May 17, 2011 2:42 pm

Whenever I want to load a save it just crashes when this is enabled.

Even after disabling Distant Land, it'll still crash as soon as I load! :brokencomputer:

Does anyone know why?

Edit: I'm starting to think it has to do with PC performance. Although if a save crashes on load, it has a small chance on actually successfully loading, but I'm still not sure. This is driving me crazy, because the shadows & other awesome environmental effects included with this release make me hate the idea of going back!


Ok I guess I'll be the one to recite;

"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."

We need more info etc. etc. ie: when exactly does it crash? Before or after the save data itself loads?

But seriously it could be 1000 things with the info you have presented.
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Marie Maillos
 
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Post » Tue May 17, 2011 11:15 am

Questions:

1. So is there any way to work around the discrepancy in fogging that occurs at the end of the normal land and the beginning of the distant land? I'm not sure if everyone sees this or just me. I'm using Range Vertex fog and Exponential Fogging and High-Quality Atmospheric Scattering, on Windows 7 x64 with ATI Radeon HD 5750 (5770?) 1 GB.

2. Even though I use Range Vertex fogging, it seems there are still some distant land elements that are depth-based. In other words they disappear when I look straight at them but reappear if I turn slightly to the side (which leaves the objects at the same distance but decreases their Z-depth). Can this ever be fixed?

3. Will there ever be a fix for your hair disappearing when you go into the water? Once the camera and you go under the water it looks fine, but with the camera above the water surface, you appear bald. This occurs with certain transparent hairs like Rin's I believe. Maybe the fix is to just not use those hairs, which don't really look good with SSAO anyway.
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cosmo valerga
 
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Post » Tue May 17, 2011 3:05 am

The problem with the hair disappearing under water is because of the type of transparency, I believe.
If you change them in NifSkope to alpha test, they should work fine underwater, though they'll look slightly worse.

If you want a walk through on changing them with NifSkope, just say. :)
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Cathrine Jack
 
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Post » Tue May 17, 2011 6:20 am

>If you change them in NifSkope to alpha test, they should work fine underwater, though they'll look slightly worse.

Cool! Thanks for the hint! Probably it is not too hard to figure out; just change "alpha blend" to "alpha test" huh?

Would another option be to reduce the textures to DXT1A, or is the NIF modulating things with vertex-based alpha as well?

I use a mod that gives translucent glass and ice weapons; I wonder if they work well with the water.
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Lexy Corpsey
 
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Post » Tue May 17, 2011 12:10 pm

I don't know about changing the texture format, it'd be interesting to try it. I don't think it'd work, though I have nothing to base that assumption on. :P
Translucency is handled differently from texture transparency, or it should have been. I'd expect those mods to work fine.
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Matthew Aaron Evans
 
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Post » Tue May 17, 2011 3:22 am

Is there any way (for MGE XE) to reduce the distance at which NPCs and other objects are drawn? I've taken a performance hit since switching over to MGE XE since I can't combine its features with a less than maximum draw distance.
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MARLON JOHNSON
 
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Post » Tue May 17, 2011 4:26 am

@Invernesss Moon: You can do this with in-game settings.
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Harinder Ghag
 
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Post » Tue May 17, 2011 2:51 pm

Not with MGE XE, Aeven, as it locks view distance to maximum. I don't think there's a neat solution, unfortunately.
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Natasha Callaghan
 
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Post » Tue May 17, 2011 9:05 am

Not with MGE XE, Aeven, as it locks view distance to maximum. I don't think there's a neat solution, unfortunately.

Exactly, with MGE XE, drawing errors occur if the view distance isn't set to maximum. This didn't happen with MGE, so I was able to trade shorter normal draw distance for more distant land with decent FPS. I can't do that anymore unfortunately.
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hannaH
 
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Post » Tue May 17, 2011 3:18 am

Inverness, you can still change the AI distance in game. This might save you considerable fps, especially if you are running HQ real time shadows. It also might not but should cause no issues with XE. Other than that you will just have to compromise distant statics or other settings.
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Sammykins
 
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Post » Tue May 17, 2011 5:17 am

Inverness, you can still change the AI distance in game. This might save you considerable fps, especially if you are running HQ real time shadows. It also might not but should cause no issues with XE. Other than that you will just have to compromise distant statics or other settings.

I already had this set low sometime in the past, or it was like that by default. This doesn't seem like it would have an impact on FPS, since my issue is graphics.
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Ross Zombie
 
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Post » Tue May 17, 2011 2:31 pm

Bump, because interior water for me is still not rendering correctly even when selecting the "Include interiors with water (heavy)" option distant land statics that was mentioned earlier in the thread. Sometimes the surface of the water will just render as a solid color, and sometimes it will look like warped metal.
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~Sylvia~
 
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Post » Tue May 17, 2011 5:30 am

Wait... so why isn't the water rendered three dimensionally in MGE-XE? I've seen it mentioned in this topic that it was not included in this version, but I haven't found a reason why. :shrug:
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GPMG
 
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Post » Tue May 17, 2011 11:02 am

If you have bug reports, please read the top post and be as informative as you can with your reports. Post the information asked for in the top post along with quality screenshots for rendering errors and mgeXE.log, I can't find out what is wrong without good information. I have mentioned this in the top post and twice in this thread before, please take some time to make a good report.

Just looking at getting HUD mods working now, though I have to release updated versions of old HUD mods that use mgepipe as I'm moving to MWSE ops only. These mods will still be cross compatible with MGE 3.8 and later, and it really reduces the complexity of scripts and the code behind them. You can check out the original MGE-MWSE 2250+ line switch statement that runs mgepipe ops http://morrgraphext.svn.sourceforge.net/viewvc/morrgraphext/morrgraphext/d3d8/mge/MWSEFunctions.cpp?revision=170&view=markup (starts at line 320).
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Vicky Keeler
 
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Post » Tue May 17, 2011 5:36 am

Just looking at getting HUD mods working now, though I have to release updated versions of old HUD mods that use mgepipe as I'm moving to MWSE ops only.

Oooh! Can you bring back the video texture hooking for at least the main menu texture too? I really want to be able to have a main menu replacer that works with XE.
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Jeneene Hunte
 
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Post » Tue May 17, 2011 5:20 am

For some reason indoor water looks like frozen jello. Any help?
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Motionsharp
 
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Post » Tue May 17, 2011 1:24 am

I have ownership, time display and companion health bar HUD functions working, but standard MGE has serious problems with its zoom implementation that makes reliable zooming broken. The initial zoom level depends on FOV, and the default fov doesn't correspond to zoom level 3, but 2*projection width instead (3.0693), so there is no seamless transition to zoom. The HUD functions also fail to load non power of 2 textures properly, instead stretching them, which leads to compatibility problems with the appearance of textures if I fix it. I may have to update a lot of mods.



And here is http://free-zg.t-com.hr/cssm/ - it may be interesting for Hrnchamd.

This is pretty nice but it looks like it uses up to 8 instances per object to render, I don't see performance info or a paper, and the license isn't GPL compatible.

What parameter in the shadow's shader determines the accuracy of shadows? In XE Shadow Settings.fx I've found only shading and softing options, but max accuracy that I've achieved was http://pikucha.ru/i4ACp

You have to be more specific what you mean with accuracy.


Questions:

1. So is there any way to work around the discrepancy in fogging that occurs at the end of the normal land and the beginning of the distant land? I'm not sure if everyone sees this or just me. I'm using Range Vertex fog and Exponential Fogging and High-Quality Atmospheric Scattering, on Windows 7 x64 with ATI Radeon HD 5750 (5770?) 1 GB.

2. Even though I use Range Vertex fogging, it seems there are still some distant land elements that are depth-based. In other words they disappear when I look straight at them but reappear if I turn slightly to the side (which leaves the objects at the same distance but decreases their Z-depth). Can this ever be fixed?

3. Will there ever be a fix for your hair disappearing when you go into the water? Once the camera and you go under the water it looks fine, but with the camera above the water surface, you appear bald. This occurs with certain transparent hairs like Rin's I believe. Maybe the fix is to just not use those hairs, which don't really look good with SSAO anyway.

What draw distance are you using? I can fix distant objects to fade in properly but it's pretty complex because it needs draw order sorting, in the mean time I can add an extra distance check. Transparent objects are unfixable in the renderer, it's impossible to get Morrowind to draw it in the right order. You can get it closer to looking good with some modelling by using a no-sorter alpha test layer underneath the normal hair.


Oooh! Can you bring back the video texture hooking for at least the main menu texture too? I really want to be able to have a main menu replacer that works with XE.

There's no support planned for texture hooks at all.
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luke trodden
 
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Post » Tue May 17, 2011 9:55 am

There's no support planned for texture hooks at all.

Will there ever be? Is there a particular reason why not?
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Monique Cameron
 
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Post » Tue May 17, 2011 5:24 am

I accidentally forgot to include a screenshot with my post.

http://img827.imageshack.us/i/unledn.jpg/

Log file:
Spoiler
MGE XE 0.8.17
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 Fast.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\Underwater Interior Effects.fx loaded
-- Shader chain indicates HDR Off
<< 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
<< Distant Land init
>> Distant Land release
<< Distant Land release

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Catharine Krupinski
 
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Post » Tue May 17, 2011 3:58 am

Yes, it would be nice to see the texture hooks again one day - I would really like to use SWG's main menu map when it comes out.
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kyle pinchen
 
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