[WIPz/RELz] Sun shaft rays

Post » Thu Nov 25, 2010 1:57 am

E8500/4GB ram/ Radeon HD 4870 (512MB)

OT: A grand example of CPU power oriented Morrowind performance benchmark. E8500 can be overclock up to 4.2 GHz easily. With a price tag of 2xx$, it is definitely a super processor(for Morrowind). I want one.
http://www.neoseeker.com/Articles/Hardware/Reviews/intel_e8500/11.html

BOT:
It seems you need shader variables for sunshaft shader. Which isn't a surprise. Phal released an update for sun visibility(check MGE thread), maybe that could help your issue. And 116 number on MGEgui, don't worry about it, developers sometimes forget to update it, because most developments are on d3d8.dll.
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Jonathan Egan
 
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Post » Thu Nov 25, 2010 6:30 am

BOT:
It seems you need shader variables for sunshaft shader. Which isn't a surprise. Phal released an update for sun visibility(check MGE thread), maybe that could help your issue. And 116 number on MGEgui, don't worry about it, developers sometimes forget to update it, because most developments are on d3d8.dll.


I downloaded the newest d3d8 (sundir v3) but to no avail. The sun is still visible at all times through clouds and weather.
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Conor Byrne
 
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Post » Thu Nov 25, 2010 6:47 am

A small bump for a good mod and my still ongoing problem:

To summarize. With everything (seemingly) installed correctly the sun shader only works with "update shader variables" activated, however this enables the sun at all times regardless of weather.


You guys probably know more about this than I, so any help available is much appreciated :)
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Cathrin Hummel
 
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Post » Thu Nov 25, 2010 10:42 am

You guys probably know more about this than I, so any help available is much appreciated :)

The only thing I could imagine causing this would be strange morrowind.ini settings. Open your morrowind.ini and check if the 'Glare View' parameter under each '[Weather ...]' section is set to something lower than 1. This value determines the sun visibility passed to the shaders, if it is set to a low value, the sun rays should be very weak or vanish completely for the corresponding weather.
Other than that, you can only make sure to use the latest version of my d3d8.dll. Don't know what else could be wrong :/
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Emma-Jane Merrin
 
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Post » Thu Nov 25, 2010 1:04 am

Also, you have to have shader vars on because it needs to be able to know where the sun is.
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Soraya Davy
 
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Post » Thu Nov 25, 2010 2:22 am

Appreciated. All glare view variables are set to 1. I use the latest d3d8.dll and shader variables are on in MGE. Without it the shaders are not working correctly (at all) - which it does, of course, when shader variables are enabled - but with a constant sun regardless of weather/clouds.

Seems strange to me, but it's even stranger that I'm the only one who seems to have this problem = /
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Dean Brown
 
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Post » Thu Nov 25, 2010 2:02 pm

You just need to go into your shader editor, preview sunshaft 01a, find this line...

#define sundisc 1				// Draws additional sun disc. Set to 0 to disable it


Change that 1 to a 0 so that it looks like this

#define sundisc 0 				// Draws additional sun disc. Set to 0 to disable it


and the shader will stop drawing a sun on top of everything else.
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vicki kitterman
 
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Post » Thu Nov 25, 2010 10:33 am

Appreciated. All glare view variables are set to 1. I use the latest d3d8.dll and shader variables are on in MGE. Without it the shaders are not working correctly (at all) - which it does, of course, when shader variables are enabled - but with a constant sun regardless of weather/clouds.

Seems strange to me, but it's even stranger that I'm the only one who seems to have this problem = /

When the Glare View is set to 1 for each weather type that would be exactly the reason for your problem. Try setting it to 0 or something like 0.25 for rain/fog etc. and the sun should behave correctly.
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Jordan Fletcher
 
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Post » Thu Nov 25, 2010 8:01 am

Thanks guys,

I disabled the sun earlier because of the black sun issue and something got mixed up somewhere along the road.

You just need to go into your shader editor, preview sunshaft 01a, find this line...

#define sundisc 1				// Draws additional sun disc. Set to 0 to disable it


Change that 1 to a 0 so that it looks like this

#define sundisc 0 				// Draws additional sun disc. Set to 0 to disable it


and the shader will stop drawing a sun on top of everything else.


This work wonders in putting the sun behind clouds

I finally have a working, good looking sun :)
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Kathryn Medows
 
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Post » Thu Nov 25, 2010 2:19 pm

could you upload it somewhere else, please? I can't seem to find the download in the advertisemant page that the link gets me to :(
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Paula Ramos
 
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Post » Thu Nov 25, 2010 12:15 pm

could you upload it somewhere else, please? I can't seem to find the download in the advertisemant page that the link gets me to :(


The link should be at the top right (it was when I loaded the page just a minute ago). The icon looks like a wooden box with a green arrow pointing down.
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Catherine N
 
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Post » Thu Nov 25, 2010 9:37 am

Phal, this shader is exquisite, every bit as deliciously superb as your water shader. Well done.

A word of advice to anyone else using this: make sure to edit the FOV entry in the "tweakables" section at the top of the shader itself.
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Sarah Edmunds
 
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Post » Thu Nov 25, 2010 5:55 am

No such thing :/ http://i843.photobucket.com/albums/zz356/DamnedBoyMB/hhh.jpg is what shows everytime I click on the link in the first page of this thread.
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Flutterby
 
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Post » Thu Nov 25, 2010 8:58 am

No such thing :/ http://i843.photobucket.com/albums/zz356/DamnedBoyMB/hhh.jpg is what shows everytime I click on the link in the first page of this thread.

That's not even the page that the link goes to, so maybe you are being redirected for some reason:

for manual entry purposes, here is the actual address bar link:

http://www.speedyshare.com/990377680.html

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Mark
 
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Post » Thu Nov 25, 2010 1:34 am

Phal, this shader is exquisite, every bit as deliciously superb as your water shader. Well done.

A word of advice to anyone else using this: make sure to edit the FOV entry in the "tweakables" section at the top of the shader itself.



Edit it to what?

I've never really understood what FOV i have in game, how can i check? i'm using 1920x1080 with the resolution changer.
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megan gleeson
 
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Post » Thu Nov 25, 2010 8:12 am

That's not even the page that the link goes to, so maybe you are being redirected for some reason:

for manual entry purposes, here is the actual address bar link:

http://www.speedyshare.com/990377680.html


Thanks, but it just redirected me again :(
could someone please upload it elsewhere... or maybe send it to my email: DamnedBoyMB@gmail.com
thanks
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Sylvia Luciani
 
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Post » Thu Nov 25, 2010 11:39 am

Edit it to what?

I've never really understood what FOV i have in game, how can i check? i'm using 1920x1080 with the resolution changer.
If you haven't changed your Field of View to anything beyond 75, then you don't need to change it but trust me, you should look into it since you're using a widescreen monitor. FPS Optimizer can change Field of View. Let me try to explain WHAT it is, though:

It's not particularly correct to say so, but you COULD think of FOV as "zoom". Have you ever noticed that when you play most games at a higher resolution, you will be able to see "more" of the screen? For example, Oblivion accurately calculates Field of View so if you play at, say, 600x800, you will feel as if you have your cheek against the blade of your sword (imagine that your head pushed forward on your shoulders). Now, increasing your field of view would be the equivalent of moving your head BACK on your shoulders.

So, in morrowind, what this amounts to is that with a FOV at 75, looking straight forward with, let's say, a Daedric Dai Katana drawn, you will see the middle part of the blade, but with a FOV of around 91 you will see more of the Katana and the hilt, plus your hands gripping the hilt, something you could only normally see at FOV 75 by looking down towards the ground. This is more realistic, because if you were to hold a sword in the same position as your character does in game, you would be able to see your hands holding the hilt in your peripheral vision. You can't get a MOST realistic field of view in morrowind without distortion, however, because our monitors are not the same aspect ratio as our eyes. :D

I hope that made some kind of sense. Haha.

EDIT: By the way, the reason you need to change the FOV in Phal's shader is because otherwise the sun will draw to the screen in a really freaking weird way, so that if you look up the sun will literally move down, sometimes below the horizon if it's late enough in the day which is pretty crazy looking, as if the time of day is changing depending on the angle you are looking.
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Justin Hankins
 
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Post » Thu Nov 25, 2010 3:06 am

Enzo thanks! I do know what FOV is, i just didnt know if the resolution changer or MGE changes it somehow :) So a 91 would be a good FOV for 1920x1080 you think (im not very good with which values of FOV i should be using).

How do i change the FOV, is it within the resolution changer, MGE or in the .ini? Or do i have to use FPS optimizer (my experiences with it isnt that good, it'd be great if it could be changed some other way..) Thanks again!
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Natasha Callaghan
 
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Post » Thu Nov 25, 2010 3:21 pm

Enzo thanks! I do know what FOV is, i just didnt know if the resolution changer or MGE changes it somehow :) So a 91 would be a good FOV for 1920x1080 you think (im not very good with which values of FOV i should be using).

How do i change the FOV, is it within the resolution changer, MGE or in the .ini? Or do i have to use FPS optimizer (my experiences with it isnt that good, it'd be great if it could be changed some other way..) Thanks again!

If you did not change the FOV via FPS optimizer, it will always be fixed at 75, independent of your screen resolution. So you do not need to touch it in the shader file, unless you alter your FOV settings. Currently it's planned to include FOV settings in MGE. When that is done it will be no problem to automatically pass the FOV to the shaders, so adjusting it manually will not longer be needed.

@DamnedBoyMB:
You got mail :)
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Emma
 
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Post » Thu Nov 25, 2010 6:13 am

Alright, thanks. I might try the FPS optimizer but it'd be great to have a FOV function in MGE :)
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Maria Garcia
 
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Post » Thu Nov 25, 2010 8:32 am

If you did not change the FOV via FPS optimizer, it will always be fixed at 75, independent of your screen resolution. So you do not need to touch it in the shader file, unless you alter your FOV settings. Currently it's planned to include FOV settings in MGE. When that is done it will be no problem to automatically pass the FOV to the shaders, so adjusting it manually will not longer be needed:
:3 I've been hoping for FOV to get implemented in MGE for awhile, now. It's the only reason I launch FPS optimizer anymore.
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lillian luna
 
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Post » Thu Nov 25, 2010 1:24 pm

Update to v0.02 :)

Optimized code a bit. The shader should run a bit faster now, without losing too much visual quality.
I also added a simple horizon line, fading out the sun disc below it. I added an option to enable the sun disc underwater (on by default).

Here's the http://www.speedyshare.com/796782978.html.

Edit: oops.
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Setal Vara
 
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Post » Thu Nov 25, 2010 3:39 am

Update to v0.02 :)

Optimized code a bit. The shader should run a bit faster now, without losing too much visual quality.
I also added a simple horizon line, fading out the sun disc below it. I added an option to enable the sun disc underwater (on by default).

Great, thanks! :)

Does this also allow for shafts underwater as seen http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1039196&view=findpost&p=15168328, or just the disc?

edit: You didn't give the right link, this allows us to remove the file as well.
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Darren
 
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Post » Thu Nov 25, 2010 3:46 am

Please tell me this works with rev 117.
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Taylor Thompson
 
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Post » Thu Nov 25, 2010 1:13 pm

Great, thanks! :)

Does this also allow for shafts underwater as seen http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1039196&view=findpost&p=15168328, or just the disc?

edit: You didn't give the right link, this allows us to remove the file as well.

Whoops. ;) Fixed, thanks.

I'm pretty sure that the screens you linked were done with this shader. Sun rays always worked underwater, they are simply toned down by Morrowind's blueish underwater coloring. You could increase the sunray strength to make them more pronounced.

Please tell me this works with rev 117.

Will only work with my modified .dll file for rev117 (d3d8_sundir04.zip).
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Soph
 
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