[RELz / WIPz] Immersive Interiors

Post » Sun Dec 12, 2010 6:47 pm

Something I find incredibly annoying about Linux too. It's led to several long frustrating debug sessions on my servers when something goes wrong and it turns out to be because the filename had a capital letter somewhere.

Sounds like that would be even more frustrating to deal with when gaming and having stuff like mods being unable to find their resources.


You would have thought that Wine would have a path interpreter that acted case-insensitive, like Windows is. :shrug: The sensitivity does have its upsides, but I do agree that it leads to a fair bit of wallbanging.
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Brιonα Renae
 
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Post » Sun Dec 12, 2010 9:36 am

Your doing fantastically well SomeWelshGuy.

Diolch yn fawr iawn.

Thanks :) You get an extra cookie for speaking welsh too :)

New release soon :D
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Stryke Force
 
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Post » Sun Dec 12, 2010 7:49 am

Just installed this yesterday when my character was already in Skingrad.

I must say that screenshots don't do this justice - this mod is really awesome! Congratulations on winning FOTM! :celebration:

By the way, there was a slight immersion break when I realized that it was raining outside, but no rain was visible when I peered out of the window. I am sure it is not easy to add rain and weather effects, but doesn't the tie-in with All Natural do something about it? - I've seen screenshots that adjust for nighttime, but is there adjustment for weather? Just wanted to confirm...
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ILy- Forver
 
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Post » Sun Dec 12, 2010 6:38 am

By the way, there was a slight immersion break when I realized that it was raining outside, but no rain was visible when I peered out of the window. I am sure it is not easy to add rain and weather effects, but doesn't the tie-in with All Natural do something about it? - I've seen screenshots that adjust for nighttime, but is there adjustment for weather? Just wanted to confirm...


Rain doesn't have collision, so it just goes straight through everything, hence why we don't let it rain when you're inside. It's the same weather, just without the rain.
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Wayne Cole
 
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Post » Sun Dec 12, 2010 7:38 am

By the way, there was a slight immersion break when I realized that it was raining outside, but no rain was visible when I peered out of the window.


The problem is that you can either set an interior to behave like an interior, in which case it ignores the weather, or you can set it to behave like an exterior, in which case the rain would fall through the roof of the building. I don't believe there's a way around it.

edit: ninja'ed by the ninja! :ninja:
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Alan Cutler
 
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Post » Sun Dec 12, 2010 8:43 pm

Rain doesn't have collision, so it just goes straight through everything, hence why we don't let it rain when you're inside. It's the same weather, just without the rain.


I have no idea what I'm talking about, but doesn't the Morrowind Code Patch fix this problem so rain doesn't fall through things? Would there be any way to use this information to fix this issue in Oblivion?
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Teghan Harris
 
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Post » Sun Dec 12, 2010 2:07 pm

I have no idea what I'm talking about, but doesn't the Morrowind Code Patch fix this problem so rain doesn't fall through things? Would there be any way to use this information to fix this issue in Oblivion?


Yes, but according to those in the know Morrowind's fix =//= Oblivion's fix.
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REVLUTIN
 
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Post » Sun Dec 12, 2010 2:22 pm

dunno, but rain is a simple particle effect.. that just follows the player. how to add collision on spawned particles is something i don't have a clue about. i imagine it's not possible.
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Life long Observer
 
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Post » Sun Dec 12, 2010 6:25 am

Could the windows themselves be replaced with animated trickling rain window textures during rainy weather?
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Emily Jeffs
 
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Post » Sun Dec 12, 2010 4:49 pm

Could the windows themselves be replaced with animated trickling rain window textures during rainy weather?


I did at least think of this at one point, having a system similar to AWLS but for precipitation on interior windows, but I don't know if it's possible to have more than 2 animation states (you'd need clear, rain, heavy rain, snow) and it wouldn't look very good anyway, unless you animate them to go very smooth, but you're still lacking depth then.

I'd rather wait for progress to be made in making rain have collision, as pipe-dream as it is, than spend the time and effort trying to do an animated effect. That said, I'm not going to stop anyone else from trying, a la Immersive Interiors has done for seeing the outside from inside...
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Leonie Connor
 
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Post » Sun Dec 12, 2010 1:44 pm

Just wanted to pop in and tell you I love what you've done so far! Excellent job and thank you :)
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Lady Shocka
 
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Post » Sun Dec 12, 2010 7:10 am

SomeWelshGuy
Check PM please :)
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Soraya Davy
 
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Post » Sun Dec 12, 2010 3:15 pm

SomeWelshGuy
Check PM please :)


AKA: Immersive Interiors - Russian Translation, coming soon to a Russian fansite near you (permission pending...). :P

Just noting here that I've updated my Environment Mod List with a paragraph on this. :)
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Adam Kriner
 
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Post » Sun Dec 12, 2010 2:34 pm

AKA: Immersive Interiors - Russian Translation, coming soon to a Russian fansite near you (permission pending...). :P

:blush: :laugh:
Yep, with All Natural and Storms&Sounds it would be very immersive trio B)
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The Time Car
 
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Post » Sun Dec 12, 2010 6:39 am

Thanks for the support guys :)
SomeWelshGuy
Check PM please :)

I've seen your PM :) I've got about 5 translation requests at the moment, and I'm waiting until the 0.6 release before I do anything as it is very close to being done :)
AKA: Immersive Interiors - Russian Translation, coming soon to a Russian fansite near you (permission pending...). :P

Just noting here that I've updated my Environment Mod List with a paragraph on this. :)

Thanks a lot, it's appreciated :)
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Mike Plumley
 
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Post » Sun Dec 12, 2010 6:09 pm

Looking forward to the Chorrol release, Chorrol is one of my favourite cities and definetely one of the most beautiful. Those screenshots are looking great.
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Alisha Clarke
 
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Post » Sun Dec 12, 2010 5:19 pm

Just a heads up, Chorrol is about 3/4 complete :)
Hopefully have a release either tomorrow or Sunday, depending on whether or not my wrists fall off due to repetitive strain injury :P

Obviously 0.6 will have Anvil, Skingrad and Chorrol covered. Also every interior in those cities has been subspaced, which should make the odd NPC issue disappear completely :)
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Emma Louise Adams
 
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Post » Sun Dec 12, 2010 1:59 pm

Just a heads up, Chorrol is about 3/4 complete :)
Hopefully have a release either tomorrow or Sunday, depending on whether or not my wrists fall off due to repetitive strain injury :P

Obviously 0.6 will have Anvil, Skingrad and Chorrol covered. Also every interior in those cities has been subspaced, which should make the odd NPC issue disappear completely :)

What npc issue?
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Cagla Cali
 
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Post » Sun Dec 12, 2010 9:43 am

If subspaces were needed to resolve, then the issue would have been NPCs sometimes being stuck "outside" in the interiors.
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Kristina Campbell
 
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Post » Sun Dec 12, 2010 2:20 pm

What npc issue?

In the beta we had NPCs "escaping" and wandering around the outside of the interiors. It looked pretty cool actually but obviously wasn't very desirable :P

Since the first 0.4 release the issue was practically fixed due to extra collision being added. Version 0.5 removed all "activatable" objects like furniture from the fake exteriors, which was basically just an added thing to be on the safe side.

The new 0.6 release has each interior mesh, i.e. the house your in, within a subspace, which, while I've not had any reports of any NPCs escaping since the 0.5 release, is just another measure to basically stop it from happening at all :)

EDIT: Ninja'd. Although like I said, I haven't actually seen it myself or had any reports since the public release. However subspaces have been added just to be on the safe side :)
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JUDY FIGHTS
 
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Post » Sun Dec 12, 2010 12:49 pm

Chorrol release should be very, very soon, within the next few hours. Just testing it before release now :)

http://img210.imageshack.us/img210/6032/chorrol01.png
http://img230.imageshack.us/img230/5608/chorrol02.png
http://img299.imageshack.us/img299/8486/chorrol03.png

Last 3 screenshots for you :)
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Kill Bill
 
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Post » Sun Dec 12, 2010 3:01 pm

Chorrol release should be very, very soon, within the next few hours. Just testing it before release now :)

http://img210.imageshack.us/img210/6032/chorrol01.png
http://img230.imageshack.us/img230/5608/chorrol02.png
http://img299.imageshack.us/img299/8486/chorrol03.png

Last 3 screenshots for you :)

Very nice.
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City Swagga
 
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Post » Sun Dec 12, 2010 10:32 pm

http://img210.imageshack.us/img210/6032/chorrol01.png
http://img230.imageshack.us/img230/5608/chorrol02.png
http://img299.imageshack.us/img299/8486/chorrol03.png

Very nice. Are you using a shader or something, that light looks really yellow.
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Ebou Suso
 
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Post » Sun Dec 12, 2010 11:56 am

== 0.6 Chorrol Released ==
http://www.tesnexus.com/downloads/file.php?id=34199

New in this version:
  • Chorrol now has Immersive Interiors.
  • Interior meshes subspaced to fix a rare, yet harmless NPC collision issue

Also uploaded a http://www.tesnexus.com/downloads/file.php?id=18054 Patch. Thanks to http://www.tesnexus.com/modules/members/index.php?id=732048 for it :-)

Big thanks to http://www.gamesas.com/index.php?/user/615398-br0sk1/ for beta testing :)
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Agnieszka Bak
 
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Post » Sun Dec 12, 2010 6:05 pm

== 0.6 Chorrol Released ==
http://www.tesnexus.com/downloads/file.php?id=34199

New in this version:
  • Chorrol now has Immersive Interiors.
  • Interior meshes subspaced to fix a rare, yet harmless NPC collision issue

Also uploaded a http://www.tesnexus.com/downloads/file.php?id=18054 Patch. Thanks to http://www.tesnexus.com/modules/members/index.php?id=732048 for it :-)

Big thanks to http://www.gamesas.com/index.php?/user/615398-br0sk1/ for beta testing :)


Thanks. :)

EDIT: Loving yet another "THIS REQUIRES ALL NATURAL". :P
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JD FROM HELL
 
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