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#1
Hrnchamd

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MGE XE
A custom MGE build with shadows and a handful of performance improvements, hopefully with similar or better performance than regular MGE. Have a look at these screenshots.

Galleries
Gnaar Mok (recent)
0 1 2 3 4 5 6 7 8 9 10 11
Charm of the West
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
To the South
0 1 2 3 4 5 6 7 8 9 10 11 12 13
Weight of Light
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Ascadian Afternoon
0 1 2 3
Coastal
0 1 2 3 4 5
Solar Dipole
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14


It works by utilising the distant land objects to cast shadows, so it only works outside. It is real-time and speed that Morrowind time passes makes the passage of the sun quite noticeable. There are some limitations, and some optimizations compared to standard MGE. There are several features from MGE that have been cut too; some MGE-specific MWSE commands, texture hooks, and MGE-drawn animated tree statics.


New features since XE 0.8
  • Dynamic water from MGE 178+, water simulation adjusted to be more liquid
  • Less distant object popping
  • Full install package, doesn't require a previous MGE installed
  • HDR shader upgraded, opinions please
  • HUD mods reload properly after alt-tab from fullscreen mode.
  • Settings GUI improved
New features over standard MGE
  • All objects in Morrowind view distance receive shadows.
  • High quality selection of default shaders included.
  • Screenshot enable checkbox now works as expected, since the screenshot code is patched. Just use PrintScreen, no macro required.
  • Object pop-in at the screen edge no longer occurs. Distant land and grass culling is not delayed by a frame any more.
  • Grass parts when the player is nearby; grass is lit better.
  • Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes or the main menu.
  • Windowed mode snaps to the screen edge to act like fullscreen, allowing fast Alt-Tab to work.
  • New underwater surface effects, with total internal reflection.
  • Water shows up in the local map again, previous MGE versions did not allow it to render in the map.
  • Scattering exponential fog and better sunsets, thanks to phal.
  • MWSE upgraded to 0.9.4a (includes dll)
  • Fullscreen alt-tab is functional (still slow to reload).
Requirements
Morrowind GOTY or Bloodmoon fully patched.
Shader Model 3.0+ graphics card; integrated graphics probably won't work.


Install Instructions
Download MGE XE 0.9.6

1. Update to DirectX 9.0c June 2010. (This won't conflict with DX10+.)
2. Install MGE XE to the Morrowind directory. If you've never used MGE before, run the Morrowind launcher as admin and set a resolution in the launcher options (to generate Morrowind's first time settings).
3. If you are using HUD mods made for standard MGE, you should deselect them from your load order. MGE XE requires its own HUD mods to fix design problems with older mods.
4. Run the new MGEXEgui. Read the instructions page. If you are upgrading from MGE you should generate distant land with 150 minimum static size (or smaller for more shadow casters).
5. If you use Crossfire/SLI, turn off "Responsive menu caching" in the In-game tab, to avoid performance reductions as caching is SLI unfriendly.

Note that Morrowind view distance in-game is set to maximum when you first load a game.

Recommended: set timescale to 10 or 15 in the console to slow down the day cycle (or 1000 to speed up). The movement of the sun is very visible.

Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land. Small objects will cast weaker shadows for their size.

There are some HUD mods for use with MGE XE available from the same download page, mostly upgrades of Yacoby's mods and Vampiric Embrace. HUD mods for previous versions of MGE are unlikely to work.


Reporting problems

All errors while running Morrowind are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why.
Errors from running MGEXEgui are logged in the mge3 directory.
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.


Uninstalling

MGE XE and MGE svn 178 are designed to be easily substitutable. To go back to MGE:

Replace d3d8.dll with the one from the the MGE svn 178 package.
(Optionally) Regenerate distant land, setting the distant static size back to its previous value.

Fully uninstalling:

Delete MGEXEgui, mge3, d3d8.dll and dinput.dll from your Morrowind directory.


Known issues

Reducing Morrowind options draw distance slider below maximum causes drawing errors.
Possible problems with Morrowind's actor shadows, turning them on may cause the game to be unstable, save often.
The game may crash on loading, try 'Disable internal MWSE' on the in-game tab. If this occurs you may need to turn off Windows DEP to use MWSE again.


Notes

If you used a previous version, please remove the old HDR.fx shader from the XEshaders directory, it is no longer being updated.

Reflect far statics is disabled. It causes a very large amount of drawing to occur which is not visible for the 95% of the game when you are looking towards land. I tried to detect when they should be visible before, but it hardly ever worked well.

The MGE XE statics override list is included automatically in every distant land build, you don't need to do it manually.

Companion Health Bars has been fixed so you can still ask an NPC to turn off their health bar if they are no longer your companion or following you.
All other HUD mods are fixed to autodetect screen size, so screen config menus are no longer needed.

Source code available at github

Edited by Hrnchamd, 08 January 2012 - 06:17 PM.


#2
NMZmaster

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You are a Daedric god amongst mortal modders.

#3
Povuholo

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Welcome back. :thumbsup:


Edit: Nexus download is working now! :D

Edited by povuholo, 23 November 2011 - 05:04 PM.


#4
DarkDiva

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Uhm, am I missing something? I don't see a download link.

#5
Povuholo

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Uhm, am I missing something? I don't see a download link.

Here it is.

I guess Hrnchamd was waiting until the Nexus download properly worked.


I'm liking the changes to the UI, it's very intuitive now. The instructions tab is also welcome.

#6
julianross

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Is Alternate Daggerfall-style Combat Controls fully functional now?

A few months ago I heard it made impossiblo to execute the charged attacks (only fast attacks were possible)... and maybe, chop and thrust attack worked, but slash did not...

Hrnchamd, what can you say about this?

Hats off for your work, of course.

#7
Hicks233

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Ooooh I just did a happy. :biggrin:

Thank you for all your work on this! :thumbsup:

#8
Povuholo

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I have exponential fog on and the distance multiplier at the default of 4, but my adjusting of the above water fog distance does not automatically quadruple the cell draw distance, it just goes up equally. Is this intended? Should I quadruple the cell draw distance myself to ensure things look good, or is that done automatically now?

#9
Hrnchamd

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Is Alternate Daggerfall-style Combat Controls fully functional now?

A few months ago I heard it made impossiblo to execute the charged attacks (only fast attacks were possible)... and maybe, chop and thrust attack worked, but slash did not...

Does it work properly in standard MGE? I do plan on making charged attacks available soon. It requires some testers to be available because I don't understand why some attacks don't work for people.

#10
Minamir

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Hrnchamd! Glad to see you're back on the forums. :) New MGEXE is working flawlessy, shadows look beutiful, and the performance is nice too - I haven't seen any significant FPS drop. I'm eagerly awaiting version 1.0, keep up the good work!

Edit: does this also add interior shadows? If not, is that even doable?

Edited by Minamir, 23 November 2011 - 05:43 PM.


#11
Knots

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AWWWW YEAAAAAAAAAH

Edit: Anyone up to porting over Tomerk's ingame.fx? Can we just use the XEwater.fx Abot had posted previously?
Edit 2: No that does not work lol. So, someone port it? I'm talking about the one with a more detailed water texture and shore foam. Would be nice if shore foam was exteriors only.

Edited by Knots, 23 November 2011 - 07:15 PM.


#12
Tes96

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Welcome back, Hrnchamd! We missed you and your work.
And just as Minamir asked, are interior shadows possible like how they have them in TESV Skyrim?

#13
OldFashionedGuy

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It white screened when i launched, went into the log and said "!! Failed to load water texture" Is there a water texture i am missing?

#14
OldFashionedGuy

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Nevermind, i fixed it! But the water doesn't look that different to me, does anyone have a screenshot of how it should look with the update?

Also does anyone know the console command to set timescale?

Edited by OldFashionedGuy, 23 November 2011 - 09:19 PM.


#15
starwarsgal9875

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Also does anyone know the console command to set timescale?

"set timescale to 8". "8" is an example, but I like to play at 8.

#16
OldFashionedGuy

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"set timescale to 8". "8" is an example, but I like to play at 8.

Got it, also yes the water looks much improved upon closer inspection.

#17
DesertRat2

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I just did a fresh install of Morrowind GOTY and applied the MCP2.0.
I updated the DirectX as instructed. However a fatal error in encountered when generating the textures. This error happens almost immediately after I hit the generate textures button.
I did not have a previous version of MGE installed, however I did have Morrowind working on this same system a few months back with MGE XE 0.8.

I don't see an MGE log file but I did find a distantland crash dump file.

Spoiler


Do I need to install MGE178 as well?
I am running Win7 64 bit with a HD4870 1GB graphics card, Phenom X4 940 CPU.

Thanks in advance

UPDATE: Copied the MGE and Data Files Directories from MGE 178 and chose to ignore replacing any existing files. This fixed the problem. I am not sure which file is messing though.

Edited by DesertRat2, 24 November 2011 - 01:20 AM.


#18
RaveBlack

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  • Object pop-in at the screen edge no longer occurs. Distant land and grass culling is not delayed by a frame any more.
  • Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes.


These have always bothered me. The mere fact that I can stand out in the Ascadian Isles and be able to view Vality's parasols without having to walk up to them first makes me so very very happy!

AWWWW YEAAAAAAAAAH

Edit: Anyone up to porting over Tomerk's ingame.fx? Can we just use the XEwater.fx Abot had posted previously?
Edit 2: No that does not work lol. So, someone port it? I'm talking about the one with a more detailed water texture and shore foam. Would be nice if shore foam was exteriors only.


I'd like to see the one matilija linked over in the MGE thread ported over.

#19
papill6n

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Yes I agree it would be great to take some of the functions of the Matilija's InGame.fx and port it to MGE XE ^^

#20
KINGPIX

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Glad to see you back, Hrnchamd.
Wonderful!!! :foodndrink:

#21
JH2011

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I'm too get a fatal error when I select the distant lands generator button.

The error message from "crash and dump"
Spoiler


Hope this helps. My system is Win XP, SP3, the ASUS M4A89GTD Pro and 4Mb ram. I'm currently running a game under MGE Stable version but not using Distant Lands. That is all located in a completely separate game folder.

John

#22
PeterBitt

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yay hrnchamd is back! and he returns with nothing less than 3d water for MGXE :celebration:

the new water is awesome and even looks good when close to it (swimming) or looking at it from underwater, something where the MGE water failed.

while quick testing i could barely notice any brightness changes with the new HDR shader, but overall the colors look great with it.

i also had that distant land error and fixed it by installing MGE and MGXE on top of it.

#23
Hrnchamd

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MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.


That distant land generation error is due to a file I forgot to put in the package list, shouldn't be a problem now.

does this also add interior shadows? If not, is that even doable?

The shadow casting is designed for sunlight. This doesn't work in interiors because none of the windows are transparent, and the roof and multi floor buildings block the light inconsistently. I can't use interior light sources because there are so many visible and invisible light sources in cells, it would be way too slow.

Edited by Hrnchamd, 24 November 2011 - 05:28 PM.


#24
Knots

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Anyone interested in porting MDLAA down to MGE/XE from OBGE? Seems to be one of the few things we're missing, now.

#25
RaveBlack

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Spotted something interesting in my log after generating distant land.

Spoiler


I haven't really done much in the way of looking around so far, so I have no idea if it's affected anything.

#26
r.a.h

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I'm having a small problem with the HDR shader. It creates a semi-transparent white rectangle in the lower-left corner of the screen at all times. The horizontal size of the rectangle changes, becoming larger the brighter the scene is. The changes in size don't happen immediately. Rather, they smoothly approach some fixed state, following the HDR reaction time. Here are some pictures:

http://i39.tinypic.com/dx1qg8.png
http://i40.tinypic.com/e0gxp5.png

This happens regardless of which other shaders I use. I'm using the latest version of MGE XE from Nexus.

System specs:
Windows 7 x64
Intel i7 2600k
Nvidia GTX 580 (newest drivers: 285.62 WHQL)
16gb RAM

I tried using some older GPU drivers (275.33), but I found that the same thing happened. I'm not using Steam Morrowind, and I've disabled all the processes that I thought might interefere (Nvidia control panel and Flux).


Apart from this small problem, MGE XE seems really great. It looks amazing and actually seems to be more stable than MGE on my system. Good job and thank you!

Edited by r.a.h, 25 November 2011 - 03:08 AM.


#27
Mordicus

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MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

Nice to see you back, Hrnchamd! And many thanks for the new fixes.

The only problem I have with MGE XE it the rendering of alpha (apparently). MGE XE cannot render properly texture/meshes using alpha: for example, trees or lava made by Vurt.

Do you need specific tests at the moment?

#28
julianross

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MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

You are A M A Z I N G.

#29
julianross

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MGE XE 0.9.1

- Fixed weird fog colour problem with high quality atmospheric scattering active.
- Fixed alt combat mode to allow power attacks. Chop attacks should be easier to perform.

You are A M A Z I N G.

Anyway, how can we perform power attacks?

Before MGE XE 0.9.1, we could hold the attack button and then move the mouse to execute the attacks.

Now, how can we differentiate a power attack from a fast attack?

#30
Knots

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Bug report, MGE XE 0.9.1
-Objects with alpha sometimes show up as pure white if they are fogged, possibly they are being fogged by MW's vanilla fogging system?
--Seems to be within the vanilla MW 'max draw' range, as they look fine at a distance so long as you are not too close, and don't look bad once you get 'close enough
-Reflections are sometimes subject to the same strange 'whiteness' but only at certain distances
-As with other versions of MGE XE, it is sometimes possible to see underneath landscape and objects from the water reflections; this has been made quite a bit more obvious by the introduction of waves
-Strange blue anomalies on some trees in distant land, but only from certain angles. Might not be blue, I apologize. I'm color blind. Looks blue to me.
-Water shader seems to 'play faster' when the player is strafing, this is easiest to see at the edges. Might just be an optical illusion.

Edited by Knots, 25 November 2011 - 05:49 AM.



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