[RELz]Animated Window Lighting System - Thread 6

Post » Wed Mar 09, 2011 1:12 am

http://www.tesnexus.com/downloads/file.php?id=19628
version 5.1.8
By XMarksTheSpot, Brumbek & Ismelda

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

http://www.gamesas.com/index.php?showtopic=984109
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!!!
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Tue Mar 08, 2011 10:27 pm

So it is not the scrip^t that is flickering but the rain going to <1 to 1 or even >1. As far I could tell from the Oblivion resources the IsRaining was a simple integer which was either 0 or 1. Now if some climate mod changes that of course it will make my script (well mostly mine) go badly.

I thought you fixed more than just the raining issue and found a solution to the flickering by changing the way the script checked the illumination on the windows.

http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/



My understanding is that isRaining, even in vanilla, can be a non-integer value between zero and one, representing the period of transition between not-raining and full-on rainy weather. I still don't know why AN would be affecting that.

Arthmoor said:
Well AN can't really be messing with the value returned directly, but I guess if the transition isn't holding it would make sense, especially if the engine is doing funky rounding on values between 0 and 1.


But, it seems to fix the issue, so I'm not really worried about why it would happen anymore :P
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Wed Mar 09, 2011 4:24 am

^ What he said.

All Natural doesn't do anything to the IsRaining function, but it does appear it can hold values between 0 and 1 to represent transition state. The simple change to the script to check IsRaining > 0 seems to have calmed the flickering.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Tue Mar 08, 2011 11:46 pm

^ What he said.

All Natural doesn't do anything to the IsRaining function, but it does appear it can hold values between 0 and 1 to represent transition state. The simple change to the script to check IsRaining > 0 seems to have calmed the flickering.

Worked here also!
Damn you guys and or Gals are GOOD! I grabbed the file from the last thread. Copy /paste magic into my data and Bash installer Dir and I can say " nothing is blinking on and off. Whoo Hooo!
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Mar 09, 2011 6:57 am

I was walking around in Passwall (in SI, in the bit you first enter in) at night, and I noticed that on some of the buildings' front doors, there was a slight problem with the lit textures: the doors seem to be double-layered, with a simple looking door with a glass pane that gets lit up behind another door which has a metal window guard over the glass pane. This 'outer' door isn't getting lit, whereas the inner one is.

I'm not running any plugins ATM, so all the windows should be lit the whole time IIRC. It looks like just that door texture was missed out. I'm afraid that I don't have any screenies, but the affected doors are on at least two of Passwall's houses. The two doors being layered also means that from afar the door looks lit (you can see the 'inner' door texture) but then when you get closer, the lit texture is obscured by the outer door. At some angles though, the inner door is still visible.

Sorry if that's a bit vague.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Wed Mar 09, 2011 6:41 am

I was walking around in Passwall (in SI, in the bit you first enter in) at night, and I noticed that on some of the buildings' front doors, there was a slight problem with the lit textures: the doors seem to be double-layered, with a simple looking door with a glass pane that gets lit up behind another door which has a metal window guard over the glass pane. This 'outer' door isn't getting lit, whereas the inner one is.

I'm not running any plugins ATM, so all the windows should be lit the whole time IIRC. It looks like just that door texture was missed out. I'm afraid that I don't have any screenies, but the affected doors are on at least two of Passwall's houses. The two doors being layered also means that from afar the door looks lit (you can see the 'inner' door texture) but then when you get closer, the lit texture is obscured by the outer door. At some angles though, the inner door is still visible.

Sorry if that's a bit vague.

Not sure if it is vague but what is certain is that that I never been in Shivering Isles. So you can describe a place all you want, it won't help me at all :) The simple way to help though is to point the meshe we should give light to. I am quite sure I looked upon every door but obviously I missed one so the name of this one would be nice to have, as well as the one that shouldn't be lit (if you are positive that they are only displayed in interior and never in exterior).
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Mar 09, 2011 4:41 am

I am very hopeful finding this.

I have created a new house mod but Illuniation within vanilla was not lighting the windows and of course there was no illunionation inside.

Can i use the tool for this AWLS to add light to my new house? I am hoping so but wanted to ask :)
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Tue Mar 08, 2011 10:22 pm

I am very hopeful finding this.

I have created a new house mod but Illuniation within vanilla was not lighting the windows and of course there was no illunionation inside.

Can i use the tool for this AWLS to add light to my new house? I am hoping so but wanted to ask :)

Yes of course.

You need to follow the readme of the tool to properly set the windows textures.

An alternative is to re-texture a meshe already lit from the meshes pack if you are only doing a re-texture of a vanilla meshe. The tool is used to the do illumination outside though. Some weird things can happen if you try to do it in interiors (for some reason we don't understand).
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Wed Mar 09, 2011 10:06 am

i will see if i can figure it out wiht some help, the read me is designed for skilled modders it appears, and does not contain an explanation of how to use the files.

also i tried loading up the advanced form of AWLS and lost all the light in all the cathedrals.when i tried to uninstall, all my windows turned purple.

I found i had left the meshes in, when i took them out the old Illuminated Windows came back on.

I hope to try to figure this out, but at this point dont want to lose light in the cathedrals.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Mar 09, 2011 3:58 am

Been a while...so I've been slowly working on the SI window textures for my pack...here's three options for SI Palace I made.

http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-BrightGreen.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-Rainbow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-DualFires.jpg

Anywho...
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Wed Mar 09, 2011 2:22 am

Ooo, I like the dual-nature ones best.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Wed Mar 09, 2011 2:41 am

Been a while...so I've been slowly working on the SI window textures for my pack...here's three options for SI Palace I made.

http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-BrightGreen.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-Rainbow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-DualFires.jpg

Anywho...



Lookin' good! I like the rainbow one best :thumbsup:
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Mar 09, 2011 10:39 am

Been a while...so I've been slowly working on the SI window textures for my pack...here's three options for SI Palace I made.

http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-BrightGreen.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-Rainbow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-DualFires.jpg

Anywho...

Ismelda approves.
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Wed Mar 09, 2011 7:00 am

I get a CTD when loading BC + AWLs in anvil (latest versions of TSNEXUS) installed with OMOD and BOSS, selecting the default settings with no QTP3.

= Check Mods=== Active Mod Files:* 00  Oblivion.esm* 01  GTAesgaard_2.esm* 02  Zedar.esm* 03  TR_OoT_Main.esm* 04  All Natural Base.esm  [Version 0.9.9]* 05  Francesco's Leveled Creatures-Items Mod.esm* 06  Francesco's Optional New Items Add-On.esm* 07  Cobl Main.esm  [Version 1.72]* 08  Mart's Monster Mod.esm  [Version 3.7b3p3]* 09  TamrielTravellers.esm  [Version 1.39c]* 0A  Armamentarium.esm  [Version 1.35]* 0B  Artifacts.esm  [Version 1.1]* 0C  Kvatch Rebuilt.esm* 0D  Better Cities Resources.esm* 0E  CM Partners.esm* 0F  HorseCombatMaster.esm* 10  Unofficial Oblivion Patch.esp  [Version 3.2.0]* 11  DLCShiveringIsles.esp* 12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 13  Better Cities .esp* 14  Atmospheric Loading Screens - Random Quotes.esp* 15  All Natural - Real Lights.esp  [Version 0.9.9]* 16  All Natural.esp  [Version 0.9.9]* 17  All Natural - SI.esp  [Version 0.9.9]* ++  All Natural - EW + NW + AWS.esp  [Version Final]* 18  Storms & Sound.esp* 19  Rainbows.esp* 1A  WindowLightingSystem.esp* 1B  VanityCameraSmoother.esp* ++  Item interchange - Extraction.esp  [Version 0.78]* 1C  Zedar.esp* 1D  Enhanced Economy.esp  [Version 4.0.5]* 1E  DLCHorseArmor.esp* 1F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 20  DLCOrrery.esp* 21  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 22  DLCVileLair.esp* 23  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 24  DLCMehrunesRazor.esp* 25  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 26  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* ++  EVE_StockEquipmentReplacer.esp* 27  KDDwemerSpectacles.esp* 28  Unlimited Wear.esp* 29  Armamentium female.esp* 2A  DLCThievesDen.esp* 2B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 2C  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 2D  Fran Armor Add-on.esp* 2E  Fran_Lv30Item_Maltz.esp* 2F  Francesco's Optional Chance of Stronger Bosses.esp* 30  Francesco's Optional Chance of Stronger Enemies.esp* 31  Francesco's Optional Dungeon Chest Loot.esp* 32  Francesco's Optional Dungeon Chest Locks.esp* 33  Francesco's Optional House Chest Loot.esp* 34  Francesco's Optional Leveled Quests.esp* 35  Francesco's Optional Leveled Arena.esp* 36  Cobl Glue.esp  [Version 1.72]* 37  Cobl Si.esp  [Version 1.63]* ++  Cobl Tweaks.esp  [Version 1.44]* 38  ArmamentariumArtifacts.esp  [Version 1.35]* 39  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* 3A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]* 3B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* 3C  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]* 3D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 3E  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]* 3F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]* 40  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* 41  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]* ++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]* ++  TamrielTravellerAdvscript.esp  [Version 1.39c]* 42  TamrielTravellers4MMM.esp  [Version 1.39c]* ++  Travellers4MMMHostileFactions.esp  [Version 1.39c]* 43  TamrielTravellersItemsnpc.esp  [Version 1.39c]* 44  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 45  ShiveringIsleTravellers.esp  [Version 1.39c]* ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* ++  Fransfemale.esp* ++  MMM-Cobl.esp  [Version 1.69]* ++  EVE_StockEquipmentReplacer4MMM.esp* 46  AdenseEpicDungeon1_5.esp* 47  Alexandriav.esp* 48  Artifacts.esp  [Version 1.1]* 49  ArtifactsFemaleArmor.esp* ++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]* 4A  Auriel's_Retreat.esp  [Version 1.1]* 4B  Bandit Hideouts.esp* 4C  (DC) Sutch Reborn.esp* 4D  Sutch Reborn Spawn Patch.esp* 4E  Dwemer_Skyship_1_1_0.esp* 4F  GTAesgaard.esp* 50  GTAesgaard_2.esp* 51  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]* 52  Kvatch Rebuilt.esp* ++  Kvatch Rebuilt Weather Patch.esp* 53  Side's Sailing Ships.esp* 54  Side's Sailing Ships (COBL).esp* 55  Solace.esp* 56  TheUndercity.esp* 57  TR_Stirk.esp* 58  Stirk_Compatibility_Patch.esp* 59  Apachii_Goddess_Store.esp* 5A  Apachii_Heroes_Store.esp* 5B  Villages1.1.esp* 5C  DLCBattlehornCastle.esp* 5D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 5E  DLCFrostcrag.esp* 5F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 60  BrumaMGRestored.esp* 61  BrumaMGRestored-Frostcrag.esp* 62  Knights.esp* 63  Knights - Unofficial Patch.esp  [Version 1.0.9]* 64  EVE_KnightsoftheNine.esp* ++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]* 65  The Lost Spires.esp* 66  AFK_Weye.esp* 67  Blood&Mud.esp* 68  ElsweyrAnequina.esp* ++  ElsweyrAnequina - Races HGEC-Robert.esp* 69  Walkabout.esp* 6A  road+bridges.esp  [Version 4.5.5]* 6B  xuldarkforest.esp  [Version 1.0.4]* 6C  LostSpires-DarkForest patch.esp* 6D  xulStendarrValley.esp  [Version 1.2.2]* 6E  xulTheHeath.esp* 6F  XulEntiusGorge.esp* 70  xulFallenleafEverglade.esp  [Version 1.3.1]* 71  LostSpires-Everglade patch.esp  [Version 1.2]* 72  Anequina-Fallenleaf-Patch.esp* 73  xulColovianHighlands_EV.esp  [Version 1.2.1]* 74  xulChorrolHinterland.esp  [Version 1.2.2]* 75  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 76  SutchReborn-LostCoast patch.esp* 77  xulBravilBarrowfields.esp  [Version 1.3.2]* 78  xulLushWoodlands.esp  [Version 1.3]* 79  xulAncientYews.esp  [Version 1.4.2]* 7A  xulAncientRedwoods.esp  [Version 1.6]* 7B  xulCloudtopMountains.esp  [Version 1.0.3]* 7C  xulArriusCreek.esp  [Version 1.1.3]* 7D  xulPatch_AY_AC.esp  [Version 1.1]* 7E  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]* 7F  xulPantherRiver.esp* 80  Blood&Mud-PantherRiver patch.esp* 81  xulRiverEthe.esp  [Version 1.0.2]* 82  xulBrenaRiverRavine.esp  [Version 1.0.2]* 83  xulImperialIsle.esp  [Version 1.6.3]* 84  xulBlackwoodForest.esp* 85  xulCheydinhalFalls.esp  [Version 1.0.1]* 86  Blood&Mud-CheydinhalFalls patch.esp* 87  KvatchRebuilt-CheydinhalFalls patch.esp* 88  Villages-CheydinhalFalls patch.esp* 89  xulAspenWood.esp  [Version 1.0.1]* 8A  xulSkingradOutskirts.esp* 8B  NRB4+UL-II Patch.esp  [Version 5.0.1]* 8C  West Roads.esp* 8D  WR Villages Addon.esp* 8E  bartholm.esp* 8F  Bartholm-Panther River Patch.esp  [Version 1.0]* 90  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]* 91  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* 92  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* 93  DropLitTorchOBSE.esp  [Version 2.4]* 94  EVE_ShiveringIslesEasterEggs.esp* ++  ScriptIcon_Replacer.esp* ++  Short Grass V3.esp* ++  Enhanced Vegetation [100%].esp* 95  Toggleable Quantity Prompt.esp  [Version 3.1.1]* 96  lwb_unarmored_stats_skills.esp* 97  Quest Award Leveller.esp* ++  Quest Award Leveller - Battlehorn Castle.esp* ++  Quest Award Leveller - Vile Lair.esp* ++  Quest Award Leveller - Mehrunes Razor.esp* ++  Quest Award Leveller - Knights of the Nine.esp* 98  Alternative Start by Robert Evrae.esp* 99  MidasSpells.esp* 9A  RshAlchemy.esp* 9B  EnchantmentRestore.esp* ++  EnchantmentRestore_Wells.esp* 9C  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp* 9D  DeadlyReflex 5 - Combat Moves.esp* 9E  Oblivion XP.esp  [Version 4.1.5]* ++  Item interchange - Placement.esp  [Version 0.78]* ++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]* ++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]* ++  EVE_KhajiitFix.esp* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* 9F  CM Partners.esp* A0  CM Partners Special NPCs.esp* A1  CM Partners NPC.esp* A2  CM Partners More NPCs.esp* A3  CM Partners Marker NPCs.esp* A4  CM Partners Extra NPCs.esp* A5  Better Cities - Full City Defences.esp* A6  Better Cities Full - B&M Edition.esp* A7  Better Cities - Unique Landscape Barrowfields.esp* A8  Better Cities - Unique Landscape Chorrol Hinterland.esp* A9  Better Cities - Unique Landscape Cheydinhal Falls.esp* AA  Better Cities - Unique Landscape Skingrad Outskirts.esp* AB  Better Cities - VWD of the IC.esp* AC  Better Cities Full - B&M Edition FPS Patch.esp* AD  Better Imperial City.esp* AE  Better Imperial City FPS Patch.esp* AF  Better Cities - COBL.esp  [Version 2]* B0  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp* B1  Visual Enchantments v1.0.esp* B2  NRB4 Standard Road Record.esp* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]* B3  Bashed Patch, 0.esp* B4  MergedMaps.esp* B5  Streamline 3.1.esp


Oh ya and Arth, I know how to isntall mods =) THX

I've tried this a few different times... really great idea and I'm glad it works for most people.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Tue Mar 08, 2011 9:27 pm

Been a while...so I've been slowly working on the SI window textures for my pack...here's three options for SI Palace I made.

http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-BrightGreen.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-Rainbow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-DualFires.jpg

Anywho...

Nice. I don't know if I prefer the Green or the Dual Nature one best at the moment. But either way; looking good.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Wed Mar 09, 2011 12:44 pm

I was walking around in Passwall (in SI, in the bit you first enter in) at night, and I noticed that on some of the buildings' front doors, there was a slight problem with the lit textures: the doors seem to be double-layered, with a simple looking door with a glass pane that gets lit up behind another door which has a metal window guard over the glass pane. This 'outer' door isn't getting lit, whereas the inner one is.

I'm not running any plugins ATM, so all the windows should be lit the whole time IIRC. It looks like just that door texture was missed out. I'm afraid that I don't have any screenies, but the affected doors are on at least two of Passwall's houses. The two doors being layered also means that from afar the door looks lit (you can see the 'inner' door texture) but then when you get closer, the lit texture is obscured by the outer door. At some angles though, the inner door is still visible.

Sorry if that's a bit vague.


Finally got around to getting back to SI, so I've followed this up. Here's some pictures to describe what I was seeing:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-14-38.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-19-60.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-29-19.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-45-60.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-10-05-49.jpg

And here's the base ID's of the objects involved:
The 'outer' door is SEDementiaSettlementDoor01 [DOOR:0001210A]. The inner door seems to be the house static HouseDementia03 [STAT:00019F83], and it is this that seems to have the lit texture.

Hope that helps. :)

Brumbek's stuff is looking particularly nice. I especially like the dual nature windows, though I would be sorely tempted by the rainbow ones too.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Mar 09, 2011 8:35 am

Finally got around to getting back to SI, so I've followed this up. Here's some pictures to describe what I was seeing:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-14-38.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-19-60.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-29-19.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-09-45-60.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-05-2515-10-05-49.jpg

And here's the base ID's of the objects involved:
The 'outer' door is SEDementiaSettlementDoor01 [DOOR:0001210A]. The inner door seems to be the house static HouseDementia03 [STAT:00019F83], and it is this that seems to have the lit texture.

Hope that helps. :)

Brumbek's stuff is looking particularly nice. I especially like the dual nature windows, though I would be sorely tempted by the rainbow ones too.

I just rechecked and the door is in there. It is the DementiaDoor.nif you can find in the "meshes\architecture\settlements" folder.

Know that the door light is independent from the house light so sometimes it is lit and not the house, sometimes the opposite and sometimes both are lit or unlit together.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Tue Mar 08, 2011 11:04 pm

I just rechecked and the door is in there. It is the DementiaDoor.nif you can find in the "meshes\architecture\settlements" folder.

Know that the door light is independent from the house light so sometimes it is lit and not the house, sometimes the opposite and sometimes both are lit or unlit together.

The only solution I can think of is to edit the door mesh and actually remove the window portion. This way the window from the house mesh would shine through. But this could be problematic because I don't know if the doors are always aligned exactly and I don't know if every house mesh has the proper light behind the door mesh...this would be easy to test because you can simply open the DementiaDoor.nif and remove the block for the window.

But I suppose ideally the script could be edited to make it so certain groups of windows go on and off at the same time...not that I'd have any idea on how to do that.

Oh, but as far as the double layered problem, we could remove the window section of the door on the main house mesh...that would eliminate that problem. I think it's safe to do because all main house meshes would have the separate door mesh with their own window. This editing would require 3D modeling work, not just NifScope stuff, but it would be exceedingly simple. Should I do this?
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Wed Mar 09, 2011 6:35 am

The only solution I can think of is to edit the door mesh and actually remove the window portion. This way the window from the house mesh would shine through. But this could be problematic because I don't know if the doors are always aligned exactly and I don't know if every house mesh has the proper light behind the door mesh...this would be easy to test because you can simply open the DementiaDoor.nif and remove the block for the window.

But I suppose ideally the script could be edited to make it so certain groups of windows go on and off at the same time...not that I'd have any idea on how to do that.

Oh, but as far as the double layered problem, we could remove the window section of the door on the main house mesh...that would eliminate that problem. I think it's safe to do because all main house meshes would have the separate door mesh with their own window. This editing would require 3D modeling work, not just NifScope stuff, but it would be exceedingly simple. Should I do this?

I think not because the doors always have to be placed in front of the houses fake doors. This would create a gap and possibly (most probably) misalignment everywhere and so on... The end result would be far worse than the actual version I think.

Now for the script, as far i can tell it is not possible because the script doesn't detect a door or a house, but a static. It applies the animation trigger on it if it is a static in the good group (architecture) and it doesn't care what is it. Stone pillar do not animate because they do not have the proper animation but the script doesn't know or care what it was. So the script also can't tell that it just lit a house and not the door in front of it.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Wed Mar 09, 2011 11:51 am

Not sure of this will be of any help in choosing a solution, but I was just checking out Split in SI and noticed that at least some of the doors there were aligned properly so that the light was visible from close up, so it appears not to be a universal problem. Perhaps what needs doing is adjusting the position of the doors causing problems? If so, just ask, and I'll run all over SI checking them out and give you a list, I need to do so anyway for All Natural testing.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Wed Mar 09, 2011 3:56 am

Repositioning the doors isn't practical since they're all persistent references. Not to mention that's a boatload of compatibility issues waiting to happen.
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Wed Mar 09, 2011 1:33 pm

http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-BrightGreen.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-Rainbow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/AWLS-SI-Pal-DualFires.jpg

Anywho...


:bowdown:

Dual nature for me...Has to me it represent Mania and Madness Side of World once again..
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Wed Mar 09, 2011 1:07 pm

Not sure of this will be of any help in choosing a solution, but I was just checking out Split in SI and noticed that at least some of the doors there were aligned properly so that the light was visible from close up, so it appears not to be a universal problem. Perhaps what needs doing is adjusting the position of the doors causing problems? If so, just ask, and I'll run all over SI checking them out and give you a list, I need to do so anyway for All Natural testing.

Repositioning the doors isn't practical since they're all persistent references. Not to mention that's a boatload of compatibility issues waiting to happen.

Indeed.

AWLS objective is to replace meshes only and not move or do anything to the placement of anything in game to ensure a compatibility of 100%. And if we begin to do this with SI where there is only one type of door to chance why not doing it with all the Cyrodiil's doors too? Then we get a big issue as it is not only 20 doors or so to correctly align but much more and I do not even count all the mods created that would need a little adjustment...
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Mar 09, 2011 12:01 am

Brumbek, I really like the rainbow one.

gothemasticator
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Wed Mar 09, 2011 1:20 pm

Indeed.

AWLS objective is to replace meshes only and not move or do anything to the placement of anything in game to ensure a compatibility of 100%. And if we begin to do this with SI where there is only one type of door to chance why not doing it with all the Cyrodiil's doors too? Then we get a big issue as it is not only 20 doors or so to correctly align but much more and I do not even count all the mods created that would need a little adjustment...

Well, the way we have it now the door window should never be twice as bright because AWLS windows aren't transparent...so I guess we'll just have to live with the sometimes chance of the door not being lit but the building is.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Next

Return to IV - Oblivion