[WIPz] Immersive Interiors

Post » Wed Jun 09, 2010 2:06 pm

As for NPCs: What about fake NPCs? Low poly meshes, animated and scripted to just "walk"? One mesh per gender/race. Would that be possible?


The scripting it would require on each NPCs would maybe hit performance, and visually it would look worse than not having NPCs at all.

It's simply beautiful SomeWelshGuy! I've just tried it and it is indeed awesome and very immersive. I will try combined with Sounds of Cyrodiil and see what result it gives. I'm certain they'll work perfectly together. Since Immersive Interiors allows you to see outside houses, Sounds of Cyrodiil allows you to hear what's going on outside as well. :)
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neen
 
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Post » Wed Jun 09, 2010 1:00 am

The scripting it would require on each NPCs would maybe hit performance, and visually it would look worse than not having NPCs at all.

It's simply beautiful SomeWelshGuy! I've just tried it and it is indeed awesome and very immersive. I will try combined with Sounds of Cyrodiil and see what result it gives. I'm certain they'll work perfectly together. Since Immersive Interiors allows you to see outside houses, Sounds of Cyrodiil allows you to hear what's going on outside as well. :)

Thanks :) Tell me how Sounds of Cyrodiil goes. If it works well then I'll add it to the recommended mods bit of the TESNexus readme :)
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CHANONE
 
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Post » Wed Jun 09, 2010 3:46 pm

, which would let it do such things. I'm not familiar with the differences between exterior and interior worldspaces, but that's what springs to mind.


It could be done by having the interior in a worldspace which uses Tamriel as a parent. However that would then mean the interior is no longer the original cell, and any other mods that touch the cell would appear to be non-functional. It isn't worth the compatibility disaster it would cause just to have a few outlying buildings get this treatment.

The static image domes might be a good compromise, but I don't particularly like that since it defeats the purpose of being able to see the external weather effects.
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Chloe Lou
 
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Post » Wed Jun 09, 2010 2:13 pm

It could be done by having the interior in a worldspace which uses Tamriel as a parent. However that would then mean the interior is no longer the original cell, and any other mods that touch the cell would appear to be non-functional. It isn't worth the compatibility disaster it would cause just to have a few outlying buildings get this treatment.

The static image domes might be a good compromise, but I don't particularly like that since it defeats the purpose of being able to see the external weather effects.

Exactly. Having real meshes outside looks so good IMO, if you just have a picture dome which never changes then not only does it look alot worse, but like you said kind of defeats the point of AN.
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Ashley Campos
 
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Post » Wed Jun 09, 2010 10:23 am

ONCE The SI window meshes are done will you consider doing Bliss and Crucible?

Also. A static image could work well on houses in the exterior worldspace. That's why I'm assuming that it was done in that place. It looks almost like it has LOD from the inside showing mountains in the background and stuff.
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xxLindsAffec
 
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Post » Wed Jun 09, 2010 10:03 am

ONCE The SI window meshes are done will you consider doing Bliss and Crucible?

Also. A static image could work well on houses in the exterior worldspace. That's why I'm assuming that it was done in that place. It looks almost like it has LOD from the inside showing mountains in the background and stuff.


SI: Ask again in a couple of years once AN has full SI support. :P

The problem as Arthmoor and SomeWelshGuy have said is that a static image would remove the whole see-the-weather-through-the-window part of All Natural. Also, the whole 'exterior worldspace' thing was a mistake by me, that's not how things work apparently.

I suppose that at least in theory you could have a texture that looks like the distance does placed at a suitable distance from the window, which would give a pseudo-LOD, but that's subject to the fact it would most likely look completely rubbish in reality, and take quite a lot of work with statics in the foreground to even getting it look like that.
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Amy Cooper
 
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Post » Wed Jun 09, 2010 10:28 am

Well if someone truly wanted to invest the time, and knew how to handle alpha channel stuff to make the sky transparent, it could possibly work to have a static image behind the windows. Said person who knows how to manipulate alpha channels for that purpose is not me though.
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Tai Scott
 
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Post » Wed Jun 09, 2010 5:27 pm

Well if someone truly wanted to invest the time, and knew how to handle alpha channel stuff to make the sky transparent, it could possibly work to have a static image behind the windows. Said person who knows how to manipulate alpha channels for that purpose is not me though.

Neither is that person me. Because of all those issues, Immersive Interiors will only cover cities.
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Mari martnez Martinez
 
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Post » Wed Jun 09, 2010 11:47 am

Okay guys, just a few more screenshots, the last ones before the Skingrad version is released to the public :)

http://img153.imageshack.us/img153/2149/skrgc1.png
http://img217.imageshack.us/img217/5016/skrgc2.png
http://img810.imageshack.us/img810/9279/skrgc3.png
http://img547.imageshack.us/img547/9830/skrgc4.png
http://img836.imageshack.us/img836/7130/skrgc5.png
http://img64.imageshack.us/img64/153/skrgc6.png

And my personal favourite: http://img818.imageshack.us/img818/4598/skrgc7.png
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Jade
 
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Post » Wed Jun 09, 2010 3:51 pm

I swooned. :wub: Wonderful work!
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Amy Smith
 
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Post » Wed Jun 09, 2010 10:22 am

Just a quick update, Skingrad is pretty much complete. Just going to test every interior now :)

If anyone wants to be sent the dev esp to test then give me a shout.
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Motionsharp
 
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Post » Wed Jun 09, 2010 5:45 pm

Link me :)
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Czar Kahchi
 
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Post » Wed Jun 09, 2010 6:42 pm

This is just f***ing impressive.
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Channing
 
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Post » Wed Jun 09, 2010 6:58 pm

This is just f***ing impressive.

Haha, thank you :P

Just as a quick note, Skingrad is just being tested and finalised. Should be released within the next few hours :)
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biiibi
 
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Post » Wed Jun 09, 2010 3:57 pm

Just as a quick note, Skingrad is just being tested and finalised. Should be released within the next few hours :)

You think you're going to beat your previous release date? That's not something you see everyday!
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ILy- Forver
 
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Post » Wed Jun 09, 2010 3:23 pm

SomeWelshGuy is obviously a robot to be able to release these so fast :P

Can't wait to try skingrad!
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Adam
 
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Post » Wed Jun 09, 2010 2:39 pm

SomeWelshGuy is obviously a robot to be able to release these so fast :P


That's definitely the impression I get. That, or he has about as much as a RL as I do ATM (I've spent the whole day coding for BOSS), but is still more productive. :P
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Leanne Molloy
 
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Post » Wed Jun 09, 2010 7:29 pm

And my personal favourite: http://img818.imageshack.us/img818/4598/skrgc7.png

:o :drool:
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benjamin corsini
 
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Post » Wed Jun 09, 2010 10:38 am

So impressive, I have never used all natural weather before...but for this I will try it.
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Amber Hubbard
 
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Post » Wed Jun 09, 2010 10:27 am

== Version 0.5 Released ==
  • City of Skingrad now has Immersive Interiors.
  • Some graphical issues fixed in Anvil.
  • Collision issues within interiors have been improved.
  • Interiors have been masked to fix some local map graphical oddities.

Feedback is welcome :)

http://www.tesnexus.com/downloads/file.php?id=34199
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Bloomer
 
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Post » Wed Jun 09, 2010 4:21 pm

WTF? How did I miss this? http://www.tesnexus.com/downloads/images/34199-3-1283213565.png FPS be damned, I'll definitely use it.

Are you planning to do all the non-city buildings eventually, too? I'm thinking about Weye, Gottshaw Inn, etc...
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Harry Leon
 
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Post » Wed Jun 09, 2010 5:23 pm

I just tested out Anvil and Skingrad. I am in absolute awe.
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TASTY TRACY
 
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Post » Wed Jun 09, 2010 11:03 am

That's definitely the impression I get. That, or he has about as much as a RL as I do ATM (I've spent the whole day coding for BOSS), but is still more productive. :P

Haha, you're exactly right :P

So impressive, I have never used all natural weather before...but for this I will try it.

Thanks :) Remember it's All Natural you'll need to use, not Natural Weather.

WTF? How did I miss this? http://www.tesnexus.com/downloads/images/34199-3-1283213565.png FPS be damned, I'll definitely use it.

Are you planning to do all the non-city buildings eventually, too? I'm thinking about Weye, Gottshaw Inn, etc...

Hehe, thanks :)
I had this "debate" a few pages back. It was decided, mainly due to the huge number of issues I'd encounter compared to doing cities, that wilderness and small town interiors won't be covered. Sorry.

I just tested out Anvil and Skingrad. I am in absolute awe.

Glad you like it :)

Just re-uploaded the file. In my excitement to get it out I forgot to clean the esp. It's not a major issue as it was just a nudged streetlight or two but might be a good idea to re-download the package and replace the main esp just for compatibility sake :)
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Jack
 
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Post » Wed Jun 09, 2010 7:36 pm

WTF? How did I miss this? http://www.tesnexus.com/downloads/images/34199-3-1283213565.png FPS be damned, I'll definitely use it.

Are you planning to do all the non-city buildings eventually, too? I'm thinking about Weye, Gottshaw Inn, etc...

If you look back a page or two it was already said that this will only cover buildings inside cities.

edit: ninja'd
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Ricky Rayner
 
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Post » Wed Jun 09, 2010 7:08 am

This looks like it may become one of the great ones in the Oblivion modding history! :thumbsup:
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Antonio Gigliotta
 
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