[RELz]Animated Window Lighting System - Thread 6

Post » Tue Mar 08, 2011 9:15 pm

Sounds like it's time to fix Abomb, Surazal. Right click on your latest save > Fix Abomb.

What a wonderful person you are - problem fixed :)

Now to put back all my mods I was running and play again/
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Khamaji Taylor
 
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Post » Wed Mar 09, 2011 1:19 pm

Is there any way to make the windows flicker when lit? Sort of like the way they do in the Morrowind mod Windows Glow?
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Strawberry
 
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Post » Wed Mar 09, 2011 5:47 am

Just for clarification, does the SI package work well with http://www.tesnexus.com/downloads/file.php?id=28378?

Sorry for very late reply, yes the SI package works well with it in general. I'm not sure if Bomret's mod touches the window textures like /architecture/city/dementia/dementiawindow.dds (or something). If it does, AWLS will use a non-Bomret version for the windows so the stone or walls right around the windows in Dementia won't look exactly as Bomret intended, but the difference is probably very minor. If you check it out and it is a big visual difference, let me know and I'll create a custom version for it.

First, I'd like to say how much I love AWLS. I wouldn't play without it. Brumbek's texture pack is beautiful, and the new http://www.invision.tesalliance.org/forums/uploads/1294101646/gallery_1515_117_64606.jpg are just awesome.

I wanted to report one issue I've noticed. The http://i304.photobucket.com/albums/nn174/Wren823/LeyawiinFGwindows.jpg, windows on the right side are upside down.

Plus, I have a question. I'm creating a mod using the LeyFG mesh, applied the animated windows with the IllumAnimation Tool, but how would I go about adding the animated chimney smoke?

Thanks for the comments, glad you like it. And wow, good catch on Leyawiin. I tried to fix all those spots. I'll fix that and upload new version. I'm not sure about adding chimney smoke, I didn't do that part of AWLS, but I believe you can just open an existing mesh and find the chimney smoke emitter block and copy and position it in your mesh.
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Charles Mckinna
 
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Post » Wed Mar 09, 2011 5:23 am

Wrye Bash 290 does, the linked beta installer of WB 291 is known to have this plus a few more problems as reported in the Wrye bash thread.

http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/page__view__findpost__p__16811699 - (See the bottom of that post) - 291 installer is still beta and only linked for testing

I didn't use the installer, and I still don't see the subpackages.


Edit: Is it because of the ReadMes at the top level?
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Stefanny Cardona
 
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Post » Wed Mar 09, 2011 1:10 am

Edit: Is it because of the ReadMes at the top level?


I dont think so, before Gaticus pointed out to me the standard I should be adopting for the guide ( 00 Docs ), I put all sorts of things in the root or top level of my Bains (quite a few on my HD still have ReadMe's or JPGs there)

@ Brumbek - Could you incorporate Metallicows wizard on the next update?, worked like a charm first time I tried it with a bit of a change to your folder structure (Posted http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/page__view__findpost__p__16667830 if you missed it)
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Marquis T
 
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Post » Wed Mar 09, 2011 7:13 am

@ Brumbek - Could you incorporate Metallicows wizard on the next update?, worked like a charm first time I tried it with a bit of a change to your folder structure (Posted http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/page__view__findpost__p__16667830 if you missed it)

Ah, I totally forgot about this. I will add this and release an update soon. Thanks for reminding me.
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Jynx Anthropic
 
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Post » Wed Mar 09, 2011 12:35 pm

Thanks for the comments, glad you like it. And wow, good catch on Leyawiin. I tried to fix all those spots. I'll fix that and upload new version. I'm not sure about adding chimney smoke, I didn't do that part of AWLS, but I believe you can just open an existing mesh and find the chimney smoke emitter block and copy and position it in your mesh.

Hm, I've tried that, several times. I either get no smoke or static smoke. Thanks anyway, I'll keep fiddling with it. :)
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Nymph
 
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Post » Tue Mar 08, 2011 9:59 pm

I've updated my texture pack to 5.2.1, nothing major, just fixed the ruined cathedral (Kvatch) so the broken part isn't lit up. Plus I've added BAIN Wizard support thanks to Metallicow. And thanks for alt3rn1ty for reminding me. Let me know if you guys have any issues.
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Meghan Terry
 
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Post » Wed Mar 09, 2011 2:30 am

Does this mean you have upload access to the entire project and are correcting mesh bugs as well? :P
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Cheryl Rice
 
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Post » Wed Mar 09, 2011 6:51 am

Let me know if you guys have any issues.

:thumbsup: No issues here, although I have only run through our setups (no QTP3/Better Cities/Blood & Mud - which is probably un-usual these days so at least you have one user confirming saying no to some options still installs everything else wanted - a few different window setup choices for the family machine intentionally differ from my machine ... ) Anyway as far as we go, and the choices we make - No problems with wizard installs, and the screenshots are very helpful as part of the installer wizard.
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Shannon Marie Jones
 
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Post » Wed Mar 09, 2011 12:06 am

Does this mean you have upload access to the entire project and are correcting mesh bugs as well? :P

Why yes I do. Most people don't let me have access given my mental instability, but I digress. What mesh bugs are you referring to? If you have any specifics I can correct them, yes. I haven't noticed anything too egregious, sure there are plently of small holes and oddities in the meshes but not too much that is very noticeable.

:thumbsup: No issues here

Excellent! I now personally use BAIN for AWLS since it's got picture support now.
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Ezekiel Macallister
 
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Post » Wed Mar 09, 2011 12:59 pm

Well, there would be this one at least that we know of:

First, I'd like to say how much I love AWLS. I wouldn't play without it. Brumbek's texture pack is beautiful, and the new http://www.invision.tesalliance.org/forums/uploads/1294101646/gallery_1515_117_64606.jpg are just awesome.

I wanted to report one issue I've noticed. The http://i304.photobucket.com/albums/nn174/Wren823/LeyawiinFGwindows.jpg, windows on the right side are upside down.

Plus, I have a question. I'm creating a mod using the LeyFG mesh, applied the animated windows with the IllumAnimation Tool, but how would I go about adding the animated chimney smoke?


I usually don't notice these things because I don't use the curtain versions of the windows. One of the farmhouse meshes has a similar problem only the window is oriented sideways.
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Imy Davies
 
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Post » Wed Mar 09, 2011 1:13 am

Thanks for the Minor Update Brumbek

I usually don't notice these things because I don't use the curtain versions of the windows. One of the farmhouse meshes has a similar problem only the window is oriented sideways.


I have seen it has well the farmhouse with the sideways curtain,

edit: checked all the vanilla normal curtain farmhouse and all curtains are right way,
let me check the dark curtain's..all appear fine to me..
vanilla meshes once again..not sure about qtp ..
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carla
 
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Post » Wed Mar 09, 2011 12:13 pm

Yeah, it's probably the QTP3 ones. Hanaisse actually spotted it in one of my Faregyl meshes which was copied from an AWLS mesh that ended up with a sideways curtain in the window. It's derived from the FarmHouse02 mesh.
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Rozlyn Robinson
 
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Post » Wed Mar 09, 2011 1:41 am

I'm really not that picky. :)

I also looked through all the AWLS meshes for Farmhouse02 in blender, and they are all fine, the qtp3 ones too. Sorry to say Arthmoor, but the one you used is basically a vanilla mesh, the same as one I pulled straight out of the bsa. The UV map on it is incorrect. Who would know? They never had curtains! Easy to fix, just delete that NiTriStrip and copy an AWLS one. Put that on your list of Faregyl updates. :)
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Bad News Rogers
 
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Post » Wed Mar 09, 2011 12:23 am

Huh. Oh well, ignore me then. I suppose one can't simply rotate the UV map in nifskope?
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stevie trent
 
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Post » Tue Mar 08, 2011 9:20 pm

Easier in blender. I'll fix it for you, and we can stop derailing this thread. :)
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Prisca Lacour
 
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Post » Wed Mar 09, 2011 6:38 am

Thanks for the Minor Update Brumbek

Thanks, and great to hear from you!

Huh. Oh well, ignore me then. I suppose one can't simply rotate the UV map in nifskope?

Btw, I already fixed that Leyawiin upside down curtains issue, just waiting for Ismelda to update some stuff before release. Also glad the farmhouses were ok. I checked them myself and I have to say I did a nice job on those, hah... But do let me know if you find other issues with AWLS, after all I'm only cyborg.

And yeah, I also wish you could rotate UV's in nifskope. Would save me a lot of time importing and exporting into Max to do such a simple thing.
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Baby K(:
 
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Post » Wed Mar 09, 2011 12:40 am

Thanks, and great to hear from you!


Btw, I already fixed that Leyawiin upside down curtains issue, just waiting for Ismelda to update some stuff before release. Also glad the farmhouses were ok. I checked them myself and I have to say I did a nice job on those, hah... But do let me know if you find other issues with AWLS, after all I'm only cyborg.

And yeah, I also wish you could rotate UV's in nifskope. Would save me a lot of time importing and exporting into Max to do such a simple thing.

Posted the update yesterday (v5.3.6).

Looked at the omod script for OBSE and Steam version of Oblivion and there was nothing but a simple yes/no question... I didn't bother to change the script. Guess I was lazy...
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Beast Attire
 
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Post » Wed Mar 09, 2011 10:10 am

Would there be any chance the illumination tool could be updated to also include the smoke nodes?
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JD FROM HELL
 
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Post » Wed Mar 09, 2011 7:31 am

Would there be any chance the illumination tool could be updated to also include the smoke nodes?

That is not possible. The program can't detect a chimney by itself because the meshes do not refer them as chimney at all. They are just part of the roof. So no program would know where to put the nodes and how many of them...
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Mari martnez Martinez
 
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Post » Wed Mar 09, 2011 6:48 am

Bummer, because nifskope has decided it no longer wants to copy those nodes at all when I try.
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Vickytoria Vasquez
 
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Post » Wed Mar 09, 2011 1:43 pm

Want me to have a look? I've become rather adept at copying Nifskope nodes, imho :)
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Vivien
 
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Post » Wed Mar 09, 2011 9:01 am

I DL'd the new textures but need a bit of guidance. First, at present I have AWLS (both textures & meshes) installed via Wrye Bash just prior to RAEVWD. With AWLS textures now supporting RAEVWD should I reverse this so that AWLS overwrites as appropriate? Second, does if matter one way or other if I select, say, a Cheydinhal RAEVWD option in AWLS if I don't use the RAEVWD inner-city esps? Third, for those options that don't have numerical designation, should I choose both the standard option AND its RAEVWD equivalent (Chorrol Curtains / Chorrol Curtains RAEVWD) or only one?

AWLS will need to overwrite the RAEVWD files so load AWLS after RAEVWD in BAIN. And no, you don't need the specific city RAEVWD stuff if you don't use the inner-city .esps. Also, yes you are right that you need both the Chorrol Curtains / Chorrol Curtains RAEVWD, ect.

New version 5.4.0 uploaded of texture pack. Now supports RAEVWD meaning you distant illuminated windows will now be the exact color you picked for AWLS. You must load this pack after RAEVWD and let this pack overwrite existing RAEVWD files. No need to rerun TES4LODGen.
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Natalie J Webster
 
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Post » Tue Mar 08, 2011 10:26 pm

Is there any way to make the windows flicker when lit? Sort of like the way they do in the Morrowind mod Windows Glow?

I like this idea
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Angela Woods
 
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