[RELz]Animated Window Lighting System - Thread 5

Post » Mon Mar 14, 2011 4:31 pm

I'm not sure we can count to make it only change every 2 or 3 cells for instance. Anyway this is what creates the illusion of life.


This may be a crazy idea and not possible in oblivion scripting, and it's just a thought. But can you generate a random number from 1-9 and only change if the number is > 6 or something along those lines (giving a 33% chance to trigger the script that flips the widows on or off)? That or something like it would seem to be an easy way of "simulating" such a count but making it really more random and less predictable.
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Killer McCracken
 
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Post » Mon Mar 14, 2011 4:07 pm

Ismelda Lasombra - Ive been testing around IC and ingame time for around 48 hours (just finished installing FCOM & BC - had some conflicting mods but running well now). I am sure you have heard this before but I was standing outside of the stables area at night - looked across the water and Weye and Verona was all lit up - and some other buildings I am not sure what they are but its just neat to see them in the distance and know that I can explore them later (using raewvd which is also a great mod)! It just tickles me pink to see that the towns and buildings just seem much more alive than ever before.

Secondly, so I decided to go out to Verona and then passing through Weye I see all the smoke coming out of the chimneys and then on to Verona and smoke is just coming out of all the buildings - as it should be!! It just adds so much to the immersion of Oblivion now. Great job on this mod!!!
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Klaire
 
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Post » Mon Mar 14, 2011 1:51 pm

I've had the same behaviour as in Sjors_Broomscors video while I've been using the advanced esp. By walking up to a building then a just a bit away, back and forth while looking at it, the windows/chimneys will go on and off. But it does happen when you are just walking by normally - the lit states of windows or whether the chimneys were smoking/what size smoke changes sometimes when I got close to buildings, suddenly flicking on or off when I just walked by. It seems silly that when you walk past a whole row of lit buildings their lights will go on and off each when you get to them.

I think what's happening is that some users(including me) really like the Advanced esp because of how you decided to make the lights to be on at evening and dawn, but off in the middle of the night(except Inns/Taverns and Cathedrals)- as opposed to the Medium esp which has all windows lit all night long. However the random chance for the windows to be lit or unlit(or chimney smoke to be on/off or a different size) is annoying in that in can only be checked for when you get close to each building. Would you be able to make a different version of the AWLS esp that's a like a mix between the Medium and Advanced esp? So it has a similar time schedule but no chance for windows to vary so the script doesn't need to check when you enter a cell - which means you will only see them changing beacuse of the time/if raining. A way to get the best of both esps. :)

Except I would suggest turning all the lights off(except Inns/Taverns and Cathedrals) at 10 or 11pm instead of 1am since they don't have a chance to go off earlier and the occupants need their sleep if they're to get up at 5am.

i.e.

-Inns/Taverns and Cathedrals lit all night long(1 hour to sunset still sunrise, like the Advanced esp)
-Will light up all other windows from 1 hour to sunset to 10pm, not chance based.
-Will light up all other windows from 5am to Sunrise, not chance based.
-Will light up all other windows when it's raining, not chance based.
Chimney Pack Advanced ESP:
-Chimney smoke are set on large during the 6 cold months of the year during the night. They are set on small during the day.
-Chimney smoke are set on small during the 6 warmer months of the year during the night (except on the norther part of Tamriel and in mountains where the smoke is still large). There are no smoke during the day, except when it's raining.
-No chance for smoke to be a different then set by the schedule.


Anyone else think this is a good idea?


On a separate note, is it possible for me to have a Temple of the One that's not lit at anytime just by removing its window textures?
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Emily Martell
 
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Post » Mon Mar 14, 2011 9:43 pm

Just popping by to say how much I enjoy this mod, and how much wow-factor it brings! :D

When I updated to the latest version I took some time to add some of the different texture options to the different cities. It really gives each one a unique feel now.

I love it when it rains now. All the light come on and I just stand there looking around with my mouth open at the beauty of it all (especially combined with AN :bigsmile: )

I changed to the medium setting ages ago because with advanced the illumination just isn't on enough.

All this for virtually NO loss of fps/performance. Its amazing! Truely - WELL DONE! :goodjob:
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Carlos Rojas
 
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Post » Tue Mar 15, 2011 2:40 am

Just a quick question on required files. I just downloaded the "main" files: "Animated Window Lighting System - Meshes v5-1-5," and "AWLS - Brumbek Mixed Textures v5-1-1." The caption under the mixed texture pack and the other "optional" textures are throwing me off a bit with the "required/optional" and the "1 Texture pack is required" comments. Are those two "main" files I mentioned all I need for a full install? I'm guessing that they are, and I only need one of the optional files if I prefer a different set of window textures.

Thanks!

Also, is this a fair description of the texture packs (?) ...
Brumbek Mixed: Contains a few different texture options including a couple gray versions, orange, curtains, and more. Choose the options manually or with the OMOD script.
Illumination Within: Bright yellows and oranges characterize this set.
Grey: Not to be confused with the "gray" textures included in the Brumbek pack, these textures are slightly more subdued colors for the windows with more detailed glass textures.
Texian: Similar to Grey textures with even more subdued yellow lighted windows.
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louise hamilton
 
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Post » Tue Mar 15, 2011 12:03 am

Just a quick question on required files. I just downloaded the "main" files: "Animated Window Lighting System - Meshes v5-1-5," and "AWLS - Brumbek Mixed Textures v5-1-1." The caption under the mixed texture pack and the other "optional" textures are throwing me off a bit with the "required/optional" and the "1 Texture pack is required" comments. Are those two "main" files I mentioned all I need for a full install? I'm guessing that they are, and I only need one of the optional files if I prefer a different set of window textures.

Thanks!

Well almost.
One file you absolutely need is the meshes pack.
The second file you absolutely need is a texture pack. and by "a" I mean "any" of those proposed. Brumbek pack is the most elaborate and this the most difficult to install unless you have done yourself the favor of using Oblivion Mod Manager in which case it is very easy and simple to install with illustration of what you will get so nice an steady. The other textures pack are simple and as you describe below or so.
Also, is this a fair description of the texture packs (?) ...
Brumbek Mixed: Contains a few different texture options including a couple gray versions, orange, curtains, and more. Choose the options manually or with the OMOD script.
Illumination Within: Bright yellows and oranges characterize this set.
Grey: Not to be confused with the "gray" textures included in the Brumbek pack, these textures are slightly more subdued colors for the windows with more detailed glass textures.
Texian: Similar to Grey textures with even more subdued yellow lighted windows.

I don't know what the difference is between the Gray and the Grey to be honest. I did the Grey texture by simply removing the color from the vanilla windows. Brumbek did much more work than that in his version of the Gray.
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Matthew Warren
 
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Post » Mon Mar 14, 2011 5:29 pm

Are those two "main" files I mentioned all I need for a full install? I'm guessing that they are, and I only need one of the optional files if I prefer a different set of window textures.


That's correct. :)
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Blessed DIVA
 
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Post » Mon Mar 14, 2011 6:58 pm

Thanks for the info! Looking forward to this one. :)
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sam
 
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Post » Mon Mar 14, 2011 3:28 pm

And Arthmoor confirms this is not the behavior he is witnessing but a constant on/off while standing in place which means that the script is recycling endlessly for no reason. And for this I have no fix as it works fine even for Sjors_Boomscors and Benrahir who misunderstood a feature for a bug :)


Exactly. I still don't know what the deal is with it since I scrapped the entire install and put in 5.1.5 brand new and still get the same cycling while standing still in front of a building. Though strangely not every building with windows like it was before. I don't get it. It's hard to tell if the chimneys are having trouble because they all seem to be belching plenty of smoke.
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Mandi Norton
 
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Post » Mon Mar 14, 2011 6:58 pm

Hey Ismelda, would you consider adding a schedule for lights going off in the middle of the night, (except for Taverns/Inns and Cathedrals) to the Medium esp?

Sorry for asking for another totally separate esp version before, that wasn't necessary. I like how the Medium esp is simple and not chance based for lit/unlit windows, but I think it is more realistic that lights go off in the middle of the night like in the Advanced esp. There wouldn't be any downsides to including this feature in the medium esp would there? If you would, would it also be possible have an ini file or in game menu for the user to be able to set what time the lights go off at night(1am in the Advanced esp) and come back on in the morning(5am I think in the Advanced esp)?
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Maya Maya
 
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Post » Mon Mar 14, 2011 4:26 pm

Hey Ismelda, would you consider adding a schedule for lights going off in the middle of the night, (except for Taverns/Inns and Cathedrals) to the Medium esp?

Sorry for asking for another totally separate esp version before, that wasn't necessary. I like how the Medium esp is simple and not chance based for lit/unlit windows, but I think it is more realistic that lights go off in the middle of the night like in the Advanced esp. There wouldn't be any downsides to including this feature in the medium esp would there? If you would, would it also be possible have an ini file or in game menu for the user to be able to set what time the lights go off at night(1am in the Advanced esp) and come back on in the morning(5am I think in the Advanced esp)?

I am more thinking of a way to handle the change of state which is not based on each new cell but maybe ever 4 cell or more. That will be better. Otherwise the script isn't that complex that no one can change it to their own purposes. I wont though re-upload the mod just to change add new features to the medium script. I might re-upload though if I can find a nice way to update to advanced one.
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Robert
 
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Post » Mon Mar 14, 2011 7:52 pm

I am more thinking of a way to handle the change of state which is not based on each new cell but maybe ever 4 cell or more. That will be better. Otherwise the script isn't that complex that no one can change it to their own purposes. I wont though re-upload the mod just to change add new features to the medium script. I might re-upload though if I can find a nice way to update to advanced one.


Any chance of just uploading the medium esp by itself if it was changed(so it can be installed over the top)? Or is the size of the upload not the issue?

Did I understand correctly about how the Advanced esp currently works? That windows have a chance to be on or off, and chimney smoke has a chance to be big or small, and each time you enter a cell it applies this chance again(which produced the flicker on or off of lights/change of smoke size on passing buildings)? How does AWLS's Advanced plugin decide on whether windows are lit or not/chimneys smoke size when you are further then 1 cell way then? E.g. when you enter a city/IC district and it has set lights on for all the buildings in it even further away then 1 cell.
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Svenja Hedrich
 
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Post » Mon Mar 14, 2011 4:14 pm

Any chance of just uploading the medium esp by itself if it was changed(so it can be installed over the top)? Or is the size of the upload not the issue?

Did I understand correctly about how the Advanced esp currently works? That windows have a chance to be on or off, and chimney smoke has a chance to be big or small, and each time you enter a cell it applies this chance again(which produced the flicker on or off of lights/change of smoke size on passing buildings)? How does AWLS's Advanced plugin decide on whether windows are lit or not/chimneys smoke size when you are further then 1 cell way then? E.g. when you enter a city/IC district and it has set lights on for all the buildings in it even further away then 1 cell.

The effect of the script is triggered to all architecture meshes (houses) within 4 cells of your current position. Each time the script is applied (on each new hour, or when it is raining if by day, and/or on each change of cell) all the architecture has 75% chances to get a lit state and the default state of the smoke (in relation to the latitude/height and the season) or 25% to be unlit and a different state of smoke.

If I change the advanced plugin I will re-upload the meshes pack entirely but also, if I change it, there will be no reason to change the medium plugin as it will 'flicker' less unless the player just want to see it flicker and go back and forth between 2 cells until the script triggers again.
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He got the
 
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Post » Mon Mar 14, 2011 5:31 pm

The effect of the script is triggered to all architecture meshes (houses) within 4 cells of your current position. Each time the script is applied (on each new hour, or when it is raining if by day, and/or on each change of cell) all the architecture has 75% chances to get a lit state and the default state of the smoke (in relation to the latitude/height and the season) or 25% to be unlit and a different state of smoke.

If I change the advanced plugin I will re-upload the meshes pack entirely but also, if I change it, there will be no reason to change the medium plugin as it will 'flicker' less unless the player just want to see it flicker and go back and forth between 2 cells until the script triggers again.

Thank you for the explanation. I was wondering as an alternative for there to be a chance of lit/unlit windows or different smoke sizes, what would it be like if buildings were given set routines? Say for all the buildings except Inns/Taverns and Cathedrals there were three different routines with different times for the windows to go on/off and smoke to change size, and diffrenet buildings allocated to each of the three routines. This would create the illusion of it being random, but it's actually not so the windows/chimneys won't flicker at all. The only problems I see there could be with this is that it would take a while to go through adding all the buildings to one of the routines, and I'm not sure of the performance impact. But if it's just the routines running a script on when to change the windows/chimneys for all the buildings belonging to them, not actually each building itself running a script, would this still impact performance noticably?

An example of what I mean by different set routines:

Routine one: Windows go on at 1 hour to sunset, off at 1am, on at 5am, off at sunrise.
Routine two: Windows go on at 1 hour to sunset, off at 10pm, on at 5am, off at 7am.
Rotuine three: Windows go on at 6pm, off at 11pm, on at 6am, off at 8am.
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Nicholas
 
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Post » Tue Mar 15, 2011 3:22 am

Thank you for the explanation. I was wondering as an alternative for there to be a chance of lit/unlit windows or different smoke sizes, what would it be like if buildings were given set routines? Say for all the buildings except Inns/Taverns and Cathedrals there were three different routines with different times for the windows to go on/off and smoke to change size, and diffrenet buildings allocated to each of the three routines. This would create the illusion of it being random, but it's actually not so the windows/chimneys won't flicker at all. The only problems I see there could be with this is that it would take a while to go through adding all the buildings to one of the routines, and I'm not sure of the performance impact. But if it's just the routines running a script on when to change the windows/chimneys for all the buildings belonging to them, not actually each building itself running a script, would this still impact performance noticably?

An example of what I mean by different set routines:

Routine one: Windows go on at 1 hour to sunset, off at 1am, on at 5am, off at sunrise.
Routine two: Windows go on at 1 hour to sunset, off at 10pm, on at 5am, off at 7am.
Rotuine three: Windows go on at 6pm, off at 11pm, on at 6am, off at 8am.

That's not possible. All the buildings have the same set of animations (but the ones which are lit all night long). Giving them a different routine means having them with separate animation and rework all meshes. To this I say no thanks. Plus which one will be on routine 1, 2 or 3? There is no easy way to choose. It wouldn't affect teh performances though as the script will simply work the same way it does right now. The big trouble is the mesh conditioning which is completely unrealistic.
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Killer McCracken
 
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Post » Tue Mar 15, 2011 12:25 am

That's not possible. All the buildings have the same set of animations (but the ones which are lit all night long). Giving them a different routine means having them with separate animation and rework all meshes. To this I say no thanks. Plus which one will be on routine 1, 2 or 3? There is no easy way to choose. It wouldn't affect teh performances though as the script will simply work the same way it does right now. The big trouble is the mesh conditioning which is completely unrealistic.

Sorry, I didn't realise the script affected them all based on them having the same animation. That does makes sense as it's simple to control. :P
Cheers for the explanation.

Another idea, is it possible to apply the chance of windows being lit/unlit and different size chimney smoke at a time interval(e.g. every hour) instead of on entering a cell? Or would this result in a perfomance impact every time the interval changed over?
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Robyn Howlett
 
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Post » Tue Mar 15, 2011 5:00 am

Um, hello!

I am not sure if this is the right place to post this, but I will anyway, since the subject is somewhat related to AWLS (and may be of help). Fiddling recently with QTP3 and AWLS, I noticed that the texture on the Leyawiin'd Mages Guild ground floor (exterior mesh) was terribly messed up (bad UV-mapping). It took me a minute to see that the bug comes from the vanilla mesh, was not fixed by UOP and is present in the AWLS mesh, so I figured I should go ahead and fix it (there were a couple more panels over-stretched and off-centered - ie. sideways of the entrance, some corners, etc. - they've been fixed as well)... :)

So here's the thing:
http://i98.photobucket.com/albums/l256/Painkiller_rider/ScreenShot52.jpg
http://i98.photobucket.com/albums/l256/Painkiller_rider/ScreenShot55.jpg

I have currently 2 versions of the mesh, one for the AWLS and one for the UOP mesh. I can provide a RapidShare link, if desired, but I thought first would be polite to address the respective mod authors first... So if there is any interest for this, please PM me and I will upload the file wherever indicated... After all, the MG Archmage should see that the guild's buildings are all in good shape, no? :)

Cheers,
PKR.

NOTE: it seems UOP doesn't have an active thread, so if anyone can point me to the right place, I'll gladly provide the UOP mesh as well.
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Hayley Bristow
 
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Post » Mon Mar 14, 2011 7:44 pm

Bump for the evening crowd... ;)
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Daniel Lozano
 
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Post » Mon Mar 14, 2011 4:57 pm

Um, hello!

I am not sure if this is the right place to post this, but I will anyway, since the subject is somewhat related to AWLS (and may be of help). Fiddling recently with QTP3 and AWLS, I noticed that the texture on the Leyawiin'd Mages Guild ground floor (exterior mesh) was terribly messed up (bad UV-mapping). It took me a minute to see that the bug comes from the vanilla mesh, was not fixed by UOP and is present in the AWLS mesh, so I figured I should go ahead and fix it (there were a couple more panels over-stretched and off-centered - ie. sideways of the entrance, some corners, etc. - they've been fixed as well)... :)

So here's the thing:
http://i98.photobucket.com/albums/l256/Painkiller_rider/ScreenShot52.jpg
http://i98.photobucket.com/albums/l256/Painkiller_rider/ScreenShot55.jpg

I have currently 2 versions of the mesh, one for the AWLS and one for the UOP mesh. I can provide a RapidShare link, if desired, but I thought first would be polite to address the respective mod authors first... So if there is any interest for this, please PM me and I will upload the file wherever indicated... After all, the MG Archmage should see that the guild's buildings are all in good shape, no? :)

Cheers,
PKR.

NOTE: it seems UOP doesn't have an active thread, so if anyone can point me to the right place, I'll gladly provide the UOP mesh as well.

Good thing that you Bumped. I really didn't saw you post before.

PM me with a link to the mesh please. I missed 2 meshes in chorrol also and with these one in addition i might go ahead and re-release.

I haven't been able to make a working script to handle more than one cell change to trigger the script though....
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Amelia Pritchard
 
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Post » Mon Mar 14, 2011 3:57 pm

Done. Maybe you can add it as a simple patch, without the whole package...

Cheers,
PKR.
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Chloe Yarnall
 
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Post » Mon Mar 14, 2011 8:23 pm

Another idea, is it possible to apply the chance of windows being lit/unlit and different size chimney smoke at a time interval(e.g. every hour) instead of on entering a cell? Or would this result in a perfomance impact every time the interval changed over?

I guess this idea had a problem with it as well? :(

NOTE: it seems UOP doesn't have an active thread, so if anyone can point me to the right place, I'll gladly provide the UOP mesh as well.

Corepc has started up a new topic dedicated to it since Kivan isn't around.

http://www.gamesas.com/bgsforums/index.php?showtopic=968536&hl=
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john palmer
 
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Post » Tue Mar 15, 2011 1:35 am

I have currently 2 versions of the mesh, one for the AWLS and one for the UOP mesh. I can provide a RapidShare link, if desired, but I thought first would be polite to address the respective mod authors first... So if there is any interest for this, please PM me and I will upload the file wherever indicated... After all, the MG Archmage should see that the guild's buildings are all in good shape, no? :)

NOTE: it seems UOP doesn't have an active thread, so if anyone can point me to the right place, I'll gladly provide the UOP mesh as well.


Could you PM a link to those fixed meshes my way as well? Perhaps if enough material accumulates to justify it I'll see about sticking a minor UOP update out there somewhere that covers things that have come up since 3.2.0 was released.
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Lisa Robb
 
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Post » Mon Mar 14, 2011 6:30 pm

Could you PM a link to those fixed meshes my way as well? Perhaps if enough material accumulates to justify it I'll see about sticking a minor UOP update out there somewhere that covers things that have come up since 3.2.0 was released.

Done! Check your PM.

Cheers,
PKR.
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james kite
 
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Post » Tue Mar 15, 2011 3:47 am

I just remembered that the mages Guild Mesh needs to go in the textures pack.

As for patches maybe I'll do it as a patch. Now that TESNexus is well organized in files section (even though some people still don't get it)...
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Robert DeLarosa
 
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Post » Mon Mar 14, 2011 11:46 pm

I just remembered that the mages Guild Mesh needs to go in the textures pack.

As for patches maybe I'll do it as a patch. Now that TESNexus is well organized in files section (even though some people still don't get it)...

Aye, I used the QTP3 version (windows and chimneys). Do you need another version done (I still have the AWLS archive on my HDD)? Although I suppose you can use this mesh (or the UOP) as a base for any other version, no?

As for "some people still don't get it" - there will always be people like that... To give you an example, in my old Gift of Kynareth mod, I use one of Kynareth shrines as quest trigger; I simply placed a marker on an existing game shrine, which is even part of the KOTN pilgrimage quest - and yet people keep asking me where that shrine is (although it has been answered each time)... :) Nowadays people are quick to grab something fast and use it, instead of trying first to understand how to do that... ;)

Oh well... Let me know if you need more help with this mesh - I am very limitted on spare time, but I'd like to show my respect by contributing to one of the most atmospheric mods out there - AWLS...

Cheers,
PKR.
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[ becca ]
 
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