Shelter from Magnus' Blaze 5

Post » Tue May 17, 2011 12:44 pm

As of right now, this mod project cannot cast shadows from rocks and grass; only trees and static buildings, correct?

I believe you set the limiting height of the static objects MGE should render specially, so under a certain height they are ignored.
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Baby K(:
 
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Post » Tue May 17, 2011 2:47 pm

I believe you set the limiting height of the static objects MGE should render specially, so under a certain height they are ignored.

Yeah, so you can set the static size to zero and all statics will cast shadows, but the smaller the static the more faint the shadow will be.
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u gone see
 
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Post » Tue May 17, 2011 8:28 am

Small question.. does Gimp's HDRBloom 1.3 works with MGE XE? if not, is there a stronger Bloom & HDR than the default ones?
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Leticia Hernandez
 
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Post » Tue May 17, 2011 1:36 am

Small question.. does Gimp's HDRBloom 1.3 works with MGE XE? if not, is there a stronger Bloom & HDR than the default ones?

Yes the Gimp's HDRBloom 1.3 is included and completely fonctionnal with MGE XE ;)
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Anna Beattie
 
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Post » Tue May 17, 2011 10:19 am

Yes the Gimp's HDRBloom 1.3 is included and completely fonctionnal with MGE XE ;)


Tank you for the fast reply :wink_smile: although i didn't see GIMP_HDRBloom_v1_3_vt2 in the Shader setup screen, should i just copy GIMP_HDRBloom_v1_3_vt2.fx to Data Files\shaders\XEshaders ?
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helen buchan
 
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Post » Tue May 17, 2011 9:07 am

The alternate combat control don't seem to work as intended for me - for instance, even if I move the mouse diagonally or left-right I still get the bash kind of attack with any weapon.
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KU Fint
 
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Post » Tue May 17, 2011 2:07 pm

I'm having this problem with the leaves on some of the trees not loading at a distance (just the tree itself) and as a "byproduct" of that, some of the tree shadows are missing leaves, even up close. See this screenshot: http://i55.tinypic.com/358464o.jpg
Anyone know a solution to this?

Also, MGE (original & XE) thinks objects on the edge of the screen are closer to the player than objects straight in front of him. Thus objects fade in and out of view depending on which way the player is facing. This is rather annoying. Is there a solution to this?


Anyone?
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Catharine Krupinski
 
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Post » Mon May 16, 2011 11:50 pm

Anyone?


I'm going to make a guess that the shadows aren't being cast due to the billboard nature of the trees. Using a different replacer or removing Vality's tree models should solve the problem the next time you generate distantland.
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Strawberry
 
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Post » Tue May 17, 2011 3:43 pm

I'm going to make a guess that the shadows aren't being cast due to the billboard nature of the trees. Using a different replacer or removing Vality's tree models should solve the problem the next time you generate distantland.


I concur. I'm currently using Vality7's Ascadian Isles mod but have replaced the trees with Vurt's Ascadian Isles Tree Replacer II trees and the result is great. The trees don't pop in like Vality7's trees did and the shadows cast by the trees are excellent. The combination also is nice because the rest of Vality7's work in the area is retained such as the bushes, extra trees, etc.
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Alexander Horton
 
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Post » Tue May 17, 2011 2:55 am


Also, MGE (original & XE) thinks objects on the edge of the screen are closer to the player than objects straight in front of him. Thus objects fade in and out of view depending on which way the player is facing. This is rather annoying. Is there a solution to this?


I am pretty sure that is not MGE (or XE), that happens in many, if not, all first person games. I think it has something to do with the field of view.
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Stay-C
 
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Post » Tue May 17, 2011 10:55 am

Tank you for the fast reply :wink_smile: although i didn't see GIMP_HDRBloom_v1_3_vt2 in the Shader setup screen, should i just copy GIMP_HDRBloom_v1_3_vt2.fx to Data Files\shaders\XEshaders ?

oh sorry I have made a mistake >.<'
there is no GIMP_HDRBloom_v1_3 in NGE XE. :confused:
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Genocidal Cry
 
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Post » Tue May 17, 2011 2:13 pm

I believe you set the limiting height of the static objects MGE should render specially, so under a certain height they are ignored.
So you're saying that every blade of grass from the grass mod will be able to cast a shadow? Because I have never seen any MGE screenshot where the grass and other such flora were casting shadows.

Also, will this project eventually be able to cast shadows on any object placed in the game world? i.e. miscellaneous, alchemy, ingredients, weapons/armor, etc....
Or is that something that could really only be done in OpenMW?
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Brooke Turner
 
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Post » Tue May 17, 2011 12:15 pm

So you're saying that every blade of grass from the grass mod will be able to cast a shadow? Because I have never seen any MGE screenshot where the grass and other such flora were casting shadows.

Also, will this project eventually be able to cast shadows on any object placed in the game world? i.e. miscellaneous, alchemy, ingredients, weapons/armor, etc....
Or is that something that could really only be done in OpenMW?



Grass is purposely excluded from shadow casting for performance reasons.
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MISS KEEP UR
 
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Post » Tue May 17, 2011 12:52 pm

Some crash report
Previous version of MGE: rev178
System: AMD Athlon X3 440, 4 gb RAM, NVidia GeForce 450 GTS 1 Gb (drivers 260.99)
OS: Windows 7 *64
DX: updated to june 2010 (as pointed in the first post)
MW: latest version, MCP 1.9, exe is patched to use 4 gb of RAM, heavily modded (using "Morrowind Overhaul: Sounds and Graphics")
Configuring of MGE XE have been done as requested in the first post.

During the stage of "Initialyzing Data" I recieve a StackHash error

MGE XE log:
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
-- Proxy Mouse OK
-- Proxy Mouse OK


Any help would be appreciated. Thanks for great work, the screenies are pretty nice.
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Rinceoir
 
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Post » Tue May 17, 2011 3:32 pm

Grass is purposely excluded from shadow casting for performance reasons.
Well we're not always going to have 4.0 GHz processors. Someday we'll have 10 GHz processors, or even 100 GHz processors. As computers get faster and more powerful, will you guys consider shadows for grass and other objects? Because I'm sure I'm not the only one who would like to have dynamic shadows in TESIII.
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Jodie Bardgett
 
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Post » Tue May 17, 2011 11:24 am

Well we're not always going to have 4.0 GHz processors. Someday we'll have 10 GHz processors, or even 100 GHz processors.


intel said ~5-10(?) years ago they will reach the 10ghz mark... still far away from that... but if u know anything about cpu, i know ghz is not everything.....


and here a crash report and mgexe log, i did run this with saved setting, after the crash i lowered the grass to 80% and it didn't crash.
Spoiler

Problem signature:
Problem Event Name: BEX
Application Name: MGEXEgui.exe
Application Version: 3.8.2.178
Application Timestamp: 4d5e3c39
Fault Module Name: MGEfuncs.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bca84ce
Exception Offset: 00146912
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: aaa4
Additional Information 2: aaa488c5292269823d5ab90cc499c6f1
Additional Information 3: ae2d
Additional Information 4: ae2ddb85299c6dd250d09eb0799cfda4

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt



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
-- Proxy Mouse 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 Fine.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
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures/tx_dwrv_trim03.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe00.tga
-- Distant Land finished loading distant statics
<< Distant Land init
Too many grass instances. (4097)
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Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
Too many grass instances. (4152)
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Too many grass instances. (4145)
Too many grass instances. (4158)
Too many grass instances. (4149)
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Too many grass instances. (4147)
>> Distant Land release
<< Distant Land release


User avatar
Emma Parkinson
 
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Joined: Wed Jul 26, 2006 5:53 pm

Post » Mon May 16, 2011 11:56 pm

long time no word from hrnchamd on his topics...
i hope you will continue work with mgexe & mcp soon
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Sarah Bishop
 
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Joined: Wed Oct 04, 2006 9:59 pm

Post » Tue May 17, 2011 5:38 am

intel said ~5-10(?) years ago they will reach the 10ghz mark... still far away from that... but if u know anything about cpu, i know ghz is not everything.....



the physical limit is at around 3.6 Ghz ;)
So from now on you will only get more cpus, but not faster ones
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suniti
 
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Joined: Mon Sep 25, 2006 4:22 pm

Post » Tue May 17, 2011 11:18 am

the physical limit is at around 3.6 Ghz ;)
So from now on you will only get more cpus, but not faster ones



True, if you are using stock cooling systems, however, with a decent(yet still relatively cheap) air cooling system its pretty easy to get 4ghz stable with a modern processor, though to go faster you need much more expensive water cooling, and beyond ~4.5 ghz you would need liquid gas of some kind, or electrostatic cooling either of which could potentially damage the microsopic components attached to the motherboard(i.e. everything that matters) not to mention that they are prohibitively expensive.
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Brooke Turner
 
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Joined: Wed Nov 01, 2006 11:13 am

Post » Tue May 17, 2011 8:04 am

the physical limit is at around 3.6 Ghz ;)
So from now on you will only get more cpus, but not faster ones

This is true. With current silicon tech there is a physical limit on the size of the transistors below which electron charge leaks too fast or escapes by "tunnelling" through the walls due to quantum effects, so they cease to function correctly over time. Better coolng can help, but not everyone is prepared to have bottles of dry ice and liquid nitrogen on hand to top up while gaming... There are 5 or 10 years left of process shrinks left before the limit is reached and new semiconductor materials or fundamental technology changes are needed.

The catch with adding more and more processors to compensate is that few games and applications are written to use the extra cores effectively (and some apps are being deliberately NOT rewritten to use them, like nVidia physX, to keep its hardware-proprietary edge) and many algorithms simply can't be rewritten to benefit from multi-threading. This means that the productivity limitation will become you and your ability to multi-task, not the speed of your applications. For instance, you may eventually be able to have three or more copies of Crysis or whatever running at the same time :biggrin: but each individual copy will run not much faster than before...
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Kitana Lucas
 
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Joined: Sat Aug 12, 2006 1:24 pm

Post » Tue May 17, 2011 12:06 pm

True, if you are using stock cooling systems, however, with a decent(yet still relatively cheap) air cooling system its pretty easy to get 4ghz stable with a modern processor, though to go faster you need much more expensive water cooling, and beyond ~4.5 ghz you would need liquid gas of some kind, or electrostatic cooling either of which could potentially damage the microsopic components attached to the motherboard(i.e. everything that matters) not to mention that they are prohibitively expensive.
There will be something invented in the future that people like you would have never thought of. So I'm not worried at all. Computers will someday be unbelievably fast. You kinda remind me of those folks in the old days that said the earth was flat. lol
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Amy Masters
 
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Joined: Thu Jun 22, 2006 10:26 am

Post » Tue May 17, 2011 2:33 pm

Tes96 => currently it's the numbers of core of the processor that take into consideration, and not either the number of Ghz of the processor. :mellow:
But it's only 'curentlly'... :D
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Patrick Gordon
 
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Joined: Thu May 31, 2007 5:38 am

Post » Tue May 17, 2011 2:52 pm

Tes96 => currently it's the numbers of core of the processor that take into consideration, and not either the number of Ghz of the processor. :mellow:
But it's only 'curentlly'... :D
What do you mean? Like dual core vs 8-core?
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Sakura Haruno
 
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Post » Tue May 17, 2011 4:13 am

Exactly.
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Kay O'Hara
 
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Post » Tue May 17, 2011 3:25 pm

Maybe we should stay on topic hm? Anyway, is it normal for MW/MGE blending to be different from the "normal" MGE? The distant land seems to popping in with chunks, even with MW/MGE blending enabled. Other than that, MGE XE is awesome and should be the main version of MGE. :tops:
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Fanny Rouyé
 
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