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Цытрусовый Раб Отаку

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Весь контент Цытрусовый Раб Отаку

  1. hah, мне показалось что твой ник - Сказал.
  2. Покажи рендеры, скриншоты не лучшая возможность увидеть уровень моделирывания и прочьего.
  3. Изменения в новом билде. MGEgui: Added: version tag saved to MGE.ini (to identify the version, when someone posts MGE.ini without providing MGE version information) [rev. 171] Added: configurable tooltip reading speed [rev. 171] Added: selectable base for auto-calculating Distant Land other distances [rev. 171] Added: selectable Distant Land exponential distance multiplier [rev. 171] Added: configurable MGE status messages timeout [rev. 171] Added: localization support for text on controls and their tooltips (currently used only on the main window of MGEgui so far) [rev. 175] Added: automatic language selection for translation of user interface of MGEgui which is used by default [rev. 175] Added: customization of 3rd person camera [rev. 175] Added: "Move forward 3rd PC camera", "Move back 3rd PC camera", "Move left 3rd PC camera", "Move right 3rd PC camera", "Move down 3rd PC camera" and "Move up 3rd PC camera" macro functions [rev. 175] Added: translation template for user interface, and Polish translation of main window of MGEgui (list of strings on combobox can't be translated yet, and other windows will be translatable later as well) [rev. 175] Changed: underwater fog auto-calculation to use a fraction of square root of draw distance, so for high draw distances underwater visibility range is lower (auto-range is now: -0.45 * sqrt (draw_distance), 0.45 * sqrt (draw_distance)) [rev. 171] Changed: above water fog start auto-calculation to be different for exponential fog (0.15 * draw_distance) [rev. 171] Changed: distant statics end distance auto-calculation fraction of draw distance for exponential fog [rev. 171] Changed: "Blur reflections" to be only grayed out, but not unchecked, when SM3.0 is unselected [rev. 175] Fixed: "Distant Land Options" window to be non-sizable [rev. 171] Fixed: importing of MGE.ini settings from ".MGE" files, where number of bytes to read is not a valid UTF-8 character [rev. 175] Fixed: distant interior's fog range to be changeable only when distant statics can be used by interiors [rev. 175] Fixed: saving of decimal values to be performed with no higher precision than defined for the entry [rev. 175] d3d8: Changed: (by LizTail) depth info to be independent of Distant Land feature (shaders depending on depth info can be now used without Distant Land enabled) [rev. 169, 170, 172, 173] Changed: status message timeout to be read from MGE.ini [rev. 171] Changed: Distant Statics cutoff distance for exponential fog mode to use "Exponential Distance Multiplier" read from MGE.ini (Distant Statics will be now drawn for selected end distances in exponential fog mode) [rev. 171] Fixed: (by phal) fog ranges not being passed to shaders in interiors (should fix SSAO error when starting in interior cells) [rev.165] Fixed: (by LizTail) issue with disabling distant land via a key binding causing the distant view to freeze instead of going away. [rev. 174] Fixed: (by LizTail) issue where depth was cleared after distant land was finished rendering instead of before. [rev. 174] Added: 3rd person camera key macro handling functions [rev. 175] Added: reading of initial 3rd person camera offset from MGE.ini [rev. 175] InGame.fx: Added: (by phal) caustic lighting for both above and under water [rev. 167] Changed: (by LizTail) improved the way the shader that blends between Morrowind and distant land interacts with anti-aliasing (should remove the edge artifacts around grass and alpha blended objects drawn by Morrowind) [rev. 166] Changed: SM2.0 water shaders to version tweaked by harlanrm that resembles appearance of SM3.0 water (BUG: now both SM2.0 and 3.0 reflection shaders don't reflect properly fog when sky reflection is disabled) [rev. 171] Changed: conditional compiling of water shader to more optimized version [rev. 171] Fixed: (by phal) caustics to work with the new water volume texture [rev. 165] Fixed: (by phal) caustics lights that would not render correctly on distant statics (shine through them) (BUG: caustics can be visible on a grass near water) [rev. 168] Textures: Changed: (by LizTail) replaced the 32 water normal textures with a single 256x256x32 volumetric DDS texture. This allows blending between animation frames to be automatically handled by passing the time as the texture's W coordinate. The speed of the water animation can now be adjusted from within the shader as well [rev.164]
  4. Гоблины в небесах, двемеры тусят, имперские домики на скалах, бэтмена не хватает.
  5. Концепт арт вообще фз причём он к плагину и к двемерам. Да и имперские дома в воздухе вместе с пальмами выглядят как-то слишком сурово для меня.
  6. Всем спасибо огромное. Такие приятные и красивые поздравления. Выпью за вас :'-(
  7. Спасибо Acros, было очень приятно услышать от тебя поздравление в теме :).
  8. А если ты про игры, то мне нечего сказать, я думал ты про комьюнити.
  9. А ты вспомни в каком году это делалось, и какие сейчас технологии.
  10. потсаны всётаки как никак скажут что силстрайдер расово верный.
  11. ты пробовал SSAO шейдер? И почему воду от Pharla не поставишь?
  12. где это ты нашего силта достала? или из андорана вытощила?
  13. это не придел графики мге, можно ещё лучше сделать а Testra предлагаю стать тестером в нашем проекте, будешь делать скриншоты
  14. Попробуй пересгенерирывать ландшафт. Какой билд стоит? Таки нет, обещают оптимизирывать код.
  15. стоит сменить информацию о МГЕ, в первом сообщении данной темы.
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