[RELz]Animated Window Lighting System - Thread 5

Post » Mon Mar 14, 2011 11:20 pm

http://www.tesnexus.com/downloads/file.php?id=19628
version 5.1.5
By XMarksTheSpot, Brumbek & Ismelda

File of the Month April 2009 on TESNexus with 205 Votes!!!

http://www.gamesas.com/bgsforums/index.php?showtopic=961765
This mod has 2 functions:
-Acting as a simple meshes replacer for all the construction with windows in Oblivion and offering a lit version of the windows and, optionally a smoking version of the chimneys (no plugin needed).
-Allowing to lit and Unlit the windows as well as heavy, light or non smoking chimneysn depending on the plugin you are using (OBSE Required).

We extended the concept of Texian's Window Lighting System to Illumination within, the principle being that we give the meshes 3 states: Lit, Dimly Lit and Unlit. Once this is done we used a quest to allow day and night cycle to toggle on and off the windows. As a replacer of all the meshes, this mod allow you to have all the windows around Cyrodiil to react to day and night without having to place anything in the world. It is then absolutely compatible with everything and offer the same services as Illumination Within.

After more research we managed to also add Smoke to the Chimneys and delivered and option to have or not the smoke on. Based on the same principle of the windows, there are 3 states to the smoke: Large, Small and None. The default state is a heavy smoke but the plugins used to control the windows also are used to control the smoke making it seasonal and weather dependent in the advanced plugin.

About the performances:
- The window's animation add a whole 1kb to the current meshes so you can't even notice it, even less with all the meshes having been optimized with PyFFI.
- The smoke animation add around 10Kb to the meshes but this is still inferior to the vanilla meshes when they are not optimized.
- The Plugins range from Basic (the less intensive) to Advanced (the most intensive) but they have no impact at all on my machine.
As far we can tell, there is no impact (or a very minimal one) from AWLS to your machine. The fact that the building meshe contains its own animations seems to put less strain on the Oblivion engine than adding items in the worldspace to do the same effect.

About the Installation:
- The folders named Chimney Only are containing the same meshes as those in the folders named Windows Only. The difference being that the windows only meshes are only animating the windows while the chimneys only are animating the windows and the smoke.

About IllumAnimation Tool

For those who downloaded the tool I just wanted to make sure you knew 3 things:

-The Material for your window must be different from any other material in the meshe (all windows can share the same material though). The animation has for effect to modify the Emissive Color property of the window material to make it glow and in a nif every part that share the same material will know the exact same modification. You will notice that a lof of meshes share the same material for walls and windows which is very upsetting when you are working on the windows :)

-The material initial Emissive Color on your windows must not be too bright (preferably black R:0 G:0 B:0) or you will have the windows glowing by day too (and if they have a texture with a glow map they will even glow brighter)

-You can make your new constructions (or simple retextures) AWLS ready with a simple trick. Instead of making 2 nif files, one for vanilla and one for AWLS in your new projects, you can use the very same nif file you are using for AWLS but with the unlit state as default. For this you just have to Open the Controller Sequence of you NiControllerSequence and invert the order of the 2 property there. In my files the "Stagger" sequence (Lit state) comes first and is Number 4 and the "Unequip" sequence (Unlit state) comes in 2nd and is number 17. Edit the 4 and replace by 17 and edit the 17 to replace by 4. On saving your nif "Unequip" sequence will use the number previously attributed to the "Stagger" sequence and will come first in the order of the Controller Sequence of the NiControllerSequence meaning that its state will be displayed by default. This will allow people to use you new buildings without AWLS and see them as any other unlit buildings or to have them sharing the same state of animation of the other windows if they are using the plugins from AWLS.

I hope you will enjoy this as much as we do.

Mode Recommendation
http://www.gamesas.com/bgsforums/index.php?showtopic=983713 to have your LOD lit too!!!
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Rowena
 
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Post » Mon Mar 14, 2011 10:28 pm

This is the last day the Month so if you waited until now to vote for AWLS, http://www.tesnexus.com/downloads/vote.php?id=19628.

Thanks to all the people who voted, appreciated and supported this mod!
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Hussnein Amin
 
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Post » Tue Mar 15, 2011 5:07 am

Thanks everyone! We reached our goal and got more than 200 votes for File of the Month!!
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Suzie Dalziel
 
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Post » Mon Mar 14, 2011 9:56 pm

Thanks everyone! We reached our goal and got more than 200 votes for File of the Month!!

Cool! So we are, like, famous now, right? Can't wait for my first royalty check to come in! ;) Keep up the great work everybody. I'll get a patch out that includes some improvements plus SI support eventually here. Working full time on All Natural at the moment...
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neil slattery
 
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Post » Mon Mar 14, 2011 9:14 pm

Thanks everyone! We reached our goal and got more than 200 votes for File of the Month!!

Awesome to hear! :D
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kitten maciver
 
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Post » Mon Mar 14, 2011 10:20 pm

Congratulations to all involved, and very well deserved! :foodndrink:
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Taylrea Teodor
 
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Post » Tue Mar 15, 2011 4:51 am

Hi Ismelda Lasombra,

You've done some really great work - Screens look great, I really want to play your mod!
But theres one thing whichs tricky: Do you use http://www.tesnexus.com/downloads/file.php?id=23178?
If not, would an version with Animated Window Lighting System and Chimneys for the Optimized Meshes possible?

I have a Notebook (^^) so every amount of more fps is welcommened :D I also played with "Animated Window Lighting System and Chimneys" and i had no fps decrease - So thats very good :)
But having AWLS AND Optimized Meshes would be best.

English is not my native language, so I hope i could describe my problem understandable^^

Greetings,
vfb
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Erich Lendermon
 
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Post » Mon Mar 14, 2011 7:22 pm

I love this mod. Its one of my favorites

Thanks for all the work you did on this

:D
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Dezzeh
 
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Post » Mon Mar 14, 2011 2:28 pm

I just wanted to say, that this mod totally rocks. The install was a bit tedious, but once done it really adds a lot of ambient mood to the game. LOVE IT!
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Jessica White
 
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Post » Tue Mar 15, 2011 1:50 am

But theres one thing whichs tricky: Do you use http://www.tesnexus.com/downloads/file.php?id=23178?
If not, would an version with Animated Window Lighting System and Chimneys for the Optimized Meshes possible?


These meshes have all been run through PyFFI already so they should be as optimized as they can get.
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Kayla Keizer
 
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Post » Mon Mar 14, 2011 11:54 pm

Thats great! Thanks Arthmoor :)
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Dan Wright
 
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Post » Mon Mar 14, 2011 8:37 pm

Is this playable with Open Better Cities? OBC seems to indicate it might be but not sure if it's actually referring to Better Cities only.
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Chica Cheve
 
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Post » Mon Mar 14, 2011 7:40 pm

works fine with OBC.
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Mimi BC
 
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Post » Mon Mar 14, 2011 4:19 pm

For some reason, the windows at the Waterfront turn off in the middle of the night. More specifically, they turn off after I come outside from some location. And sometimes, they turn off when I'm just standing there. I'm currently using obse 16 > orange textures > advanced > w/ chimney smoke.


The only mod that I have running that alter the windows in some way is All Natural. Any ideas what the problem may be?
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Charles Mckinna
 
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Post » Mon Mar 14, 2011 2:15 pm

Has the window script been recompiled to work with OBSE 0017 beta 2 yet?

@dissembled: Some windows are set to turn off at certain hours of the night depending on which plugin you used. And All Natural has no effect on exterior windows.
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Ludivine Dupuy
 
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Post » Tue Mar 15, 2011 1:26 am

Has the window script been recompiled to work with OBSE 0017 beta 2 yet?

I read a post in the BC thread saying that the current version works with 17b2. In any case, I don't think it's necessary to recompile them unless they were compiled with beta1, from which there was change in the function opcodes.
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Milagros Osorio
 
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Post » Mon Mar 14, 2011 8:10 pm

Yeah knowing if this is compatible with OBSE 17b2 is the only thing holding me back from updating to the newer OBSE.
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Cassie Boyle
 
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Post » Tue Mar 15, 2011 3:07 am

Installed 0017b2, the windows are switching on/off completely at random in every city at night, or in the rain. It is not holding steady at all. The chimneys appear to run constantly, regardless. If they're switching on/off I'm not noticing it. Using AWLS 5.1.5, advanced script. With 0017b1, the windows were locked in the on position all the time - as reported. With 0016 everything works as normal. Lights at the right times, chimneys running when they should be, etc.
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Justin Hankins
 
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Post » Mon Mar 14, 2011 4:35 pm

Well, if it doesn't work with beta2, maybe re-compiling ( saving the scripts again) will help. I'm getting the latest release right now - Will see if re-compiling helps.
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Shannon Marie Jones
 
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Post » Mon Mar 14, 2011 5:13 pm

Recompiling with b2 didn't change anything, still blinking on and off in rainy weather AND absolutely clear weather at night. Even unloaded All Natural to confirm it wasn't coming from a bad weather script interaction.
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Ben sutton
 
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Post » Mon Mar 14, 2011 4:00 pm

Recompiling with b2 didn't change anything, still blinking on and off in rainy weather AND absolutely clear weather at night. Even unloaded All Natural to confirm it wasn't coming from a bad weather script interaction.

Hmmm...I'm running OBSE v17 beta 2 and AWLS, but haven't been in any cities at night since adding OBSE17 (all I've been doing is testing UV). Let me go see if this happens to me as well...
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Schel[Anne]FTL
 
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Post » Tue Mar 15, 2011 12:54 am

Arthmoor's right. I used the Advanced setting as well, and as I walked around Chorrol, I saw lights coming off and on randomly (it was not normal AWLS behavior). Also, chimney smoke outputs varied oddly, as I walked around they would go to light to heavy and such (especially would go from light or off to heavy as I approached them).

Very strange indeed...
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Sarah MacLeod
 
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Post » Mon Mar 14, 2011 2:14 pm

Arthmoor's right. I used the Advanced setting as well, and as I walked around Chorrol, I saw lights coming off and on randomly (it was not normal AWLS behavior). Also, chimney smoke outputs varied oddly, as I walked around they would go to light to heavy and such (especially would go from light or off to heavy as I approached them).

Very strange indeed...


I wouldn't call it very strange. It's just that OBSE v17 beta 2 still contains edits which break scripting that worked in v16. Hopefully in the next beta release of OBSE they'll get them fixed.
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Lauren Dale
 
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Post » Tue Mar 15, 2011 5:19 am

I just checked in game the the behavior seems ok for me. The windows goes on and off as you change cell which is what was intended. As long the windows don't change state if you stay in the same cell it is ok. Same for the Smoke. All is based on the change of cell in the advanced plugin to add some randomness and thus creating some illusion of life inside the houses. I didn't even recompile the scripts. All is working like it was with OBSE v0016.
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Tyrone Haywood
 
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Post » Mon Mar 14, 2011 11:48 pm

Probably should have clarified then, I checked it by standing still with a view on 3 different structures, all in the same cell. They were blinking on and off far too often to be the normal random behavior that's expected.
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Sian Ennis
 
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