[WIP] Distant "Lights" for MGE XE

Post » Sun May 05, 2013 1:15 pm

This is a small immersion adding "mod" aimed specifically for players who play with really dark night settings.

By using an override list, and some alternative meshes, I've got MGE XE to show lights in the distance. Note, this DOES NOT light the distant landscape, it just shows bright spots where CS placed light sources are.

Here are some screenshots, note, being night shots, you might not see much on your screens, depending on your screen settings These screenshots are taking using my lighting mod, so some things are a little different from normal.

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20062.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20063.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20064.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20065.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20066.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20051.jpg

In the distance, you will see windows, lamps, torches and campfires. As a result, it may even help you find things you've never spotted before.

Because it's making MGE XE render more smaller objects, there will be a minor performance hit.

There's a couple of lights I've missed, so almost ready for release.
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Dorian Cozens
 
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Post » Sun May 05, 2013 4:00 am

Nice one!
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Jordan Fletcher
 
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Post » Sun May 05, 2013 12:50 pm

Very nice !
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Amanda savory
 
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Post » Sun May 05, 2013 3:54 pm

I look forward to this one - are they all separate lights or have you managed to get an overall city glow? It looks like just individual lights?
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Victoria Bartel
 
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Post » Sun May 05, 2013 1:32 am

I'd love if it actually light up the small area around each light, but since that would probably hurt performance quite a bit, this is a happy medium.
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Kirsty Collins
 
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Post » Sun May 05, 2013 11:11 am

As mentioned, it's purely just individual lights. MGE would need a lot of work to use in game light sources to light up the distant land, making for a much bigger fps hit.

So, this is a halfway solution, saves towns being black at night, with lights only appearing as you get right onto them.
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christelle047
 
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Post » Sun May 05, 2013 8:42 am

This would be a nice addition to MSGO.
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Matt Fletcher
 
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Post » Sun May 05, 2013 1:46 am

Clever, clever. It's not perfect sure, but I'm surprised that nobody has thought of this before!
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Janine Rose
 
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Post » Sun May 05, 2013 7:51 am


I've wanted this for ages! It's a grand step forward for the MGEXE thingy.
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Lyd
 
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Post » Sun May 05, 2013 1:40 am

Really cool idea. I like the look of it. Also surprised no-one thought of it before.
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Joey Bel
 
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Post » Sun May 05, 2013 4:37 pm

http://dl.dropbox.com/u/46396473/Distant%20Lights.zip

From Readme:
DISTANT LIGHTSMGE XE RequiredThe files in this download will cause MGE XE to render light sources in the distant land.It does not affect the lighting of the distant land, but increases immersion by showing abright point in the distance, especially at night.Do not use if your system is struggling with distant land, as this "mod" forces MGE torender small objects in distant land.To install, place the (l)ight and e(x)terior meshes into the correct folder in datafiles,and in the MGE XE distant land setup, add the Distant Lights Override.txt file to thestatic overrides file list. This file is found in the mge3 folder.The common paper lanterns use your game textures for their distant light colour/texture.The glass lanterns, torches and fire pits use simple textures Ive made calledPLX_Light_2.bmp and PLX_Light_3.bmp (PLX_Light_1.bmp is currently unused).The colours used for these are based on the colours I use in my personal lighting mod,but they should be suitable for everyone.Thanks to:Hrnchamd for MGE XEBethesda

Added in the two missing light sources, and as an experiment, the bitter coast mushrooms. Worked well, but easy to exclude from distant land if you wish.
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naana
 
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Post » Sun May 05, 2013 10:28 am

Definitely trying this one!
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no_excuse
 
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Post » Sun May 05, 2013 1:50 am

Why don't you have put the *_dist at somes of the nifs includes in your package?
Because they now conflict with Windows Glow.
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Lynette Wilson
 
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Post » Sun May 05, 2013 4:17 pm

Some of the vanilla nifs didn't need adjusting to be seen in the distance, so don't have _dist files.

The small handful of mesh replacers (windows mainly) have had their mesh adjusted to cause them to appear in the distance.
The _dist meshes are my hashed up versions of distance land versions of meshes.


If the windows are a conflict, don't replace the meshes, and see what happens. I bet in the windows glow mod the meshes have been changed in a similar way to what I have done, and so will still work in distant land.
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naana
 
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Post » Sun May 05, 2013 8:09 am

I tried this out with some of our lands, shamelessly shown under here:

http://img849.imageshack.us/img849/4549/morrowind20120126200327.jpg
http://img820.imageshack.us/img820/4871/morrowind20120126200416.jpg
http://img221.imageshack.us/img221/3487/morrowind20120126200550f.jpg
http://img252.imageshack.us/img252/8789/morrowind20120126200609.jpg
http://img839.imageshack.us/img839/320/morrowind20120126200802.jpg
http://img822.imageshack.us/img822/8369/morrowind20120126200822.jpg
http://img850.imageshack.us/img850/2962/morrowind20120126200909.jpg
http://img692.imageshack.us/img692/7572/morrowind20120126201017i.jpg
http://img685.imageshack.us/img685/7169/morrowind20120126201028.jpg
http://img810.imageshack.us/img810/4928/morrowind20120126201038.jpg
http://img831.imageshack.us/img831/4562/morrowind20120126201228.jpg
http://img651.imageshack.us/img651/5467/morrowind20120126201252.jpg
http://img853.imageshack.us/img853/7941/morrowind20120126201311.jpg
http://img18.imageshack.us/img18/5764/morrowind20120126201423.jpg
http://img846.imageshack.us/img846/2272/morrowind20120126201436.jpg
http://img40.imageshack.us/img40/396/morrowind20120126201444.jpg

Great mod!
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Sasha Brown
 
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Post » Sun May 05, 2013 1:09 pm

Very nice. Works well. One of those simple mods that surprisingly no one thought about before.

I didn't include every lightsource, just the major ones that appear in normal Morrowind. If there are any others you'd like added to the list so they render, just post them.
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Leilene Nessel
 
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Post » Sun May 05, 2013 4:11 pm

May i ask you to add in plugin:
L/light_logpile10.nif
L/Light_Fire.nif
It's using on lighthouse
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megan gleeson
 
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Post » Sun May 05, 2013 12:02 pm

Updated the download to include 4 addtional lights, including those two you asked for Apel.
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Madison Poo
 
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Post » Sun May 05, 2013 11:56 am

Great concept PirateLord!

FYI: _dist designator was introduced by MGE before hnchamd started developing MGEXE, and your distant lights mod will safely work with mge3.8.2-rev178. I'll have to check when _dist got introduced - it definitely isn't part of v3.8.0.

I had tested the _dist designator when we introduced it to MGE, but didn't think to use it with lights. Terrific!
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sw1ss
 
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Post » Sun May 05, 2013 11:00 am

These are spectacular, especially when scenic travelling using abot's boats and siltstriders. Coming into a town at night is really special. Interestingly, Using MGE XE (latest as of this date), I really don't get any FPS hit.

Between distant lights, MGE XE, and SWG's skies, I really enjoy travelling at night. Thanks for making this idea into a reality and for doing it so quickly!
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Jessie Butterfield
 
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Post » Sun May 05, 2013 1:01 pm

It's one of those little things that makes you wonder why no one thought of it earlier, but then, it doesn't seem a good idea to render small objects in distant land.

Interestly, what made me think of it wasn't anything to do with lights, but the random neon pixels at night I get on vurts trees in the distance, AA bug or something, then it got me thinking, so I popped a question in the MGE XE thread, and here we go, one simple mod.
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mollypop
 
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Post » Sun May 05, 2013 8:04 am

bump
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Lucie H
 
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Post » Sun May 05, 2013 7:39 am

I'm currently setting up my game to be nicely ready for a play-through (whenever I actually get around to it ) so I'll give these a try and see how including them effects my performance. But they look really nifty from the screenshots and the concept is highly original.

Thanks for sharing PL!
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Claire
 
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Post » Sun May 05, 2013 3:51 pm

I would love so much if this was developed more... don't know what'd be added to it though.
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Gavin boyce
 
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Post » Sun May 05, 2013 9:03 am


Are Mournhold lights added? Will fit nicely when we release Almalexia...
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Eddie Howe
 
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