[RELz]Animated Window Lighting System - Thread 5

Post » Mon Mar 14, 2011 2:48 pm

And here's another shot just for the fun of it!

http://www.tesnexus.com/downloads/images/19628-2-1252210652.jpg

great stuff! i have your sky pack installed as well.
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Motionsharp
 
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Post » Tue Mar 15, 2011 5:26 am

Hmm, strange. I just tried it for myself and mine works fine...are you sure you are installing the mesh pack first then my texture pack? Please verify that AWLS is installing textures\architecture\chorrol\mageguildwindow01.dds, mageguildwindow01_g.dds, mageguildwindow01_n.dds. Open mageguildwindow01.dds and make sure it is the bright colored version (not dark brown). Make sure AWLS is actually installing the meshes too. The mages guild symbol should be on 24/7 regardless of plugin. I'm thinking its your setup that's wrong...sorry to not know more.

@ Everyone, here's a pic of the improved cathedral windows in my last version 5.1.2, notice the new gold color around the names and new gold circle color on the smaller windows.

http://www.tesnexus.com/downloads/images/19628-1-1252210652.jpg

And here's another shot just for the fun of it!

http://www.tesnexus.com/downloads/images/19628-2-1252210652.jpg



Edit: got it working. seemed to be am issue with my archive invalidation. :embarrass:
thanks again.
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dean Cutler
 
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Post » Mon Mar 14, 2011 4:10 pm

Does anyone happen to have the original 1.0 version of the Illumination tool? It looks like 1.1 adds 3 different animation states to a mesh and I have an instance where I only need two states instead of three. And I'm not even really sure what the 3rd state is supposed to do anyway.
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CHARLODDE
 
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Post » Mon Mar 14, 2011 8:19 pm

I'm having a weird problem. I'll check the old threads to see if it's been addressed (I know, that's a little backwards--normally one does that before posting, but I didn't see it during a preliminary scan).

The windows kind of blink on and off, like the script just isn't sure whether to turn them on or not. The first time I noticed this at all was today. Prior, they worked just fine, and I enjoyed using the Advanced setting so they'd be on and off at certain times and when it was raining.

I'm trying to figure out what could be interfering with this. Any tips? I'm going to try using "basic," as I'm sure that will work, but I'd prefer to used the advanced setting.

Thanks, this is a great mod!

Edit: Using the medium setting seems to have fixed it. Odd...
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Danny Blight
 
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Post » Tue Mar 15, 2011 4:51 am

That's been an issue with the Advanced plugin for awhile now. I don't know exactly why as I haven't been able to pin anything down as a cause. It could just be time for the loop that processes things to be rewritten using newer OBSE functions that weren't available before.
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Emmie Cate
 
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Post » Mon Mar 14, 2011 8:26 pm

Does anyone happen to have the original 1.0 version of the Illumination tool? It looks like 1.1 adds 3 different animation states to a mesh and I have an instance where I only need two states instead of three. And I'm not even really sure what the 3rd state is supposed to do anyway.

The 3rd State is for the windows lighting during daylight and rain. It is thus less bright than at night. The link for the v1 is http://www.sendspace.com/file/2iz0nc.

That's been an issue with the Advanced plugin for awhile now. I don't know exactly why as I haven't been able to pin anything down as a cause. It could just be time for the loop that processes things to be rewritten using newer OBSE functions that weren't available before.

Well I don't have that issue and can't reproduce it. I don't know what can possibly cause it either. It seems related to OBSE and the way it handles the loops. So maybe another component of OBSE (Something like pluggy or a similar program) alters it and thus make the advanced plugin unstable when dealing with the loops... Can't fix issue I don't have though...
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Sami Blackburn
 
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Post » Mon Mar 14, 2011 3:22 pm

Yeah, I have no idea either. I'm glad I don't have to go all the way down to basic at least. :)
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john palmer
 
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Post » Tue Mar 15, 2011 1:38 am

I personally use the medium plugin because it did seem like Advanced had some flickering problems but I never knew if it was just my setup or what...anyway, I actually prefer the lights on all night anyway so medium is good for me. Anyway...
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gemma king
 
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Post » Mon Mar 14, 2011 9:33 pm

Anyway...


Is it possible to have the Imperial Palace Green Window extended to rest of Imperial City has well..The Green really does look that good, and I would think it would go nicely in other areas has well.
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Austin Suggs
 
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Post » Mon Mar 14, 2011 3:05 pm

Hi all

I'm doing a re-install including AWLS and am a little confused. When do you all install the unofficial patches? In previous installs I have installed right after the official patch and before any mods. I am sure I have read recently that it should be after most mods are installed so as to overide them where required. eg I believe the patch addresses some issues in QTP3 Redemized. So to take effect maybe it needs installing after QTP3 R.

If this is so what to do about mods that are frequently being revised? With AWLS, should the patch be installed before or after?

I use OBMM as an install tool.

Regards

Graham
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AnDres MeZa
 
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Post » Tue Mar 15, 2011 2:34 am

Hi all

I'm doing a re-install including AWLS and am a little confused. When do you all install the unofficial patches? In previous installs I have installed right after the official patch and before any mods. I am sure I have read recently that it should be after most mods are installed so as to overide them where required. eg I believe the patch addresses some issues in QTP3 Redemized. So to take effect maybe it needs installing after QTP3 R.

If this is so what to do about mods that are frequently being revised? With AWLS, should the patch be installed before or after?

I use OBMM as an install tool.

Regards

Graham

AWLS replaces meshes that are vanilla meshes. It adds textures but those are completely new so no effect on the load order should matters with them. But, for the meshes, if you want to have your meshes with animated windows, then AWLS needs to be the one you are getting the meshes from. I do believe that our meshes are optimized enough so there would be no changes needed in them whatever has to come (but you never know) anyway, to answer your question, if the meshes of a mod replace the vanilla meshes the same way AWLS does, then AWLS need to be installed after this mod for the windows to work. Alternatively, you can always use the IllumAnimation tool to animate new meshes, provided to put the textures for the windows where they should be also.
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Khamaji Taylor
 
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Post » Mon Mar 14, 2011 5:57 pm

Is it possible to have the Imperial Palace Green Window extended to rest of Imperial City has well..The Green really does look that good, and I would think it would go nicely in other areas has well.

Yes, that can be done. Do you just mean the exact tint of the green or the actual window texture as well? Let me know so I can make sure to do it just like you want. :) I think I might have to actually edit all IC meshes to make it work, which increased size of my pack, but not a big deal to me because I've got the fast inter-tubes.
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Matt Bee
 
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Post » Tue Mar 15, 2011 2:14 am

the actual window texture as well?

I think I might have to actually edit all IC meshes to make it work, which increased size of my pack, but not a big deal to me because I've got the fast inter-tubes.


The window textures is what I was thinking, Using that same green or slight varation of it, but expand to window textures throught the IC.

which would require editing the ic meshes most likely. That is what I am thinking.

The green just look really good up against grey-blue building in IC in my eyes.
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Zosia Cetnar
 
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Post » Mon Mar 14, 2011 1:23 pm

How does one go about adding the smoke emitters to a building mesh that does not have them? It appears you can't always just copy/paste the controller sequences for it from a similar building. The illumination tool does not handle smoke emitters.
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Dawn Porter
 
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Post » Mon Mar 14, 2011 4:24 pm

i have the same problem with advanced as mentioned above, i use medium instead. i prefer lit wondows anyway, and those pretty thick smokes...very very nice.

however, can i do something with that "issue" when i enter a city during daytime the windows are always lit for a half second and then change unlit. i can absolutely live with it, but if there is something i can do to eliminate this... or maybe my CPU is too slow (c2d e4500@2200Mhz).
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Lewis Morel
 
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Post » Mon Mar 14, 2011 1:54 pm

I'm having a weird problem. I'll check the old threads to see if it's been addressed (I know, that's a little backwards--normally one does that before posting, but I didn't see it during a preliminary scan).

The windows kind of blink on and off, like the script just isn't sure whether to turn them on or not. The first time I noticed this at all was today. Prior, they worked just fine, and I enjoyed using the Advanced setting so they'd be on and off at certain times and when it was raining.

I'm trying to figure out what could be interfering with this. Any tips? I'm going to try using "basic," as I'm sure that will work, but I'd prefer to used the advanced setting.

Thanks, this is a great mod!

Edit: Using the medium setting seems to have fixed it. Odd...



That's been an issue with the Advanced plugin for awhile now. I don't know exactly why as I haven't been able to pin anything down as a cause. It could just be time for the loop that processes things to be rewritten using newer OBSE functions that weren't available before.


Does this occur when standing completely still, or only when you are walking around?
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Harinder Ghag
 
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Post » Tue Mar 15, 2011 2:13 am

however, can i do something with that "issue" when i enter a city during daytime the windows are always lit for a half second and then change unlit. i can absolutely live with it, but if there is something i can do to eliminate this... or maybe my CPU is too slow (c2d e4500@2200Mhz).

The default state of the meshes is to have the windows lit, when you enter a city for the very first time, all the meshes are lit by default then the script anolyze the time and set them to what they should be (unlit by day) and the game will then keep them on this state. If you leave town by night with all the windows lit, I guess that when you will enter it again by day the windows will appear lit for some seconds before the script takes over.

So the answer is no. There is no way to change that. It is just that the game load the meshes before the script can act. Nothing I can do about that.

How does one go about adding the smoke emitters to a building mesh that does not have them? It appears you can't always just copy/paste the controller sequences for it from a similar building. The illumination tool does not handle smoke emitters.

I added the smoke emitter by hand on each and every house with a chimney. There is nothing to make that automatic. Copy paste works to an extent but you always have to fine tune the smoke emitter to the correct location of the chimney.
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Joey Bel
 
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Post » Mon Mar 14, 2011 3:20 pm

Is there a particular reason why this mod won't work with Kvatch Rising by Giskard? So far i've found that it works for all my quests and new lands mod, it even worked with Kvatch Aftermath (another mod by the same author), but not with this one. Not a big deal at all, i'm just curious. :)
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Max Van Morrison
 
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Post » Mon Mar 14, 2011 6:13 pm

Is there a particular reason why this mod won't work with Kvatch Rising by Giskard? So far i've found that it works for all my quests and new lands mod, it even worked with Kvatch Aftermath (another mod by the same author), but not with this one. Not a big deal at all, i'm just curious. :)


It will work perfectly with Kvatch Rising - but not in Kvatch itself. You need to download the tool Ismelda provided and run it on Giskard's house meshes, so that they gain the lit window states. Then the Kvatch windows will light up too.
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Frank Firefly
 
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Post » Mon Mar 14, 2011 1:30 pm

Just want to say thanks for this brilliant mod. It's simply the best window lighting mod I've tried yet - plus I love the smoking chimneys as well. Excellent stuff.

Also, does anyone have a tip on which ini settings for lighting to use? I'd like cathedral windows to be visible from as far away as possible - but I don't want to mess other stuff up. I vaguely remember that the settings recommended for Cities Alive At Night could do that.
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Euan
 
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Post » Mon Mar 14, 2011 9:32 pm

Just want to say thanks for this brilliant mod. It's simply the best window lighting mod I've tried yet - plus I love the smoking chimneys as well. Excellent stuff.

Also, does anyone have a tip on which ini settings for lighting to use? I'd like cathedral windows to be visible from as far away as possible - but I don't want to mess other stuff up. I vaguely remember that the settings recommended for Cities Alive At Night could do that.

In cities alive at night, the ini tweak was to raise fLODlighting or something to an insanely high number, like 2000. I remember Arthmoor saying that putting it over 400 would seriously mess with you game, so be careful.

Other than that, you're right. This mod is bloody awesome. It never ceaces to amaze me how beautifull it makes cities, villages (even all the mod added ones!), towns etc yet at almost no visible performance cost.
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Darren
 
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Post » Mon Mar 14, 2011 8:55 pm

In cities alive at night, the ini tweak was to raise fLODlighting or something to an insanely high number, like 2000. I remember Arthmoor saying that putting it over 400 would seriously mess with you game, so be careful.


Thanks. I checked CAAN and its recommendation is to raise

fLightLOD2=1500.0000 [default]

to

fLightLOD2=40000.00 [or above]

I'll try doubling it to 3000 and see what happens.
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Ernesto Salinas
 
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Post » Mon Mar 14, 2011 3:20 pm

nvm: I got the connection
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Angus Poole
 
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Post » Mon Mar 14, 2011 4:45 pm

some are working some are not, im getting lights on the chruches and in a couple of the towns the buildings. but thats about it.

im using QTP3 Redimized i have OBSE the latest beta

and my settings for install are as follows

00 advnaced esp and the Windows lighting system esp
01 smoke textures
11 QTP3 windows chimneys
30 SI
61 Bravil QTP Windows chimneys
as for the texture pack i picked brumbeks and have it set at follows
00 core
10 QTP3 priory
30 Mages guild window purple
40 shivering isles settlements yellow multi color

anvil curtains frames
Cheydnhal curtains
Chorrol Curtains dark
Farmhouse curtains
ICTemple blue


and thats it. did i do somethign wrong or does this not work with QTP3 Redimized
the only other mods i have are cobl ,eve hgec,
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Talitha Kukk
 
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Post » Tue Mar 15, 2011 4:49 am

Oh it absolutely works wit qtp3-redim. One thing to remember is that the lights are animated and so aren't on all the time on all buildings depenging on time. Not sure why it wouldn't work for you
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brandon frier
 
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