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  • Morrowind



    This is a thread to continue discussing Morrowind and how to make it beautiful :)

    Here is my very basic list of mods and shaders. There are hundreds of other mods which you can use to mold the game to your preference and I will list some of those for you later.

    Here is what I did to get my current set up (In this order):

    Install Morrowind/Tribunal/Bloodmoon

    Install MGE SVN 178 (This is the latest beta version, do not install the current stable release or the shaders will not work) - I will quote the original MGE post on the official forums at the end if you need help getting it to work.

    Make backups of the Morrowind.ini and all of the folders in the Data Files folder just in case you need to go back.

    Install:

    Vibrant Morrowind 4.0

    All Connary's textures

    Vurt's Tree Texture Overhaul --> Ascadian Isles Tree Replacer --> Leafy West Gash --> Groundcover.

    SWG's Skies v3 and then Vurts Hi-res Skies and Weather (You need to download SWG's first)

    Darknut's Creature Textures/Armor Textures/Clothing Textures

    Better Bodies

    And then use MGE to create distant land files for all of the above mods and the original game.

    Now, download these shaders to your Morrowind\Data Files\Shaders folder:

    Knus Latest SSAO and DoF Shaders

    trueBloom (The latest version is out of date on PES so you have to download the pkmix which contains another 3 or so shaders)

    Now go to the shader editor in MGE and add the following shaders IN THIS ORDER:

    Timeslips HDR2 (shows up as DX9 HLSL HDR2)

    knx_SSAO_v09

    knx_DoF_v12

    truebloom_g6_i6

    Originally posted by Rifter View Post
    Got everything working.

    Completely uninstalled MGE, distant land, shaders, everything.

    Reinstalled and generated my distant land without doing anything shader related. Loaded up my game to ensure it was working, then saved and exited.

    Unzipped my shaders from shaders 30.08.09 and Pkmix. HOWEVER - I did NOT install the InGame.fx in the distant land folder of Pkmix as I suspect this was causing the problem. This is only speculation however.

    Setup MGE for shaders, added them to my active chain. Presto, everything works. Hope this solves the problem for the rest of you.

    EDIT: Pkmix's InGame.fx definitely seems to be the cause of the white splotches. Using the file that comes with MGE causes my rain to only show up in menu mode though.
    ...And have fun! There are hundreds of other graphics mods out there and you can mix and match like you please. Most can be found at planetelderscrolls.com or tesnexus.com. If I were you, I would now create another backup of the textures/meshes folders once you get everything working, because the texture mods are currently layered with the latest one installed overwriting the textures of the previous ones in whatever it changes, etc, so if you get a new mod and do not like it, you will have to re-copy all of your previous ones unless you create a new backup.

    If you need new idea for other types of mods just ask and I can give more out :)

    Here is the official Thread for MGE (Thread #75) from the forums:

    Morrowind Graphics Extender (MGE)
    by Timeslip & LizTail -- additional development by krzymar, peachykeen, phal & d4w

    This is a utility to add Oblivion style distant land and HDR to Morrowind, as well as many other graphical and input related tweaks. It is also a required utility for some mods which make use of the additional scripting functions it provides.

    Note: MGE is a complex program working in a complex environment. There are lots of things which can prevent it from working, or at least prevent it from working as you want it to. You may need a certain level of computer literacy to solve these problems. Also, be prepared to spend some time experimenting with what options work best (or at all) for you. We tried our best to make the program's UI and documentation helpful, but this won't spare you from having to spend some (or sometimes a lot) of effort on it. Please weigh the improved visuals against the effort needed to get it working (and, obviously, the fps hit), and decide whether you really want to try using it.

    *Attention* If you're having any problems, please read MGE's documentation and check the FAQ below before posting here. If you find you need to post about an issue, please include the following information:
    • MGE version/revision number you're using
    • Which versions of required support files are installed
    • Operating System
    • Graphics Card
    • Crash report (if applicable)
    • Please mention if your Morrowind install is the Steam version
    • If you're using an svn-revision, copy the contents of the mge3/MGE.ini file to your post


    Downloads and important links:Required

    Related Downloads and Links:

    v3.8.0 Screenshots:
    (The screenshots here show an unmodded Morrowind with all the distant land settings on very high)
    New Effects:

    ---------------------------------------------------

    F.A.Q.

    Q: Where can I find a detailed guide for using MGE?
    A:
    The MGE Wiki can be found here - note that it's currently being worked on and updated so some info may be missing or out of date. Have a look through there first, and if you still need help then ask in this thread here.

    Q: When I try to run Morrowind I get a message saying "This application has failed to start because d3dx9_##.dll was not found. Re-installing the application may fix this problem." Directx is already installed, what's this about?
    A:
    You need to install the latest redistributable version of Directx 9.0c. Each new build of MGE usually require newer dll libraries that aren't available in runtime versions included with game discs or pre-installed versions. Vista and Windows 7 have Directx 10 & 11 pre-installed respectively, but you can safely keep it and install Directx 9 along side (MGE only makes use of Directx 9 libraries at this time).

    Q: MGEgui crashes when I run it - my Directx and .NET are up-to-date, and Visual C++ is 32-bit. Fix?
    A:
    Try running the Morrowind Launcher (running it as administrator if applicable), opening the "Options" menu, selecting a different resolution, and clicking "Ok." If it still doesn't work, disable MGE by removing "d3d8.dll" and "dinput8.dll" from your Morrowind folder, then run Morrowind. Let it start and load, then exit out of the game. Move the MGE files back into your Morrowind directory, and try again. The issue is with registry and INI (configuration) settings that are not created until Morrowind is run the first time (for that install), but MGEgui still tries to read the missing entries and crashes on failure (Beta Note: a fix has been implemented with the newest beta version to popup an error and shut down MGEgui gracefully, instead of crashing).

    Q: When I try to run MGEgui a message comes up saying "MGEgui has stopped working." Why's that?
    A:
    MGE needs full administrator rights when running and full rights to the Morrowind installation directory structure. It's also advisable to run MGEgui.exe in XP compatibility mode for Vista / Windows 7. You'll need to first run MorrowindLaucher.exe and set the screen resolution before starting MGEgui (Vista / Windows 7 users can right-click the app and select 'Run this program as an administrator' in order to run with admin privileges for that one session). Since MGE is a 32-bit program, make sure the 32-bit version of Visual C++ 2008 redistributable is installed.

    Q: When I try to run MGEgui a message comes up saying "MGEgui has encountered a problem and needs to close. We are sorry for the inconvenience." What's up?
    A:
    You get that error when MGEgui cannot properly read Morrowind's graphics adapter and screen resolution stored in the registry. This can happen if you're also using FPS Optimizer and use it to change the Morrowind video mode registry settings: FPS Optimizer saves the registry entries in a way that MGEgui can't read, so the error will occur the next time an attempt is made to run MGEgui. Another cause is installing new graphics card hardware and drivers: the Morrowind registry entries will still be for the old graphics card which are no longer compatible. You can correct the problem with the registry by running the Morrowind Launcher (running it as administrator if applicable), opening the "Options" menu, and resetting the graphics adapter and screen resolution. Make sure to click OK so that the registry entries get updated.

    Q: MGEgui says it can't read the screen resolution from the registry.
    A:
    If MGE is failing to read the registry, make sure you're running it with an Administrator account and that you've configured the graphics settings for Morrowind via the Morrowind Launcher (running it as administrator if applicable) and run Morrowind at least once without MGE installed (you can temporarily disable MGE by removing "d3d8.dll" and "dinput8.dll" from your Morrowind folder).

    Q: I get a water texture not found error / texture not found error.
    A:
    Uninstall MGE completely and install a fully fresh copy and try again.

    Q: Why has pixel shaded water been disabled?
    A:
    MGE's distant land is not compatible with Morrowind's pixel shaded water, and so it is automatically disabled. If you have a sm2 graphics card, MGE can replace Morrowind's water with its own. MGE will not automatically re-enable Morrowind's pixel shaded water when distant land is disabled, so make sure you double check. To re-enable it, open up the Morrowind Launcher and click "Options". Then click the check box called "pixel shading" (Beta Note: a feature has been added to the newest beta version to automatically re-enable Morrowind's pixel shaded water when distant land is disabled, you no longer need to manually enable it thru the Morrowind Launcher).

    Q: Why do the skies flicker from light to dark?
    A:
    Change fog mode to range vertex.

    Q: How do I enable screenshots in MGEgui?
    A:
    Click on the input tab, then click "Launch Macro Editor".
    Click the key you want to use (use something other than printscreen) and in the drop down menus select "Function" and "Take Screenshot".
    Click save, close and you will be able to take screenshots.
    Your screenshots will be saved directly to your Morrowind folder.

    Q: How do I get animated grass / trees?
    A:
    For instructions on how to set up animated grass, go here. The animated trees feature is currently being worked into a proper mod, it will be released as soon as it's done.

    Q: Why does the distant land generator crash when I try to generate the files?
    A:
    MGEgui's file parser isn't perfect, and if it comes across a NIF or texture it can't read it tends to crash. All default meshes are known to work, so you can sidestep this problem by only generating statics for morrowind.esm and bloodmoon.esm (you only need to include tribunal.esm if you also generate statics for interiors), otherwise you will need to retry repeatedly until you find the problem mod. One known problem which isn't related to NIF's is Ald-Vendras, which contains a corrupt texture file. To fix it, download this and find aldtex.7z in morrowgraphext/files. Extract it to the Morrowind\Data Files\Textures folder before running the distant land generator.

    Q: Certain places, such as Raven Rock, the Ghostfence, and the Strongholds, are not created by the distant land generator. Why?
    A:
    The reason they don't show up when you enable Distant Statics is because they're not Statics, they're Activators. MGEgui doesn't generate activators by default. Check out povuholo's "MGE Distant Activators Fix", it will help to display certain major activators such as the Ghostfence. (Note: this is mostly fixed in the latest version - there's an option to include activators for distant static creation, and the generator will check an esp's script to see if the activator should be generated or not.)

    Q: Distant Meshes have 'holes' in them / look funny.
    A:
    Either don't use the "old reduction method" or leave static detail at 100% when generating distant land.

    Q: My distant land is all black, help?
    A:
    This might happen when you are too high above ground, try going back closer to ground. If this happens on ground level reduce Distant Land draw distance. Distant land can also become blacked out if an incorrect version of InGame.fx is used with a newer d3d8.dll. ENBSeries v0075 can cause the view to darken both within the Morrowind draw distance and MGE distant land. Mesh replacers that include extended texture mapping effects (bump, dark, detail, gloss, and/or glow) that also surround the player-point-of-view camera (like the Raindrop.nif mesh) can also cause overall darkening.

    Q: Everything is blacked out / over fogged with distant land enabled. What's the fix?
    A:
    Setting the Distant Land Above Water Fog Start to zero can cause the entire screen to go black; make sure it's set to something other than zero (a minimum of 0.2 is safe). Reducing Morrowind's draw distance too much in interior cells can cause everything to black out / become over fogged except for light points (i.e. torch and candle flames); increase the view distance slider on the "Video" tab thru the in-game "Options" menu. Trying to maintain too high an FPS and setting a minimum draw distance threshold extremely low (e.g. < 1700) with either FPS Optimizer or MGE's "Keep FPS constant" feature, can force Morrowind's draw distance in too close regardless of changing the in-game menu setting - in that case you'll need to either lower the target FPS or increase the minimum draw distance threshold (2500 is Morrowind's default).

    Q: How do I enable shaders? (like Bloom, HDR etc)
    A:
    Go to the Tools tab, press "Shader editor".
    Use the "Select technique" combobox and Preview to find one you want (e.g. DX9 HLSL HDR*).
    Then click "Edit active". Double click the one(s) you want. Click Save.
    If you've selected more than one you can use the "Preview active chain" to get a feel for what they look like together. You can remove individual shaders you added to the active chain by double clicking them one-by-one. Use the Up and Down in the "Edit active" window to change the order the shaders are applied until you're happy. Performance will be greatly impacted if more than 6 shaders are in the active chain (many graphics cards are limited to 6 or less).

    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.

    Q: Why don't the shaders work?
    A:
    On the Render state tab, make sure "Hardware Shader" is checked. If HDR isn't working, on the Misc tab check both "Update shader variables" and "Supply HDR info to shaders". Some hi-end shaders like SSOA and Sun Rays require "Supply shaders with depth info" to also be checked (see next question).

    Q: When I try to use certain shaders, my entire screen goes white / gets very dark. What's going on?
    A:
    Without "Update shaders variables", Bloom shaders tend to white out the screen. Trying to use depth dependent shaders (e.g. DoF, SSAO, Sun Rays) without also checking "Supply shaders with depth info" can cause odd behavior including darkening of the scene (Beta Note: passing depth info to shaders is only available in the newer builds - use the most recent beta version listed at the end of the FAQ).

    Q: I have a decent rig, and yet my frame rate is terrible, what gives?
    A:
    Be sure to disable all external anti-aliasing and anisotropic filtering in your video card's control panel. Limit the number of MGE shaders in the active shader chain to 6 or less (performance of some graphics cards will be limited to 4, or even 2 or less). Also try things like updating your graphics card drivers, and minimize the amount of background applications. This guide here at TweakGuides gives some good tips for improving your PC's performance. Another thing to try is FPS Optimizer for Morrowind.

    Q: I have the Steam version of Morrowind, how do I get MGE to work with it?
    A:
    Disable Steam community in-game: go to your Steam settings window and choose the "In-game" tab, then uncheck the "Steam Community In-Game" box. You should also redate morrowind.bsa, tribunal.bsa, and bloodmoon.bsa to year 2002. In the location where you installed Steam, look for "...Steam\SteamApps\common\morrowind" folder - Morrowind's bsa's will be located under the "Data Files" folder. You'll need a 3rd party utility to redate the files (Attribute Changer v6.20 works well for this).

    Explanation for redating:
    The stock meshes and textures are contained in the bsa archives, and they inherit the datestamp from the bsas which the Steam version sets to the date and time you downloaded and installed. That results in those assets overriding any other 3rd-party versions unless the bsas are redated to year 2002. Individual versions of meshes and textures with a more recent datestamp placed in the "...\Data Files\Meshes" and "...\Data Files\Textures" folders (respectively) will get priority over the stock archive versions (due to the default setting for "TryArchiveFirst=0" in Morrowind.ini; 0 tells the game engine to use newer assets based on datestamp), but for whatever reason the distantland files do not follow that rule unless the archives have been redated to an earlier date.

    Q: Can I use MGE and ENBSeries together?
    A:
    Yes. In fact, to use ENBSeries with Morrowind, you should have MGE. However, at this point, almost all of ENB's features are available using solely MGE. ENBSeries is also another layer of work for your computer, and so, you can usually expect a slowdown when using it (especially if advanced effects are turned on).

    Q: Where can I get the Beta source code for MGE?
    A:
    Here - You will need to check out the source code via SVN. Tortoise SVN is a good choice for a program to do so on Windows. The SVN URL to use when checking out the code is here.

    Q: What is the latest version of MGE?
    A:
    As of this point (June 12, 2010, 18:00 UTC), the following are the newest versions:
    Newest stable version: MGE 3.8.0b
    Newest beta version: MGE 3.8.2 revision 178

    (Note: all paths pointing to older beta versions that were uploaded to SourceForge have changed to - http://sourceforge.net/projects/morrgraphext/files/Beta Releases/MGE 3.8+ SVN builds/ )


    Q: What version of MGE should I use?
    A:
    Always try to use the latest release. In this case, you may want to use the latest stable release (3.8.0b). If you want to try out the enhanced features of the newer versions, beta build MGE 3.8.2 revision 178 is a mostly-stable version usable in most cases. The working (test/dev) versions are not always stable or widely compatible, but do support the latest advancements. If you just want MGE for distant land and other simple effects, try the stable release. Only use test/dev releases if you are willing to risk crashes in exchange for features.

    ---------------------------------------------------

    Note: If you need help with MGE, please don't PM the creators - instead post your questions or problems here, that's what this thread is for, and be patient in waiting for a reply - don't bump or double post. Also, if you see anyone make a new thread about MGE or asks any MGE related questions, please redirect them to post in this thread instead, as it's best to keep all MGE questions and answers in one place.

    Previous Thread
    Last edited by Vulcan; 12-17-2010, 07:39 AM.



    Former TG-21st
    Swift Mobile On Target

  • #2
    Re: Morrowind

    Alright you convinced me and the game can be picked up for $5 @ Steam.
    Forewarned is Forearmed




    Comment


    • #3
      Re: Morrowind

      Originally posted by LpBronco View Post
      Alright you convinced me and the game can be picked up for $5 @ Steam.
      :)

      Here are two pictures I took with just the basic mods shown above,





      Essentially, your game should now look better then vanilla Oblivion does.

      Eventually, I will create a thread showing how to make Oblivion into the sexyiest game ever but atm I am having much more fun working with Morrowind.

      Edit: Also, considering the amount of content here, at some point you will probably hit a problem or two with the game not loading etc, just ask if that happens and I will try to help.

      Note: When loading, all of Vurt's esp's should NOT BE CLICKED on the data files section of the launcher menu. These esp's are for the distant land creator in MGE and will crash your game if you try to use them.
      Last edited by MacLeod; 06-14-2010, 12:20 PM.



      Former TG-21st
      Swift Mobile On Target

      Comment


      • #4
        Re: Morrowind

        Downloading now.
        Forewarned is Forearmed




        Comment


        • #5
          Re: Morrowind

          getting the steam version working with MGE is annoying. :(

          My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
          So I'm a very skilled deep hole :D

          Comment


          • #6
            Re: Morrowind

            I'll leave it in your very capable hands to make sure my experience is quite satisfying. (Besides I've started Oblivion so it'll be a couple of weeks before I'm ready to start anyway)
            Forewarned is Forearmed




            Comment


            • #7
              Re: Morrowind

              Originally posted by LpBronco View Post
              I'll leave it in your very capable hands
              Uh oh :(

              BTW, if your starting Oblivion right now probably the most important mod for graphics that you can get is Qarl's Texture Pack 3 Redimized. Make sure you install it with the Oblivion Mod Manager though because it can take a performance hit on lower end rigs and it is also a good basic rule of thumb to use OBMM as it makes installing and uninstalling so much easier.

              Example of what QTP3 can do for you:




              Former TG-21st
              Swift Mobile On Target

              Comment


              • #8
                Re: Morrowind

                I installed the mods, but got a message saying some file is too big when i start the game, I can force start the game but the mods dont work or I can quit, any ideas?

                My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
                So I'm a very skilled deep hole :D

                Comment


                • #9
                  Re: Morrowind

                  Had about a week with no power/internet so I am still reorganizing my Morrowind stuff. Adept can you post a screenshot or tell exactly what the message says?



                  Former TG-21st
                  Swift Mobile On Target

                  Comment


                  • #10
                    Re: Morrowind

                    I have my GOTY edition somewhere and a clean hardrive, i guess ill be reinstalling this gem after all.
                    |TG-6th|SirNerd

                    My Resume includes Pirate, Mercenary, and a Devil Dog, what else do you want.

                    Pain is Inevitable, Suffering is Optional.

                    When you can't run anymore, you crawl and when you can't do that, you find someone to carry you.

                    Comment


                    • #11
                      Re: Morrowind

                      Its amazing what shaders can do. I had started a new redguard yesterday and I was completing the first House Redoran quest where you have to go kill the mudcrabs attacking some ladies guars. I hit the west gash swamp and I literally stopped just to soak it all in, the view was amazing. Needless to say, I then had to turn around and kill another damn Cliff Racer (I wish there was a mod removing all of them :()



                      Former TG-21st
                      Swift Mobile On Target

                      Comment


                      • #12
                        Re: Morrowind

                        Well the Ascadian Isle replacement pack fowls with my installation, since the game says there are missing files, so i cant install that. When i load the game with all these modes installed with the distant land from MGE, the outdoors gives nothing but a white screen. I'll have to look for what is causing this.
                        |TG-6th|SirNerd

                        My Resume includes Pirate, Mercenary, and a Devil Dog, what else do you want.

                        Pain is Inevitable, Suffering is Optional.

                        When you can't run anymore, you crawl and when you can't do that, you find someone to carry you.

                        Comment


                        • #13
                          Re: Morrowind

                          With the Ascadian Isles, you can find many other replacers from folks such as Vality7 which look great, or you could just stuck with Vurts normal textures. I think the white screen could be an issue with one of your shaders, can you list what your using? (I used a Water caustics shader earlier which caused my screen to do the same thing and I had to reload the game without any shaders and then reload it with all but the water one to fix it.)



                          Former TG-21st
                          Swift Mobile On Target

                          Comment


                          • #14
                            Re: Morrowind

                            I used the shaders you listed. I've used MGE before and never messed with the shaders.

                            Oh, i was taught not to use things like Tree replacements and other static replacement packs with MGE to keep from botching the game, are these packs compatible with MGE and Distant Land.
                            |TG-6th|SirNerd

                            My Resume includes Pirate, Mercenary, and a Devil Dog, what else do you want.

                            Pain is Inevitable, Suffering is Optional.

                            When you can't run anymore, you crawl and when you can't do that, you find someone to carry you.

                            Comment


                            • #15
                              Re: Morrowind

                              They should be, I really dont think texture replacements affect anything about MGE Distant Land. There may be an issue if you create distant land and then add the texture packs, but I do not know myself. The shaders should work with any sort of mods. I personally am not a scripter who works on these shaders, but if you have specific questions then you could ask the guys who created MGE Here. I was actually having a long discussion with some of them about how to fix the DoF shader since it makes your hands/weapon blurry in the foreground. I have a current working replacement although the fun constantly moving DoF is somewhat lower the before :( so if you can handle blurry hands then I would stick with the original.

                              Oh yea, here's a VERY important step I think I left out with the shaders - you need to check ALL of these boxes mentioned here in MGE:

                              Q: Why don't the shaders work?
                              A: On the Render state tab, make sure "Hardware Shader" is checked. If HDR isn't working, on the Misc tab check both "Update shader variables" and "Supply HDR info to shaders". Some hi-end shaders like SSOA and Sun Rays require "Supply shaders with depth info" to also be checked (see next question).

                              Q: When I try to use certain shaders, my entire screen goes white / gets very dark. What's going on?
                              A: Without "Update shaders variables", Bloom shaders tend to white out the screen. Trying to use depth dependent shaders (e.g. DoF, SSAO, Sun Rays) without also checking "Supply shaders with depth info" can cause odd behavior including darkening of the scene (Beta Note: passing depth info to shaders is only available in the newer builds - use the most recent beta version listed at the end of the FAQ).
                              Here's my current DoF shader if you want to try it out.

                              Code:
                              // Depth of Field
                              // by Knu
                              // 1st-person hands fix by vtastek; modified by tetchy
                              
                              
                              
                              // **
                              // ** ADJUSTABLE VARIABLES
                              
                              #define SM ps_3_0 // Shader model: ps_3_0, ps_2_0
                              #define ROTATE // Random rotation on, if defined. ps_3_0 only
                              
                              static float fr = 59.9; // default 60.0; retina focal point, dpt
                              // set slightly lower than fp to simulate myopia or as an alternative to MGE's distant blur
                              // set slightly higher than fp+fpa to simulate hyperopia
                              
                              static float fp = 60.0; // default 60.0; eye relaxed focal power, dpt
                              static float fpa = 10.0; // default 10.0; accomodation, dpt
                              // set lower to simulate presbyopia
                              
                              static float dmin = 0.003; // pupil diameter range, m
                              static float dmax = 0.009;
                              
                              static float blur_radius = 0.25; // default 1.0; base blur radius;
                              // higher values mean more blur when out of DoF and shorter DoF.
                              static float blur_falloff = 0.25; // default 2.0; more means more blur and less respect for edges
                              
                              static float R = 6.0; // default 8.0; maximum blur radius in pixels;
                              static float FOV = 75.0; // Field of View. Change only if you use non-standard FOV
                              
                              // ** END OF
                              // **
                              
                              
                              static float t =  2.0 * tan(radians(FOV * 0.5));
                              static float k = 0.00001;
                              static float unit2m = 0.0142;
                              static float eps = 0.000001;
                              
                              float HDR;
                              float2 rcpres;
                              
                              
                              
                              texture lastshader;
                              texture lastpass;
                              texture depthframe;
                              
                              sampler s0 = sampler_state {texture=<lastshader>;};
                              sampler s1 = sampler_state {texture=<depthframe>; AddressU=Clamp; AddressV=Clamp;};
                              sampler s3 = sampler_state {texture=<lastpass>; AddressU=Mirror; AddressV=Mirror; MagFilter=Linear; MinFilter = Linear;};
                              
                              
                              
                              #ifdef ROTATE
                              string texname1="noise64x64.tga";
                              texture tex1;
                              sampler s2 = sampler_state {texture=<tex1>; AddressU=Wrap; AddressV=Wrap;};
                              #endif
                              
                              
                              
                              #define M 12
                              static float2 taps[M] =
                              {
                                  float2(-0.326212,-0.40581),
                                  float2(-0.840144,-0.07358),
                                  float2(-0.695914,0.457137),
                                  float2(-0.203345,0.620716),
                                  float2(0.96234,-0.194983),
                                  float2(0.473434,-0.480026),
                                  float2(0.519456,0.767022),
                                  float2(0.185461,-0.893124),
                                  float2(0.507431,0.064425),
                                  float2(0.89642,0.412458),
                                  float2(-0.32194,-0.932615),
                                  float2(-0.791559,-0.59771)
                              };
                              
                              
                              
                              float4 dof(in float2 tex : TEXCOORD ) : COLOR0
                              {
                                  float s = tex2D(s1, float2(0.5, 0.5)).r * unit2m;
                              
                                  float z_corr = length(float3((tex.x - 0.5) * t, (tex.y - 0.5) * t / rcpres.y * rcpres.x, 1));
                                  float z = tex2D(s1, tex).r * z_corr * unit2m;
                              
                                  float fpf = clamp(1 / s + fr, fp, fp + fpa);
                                  float c = lerp(dmax, dmin, HDR) * (fr - fpf + 1 / z) / fr / k * blur_radius;
                                  c = min(abs(c), R) / R * step(eps, z);
                              
                                  return float4(tex2D(s0, tex).rgb, c);
                              }
                              
                              float4 smartblur(in float2 tex : TEXCOORD ) : COLOR0
                              {
                              
                              #ifdef ROTATE
                                  float2 rnd = normalize(tex2D(s2, tex / rcpres / 64).xy * 2 + float2(1, 1));
                              #endif
                              
                                  float4 color = tex2D(s3, tex);
                                  float c = color.a * R;
                              
                                  float amount = 1.0;
                                  for (int i = 0; i < M; i++)
                                  {
                              
                              #ifdef ROTATE
                                      float2 dir = reflect(taps[i], rnd);
                              #else
                                      float2 dir = taps[i];
                              #endif
                              
                                      float2 s_tex = tex + rcpres * dir * c;
                                      float4 s_color = tex2D(s3, s_tex);
                                      float s_c = s_color.a * R;
                                      float weight = exp2(-abs(c - s_c) / blur_falloff);
                              
                                      color += s_color * weight;
                                      amount += weight;
                                  }
                                  return float4(color.rgb / amount, 1);
                              }
                              
                              float4 handsback(in float2 tex : TEXCOORD ) : COLOR0
                              {
                              	float4 dofimage = tex2D (s3, tex);
                              	float4 ce = smoothstep(29,30, tex2D(s1, tex).r); //changed from 99,100 (limits area to arms reach) -tetchy
                              	float4 image = tex2D(s0, tex);
                              	float4 hands = (1 - ce) * image;
                              	float4 rest = dofimage * (ce);
                              	float4 mix = rest + hands;
                              	return mix;
                              }
                              
                              
                              
                              technique T0
                              {
                                  pass { PixelShader = compile SM dof(); }
                                  pass { PixelShader = compile SM smartblur(); }
                                  pass { PixelShader = compile SM handsback(); }
                              }
                              In the above shader, you may want to change
                              static float fr = 59.9; // default 60.0; retina focal point, dpt

                              to

                              static float fr = 60.0; // default 60.0; retina focal point, dpt


                              Also, you may want to change

                              float4 ce = smoothstep(29,30, tex2D(s1, tex).r); //changed from 99,100 (limits area to arms reach) -tetchy

                              the 29,30 to something like 33,34 if you have large hands or a large weapon on your character.


                              Just as a side note, I am really liking the sunshaft shader mentioned in the large quote in my OP. In your shader order it should be the second to last loading.



                              Former TG-21st
                              Swift Mobile On Target

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