WormforEnnio
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Was meinst Du mit "hinzufügen"?
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Oho, du unterschätzt MGE anscheinend etwas. 😉Ich frage mich überhaupt wo zu braucht man es?
MGE is a project the wrap the various DirectX dlls used by morrowind. Despite it's name, it wraps the input dlls as well as graphics. It also interfaces with MWSE to make even more functions available to modders. A partial list of the current features includes:
> Adds an oblivion style distant land feature, including distant statics and reflective water.
> Adds a semi-faked HDR effect.
> Allows morrowind to make use of the graphics drivers 'application preference' setting for antialiasing, anisotropic filtering and vWait, mipmap detail, refresh rate, etc.
> Allows global render state changes, such as disabling or enabling fog etc.
> Lets you change morrowinds screen resolution to non 4:3 values.
> Fixes the white loading screens you get when trying to use antialiasing.
> Adds fullscreen, customizable hardware and software shaders, up to 32 of which can be run at once.
> Lets you take screenshots even when antialiasing is enabled, and in any of 6 different formats (bmp, jpeg, dds and png)
> Lets you use different fogging modes. (Including the more accurate ranged vertex mode)
> 14 different types of macro that can be attached to any key, including entering console commands, changing MGE graphics settings on the fly, and remapping any normally unmappable morrowind controls.
> Time based triggers, which can be set to push keys after set periods of time. Useful for automatic saving.
> All macros can also use up to 8 mouse buttons as if they were keyboard keys. Macros can also be bound to the mouse wheel.
> Lets you skip the opening movie and disable the console.
> Lets you use daggerfall style combat controls, where you move the mouse back and for to swing your weapon.
> Allows scripts to change global graphics settings, including specular highlighting, fogging, shading model etc.
> Allows scripts to load and set fullscreen shaders
> Allows scripts to change fog density, zoom, screen rotation etc.
> Allows scripts to load .x files, and then position, texture, and apply vertex/pixel shaders to the loaded mesh.
> Gives scripts control over the players input. You can disable individual keys, force key presses etc.
> Lets scripts add extra bits of HUD.
> Gives scripts control over the colour of fog, the background, sky, sunlight and a few other global colours.
> Lets modders attach shaders to ingame morrowind objects, so that effects such as bump mapping can be applied.
> Provides an inbuilt shader editor to aid in writing your own fullscreen shaders, as well as many example shaders.
> Includes a feature to prevent morrowind hogging 100% of your cpu time.
> Priveds a utility to generate heightmaps and low details textures and meshes of your installed plugins, for use with the distant land feature.
Morrowind Graphics Extender XE; allows Morrowind to render distant views, scenery shadows, high quality shaders and other features.
Currently on v0.9.9, still some bugs left to find and eradicate.
Requirements
You must have Morrowind GOTY or Bloodmoon fully patched.
Requires a good performance SM3.0 or better graphics card, integrated graphics is unlikely to work.
New features since 0.8
Dynamic water from MGE 178+, water simulation adjusted to be more liquid
Full install package, doesn't require a previous MGE
HDR shader upgraded
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 now works normally. 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 moves and 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.
Windowed mode snaps to the screen edge to act like fullscreen, allowing fast Alt-Tab.
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.
Support for UI display quality fix in Morrowind Code Patch.
Scattering fog/haze and better skies and sunsets, thanks to phal.
Install Instructions
1. Update to DirectX 9.0c June 2010. (This won't conflict with DX10+.)
2. Install MGE XE to the Morrowind directory, where Morrowind.exe is (not Data Files). 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.
4. Run the new MGEXEgui. Read the instructions page. If you are upgrading from MGE you should regenerate distant land with 150 minimum static size.
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. It is required at the moment. Also note that standard MGE shaders are incompatible with MGE XE, they must be updated to work.