[Relz] Vurt's Weather Settings for Bloom

Post » Tue Mar 15, 2011 12:56 am

I still find G6_3's brightening of the sky when looking at the ground over the top so I'm sticking with GIMP HDRBloom... Other than that I find that the game looks pretty good with your settings.

Just one thing: The horizon. In some weather conditions you can really see multiple lines on the horizon:

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot24-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot22-2.jpg

It's more obvious in the game than on the screenshots.
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RaeAnne
 
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Post » Mon Mar 14, 2011 11:12 pm

I still find G6_3's brightening of the sky when looking at the ground over the top so I'm sticking with GIMP HDRBloom... Other than that I find that the game looks pretty good with your settings.

Just one thing: The horizon. In some weather conditions you can really see multiple lines on the horizon:

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot24-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot22-2.jpg

It's more obvious in the game than on the screenshots.


I get that banding during the early morning hours. Overall, the good outweighs the bad for me. My Morrowind has never looked so good.

One thing I tweaked with this was the quadratic lighting intensity (can't remember the exact string in the ini, I'm at work) from 1 to 10, so light sources are brighter and cast light farther.

G6_3 is my favorite shader at this point (especially with Vurt's changes). It creates such a perfect atmosphere.

Thanks Peachykeen and Vurt. (That's one of my favorite books, too. I have most of Jeff Noon's stuff on hardcover)
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Steven Nicholson
 
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Post » Mon Mar 14, 2011 9:18 pm

Yeah there's some banding, i guess the texures don't blend that well with some colors.

I'm gonna look into the quadratic lightning, i'm not really pleased with how fast light sources fade, would be great if it could be fixed!

I just tried AOF skies with these settings, but I didn't like the results (not that the textures are of bad quality they just didnt blend in well for my settings), except for his rainy sky, that was way better than the default texture, had to tweak the colors a little though, looks great now!

Next up is that i'm going to try to make my own skies, bought myself a Canon 500D recently so i can make hi-quality textures.

Cool to have another Jeff Noon fan here :)
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Connor Wing
 
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Post » Tue Mar 15, 2011 12:58 am

Small tweak to the ini for use with http://www.tesnexus.com/downloads/dl.php?fs=fs1&file=AOF%20Skies-25676.rar (just the texture from this pack for rainy weather, the other textures doesnt look good with those ini settings).

Cloudy weather sky is now less blue and more greyish/blue to look more natural together with the ambient light i've chosen for this weather.
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kevin ball
 
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Post » Mon Mar 14, 2011 2:56 pm

I'd just like to say thanks for this guide, I'm new to Morrowind having played Oblivion a lot and was struggling to get the right combination/settings for MGE shaders.

Thanks, it looks fantastic :D
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Michael Russ
 
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Post » Mon Mar 14, 2011 1:35 pm

I still find G6_3's brightening of the sky when looking at the ground over the top so I'm sticking with GIMP HDRBloom... Other than that I find that the game looks pretty good with your settings.

Just one thing: The horizon. In some weather conditions you can really see multiple lines on the horizon:

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot24-1.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot22-2.jpg

It's more obvious in the game than on the screenshots.


I have a similar issue, but I'm not sure what it's from.
It also happens to the sky textures... You look up and it's like 16-bit all over again, even though in Photoshop they show up in smooth 32-bit. I haven't been able to figure it out, and the main menu tends to do the same thing (hence why MW's default menu is so monochromatic, if you try anything else it dithers it to all to hell).

Also, to fix the sky bloom, you can either add a depth mask (anything over 15000 units gets tinted black, this is going to be on by default in the new version) or use HDR. One thing I've noticed is a lot of people use 6.3 and don't use HDR. It doesn't have it, so you're guaranteed to get overblooming. It's designed to do that, really, because when HDR is added, that balances the scene in the way tB needs to use static cutoffs (it grabs the top 0.15 or less of the screen gamut, but without HDR, that ends up being too much; a good HDR shader will balance the screen, providing a proper range to bloom that includes very few bright areas, drastically improving the effect).
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Juanita Hernandez
 
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Post » Mon Mar 14, 2011 6:19 pm

I have a similar issue, but I'm not sure what it's from.
It also happens to the sky textures... You look up and it's like 16-bit all over again, even though in Photoshop they show up in smooth 32-bit. I haven't been able to figure it out, and the main menu tends to do the same thing (hence why MW's default menu is so monochromatic, if you try anything else it dithers it to all to hell).

I thought it was an alpha compression issue. Or maybe it is an additive filtering problem with the engine.

Also, to fix the sky bloom, you can either add a depth mask (anything over 15000 units gets tinted black, this is going to be on by default in the new version) or use HDR. One thing I've noticed is a lot of people use 6.3 and don't use HDR. It doesn't have it, so you're guaranteed to get overblooming. It's designed to do that, really, because when HDR is added, that balances the scene in the way tB needs to use static cutoffs (it grabs the top 0.15 or less of the screen gamut, but without HDR, that ends up being too much; a good HDR shader will balance the screen, providing a proper range to bloom that includes very few bright areas, drastically improving the effect).

I thought it has HDR. What are these then?
c = smoothstep(HDR.w, (0.5+(HDR.w*2)), c);c += smoothstep(HDR.w, (0.5+(HDR.w*2)), tex2D(s1, Tex));....c += smoothstep(HDR.w, (1.5+(HDR.w*2)),  tex2D(s0, Tex)) / 2;

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Erich Lendermon
 
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Post » Mon Mar 14, 2011 6:13 pm

I find these settings work great with SWG's sky mod. Though I ran his ini. file editor and used his settings for the darker sky.

I'm also going to try it out with HDR 4 instead of HDR 6 or Truebloom. I'm finding I'm not a big fan of bloom in general.
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Alex Vincent
 
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Post » Tue Mar 15, 2011 3:19 am

What is the difference of HDR vs Bloom?
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IM NOT EASY
 
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Post » Mon Mar 14, 2011 6:02 pm

HDR is supposed to simulate your pupils dilating and contracting as they adjust to light levels. Bloom takes highlights and adds a kind of blur effect to them. A lot of the shaders do both, but some only do either one or the other.
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Michelle davies
 
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Post » Mon Mar 14, 2011 9:05 pm

So HDR is supposed to make bright places dimmer and dim places brighter?
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Jamie Lee
 
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Post » Tue Mar 15, 2011 1:32 am

As far as I know, it just makes it shift as you're passing from a bright area to a darker one. So if you're looking at the sun, you'll get a darkening effect as you move your view away from the sun, and then it will normalize.
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Red Bevinz
 
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Post » Tue Mar 15, 2011 4:47 am

Hm... I expected it to do more than that... :P
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Daniel Lozano
 
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Post » Mon Mar 14, 2011 7:53 pm

The also seem to affect highlights and shadows by enhancing them a bit, but that's only what I've noticed.
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butterfly
 
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Post » Tue Mar 15, 2011 5:34 am

Well in that case I think I'll turn off both of them and take my FPS back... Lol
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Cash n Class
 
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Post » Mon Mar 14, 2011 1:35 pm

Could anyone recommend a good HDR shader?

I've tried these two:

DX9 HLSL HDR 4.fx (this made the game much brighter, sky became washed out etc, the opposite of what im after)

HDR lighting.fx this looked pretty good! Intensified the shadows and the textures looked more detailed (they tend to get a bit bright with only bloom, making them lose detail). But there was too much flashing like it constantly had to adjust to the light, totaly unbearable.

I can defeintely see why HDR is needed..
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Latisha Fry
 
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Post » Mon Mar 14, 2011 7:18 pm

I thought it was an alpha compression issue. Or maybe it is an additive filtering problem with the engine.

It's possible. I've been looking at it, shaders just make it pop more, but the issue is there anyway, definitely. Even with stock skies.


I thought it has HDR. What are these then?
c = smoothstep(HDR.w, (0.5+(HDR.w*2)), c);c += smoothstep(HDR.w, (0.5+(HDR.w*2)), tex2D(s1, Tex));....c += smoothstep(HDR.w, (1.5+(HDR.w*2)),  tex2D(s0, Tex)) / 2;

Floating thresholds. They increase the cutoff when the scene is brighter (for less highlighting) and decrease it when the scene is darker. They don't, however, rebalance the entire scene in the way HDR does, they only help adaptively filter the scene.


What is the difference of HDR vs Bloom?

As Stuporstar said, it enhances lights. Bloom mimics a lens effect present in your eye, where exceptionally bright areas scatter passing through the lens, giving a halo of sorts. HDR mimics pupil dilation.
Simple bloom and HDR shaders have almost no FPS hit. However, vurt picked trueBloom for this example, which is certainly not simple (gets more complex with every version :\).

Could anyone recommend a good HDR shader?

http://www.mediafire.com/?yxnmq2uqyzz
If it's too harsh, up the key value. I have it around 0.7 for strong HDR, 0.9 will be pretty soft. I think somewhere in the 0.78-0.86 area will be decent.
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+++CAZZY
 
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Post » Mon Mar 14, 2011 7:08 pm

http://www.mediafire.com/?yxnmq2uqyzz
If it's too harsh, up the key value. I have it around 0.7 for strong HDR, 0.9 will be pretty soft. I think somewhere in the 0.78-0.86 area will be decent.


Thanks, will try!
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MISS KEEP UR
 
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Post » Tue Mar 15, 2011 3:07 am

hi, can anyone explain me this settings?

Land Fog Day Depth=.34
Land Fog Night Depth=.34
Clouds Maximum Percent=1.0
Wind Speed=.1
Cloud Speed=.50
Glare View=1
Cloud Texture=Tx_Sky_Clear.tga
Ambient Loop Sound ID=None

how thy change the look of the game?

thx! :)
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flora
 
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Post » Mon Mar 14, 2011 3:41 pm

It's self explationary really..

Cloud texture is just that, the cloud texture of the sky, changing the texture changes how the sky looks. Ambient loop, you can make a weather have a sound loop, e.g in clear weather you could have birds singing or a wind howling in stormy weather (ashstorms has this already).

Cloud speed is, well, cloud speed, change it to a higer value and clouds will pass by faster.. Wind speed, this SHOULD change how much the animated grass moves for example, im quite sure it does, and in the vanilla game it affects how much e.g the store signs moves in the wind. Just try and see what happens, its the best way to learn things and a must if you want to know if it changes something to the better or to the worse :)

I always go for really extreme values when i try things (if im not 100% sure what it does) otherwise the effect can be too vague to even notice.
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Charlotte X
 
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Post » Mon Mar 14, 2011 3:33 pm

Mh, ok! my doubt was about the land fog depth (min and max value...) and if it's the same in the mge weather settings tab (fog offset, fog range factor..) i think fog is one of the most important thing in morrowind ambient, but i can't again understand the way it work....

anyway, i've tried to change some colour settings just for the clear weater, trying to give a more pale look...something a little desaturated...

if anyone want to try a give me feedback... :-)


ps, sorry 4 my english! i don't write anythink in english from the years of college! :-)


[Weather Clear]
Sky Sunrise Color=108,103,097
Sky Day Color=086,126,157
Sky Sunset Color=194,135,065
Sky Night Color=001,001,001
Fog Sunrise Color=251,194,194
Fog Day Color=145,153,163
Fog Sunset Color=209,107,045
Fog Night Color=050,052,066
Ambient Sunrise Color=192,171,175
Ambient Day Color=175,189,200
Ambient Sunset Color=223,103,058
Ambient Night Color=5,2,61
Sun Sunrise Color=237,217,190
Sun Day Color=241,255,148
Sun Sunset Color=026,014,022
Sun Night Color=010,010,020
Sun Disc Sunset Color=220,190,010
Transition Delta=.015
Land Fog Day Depth=.34
Land Fog Night Depth=.34
Clouds Maximum Percent=1.0
Wind Speed=.1
Cloud Speed=.50
Glare View=1
Cloud Texture=Tx_Sky_Clear.tga
Ambient Loop Sound ID=None
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Kelly James
 
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Post » Mon Mar 14, 2011 3:46 pm

Ambient Day Color=175,189,200

way too much blue, a clear/sunny day has much yellow light, go out and observe, everything is a bit yellow :) on a cloudy, or rainy day everything has a more blue color temperature.

Doesnt look bad but not realistic (not that my .ini is 100% realistic either hehe...)
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STEVI INQUE
 
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Post » Mon Mar 14, 2011 1:44 pm

does anyone know if is possible to force weather ?

i've tried using

changeweather, bitter coast region, 1 (for example)


but nothis seems to change...

where is wrong?
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kyle pinchen
 
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Post » Mon Mar 14, 2011 3:11 pm

Never got that to work either, would be great if someone knew exactly what to write in the console.

Until then I can recommend that you change "hours between weather changes" to "1" and then use the in-game rest function..

set timescale to 3000 (depending on how fast you want the hours to pass by) it also very useful.

Does anyone know how to use the "coc" console command for places that consist of 2 words? i tried writing the words together, using underscore, but it doesnt work..
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Jonathan Montero
 
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Post » Mon Mar 14, 2011 5:31 pm

does anyone know if is possible to force weather ?

Let's say I want it to be sunny in the West Gash. I'd type in the console this:

changeweather "west gash region" 0

That is the exact syntax. You need quotes around the region, and don't put commas in.

Vurt, I just answered your question, too. If a variable in a console command is more than two words, it must be quoted.
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James Smart
 
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