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Цытрусовый Раб Отаку

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  1. Вышла новая версия: ----------------------------------------------------------------------------------------------- The new beta build of MGE is ready: MGE 3.8.2 revision 161 Changes (since rev. 145): MGEgui: Added: new variables to be saved to MGE.ini ("Shader Model", "Blur Water Reflections", "Water Wave Height", "Water Caustics Intensity", "Use Exponential Fog") [rev. 157] Added: Yes/No as additionally supported boolean type of MGE.ini [rev. 157] Changed: enabled the option for selecting "Shader Model" for Distant Land, and if Shader Model 3.0 is set, then exponential fog, reflection blur, wave height, and water caustics settings [rev. 157] Changed: time of displaying tooltips (when you hover the mouse cursor over a control, to see a short description of that control) to be dependent on tooltip text length [rev. 157] Changed: auto-calculation of "Fog Start Above Water" to be 0.05 * draw_distance, and to include "Exponential Fog" option changes [rev. 157] Changed: auto-calculation of "Far Statics End Distance" to be a half of distance between "Very Far Statics End" and "Near Statics End" distances, and to include "Exponential Fog" option used [rev. 157] Changed: draw distance to be 4 times the "Fog Above Water End", and max. value of end fog to be 75, when exponential fog option is used [rev. 157] Changed: layout and anchors of some controls, and removed previously hidden "Distant Blur" controls [rev. 157] Removed: saving of "Distant Blur Strength" from MGE.ini (the old setting isn't automatically removed, if it's present in the file) [rev. 157] d3d8: Fixed: (by LizTail) problem with incorrect matrix being restored after zooming [rev. 147] Fixed: (by LizTail) the crash when water was trying to render when starting a new game with distant land disabled [rev. 156] Fixed: (by LizTail) issue where frame rate would slow down when reflections were turned off because the reflection culling task was submitted but never used [rev. 158] Fixed: a crash on Morrowind start when "Keep FPS constant" option is used [rev. 157] Fixed: a crash when screen resolution is changed with MGE or MWSE shaders being used [rev. 157] Fixed: vertex shader warnings on Morrowind start, and a crash on first loaded exterior cell, when Distant Land feature is disabled in MGEgui [rev. 160] Fixed: a possible crash when Morrowind memory map isn't initialized yet on Morrowind start, when Distant Land feature is disabled [rev. 160] Added: UTF-8 text reading from MGE.ini (e.g. for screenshots folder or file name having non-ASCII characters - they are converted to ANSI encoding, so no characters out of current code page can be used for the names) [rev. 157] Added: reading of Yes/No as additional boolean type of MGE.ini [rev. 157] Added: reading of new variables from MGE.ini for conditional compiling of InGame.fx shaders (additional options are set to their read values only when proper Shader Model is set) [rev. 157] Changed: (by LizTail) limited Distant Land to load one time only (cuts the chances of a crash occurring and makes Morrowind come back a lot faster - see NOTES) [rev. 156] InGame.fx: Added: conditional compiling of shader functions depending on selected Shader Model and a few other options set from Distant Land tab of MGEgui (exponential fog, blurred reflections, wave height, caustics intensity) [rev. 157] Added: internal version of Improved Water Shader, compiled conditionally when Shader Model 3.0 is selected in Distant Land tab of MGEgui [rev. 157] Added: (by LizTail) an AlphaMultiplier constant to InGame.fx, so that NVIDIA and ATI cards can have different numbers multiplied with alpha to make alpha to coverage look the best on each one [rev. 159] Fixed: default Distant Land Shader Model 2.0 water to be compatible with phal's water normal textures [rev. 161] Textures: Changed: the default water normal textures to phal's, taken from Improved Water Shader (hence the increased size of the archive) [rev. 161]
  2. http://s57.radikal.ru/i157/1004/8c/94bd21b49d41t.jpg http://i011.radikal.ru/1004/10/6424a06d2028t.jpg http://s42.radikal.ru/i098/1004/12/bcf412993de7t.jpg http://i068.radikal.ru/1004/b1/174631a474e4t.jpg http://s39.radikal.ru/i085/1004/5b/dbac4f9e1b97t.jpg
  3. Я не знаю, потенциальный ли он или понециальный, но выглядит здорово. А насчёт неба, там не ретекстуры, там чтото Phal своё делает. Кстати хорошая идея сделать вкладку light настоящими источниками света. А что насчёт облаков?
  4. Посмотри что происходит с травой. By the way вот я об этих тенях говорил: http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/shadows/MGE-proofofconcept1.jpg http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/shadows/MGE-Proofofconcept2.jpg http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/shadows/Morrowind-MGE-aerial14.jpg http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/shadows/Morrowind-MGE-birds.jpg http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/shadows/Morrowind-MGE-teaser.jpg
  5. Так-же Peachy занимался нормал маппингом: http://sites.google.com/site/pkpeachykeen/mge-lighting Я у него тоже спрашивал насчёт этого давно: Peachy И так-же хотел у тебя спросить Сделал ли vtastek этот шейдер?
  6. В чём заключается реорганизация кода? Я общался с Phal-ом: Apel Phal Apel Phal насколько я понял он работает над туманом, и так-же по идее пытается создать источник света(?) Кстати, я вот видел скрины облаков настоящих и теней от неба, это ещё в разработке или уже что то из этого готово? Я об этом: http://s44.radikal.ru/i104/1004/ed/8220b4d934bft.jpg http://s001.radikal.ru/i195/1004/2b/f0d77bd0fa56t.jpg http://s52.radikal.ru/i137/1004/da/720768f0b85ct.jpg http://s56.radikal.ru/i152/1004/42/0c297538d312t.jpg http://s002.radikal.ru/i199/1004/6c/87bc33e60fb7t.jpg http://s003.radikal.ru/i203/1004/19/764fb6b8fa96t.jpg http://s59.radikal.ru/i163/1004/24/2f357e110178t.jpg http://s006.radikal.ru/i214/1004/22/3e7878bc2643t.jpg http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/cloud%20shadows/cloudtest.gif
  7. Но как-ни-как ты всё равно молодец, ты ведь первый начал над этим работать. Ты кстати не знаешь, тени там сделают? или забросили уже? also: Phal ведь вроде работает над новой системой погод? also2: Нормал маппинг забросили? Я видел псевдо шейдер, но то не кодируется.
  8. Ну тут весь прикол в том что всё работает Х знает как.
  9. Они решают проблему. Вообще-то автор этого D4w с нашего форума :)
  10. Прошу прощения за мультипостинг Вот ещё до этого был глобальный change(И всё это по-идее за три недели произошло): Here's the new SVN build of MGE: MGE 3.8.2 revision 136 Changes (since rev. 126 fixed): MGEgui: Added: (by LizTail) the ability to make MGE use a different NIF file to generate the distant static than the normal one. The way it works is that you can put a NIF file in the same location as the original one with "_dist" appended to the file name before the extension. For example, to make a distant land version of "Ex_imp_dragonstatue.nif", you would create a file in the same folder with the name "Ex_imp_dragonstatue_dist.nif" [rev.134] Added: (by LizTail) an averaged emissive material color factor and alpha into the alpha channels of the color and normal vertex data for distant statics. This lets ghost gate glow at night and be slightly transparent due to now using alpha to coverage. Anything else with emissive color (Vality's trees, for example) will look closer to Morrowind as well (MGEFuncs.dll) [rev.135] Fixed: (by LizTail) a big problem in distant static generation - the normals weren't getting multiplied when meshes were taken into the space of the root node to collapse the hierarchy. Basically this led to normals on various distant statics pointing in random different directions (MGEFuncs.dll) [rev.135] Fixed: searching for "_dist" meshes that have no file extension while Distant Statics are created Fixed: (removed a possibility of adding) Distant Statics from the list of used statics, that have only white spaces in their file name (some plug-ins may have file name entries looking like that) Changed: (by LizTail) distant land file version - Distant Land and Statics must be recreated when switching from older revisions to this one [rev.135] d3d8: Added: (by LizTail) multithreading support for Distant Land and Statics culling (near grass isn't culled in another thread) - should be noticable framerate boost and framerates more stable (NEEDS TESTING) [rev.127, 128, 129, 133] Added: minor optimizations to wrapper code Fixed: crashes on game start and on Distant Land loading Fixed: "togglemenu causes enchanted items to go black" (not tested) Fixed: (by LizTail) issue with flickery triangles appearing in the sky [rev.135] Changed: version number to 3.8.2 Changed: (by LizTail) increased maximum length of displayed MGE status message (in upper left corner) [rev.135] Changed: (by LizTail) culling behavior so that culling for the next frame is kicked off on the current frame. This means the results will be one frame behind, but there's a whole frame to wait for them so there's minimal chance that the rendering loop will need to spend any time waiting for the results. Since object bounding volumes are imperfect, it is unlikely that anyone would notice any popping unless frame rate got very low [rev. 127, 133] Shaders: Fixed: (by d4w) water using ripples transparency and color Changed: (by LizTail) optimized depth rendering shaders [rev.135] Changed: (by LizTail) blending method for drawing distant statics and grass to use alpha to coverage. Works on ATI card, but since the code is vendor-specific, tests with other graphics card vendors should be performed to make sure it also works there (confirmed by krzymar, that it doesn't work on NVidia G80 / GF8800GTS) (NEEDS TESTING, and if it works, than additionally with changed transparency antialiasing to multisampling in graphics driver's options (e.g. ATI or NVidia control center)) [rev.135]
  11. До этого был change: The next SVN build of MGE is uploaded: MGE 3.8.2 revision 138 Changes (since rev. 136): MGEgui: Fixed: reading of Near Statics Size from "usage.data" file Removed: legacy code for converting old version of Distant Land to intermediate version that saves minimum statics size (because it's no longer needed) Removed: Distant blur from Distant Land tab (actually it's only hidden, but will be removed eventually) Added: few additional controls to Distant Land tab for future versions of MGE, that will handle conditional compiling of Improved Water Shader, when Shader Model 3.0 is set (don't look at overall layout and appearance yet, it will be improved in next revisions) d3d8: Fixed: setting of FOV for NPCs/creatures Shaders: Fixed: alpha channel of Distant Statics and Grass in the default InGame.fx (the previous version with alpha issue is in InGame-test.fx now, so you can still test whether it works for you, or not)
  12. Да там каждый день чтото новое, вот недавно новую версию выпустили. читайте тут http://forums.bethsoft.com/index.php?/topic/1088291-morrowind-graphics-extender-mge/page__st__100 A new SVN build of MGE is ready: MGE 3.8.2 revision 145 Changes (since rev. 138): d3d8: Fixed: (by LizTail) game lockups when entering interiors [rev.139] Fixed: (by LizTail) alpha to coverage on NVIDIA cards [rev.139] Fixed: crashes on game start for shaders depending on unitialized variables Fixed: crashes on screen resolution change in main menu, and partially in game (see Notes) Removed: (by LizTail) the distant blur feature from Distant Land [rev.143] Removed: distant blur reading from the MGE.ini (it's still saved by MGEgui if you remove it from MGE.ini manually, because MGEgui wasn't changed in this revision) Shaders: Removed: (by LizTail) [inGame.fx] clipping alpha channel for animated grass and distant statics, since alpha to coverage works on NVIDIA cards [rev.141] Notes: - There are no changes to MGEgui, except for the revision number. - After changing screen resolution from Main Menu, Distant Land Near water is rendered in wrong place ("z" coordinate). - There can be a "Bad memory allocation" crash, when screen resolution is changed in game (not from Main Menu). - SSAO shader is still wrongly applied if first loaded cell after starting the game is an interior (i.e. Distant Land isn't initialized yet).
  13. Выложу сюда скриншоты от Коннари http://i080.radikal.ru/1004/30/300967406d9bt.jpg http://s54.radikal.ru/i143/1004/05/965439f67c85t.jpg http://s47.radikal.ru/i116/1004/50/71678f74352ft.jpg http://s49.radikal.ru/i126/1004/d7/588f9c265d69t.jpg http://s16.radikal.ru/i191/1004/56/1ac161bf46e0t.jpg http://s003.radikal.ru/i204/1004/0a/69fd50444eb2t.jpg http://s004.radikal.ru/i208/1004/ac/1391caaad2cdt.jpg http://s11.radikal.ru/i183/1004/03/1ecf1ee4602dt.jpg http://s03.radikal.ru/i176/1004/04/d8faf0a53b2et.jpg http://s61.radikal.ru/i171/1004/1b/32cc3c2db886t.jpg http://i044.radikal.ru/1004/14/93342388533at.jpg http://s48.radikal.ru/i121/1004/fa/9f8c73ee5d50t.jpg http://s47.radikal.ru/i118/1004/4e/2e74ea346ebbt.jpg http://s46.radikal.ru/i111/1004/a0/2ef1416c5547t.jpg http://s03.radikal.ru/i176/1004/a1/db3c5cfba21dt.jpg http://i027.radikal.ru/1004/dc/c64ae439fadbt.jpg http://s39.radikal.ru/i083/1004/de/7a54871e086dt.jpg
  14. Странно, но вообще если ты создаешь модели с такими-же расположениями как у дефолта Meshes/x/blablabla_01.nif, то они должны заменяться. Попробуй заменить их в .BSA самого бладмуна. Или-же создай просто .esp файл, в котором ты перепривяжешь их направление.
  15. Саламандра огнедышущее существо, с твёрдой кожей, а не простая ящерица.
  16. Собственно теперь вопрос - могут ли водиться саламандры в Морроувинде?
  17. Знаю теперь за кого голосовать. кстати да, за Фалька, ФФ, Инферно и Кальяна буду голосовать.
  18. Наглый флуд и оффтопинг, в административном разделе, да ещё и в теме по выборах модератора, от самого-же модератора. Тут все 100%, прошу предпринять меры. Алсо: кажется он наконец то таки прочёл туториал по демагогии. Наверное потому что мы находимся на форуме, а не в песочнице. А ФФ квалифицированный модератор, в отличии от него и тебя.
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