[RELz / WIPz] Immersive Interiors

Post » Mon Dec 13, 2010 5:10 am

Are there plans to make the small wilderness village buildings included?
I went inside Hackdirt inn and saw the void. Some other place I can't remember today going around the forest too.
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Flesh Tunnel
 
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Post » Mon Dec 13, 2010 2:48 am

So which cities are done so far?
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Jordan Moreno
 
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Post » Mon Dec 13, 2010 2:05 pm

So which cities are done so far?


Anvil, Skingrad, and Chorrol are currently finished. Bruma is (according to SWG) going to be released in a couple of days. You can view the mod description page at http://www.tesnexus.com/downloads/file.php?id=34199 for more information.
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Pants
 
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Post » Mon Dec 13, 2010 3:36 pm

So which cities are done so far?

Yeah, what Mistahtokyo said :P

Are there plans to make the small wilderness village buildings included?
I went inside Hackdirt inn and saw the void. Some other place I can't remember today going around the forest too.

Villages and wilderness locations won't be covered for various reasons, basically because LOD is impossible it pretty much requires landscape "domes" which defeats the point of All Natural's awesome lightning system. Unless I think of something, they won't be done. Sorry.

Bruma's almost done. The mages guild however, I mean every interior mesh is miss-aligned somewhat with the exterior mesh, but my god, Bruma Mages Guild is seriously about double in size compared to the exterior. It's proving quite challenging, especially being as though I have to do it twice (for the two versions of the guild) -.-
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Angelina Mayo
 
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Post » Mon Dec 13, 2010 8:42 am

I am excited to see the Imperial City!
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Ellie English
 
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Post » Mon Dec 13, 2010 3:35 am

I ran into one minor issue in the chorrol Mage guild with the hanging sign outside. I kept hearing a sound like something was unstuck and flying around. After a bit of looking I used free rome camera and found that the sign has become unstuck and is flying around. here are some screenshots of what's going on.
http://i175.photobucket.com/albums/w139/tatts4life_photos/Oblivion%20Glitches/ScreenShot96.jpg

http://i175.photobucket.com/albums/w139/tatts4life_photos/Oblivion%20Glitches/ScreenShot98.jpg
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jeremey wisor
 
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Post » Mon Dec 13, 2010 1:42 am

I ran into one minor issue in the chorrol Mage guild with the hanging sign outside. I kept hearing a sound like something was unstuck and flying around. After a bit of looking I used free rome camera and found that the sign has become unstuck and is flying around. here are some screenshots of what's going on.
http://i175.photobucket.com/albums/w139/tatts4life_photos/Oblivion%20Glitches/ScreenShot96.jpg

http://i175.photobucket.com/albums/w139/tatts4life_photos/Oblivion%20Glitches/ScreenShot98.jpg

Heh, that's havok for you. Fixed ready for the Bruma release :)
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Carolyne Bolt
 
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Post » Mon Dec 13, 2010 12:57 pm

Heh, that's havok for you. Fixed ready for the Bruma release :)

yeah it was a little annoying when trying to talk to the mages. It sounded like somebody was falling down the stairs.
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Arrogant SId
 
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Post » Mon Dec 13, 2010 5:33 am

yeah it was a little annoying when trying to talk to the mages. It sounded like somebody was falling down the stairs.

Yeah, havok is awesome at making things do that :P
Feel free to disable it in your game, it won't break anything and will stop the noise.
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Dewayne Quattlebaum
 
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Post » Mon Dec 13, 2010 5:56 am

next time I have to go there I will. I don't think you can really see the sign from a window anyways.
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Hannah Barnard
 
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Post » Mon Dec 13, 2010 3:51 pm

yeah it was a little annoying when trying to talk to the mages. It sounded like somebody was falling down the stairs.


I was wondering what that sound was a while back...
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Kayla Bee
 
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Post » Mon Dec 13, 2010 11:48 am

Odd, I don't have that problem with the sign, but it won't hurt to remove it since it's not visible from any of the windows anyway.
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Rebecca Clare Smith
 
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Post » Mon Dec 13, 2010 12:01 pm

well it's not flapping around any more. But it is speared like a fish.
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neen
 
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Post » Mon Dec 13, 2010 9:44 am

Hehe, thanks. Glad to see you like the mod :)

In terms of how I do it, I create a mock-up of each city in an interior cell (what I call a "dummy" interior). As you can't have landscape in interiors I make the ground out of small mesh "grids". Because of this making the dummy cities is the bit that takes the longest as it's really quite difficult to do natural looking slopes when you're limited to squares and no texture blending.

http://img201.imageshack.us/img201/7021/scd.png

After the dummy city is done I copy the whole cell, including the collision boxes and black masks I use for later, and then add the dummy city into each interior cell. After rotating and matching up the interior with the exterior mesh (which almost always never match up, so some creativity is needed), the exterior mesh is deleted. I then tidy up the bits around the interior mesh to stop clipping and such, and then delete the bits you won't be able to see, in order to minimize the FPS impact. I then apply the appropriate collision, subspace and then black mask the areas around the interior. So you end up with something like this:

http://img517.imageshack.us/img517/3564/scd2.png

If there's more than one floor, I do the next floor in the same fashion. If not, I move on to the next interior. It's a time consuming process but the quality is worth it IMO.

for somebody who has never made any kind of mod that sounds pretty complicated to me.
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Joey Bel
 
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Post » Mon Dec 13, 2010 6:35 am

And that's how great modders get started! Kudos to you SomeWelshGuy :foodndrink: , for breathing new life into the cities of Cyrodiil - this mod is so cool that you think how awful the building windows were before this came into existence...
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Alycia Leann grace
 
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Post » Mon Dec 13, 2010 12:08 pm

my brother in laws reaction when he saw this was " Why the hell didn't Bethesda think about doing that in the first place?"
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Sarah Knight
 
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Post » Mon Dec 13, 2010 11:44 am

Short answer: Xbox.
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Dean Ashcroft
 
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Post » Mon Dec 13, 2010 3:03 pm

Short answer: Xbox.

LOL great answer.
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Fluffer
 
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Post » Mon Dec 13, 2010 7:04 am

Sorry to say guys, but due to some real life happenings and the fact that I'll be away next week means that the Bruma release will unfortunately have to be pushed back to next weekend. Sorry about that :(
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Becky Palmer
 
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Post » Mon Dec 13, 2010 2:13 pm

Sorry to say guys, but due to some real life happenings and the fact that I'll be away next week means that the Bruma release will unfortunately have to be pushed back to next weekend. Sorry about that :(

No worries- take your time, I know it will be good when it gets released!
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Nana Samboy
 
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Post » Mon Dec 13, 2010 9:28 pm

Sorry to say guys, but due to some real life happenings and the fact that I'll be away next week means that the Bruma release will unfortunately have to be pushed back to next weekend. Sorry about that :(

I wouldn't worry too much. I think most people are surprised how quickly the updates have come about anyway. :lol:
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Laura Samson
 
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Post » Mon Dec 13, 2010 5:23 am

Slight change of plan. After painfully working on Bruma Mages Guild for an hour, looks like we'll hopefully be on track for this weekend release :)
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Silvia Gil
 
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Post » Mon Dec 13, 2010 5:31 pm

That's good to hear.
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Steven Hardman
 
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Post » Mon Dec 13, 2010 5:46 pm

Seems we are indeed looking at a Sunday release. I'm pretty much almost done :)

And Immersive Interiors has won the File of the Month on TESNexus for September! I'd like to thank you all so much for the support, it really means a lot to me :)
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i grind hard
 
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Post » Mon Dec 13, 2010 7:42 am

Anybody interested in doing a Bruma beta test? :)
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Rachie Stout
 
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