[RELz WIPz] Immersive Interiors

Post » Wed May 29, 2013 8:17 pm

I'll gladly upload a million screenshots before too long, though I'll wait until the new version of LW is released to get some shots that include water (though I need to finish my contribution to it, custom water settings for all interiors, so I don't hold up the release lolololol). I'm a screenshot nut.
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Chris Ellis
 
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Post » Wed May 29, 2013 9:36 pm

First off a great and essential mod for anyone looking to make their game downright beautiful. But i have a request/proposition. How difficult is it to ad Immersive Interiors to areas that are in wilderness cells ie. Weynon Prior. Jauffre has been removed from his post there and my character uses it as a nice home base, it has a huge window in front that would look great if i could see the outside world, or perhaps even easier, can anyone reccomend a house mod that makes use of an Immersive Interior type of window that is placed in a nice location and has a similar type of window layout?
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vanuza
 
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Post » Wed May 29, 2013 10:15 pm

I'm guessing it would be pretty much impossible. Since SWG has to basically recreate the entire city as part of the interior cells for the buildings in each city (thus why each city is slowly added to the mod one at a time), I don't think it would be possible to do the same thing with buildings in the wilderness. I mean, I imagine you could create the immediate area surrounding Weynon Priory or wherever, but anything that would normally be viewable in the distance beyond that area wouldn't exist. Even creating it in a manner so that you could get a "mostly accurate" view from a window (maybe if the building is surrounded by hills or trees nearby that obscure any distant objects) would be an insanely tedious process, constructing the landscape to account for every possible viewing angle, all for a single building. Basically, you won't see any Immersive Interiors-type action for non-city interiors until there's an automated process for creating the landscape outside of buildings, and I don't really expect that to ever be possible.
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Lyndsey Bird
 
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Post » Thu May 30, 2013 8:53 am



This purports to do exactly that, in a highly unstable way. http://www.tesnexus.com/downloads/file.php?id=35897
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christelle047
 
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Post » Thu May 30, 2013 8:40 am

Yeah, I should have mentioned that, but as it has major issues it's not really a viable option unfortunately. Just doesn't seem like it's possible to have an automated process that works mostly flawlessly.
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+++CAZZY
 
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Post » Thu May 30, 2013 10:51 am


Kinda discouraging that the only user uploaded images are those with broken interiors. Nice effort though.
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Amelia Pritchard
 
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Post » Thu May 30, 2013 1:40 am

I'll be posting some nice pics of the mod in action soon. Just busy with alpha testing Liquid Water and OBGE ATM. Even though pics would be rad to see, no one should hold back from trying out this brilliant mod! SWG is awesome for sticking this out and giving us such a gem of a gift!
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patricia kris
 
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Post » Thu May 30, 2013 11:17 am

Some http://f.cl.ly/items/3V3j1Y2C2Z121n1B1w14/02.jpg attempts at getting http://f.cl.ly/items/3V3j1Y2C2Z121n1B1w14/01.jpg into interiors.

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Cathrin Hummel
 
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Post » Thu May 30, 2013 10:31 am

Well, you've got my attention there. How are you going about building that, and does it mean possible expansion into wilderness interiors?
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Colton Idonthavealastna
 
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Post » Thu May 30, 2013 7:53 am

Wow, just.. wow. Very promising.
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Juliet
 
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Post » Thu May 30, 2013 3:55 am

Oh man. Please prove my earlier posts wrong!!!!
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Hearts
 
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Post » Thu May 30, 2013 8:14 am

Wow! How did you do that?!
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Erin S
 
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Post » Wed May 29, 2013 8:44 pm

Wow. How did you do that? (seems to be the question of the day)
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Abi Emily
 
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Post » Thu May 30, 2013 6:26 am

By generating LOD meshes, the appropriate LOD textures, texturing it correctly by adding the necessary nodes in NifSkope (and adding a material property for specular detail), and then physically inserting the meshes as statics in the cells.

http://f.cl.ly/items/2U2B1W3H2Q07212y091O/lod.png

I thought meshes that big would break havok, but they don't. I've thoroughly tested the cell and there's no issues.

Does this mean interiors can be done automatically now? No, because the LOD mesh is still very, very low quality (you can see from the image above, look to the front, and that's with HQ textures). I still need to re-create the immediate surrounding area (far enough until you can't differentiate between the high detail statics and the low detail LOD), and water is still an issue. But does this mean out of city cells will be able to be done? It's certainly looking like it
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Jeneene Hunte
 
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Post » Thu May 30, 2013 10:34 am

I feel I'm going to ask a dumb question, forgive my ignorance. Wouldn't be easier to bring the tavern in the wilderness worldspace, 'open' it just like OC does and replace every shutter with a window?
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koumba
 
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Post » Wed May 29, 2013 8:15 pm

That's pretty slick I must say. I hadn't ever thought to do something quite that elaborate before but I can definitely see it working. The quality of the mesh isn't really that important, the quality of the textures is. It also seems like you can generate textures without running into the half-black bug too, which is something ShadeMe would be interested in for CSE testing. Speaking of which, CSE can generate higher resolution LOD textures than the vanilla CS if that's something you're looking to improve.

The mesh should have no impact on havok since an LOD mesh has no collision. If I was able to generate textures without the half-black bug I'd definitely be looking to do a trial run on making it work with one of my village mods.

@dAb: No, that's not practical with this game engine. Dragging interiors into the wilderness worldspace would kill the game. It can't handle having that much stuff sitting around in an exterior. OC doesn't fold because it's not adding any substantial amount of new material to the cells when they're transferred. Opening all the interiors to the outside world would. Plus, none of the interior meshes align properly to their exterior counterparts. So it would take a massive amount of work to correct that before even getting to the point of moving stuff outside.

Now, what could be done is to turn the interior into its own worldspace with a parent to Tamriel set, then no landscape need be generated at all because it would use what the game already has. I have a feeling though that doing that on a massive enough scale to be useful would also burden the system with tons of extra worldspace data it can't handle. There's also the small matter of how that would disrupt the weather systems that are already in place. Getting an interior to behave is easy. Getting a worldspace to behave is a whole other matter.
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glot
 
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Post » Thu May 30, 2013 4:31 am

I see. Thanks for the detailed explanation, you woke me up from my Open Taverns dream
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carley moss
 
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Post » Wed May 29, 2013 9:46 pm

Individual open taverns wouldn't be as much of an issue - provided the meshes would align. I suspect after having seen the Skyrim demo movie that we'll get some of that in the game finally. Unfortunately they didn't get close enough to the city in the background to tell much about how they handled that.
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Kevan Olson
 
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Post » Wed May 29, 2013 7:20 pm

Yeah, converting external interiors into worldspaces....is technically doable. But like you said, weather issues, mod conflicts and the possibility of the engine bursting into flames...it's not really viable.
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Jennifer Munroe
 
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Post » Wed May 29, 2013 8:25 pm

Good to hear LOD is on the way. Some areas are rather laggy, even though I have a GTX 580... I was pulling around 1,100,000+ tris at certain points when snooping around with tfc in the interior of The Oak and Crosier... (culling would have cut that down considerably!)
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Quick Draw III
 
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Post » Wed May 29, 2013 7:36 pm

There's going to be a few interiors with a lot of statics, and so a lot of tris. However they generally shouldn't effect your performance. If you experience any troublesome interiors, give me a shout and I'll take a look.
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Charlotte Buckley
 
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Post » Wed May 29, 2013 10:08 pm

I hope you can offer some help. I created and omod for this, but my windows are barely translucent, as if they are very dusty and I can barely see out of them. Would manually installing perhaps do better and get me the right nifs? I am sure I overwrote everything when the omod installed, and I got my load order right. I am using AWLS forever now but someone else told me it should be ok together.
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NEGRO
 
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Post » Thu May 30, 2013 1:05 am

Well http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ will tell you what may be conflicting better than OBMM.

However - are you referring to looking in or out of windows? There is no looking in with any mod.

AWLS only lights the windows. Illumination within makes them give off a light source. Immersive interiors allows you to see out of them (for the structures covered), but none allow you to see in.

AWLS should not be effecting the meshes that Immersive interiors places for seeing out.
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Catherine N
 
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Post » Thu May 30, 2013 5:07 am

I'm talking about looking out. All of the windows I've looked out are barely translucent. I'll try bain if I can't get it sorted out. It's almost last in my load order and below all natural as the install asked.
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kennedy
 
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Post » Wed May 29, 2013 9:40 pm

Ok so I reinstalled it manually and it's still doing the same thing. The windows are very "rough" and it blocks most of the view outside. http://tesnexus.com/downloads/images/34199-4-1284275978.jpg is a screenshot from tesnexus and http://downloads.4drulers.com/oblivion%20screenshots/immersive_interiors.jpg is what I have. The shot was taken in broad daylight with very little clouds and it looks all murky and the glass is very thick and porous. I am guessing maybe this mod did not alter the glass texture but the NIF, and I have some other mod which altered the glass textures?
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Brιonα Renae
 
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