Edited by povuholo, 06 January 2011 - 01:50 PM.
Povuholo's Morrowind 2010 - Graphics and Sounds
#1
Posted 10 October 2010 - 01:40 PM
#2
Posted 10 October 2010 - 02:16 PM
Good job!
(added link in my Mod Rec thread)
#3
Posted 10 October 2010 - 02:22 PM
I will certainly use some those!
#4
Posted 10 October 2010 - 02:46 PM
#5
Posted 10 October 2010 - 03:02 PM
Edited by Oromish, 10 October 2010 - 03:03 PM.
#6
Posted 10 October 2010 - 03:35 PM
About Connary's: True, I don't have any good shots of those areas though. The grazelands are covered with grass so you can't really see them well, and I'm already using a different Telvanni replacer. I just picked a couple of general shots I made in the past, maybe I should make a few specifically as examples.Nice list, but some more alternatives would be nice. I guess they are personal reccomendations. I might make my own graphical list, and try and be a bit more complete with some opinions, recommomendations and notes. Also , your pictures of Connaries are a bit cherry picked, maybe you should show some of the worse areas (Imperial buildings grazelands telvanni cough).
As for alternatives, I haven't used many different graphics packs so I don't know much about all the alternatives. It is indeed a personal list.
20-30.How high fps do you usually have outdoors?
#7
Posted 10 October 2010 - 04:20 PM
#8
Posted 10 October 2010 - 05:36 PM
Spewboy's Bitter Coast
#9
Posted 10 October 2010 - 07:52 PM
Edited by triffidfood, 10 October 2010 - 07:54 PM.
#10
Posted 11 October 2010 - 12:59 PM
Those look great. I can't believe I've never heard of this guy before, he's got some othe nice works. I'm downloading this as soon as I get a spare minute.Povuholo what about this retexture for the Bitter Coast by Spewboy, they look really good in game.
Spewboy's Bitter Coast
#11
Posted 11 October 2010 - 01:31 PM
Those look great. I can't believe I've never heard of this guy before, he's got some othe nice works. I'm downloading this as soon as I get a spare minute.
Yeah he has several really good ones indeed.
#12
Posted 11 October 2010 - 02:02 PM
I don't think I've seen that one before. I'm using Connary's right now, but I'll add this one to the list too.Povuholo what about this retexture for the Bitter Coast by Spewboy, they look really good in game.
Spewboy's Bitter Coast
#13
Posted 11 October 2010 - 02:40 PM
The same guy also has a Daedric Ruin retexture that I might try out if you're interested.Now I wish people would start making more ground textures for areas outside the Bitter Coast, I think ground and rock textures are the biggest gap in replacers at the moment.
#14
Posted 11 October 2010 - 04:06 PM
Couple corrections about MGE:
I cannot reproduce the movie playback issue you mention with SVN 178 - there is a setting if selected that will skip the two opening movies ('bethesda logo.bik' & 'mw_logo.bik'); MGEgui >> 'Input' tab >> 'Skip the opening movie' checkbox - if that's checked then you won't get the opening movies. I've tested this both in windowed and fullscreen modes, with the bik files directly off the CD and with them copied to the '...\Data Files\Video' folder, and the intro movie on starting a new game always correctly plays. I'm running WinXP32 sp3, it might be an issue just with 64-bit systems or a DVD/CD playback issue on your system.
Distant Land Setup Wizard - world mesh detail does make a difference, the higher the setting the more accurate the distantland mesh will align with the actual terrain. However, it's best to let MGE decide the detail quality by selecting 'Auto' which will be based on the size of the game world due to land adding plugins and graphics memory.
Great list!
#15
Posted 11 October 2010 - 04:30 PM
#16
Posted 11 October 2010 - 04:35 PM
It's a big performance killer though.
Tetchy: Thanks for the info. I'll have a look at the video thing. I do recall it being an issue though, but maybe that was a different test version (Phal's new one, or the shadow build maybe).
Edited by povuholo, 11 October 2010 - 04:37 PM.
#17
Posted 11 October 2010 - 04:45 PM
#18
Posted 11 October 2010 - 04:48 PM
Quality, Been searching my behind off for these shaders, You dont happen to have a link do you?, Allso, Dose it matter what order the shaders go in?
I didn't really put them in a particular order there, but it does matter, sort of. The MGE thread recommends:MGE Shaders
Shaders that I have used:
knx_SSAO_v09: Very nice effect, but it can have quite a big hit on your performance. As for what it does exactly: Comparison shot (Those cave textures are Connary's, by the way).
sunshaft_v002a: This screenshot says enough.
GIMP_HDRBloom_v1_3 : A nice, simple bloom/HDR shader with a relatively low performance hit.
Read the MGE documentation on how to activate these. I think they're all included in the SVN 178 download. If not, or if you use a different version that doesn't have them maybe, you can find most of them here.
Recommended shader order (for any combination of these shader types):
HDR, SSAO, Depth of Field, Sun Rays, Bloom
Reason:
* HDR adjusts the color balance and contrast. For the other shaders to apply properly, they need to take this into account.
* SSAO adds shadows to the scene. It needs to be affected by DoF and bloom. It is after HDR only because the HDR value would not take the new shadows into account.
* Depth of Field (DoF) comes next, because it blurs the scene. It needs to have the balanced, shadow-added scene to blur, but otherwise needs a raw scene.
* Sun Rays is here because it needs the balanced and possibly blurred scene to draw the rays over, but it needs to be affected by bloom.
* Bloom comes last because it needs to effect both the DoF blur (lights can look different when bloomed before/after DoF) and the sun rays.
#19
Posted 11 October 2010 - 05:01 PM
Edited by Mortanius, 11 October 2010 - 05:01 PM.
#20
Posted 11 October 2010 - 06:30 PM
Overall i think it's a pretty helpful list for the newcomers and for ones who start again after a while.
Edited by candesco, 11 October 2010 - 06:31 PM.
#21
Posted 12 October 2010 - 12:13 PM
#22
Posted 12 October 2010 - 02:20 PM
#24
Posted 13 October 2010 - 04:31 PM
If you are using MGE, you can set the texture Scaling Filter to Anisotropic x4, x8, or x16. That will smooth out the seam; higher numbers mean a smoother transition. x8 works well for me. Alternatively, you can set the Mipmap LOD Bias to -2 or around, but that may cause some nasty-looking speckles to appear on some textures, so I don't recommend it. Both are found on the Render state tab.I've installed some nice ground textures but it creates a nasty problem; there's a very visible seam where the texture starts to blur. See this picture. Is there anyway to move the distance further away or make it less noticable in any way?
#25
Posted 14 October 2010 - 03:14 PM
#26
Posted 14 October 2010 - 04:04 PM
Thanks
#27
Posted 15 October 2010 - 12:34 PM
Link? I'd really like to see those.You should add in any of the reflection/bump mapped armors out there. I believe AnOldFriend made a few that were compatible with darknuts textures as well.
#28
Posted 15 October 2010 - 05:08 PM
Link? I'd really like to see those.
Check the third page in this thread, posts 51 and 54
http://forums.bethso...t-the-2nd-coat/
#29
Posted 17 October 2010 - 01:39 PM
#30
Posted 23 October 2010 - 09:45 PM
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