can someone explain me a bit in detailed what each section does( constantat, linear, quadratic)? does linear has anything to do wit mip maps ( bi, trilinear filtering), is quadratic supposed to increase FPS if used instead of linear, is constant a FPS killer if used?

CODE
[LightAttenuation]
UseConstant=0
ConstantValue=3.0
;
UseLinear=1
LinearMethod=1
LinearValue=3.0
LinearRadiusMult=1.0
;
UseQuadratic=0
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.0
;
OutQuadInLin=0


i would like some explanation at the Linear and Quadratic VALUE and METHOD, what do they mean?
RADIUSMULT stand for radius multiplier,or for something else?
what's the last line supposed to do? (OutQuadInLin=0)

ohh, i almost forgot, need some help with strange error, i enabled map travel lines with "Show Travel Lines=1" line, then disabled it, but when i popup my map the lines are still thare, so what can i do about this? i don't wanna see those travel lines anymore
From what I understand its just a the formula used to render the lighting in Morrowind. Quadratic is multiplied by the square of distance causing a fairly sharp drop in lighting as you move further away, depending on the value. This is usually ideal because most people like morrowind to be fairly dark. Linear is multipler by the distance, so its not nearly as sharp of drop in light between lighting sources. Giving Morrowind a warmish glow anywhere near lights, but there is still darkness. Of course constant lighting is unaffected by distance so as long as you can see a light it will be as bright as being right next to it.

Basically IMO, quadratic looks much better, and unless your worry about Morrowind being too dark.

i'm kinda getting the point, one more question, wich is better for higher FPS?
Technically constant would yield the best fps, though the change would be negliable (unless your system is having trouble morrowind altogether).

I would use quadratic, and experiment with the values until you get the lighting/darkness to your liking.


BTW: I believe (OutQuadInLin=0) when set to 1 means to use Quadratic lighting when outside and Linear when inside. In theory that would work since your want inside cells to have a warm light scheme and outside to be fairly dark. Just a guess, of course.



QUOTE(logus @ Jan 16 2007, 12:59 PM) *

wich is better for higher FPS?

I believe there is no difference, or the difference is negligible. IC3 has done testing on this, and here's a thread she started on Morrowind.ini tweaks: http://www.elderscrolls.com/forums/index.p...howtopic=602792
Ah... the many mysteries of [LightAttenuation]

From the X-Box Morrowind.ini:
CODE
;This section governs light attenuation. This is calcuated as follows:
; atten = 1 / ( ConstantValue + Linear * Distance + Quadratic * Distance^2 )
;
;If you want to use Constant attenuation:
; 1. set UseConstant=1
; 2. set ConstantValue to some non-zero number
;
;If you want to use Linear attenuation:
; 1. set UseLinear=1
; 2. Choose your method of calculating the value:
; a. LinearMethod=0 : uses LinearValue
; b. LinearMethod=1 : uses LinearValue / LightRadius
; c. LinearMethod=2 : uses LinearValue / LightRadius^2
; b is most commonly used.
;
;If you want to use Quadraticattenuation:
; 1. set UseQuadratic=1
; 2. Choose your method of calculating the value:
; a. QuadraticMethod=0 : uses QuadraticValue
; b. QuadraticMethod=1 : uses QuadraticValue / LightRadius
; c. QuadraticMethod=2 : uses QuadraticValue / LightRadius^2
; c is most commonly used.
;
;You can use Linear attenuation inside and Quadratic attenuation outside
;by setting.
; OutQuadInLin=1
;If this is present & set to 1, it overrides the UseLinear and UseQuadratic settings.
;
;If you want to alter the radius used in quadratic or linear attenuation,
;you can set the followind. The radius will be multiplied by these numbers,
;which default to 1.0, before the attenuation is calculated using method 1 or 2.
; QuadraticRadiusMult=1.0
; LinearRadiusMult=1.0


Now, I think this is just a tad off... I think the exact equation is as so:

CODE

atten = 1 / ( UseConstant(ConstantValue) + UseLinear((LinearValue/(LightRadius*LinearRadiusMult))*Distance) + UseQuadratic(QuadraticValue/(LightRadius*QuadraticRadiusMult)^2)*Distance^2 )


Meaning, of course, that the reason for no changing of FPS is because theres no real changing of the numbers crunched. The "UseQuadratic" value is multiplied into the equation, either a 1 or a 0, and so turning it off doesn't stop the other numbers from being evaluated, then set to 0.

Just a theory tho.

I've tweaked my light settings until I was completely annoyed that I couldn't make them any better. My settings are as follows:

CODE

UseConstant=1
ConstantValue=0.382

UseLinear=1
LinearMethod=1
LinearValue=1
LinearRadiusMult=1

UseQuadratic=1
QuadraticMethod=2
QuadraticValue=2.619
QuadraticRadiusMult=1


That's right... I use all three attenuation types at a time and it works great... it took alot of juggling to get the numbers perfect, but the basic gist of this tweak is fourfold:

1) Light at the center of the lightsource does not get infinitely bright, it caps out at phi^2 times the base light color values.
2) Light at the midpoint of the attenuation curve exactly matches up with Bethesda's default settings, so lights don't look too weird
3) Light around the periphery of the light radius fades to black alot faster, leading to more defined shadows.
4) In theory, an infinite egress into brightness at 0 distance is realistic, however your computer monitor cannot display infinite values, leading to "greening" around light sources when using very bright lights and quadratic lighting (the colors get so bright they oversaturate). This tweak attempts to split the difference between what your computer can display, what would be realistic, and bethesda's intended defaults.

The catch?

Lights that are set inside an actor or object look even funnier than they did before, and they looked pretty damned funny before.

This isn't usually a problem tho, especially if one is using Better Bodies and Better Heads (the meshes are less "jagged" and take to quadratic lighting better)

Okay, back to the original question... a run through:

CODE


UseConstant - Using Constant attenuation alone will make every light's radius infinite.  If the light is in your cell, it is lighting you.
ConstantValue - Multiplier for attenuation.  Lower means brighter

UseLinear - Using Linear attenuation alone is the default.  Lights brighten their immediate vicinity and do not fade out very much as you go outward from them.
LinearMethod - Don't Touch.  One is supposed to be able to change the way light radius factors in, but changing this value breaks the lighting and everything is basically unlit, save for ambient lighting.
LinearValue - The base multiplier for attenuation.  Again, lower means brighter
LinearRadiusMult - According to the equations, Radius governs the effect radius has on how bright the lights are.  In this case, higher is brighter (Note: According to the calculations and experimentation I have done, I have found this variable is totally unneeded.  Simply changing the Value in small amounts will have the exact same effect)

UseQuadratic - Quadratic attenuation alone will lead to bright, pointed light sources and dark, inky shadows.
QuadraticMethod - Don't Touch.  See above.
QuadraticValue - Same idea as above.
QuadraticRadius - Ditto. (Note: Also ditto)


Hope that was helpful shrug.gif
Since mipmap was mentionned, i'm going to ask the question here:

How can i set bilinear filtering and no mipmap?
That's not an ini tweak at all Vagrant. That's a video card thing, and the only program that I know of that will let you set things like that in morrowind is MGE (Morrowind Graphics Enhanced). It's not just for setting the infinite view distance and all that, you can actually tweak alot of things using it.

Now, are you trying to set bilinear filtering for speed purposes? Because Anistropic filtering is SO much better looking.

As far as no mip maps, you must be crazy. They increase fps by lowering the amount of pixels needed to be sorted through and decrease the "glittery textures" caused by the lack of them.
Yes, bilinear is for speed. I think that's default anyway isn't it? I tried anistropic and it makes me loose too much FPS to be worth it.

As for no mip maps, let me explain. In quake 3, there was an easy way to set the filters and mipmap levels via the console. For example gl_linear mipmap_nearest would set a filter and mipmap level. Now if you were to only write gl_linear, it would remove mipmap. While this would flicker like crazy and be horrible to look at at high texture levels, on low texture settings it looks AWESOME. There's not enough detail for it to have that "gitter", and while there's more aliasing, i prefer it like this. I know q3 is an openGL game and might now work the same as morrowind, but i wanted to try anyway.
I will toy with MGE and see what i come up with.
Ok, found it, it was an easy setting via MGE, i should serach a bit before asking questions, but i'm used to do everything via a config file and console.

You were right, it looks HORRIBLE, morrowind is too detailed for this.
Hello,
QUOTE(Jeoshua @ Jan 17 2007, 10:47 AM) *

<snip>

Very interesting. I thought that only one of the 3 modes of attenuation could be used. I'll have to try your settings. smile.gif

Bjam
Agreed - bookmarked. smile.gif Thanks for the info.
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