[WIPz] Immersive Interiors

Post » Mon Jun 07, 2010 8:14 pm

A huge undertaking! I'm so pleased someone's doing this :)
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Taylor Bakos
 
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Post » Tue Jun 08, 2010 2:21 am

Hm, this looks very nice so far. I would be interested in being a guinea pig, however I can't guarantee consistent feedback as school is about to start up and I'm about to be [censored] by IB :(

EDIT: Derp, there is a public beta.
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Jeneene Hunte
 
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Post » Mon Jun 07, 2010 8:53 pm

Just tried the Beta out, went around to several houses and all I gatta say is "This is freaking great!"

Didn't notice any drops in performance what so ever.

Keep up the excellent work.
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Claudz
 
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Post » Tue Jun 08, 2010 2:10 am

Thanks for the incredible feedback guys, it's really appreciated :)

I'll be holding a closed beta in the next few hours. Anybody who's asked to be a beta tester will receive a PM with the Anvil Beta esp attached. In this esp, every building in Anvil, excluding the player's house, has been completed. I use that term lightly because I haven't fully optimised or bug tested every house, which is why I'd appreciate beta testers to do it for me. If you haven't mentioned that you would like to beta test it but want to, just say so in a post below and I'll add you to the list.

And finally, here's some screenshots from the latest development version :)

http://img827.imageshack.us/img827/9540/63833697.png
http://img829.imageshack.us/img829/1803/62555682.png
http://img833.imageshack.us/img833/7063/64403023.png
http://img682.imageshack.us/img682/474/13259188.png
http://img828.imageshack.us/img828/3583/47237659.png
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Mrs shelly Sugarplum
 
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Post » Mon Jun 07, 2010 10:56 pm

Oh okay cool, that works :P New images look very nice!

I'm pretty free today, so I'll have time for a tour of Anvil :)
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Gavin Roberts
 
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Post » Tue Jun 08, 2010 9:35 am

I definitely want to be a beta tester :)
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Kristian Perez
 
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Post » Mon Jun 07, 2010 10:16 pm

These screenshots are stunning. This has shot right to the top of my most wanted list. Good luck with this.
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Kerri Lee
 
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Post » Tue Jun 08, 2010 3:56 am

Once again thanks for the awesome comments :)

Last chance to declare yourself as a beta tester. I'll be sending the beta esp files out soon.
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Laurenn Doylee
 
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Post » Tue Jun 08, 2010 7:21 am

How was the quality? Does it look good?
Found any bugs?
What are your computer stats? (mainly looking for CPU, Graphics Card and RAM)
Did this mod effect your interior cell performance? If so, by how much?
Any suggestions?


Here's my report. I had a quick run through, I might have missed some interiors (just stuck to west side of Anvil inside the city).

Quality: Overall, it looked very good.

Bugs: From what I saw, the bugs consisted of meshes sticking out of random places for the most part. I also saw a few NPCs outside their houses (in the interior cells), and it looked like the ground was too low down. I've uploaded screenshots of what I saw to a photobucket album http://s617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Immersive%20Interiors%20Bugs/. If it's unclear which interior a shot shows, just ask. Though there weren't that many I looked through, so it shouldn't be too difficult to pinpoint them.

PC: 2GHz Core 2 Duo, 4 GB RAM, Mobility Radeon HD 4650.

Performance Hit: I couldn't detect any hit. I've got my frame rate capped at 30, and I didn't see any reduction that I wouldn't see otherwise.

Suggestions: None really.
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Rachael
 
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Post » Mon Jun 07, 2010 9:35 pm

Thanks a lot :) I'm sorry to release a new beta so soon after you've finished looking over this one :P

None of those bugs would have been fixed in the second beta, but I'll be fixing them now. Thanks :)

EDIT: All those issues fixed in the development copy. Thanks a lot :D
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Bambi
 
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Post » Tue Jun 08, 2010 5:21 am

Whoa those look awesome! Thanks so much for doing this. :)

It really makes interior exploring much more interesting. It's a lot of work, but it's worth it. Anything that links the interior cells with their exterior ones always brings more immersion. It removes the fact that in an interior cell, you are in another space, another world.

Combined with Storm & Sounds and Sounds of Cyrodiil I have in developement, it'll bring a combination of immersion goodness. :D

I remember that when you rent a room at the Count's Arms in Anvil, the innkeeper tells you that your room has a nice view of the city. I was disappointed when I arrived there and saw only an opaque blue screen in front of the window. :P
*Bookmarks*
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RObert loVes MOmmy
 
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Post » Tue Jun 08, 2010 3:12 am

You included a file: Textures\water\Water00.dds

Was including this intentional? That's the same water texture file the CS uses and I'd certainly prefer to not have it overwritten :)
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Big Homie
 
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Post » Tue Jun 08, 2010 5:00 am

You included a file: Textures\water\Water00.dds

Was including this intentional? That's the same water texture file the CS uses and I'd certainly prefer to not have it overwritten :)

I do apologise, that wasn't intentional. The water folder is used for all the static water mesh textures from Texian, I have a custom CS water texture and completely forgot about it. Ignore that file :)
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Jerry Jr. Ortiz
 
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Post » Mon Jun 07, 2010 11:55 pm

Ok I was wondering about that myself :) I'll have my bug report all typed up and sent to you in a minute somewelshguy great work so far :)
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Nadia Nad
 
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Post » Tue Jun 08, 2010 1:55 am

And finally, here's some screenshots from the latest development version :)

http://img827.imageshack.us/img827/9540/63833697.png
http://img829.imageshack.us/img829/1803/62555682.png
http://img833.imageshack.us/img833/7063/64403023.png
http://img682.imageshack.us/img682/474/13259188.png
http://img828.imageshack.us/img828/3583/47237659.png

I just had a nerdgasm! :o
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Cedric Pearson
 
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Post » Tue Jun 08, 2010 12:07 am

In addition to the stuff wrinklyninja saw, there's grass poking up through the stairs just as you enter Arvena Thelas' house, and a stray door to the left of the bar in Counts Arms.

I haven't seen any NPCs get loose in the fake exteriors yet.

Otherwise so far it looks really cool.

One thing you may not be fully aware of - the meshes provided by All Natural should be covering most (if not all) need to have exterior extensions added to the building you're in. Like the one shot where part of Heinrik's basemant attachment was.
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Emma louise Wendelk
 
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Post » Tue Jun 08, 2010 8:35 am

Thanks for the feedback guys. There's bound to be a few clipping issues, I've fixed all the ones that have been found.
One thing you may not be fully aware of - the meshes provided by All Natural should be covering most (if not all) need to have exterior extensions added to the building you're in. Like the one shot where part of Heinrik's basemant attachment was.

I have noticed yeah, just a few areas where I didn't notice they were still leftover from when I was aligning the interior with the exterior :)

Also, I think I've found the solution to the exterior walking NPCs bug some of you have encountered. Two instances in Anvil do the trees have circular benches surrounding them. It seemed that the NPCs were trying to sit on them as part of their AI, and then found themselves being warped out to the exterior part. I've replaced all these benches with static versions of themselves, and have added extra collision around the interior meshes just to be on the safe side. Fingers crossed, the bug seems to have been fixed :D
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El Goose
 
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Post » Mon Jun 07, 2010 11:42 pm

Just tried it out, it looks great so far. I did not have any noticeable performance hit. I'm running a Core2Quad Q9650 @ 3.0 Ghz, 4GB memory, and a 9800 GT with 512MB VRAM. The only complaint I had was that sometimes the lighting, which I'm guessing is coming from All Natural, would be too bright on a window and make it hard to see outside. Here's an example of the top floor of the Mages Guild on two different sides of the house:

http://i937.photobucket.com/albums/ad216/morello_nick/ScreenShot7.jpg
http://i937.photobucket.com/albums/ad216/morello_nick/ScreenShot8.jpg

I posted a bunch of other screenshots on the same account, looks great!

http://s937.photobucket.com/albums/ad216/morello_nick/
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Alada Vaginah
 
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Post » Tue Jun 08, 2010 4:10 am

Just tried it out, it looks great so far. I did not have any noticeable performance hit. I'm running a Core2Quad Q9650 @ 3.0 Ghz, 4GB memory, and a 9800 GT with 512MB VRAM. The only complaint I had was that sometimes the lighting, which I'm guessing is coming from All Natural, would be too bright on a window and make it hard to see outside. Here's an example of the top floor of the Mages Guild on two different sides of the house:

http://i937.photobucket.com/albums/ad216/morello_nick/ScreenShot7.jpg
http://i937.photobucket.com/albums/ad216/morello_nick/ScreenShot8.jpg

I posted a bunch of other screenshots on the same account, looks great!

http://s937.photobucket.com/albums/ad216/morello_nick/

Yeah, that would be the small occasions that All Natural produces blinding HDR sunshine :P

Thanks alot for your feedback. The final development is coming along nicely, I'm optimising the interiors and improving collision to stop the NPCs escaping right now :)
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SWagg KId
 
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Post » Tue Jun 08, 2010 11:09 am

I have to say, this looks absolutely wonderful. Has moved to the top of my 'can't wait' list. Thanks for doing it!
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Mistress trades Melissa
 
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Post » Tue Jun 08, 2010 1:19 am

This is very interesting, from what I see on some of the screenshots the results are gorgeous, although I can't be too sure about performance drop as I haven't tried it on my machine.

Imagine if you can enter or exit the building via windows, break the windows, and also able to see the interior from the outside, but that would be wishful thinking.
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KiiSsez jdgaf Benzler
 
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Post » Tue Jun 08, 2010 1:42 pm

This is very interesting, from what I see on some of the screenshots the results are gorgeous, although I can't be too sure about performance drop as I haven't tried it on my machine.

Imagine if you can enter or exit the building via windows, break the windows, and also able to see the interior from the outside, but that would be wishful thinking.

Thanks for the support :) And to your last comment, that would be wonderful. But also impossible :P

Just a quick roadmap on how close we are to the Anvil release. Green indicates that the interior is complete, yellow indicates that the interior is being optimised, and red indicated that the interior still needs completing.

http://img835.imageshack.us/img835/3353/roadmap.png
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Suzie Dalziel
 
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Post » Tue Jun 08, 2010 12:27 pm

Hum, what are the red dots and yellow circles for then? Accidentally hit the paint button? :P
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Da Missz
 
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Post » Tue Jun 08, 2010 3:18 am

Thanks for the support :) And to your last comment, that would be wonderful. But also impossible :P

Just a quick roadmap on how close we are to the Anvil release. Green indicates that the interior is complete, yellow indicates that the interior is being optimised, and red indicated that the interior still needs completing.

http://img835.imageshack.us/img835/3353/roadmap.png


You forgot to mark the church. :P

I can't recall if the Anvil waterfront has any buildings with windows, but I'm pretty sure the ships' captain's cabins will have windows, are the relevant interiors going to be done there too?
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Andy durkan
 
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Post » Tue Jun 08, 2010 4:42 pm

I think the only buildings on the waterfront with windows are the serpents wake and the lighthouse, I suggested that they be added already :)
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DeeD
 
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