[WIPz] Immersive Interiors

Post » Tue Jun 08, 2010 8:39 am

Hum, what are the red dots and yellow circles for then? Accidentally hit the paint button? :P

That's the markers from within the CS :P
Red dots are sound sources and yellow circles are the circles for the map markers.

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?

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

Whoops about the church :P
And the Waterfront area will be released after the Anvil release. The current release plan is as follows (project version denoted in brackets, thanks to wrinklyninja):

Anvil (0.4)
Anvil Bay (0.45)
Skingrad (0.5)
Chorrol (0.6)
Bravil (0.7)
Leyawiin (0.8)
Cheydinhal (0.9)
Bruma (1.0)

And then:

IC Market District (1.2)
IC Temple District (1.4)
IC Talos Plaza District (1.6)
IC Eleven Gardens District (1.8)
Arcane University Outbuildings (1.9)
IC Prison District (1.95)
IC Waterfront (2.0)

After this, a Kvatch ESP will be released separately so that the mod can still be used by people using Kvatch Rebuilt type mods.
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Becky Cox
 
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Post » Tue Jun 08, 2010 9:55 am

Cheydinhal (0.9)
Bruma (1.0)

Why are you leaving the two best places till last? :(
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Steve Bates
 
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Post » Tue Jun 08, 2010 9:18 am

Why are you leaving the two best places till last? :(

Haha, that would be personal opinion :P
The order may change but that's a rough idea of what I'm planning.

Just as a note, Anvil is now around 2/3 complete. Just need to finish optimising the chapel and player home and I'll be ready to release the final public beta :)
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Dagan Wilkin
 
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Post » Tue Jun 08, 2010 4:25 am

Why are you leaving the two best places till last? :(

The best? Anvil's the best "city" to me. :P
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Leonie Connor
 
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Post » Tue Jun 08, 2010 5:42 pm

Anvil Bay shouldn't need anything other than the lighthouse. The lower class buildings don't have windows.
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Roisan Sweeney
 
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Post » Tue Jun 08, 2010 12:59 pm

Anvil Bay shouldn't need anything other than the lighthouse. The lower class buildings don't have windows.

Yeah, I just noticed that. I thought it was like the IC Waterfront when every building has some sort of window.

Just a quick update, I'm very, very close to releasing version 0.4 of the mod. If all goes well and no bugs are found, then the Anvil version will be put up on TES Nexus within the next day or so :)
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Daniel Holgate
 
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Post » Tue Jun 08, 2010 12:44 pm

This mod sounds totally awesome!
Really looking forward to the Anvil release. Speaking of Anvil; is this, or can it be made, compatible with Better Benirus Manor? That would be really great...
And thanks to you, SomeWelshGuy, for making this mod!
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marina
 
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Post » Tue Jun 08, 2010 2:33 pm

This mod sounds totally awesome!
Really looking forward to the Anvil release. Speaking of Anvil; is this, or can it be made, compatible with Better Benirus Manor? That would be really great...
And thanks to you, SomeWelshGuy, for making this mod!

Just had a little look at that mod in the CS, and it seems that it uses the existing AnvilBenirusManorHaunted cell as opposed to it's own, new one. Because of that, it should be compatible for the most part. If you have any issues, give me a nudge and I'll speak with the author about creating a patch, however, hopefully that won't be necessary :)
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Thomas LEON
 
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Post » Tue Jun 08, 2010 7:14 am

It shouldn't have any issues with Better Benirus Manor because all of Immersive Interior's changes take place outside the walls of the buildings.
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YO MAma
 
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Post » Tue Jun 08, 2010 9:35 pm

Haha, that would be personal opinion :P
The order may change but that's a rough idea of what I'm planning.

Just as a note, Anvil is now around 2/3 complete. Just need to finish optimising the chapel and player home and I'll be ready to release the final public beta :)

Looking forward to this!

Couldn't you at least put Leyawiin after Bruma? I mean come on; Leyawiin. The only good thing about Leyawiin is that it has those stairs that remind me of Suran. That and it's home to Mazog, the most annoying orc ever.
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Nikki Lawrence
 
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Post » Tue Jun 08, 2010 1:27 pm

Just downloaded this and I must say, the view looks really great. I have found it snowing inside the Mages Guild very briefly, not sure if it's been reported yet but thought it worth mentioning.
IMO: I would leave Leyawiin and Bravil till after the other cities are done, but that's just my opinion and not my decision.
I have not noticed any performance issues indoors.

my PC stats:
Intel core 2 quad core (Q6600)
XFX Geforce gtx 260 black edition
6 gigs RAM.

running as smooth as butter...almost. It is Gamebryo after all :whistling:
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ruCkii
 
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Post » Tue Jun 08, 2010 1:35 pm

Version 0.4 - Anvil Released

You can check out this version on TESNexus. It's the first stable version of the mod, and so can be used with existing saves safely :)

http://www.tesnexus.com/downloads/file.php?id=34199

Please leave a comment, and endorse the file if you like it.
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Rudy Paint fingers
 
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Post » Tue Jun 08, 2010 10:59 am

Good deal. For load order, guessing this should go near the end of the list?

You might also want to go ahead and make a release thread :).
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James Potter
 
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Post » Tue Jun 08, 2010 7:32 pm

Good deal. For load order, guessing this should go near the end of the list?

Yeah, as long as it's after All Natural it should be fine.
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Sabrina Schwarz
 
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Post » Tue Jun 08, 2010 11:48 am

Just wanted to say that what you're making will be a great addition to the game. Thanks, and keep up the good work! :)

I'm curious about one thing: how do you handle land and water? Like, if you were to do an area where nothing much is visible through the windows except landscape, how would you go about it?
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Hilm Music
 
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Post » Tue Jun 08, 2010 6:26 pm

Give any consideration to using this: http://www.tesnexus.com/downloads/file.php?id=18905

That would make a much more realistic looking patch of water where needed.

Also - forgot to mention before, but none of the doors you're placing outside the windows need the persistence flag set. That will just contribute unnecessarily to inflating the size of a saved game since it will store every last one of those there.

You technically don't even need the climate settings set on your cells since Bash is required for AN use and importing the cell data would provide that.

Worth noting in your mod description on Nexus that Open Cities Classic will give the expected results as far as what you see outside.

It's only OCR where things get difficult. Saying it needs a patch for use with OCR wouldn't even be close to accurate either since it would all need to be redone to match the new layout.
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Amy Smith
 
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Post » Tue Jun 08, 2010 11:57 am

Just wanted to say that what you're making will be a great addition to the game. Thanks, and keep up the good work! :)

I'm curious about one thing: how do you handle land and water? Like, if you were to do an area where nothing much is visible through the windows except landscape, how would you go about it?

Thanks a lot for the support :)

Land at the moment is done using a static mesh which has been textured to the appropriate ground. Water is done using a static water texture at the moment, it looks fine IMO, but I'm looking at improving that if I can.

Give any consideration to using this: http://www.tesnexus.com/downloads/file.php?id=18905

That would make a much more realistic looking patch of water where needed.

Also - forgot to mention before, but none of the doors you're placing outside the windows need the persistence flag set. That will just contribute unnecessarily to inflating the size of a saved game since it will store every last one of those there.

You technically don't even need the climate settings set on your cells since Bash is required for AN use and importing the cell data would provide that.

I've tried using that, but unfortunately the issue I had was that in interiors there's nothing to reflect off of the water shader, so you end up with a horrible shade of murky water.

About the doors, those were an oversight for the town and I completely forgot about them. Skingrad exteriors that I'm doing at the moment have no doors, neither do the Anvil Bay exteriors, and the Anvil City ones will be removed with the next release.

I'll change the OC description now. I haven't used it in a while and haven't kept up to date with the different versions available.
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Destinyscharm
 
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Post » Tue Jun 08, 2010 10:59 pm

I've tried using that, but unfortunately the issue I had was that in interiors there's nothing to reflect off of the water shader, so you end up with a horrible shade of murky water.


The secret there is that you need to have a water type set in the cell in order for the water plane mesh to function as expected. The water height on this need not be somewhere visible either, so long as it exists. The bonus here is that once a water type exists, the water plane will display whatever water type is being used by the user. Even if it's from a water mod.

The obvious downside being that every cell where water should be visible will need water height set. Not a huge issue though since you're already relying on a mod that needs Bash to fully function anyway. A C.Water tag would fix things up :)
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Far'ed K.G.h.m
 
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Post » Wed Jun 09, 2010 12:00 am

The secret there is that you need to have a water type set in the cell in order for the water plane mesh to function as expected. The water height on this need not be somewhere visible either, so long as it exists. The bonus here is that once a water type exists, the water plane will display whatever water type is being used by the user. Even if it's from a water mod.

The obvious downside being that every cell where water should be visible will need water height set. Not a huge issue though since you're already relying on a mod that needs Bash to fully function anyway. A C.Water tag would fix things up :)

Awesome, thanks for the advice Arthmoor :)
I'll fix up the water ready for the next release :)
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Jesus Sanchez
 
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Post » Tue Jun 08, 2010 12:20 pm

Land at the moment is done using a static mesh which has been textured to the appropriate ground.


A static mesh... as in, one or more of the LOD meshes?

The reason I'm asking is that I'd like to do what you're doing for the new interiors I'm making for my mod. I have the idea to take a lod mesh and somehow texture it with a part of the lod texture - and put that in front of the window with some trees or whatever is actually there to show. Is that similar to what you're doing or plan to do?

As for the water, why not just turn the water in the cell on and raise it to the appropriate level? Is there some reason this shouldn't be done or doesn't give good results?
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Wayne Cole
 
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Post » Tue Jun 08, 2010 10:23 am

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.

Actually, it's not wishful thinking. It can and has been done (see: http://www.tesnexus.com/downloads/file.php?id=22846). It's just not practical on the scale of Immersive Interiors until PC graphics get a bit more powerful. However, being able to see the interior from the outside does have it's downside: http://i164.photobucket.com/albums/u28/VinceB_photo/Vb2010/MountainShackBear.png.
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Peter P Canning
 
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Post » Tue Jun 08, 2010 3:28 pm

Do I have to have All Natural completely installed or do I just need the esm? I'd rather use Enhanced weather, but still being able to use this mod.

Edit:
I just realized that they were compatible...

Edit 2:
I just realized that I was wrong about Edit 1....
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Elizabeth Falvey
 
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Post » Tue Jun 08, 2010 4:44 pm

Do I have to have All Natural completely installed or do I just need the esm? I'd rather use Enhanced weather, but still being able to use this mod.

Edit:
I just realized that they were compatible...


It requires All Natural to be fully installed, I think, or it definitely should do at least. I don't want to see people only half installing AN and bugging me about problems. There's a reason only the RL bit is optional. All the scripting is done in the ESM, for instance, and the ESPs just apply changes to vanilla buildings.

Also, All Natural and EW are not compatible, unless you use AN for Tamriel only, and EW for SI only.

Regarding that comment about entering through the windows, I'm pretty sure that's something UV2 will add. :)
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c.o.s.m.o
 
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Post » Tue Jun 08, 2010 11:35 am

A static mesh... as in, one or more of the LOD meshes?

The reason I'm asking is that I'd like to do what you're doing for the new interiors I'm making for my mod. I have the idea to take a lod mesh and somehow texture it with a part of the lod texture - and put that in front of the window with some trees or whatever is actually there to show. Is that similar to what you're doing or plan to do?

As for the water, why not just turn the water in the cell on and raise it to the appropriate level? Is there some reason this shouldn't be done or doesn't give good results?


Editing an LOD landscape mesh for the purpose wouldn't be practical. Those things are humongous.

As for water height, that would probably work out perfectly fine unless the resulting water level is close to the floor of the interior. Then you'd hear the splashing sounds all the time.
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Amanda Leis
 
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Post » Tue Jun 08, 2010 10:23 pm

this sounds like DC interiors for FO3 if you get it finished it will be just as popular! great work!
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Alexandra walker
 
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