[RELz / WIPz] Immersive Interiors

Post » Sun Dec 12, 2010 10:34 pm

This is beyond cool: http://img188.imageshack.us/img188/4351/screenshot668k.jpg

this will work with open cities correct?


Yes, 100%. Everything being done is in interiors so it doesn't interfere with the outside. Though the layouts won't match for OCR cities. OCC cities will be fine.
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Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Sun Dec 12, 2010 9:55 pm

It seems BOSS isn't ordering this according to the readme:

Load Order
=======

Immersive Interiors.esp - Must be loaded after All Natural.esp
Immersive Interiors - Lights Addon.esp - Must be loaded after Immersive Interiors.esp.


My lights is before the main esp. Notice the "----> Delinquent MASTER: Immersive Interiors.esp" in the load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.72]04  Qarls_Harvest.esm05  CyrodiilUpgradeResourcePack.esm06  Better Cities Resources.esm07  BetterMusicSystem.esm08  BathingMod_Base.esm09  CURP_Controller.esm0A  AFC v2 Core.esm0B  Progress.esm  [Version 2.2]0C  A_Bloody_Mess.esm0D  HorseCombatMaster.esm++  HrmnsOblivionScriptOptimizationv1.0.esp0E  Unofficial Oblivion Patch.esp  [Version 3.3]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Immersive Interiors - Lights Addon.esp----> Delinquent MASTER: Immersive Interiors.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  All Natural - Real Lights.esp  [Version 1.0]14  All Natural.esp  [Version 1.0]15  All Natural - SI.esp  [Version 1.0]16  Immersive Interiors.esp++  Symphony of Violence.esp17  AmbientTownSounds.esp18  Distant Chapel Bells.esp19  Diverse Voices.esp  [Version 0.1a]1A  Rainbows.esp1B  Cities Alive At Night.esp1C  WindowLightingSystem.esp1D  300_Lore_Dialogue_Updated.esp1E  AFC v2 Combo Chains.esp1F  AFC v2 Combat Moves.esp20  AFC v2 Quick Powerattacks.esp21  AFC v2 Damage Text.esp22  AFC v2 Gauntlet Weaponry.esp23  AFC v2 Locational Damage.esp24  BookTrackerOBSE.esp25  Cats & Rats.esp26  VanityCameraSmoother.esp27  ClocksOfCyrodiil.esp28  Fishing in Cyrodiil.esp29  ImprovedSigns.esp2A  MM_TextLocks.esp2B  P1DseeYouSleep.esp2C  Portable Campsite.esp++  P1DseeYouSleep - Portable Campsite.esp2D  Q - More and Moldy Ingredients v1.1.esp2E  Qarls_Harvest.esp2F  Qarls_Harvest addon.esp30  Willful Resistance.esp  [Version 4.0]31  Wyverex - Deployable Traps.esp32  Enhanced Economy.esp  [Version 4.3]33  Crowded Roads Revisited.esp  [Version 1.1]34  Crowded Roads Revisited_ChorrolCheydinhal_5.esp35  Crowded Roads Revisited_GreenRoad_10.esp36  Crowded Roads Revisited_YellowRoad_10.esp37  Crowded Roads Revisited_GoldRoad_20.esp38  FF_Real_Thirst.esp39  Choices and Consequences.esp  [Version 2.1]3A  Map Marker Overhaul.esp  [Version 3.6]3B  Map Marker Overhaul - SI additions.esp  [Version 3.5]3C  Improved Hotkeys_Extended.esp  [Version 1.1]3D  DLCHorseArmor.esp3E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3F  DLCOrrery.esp40  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]41  DLCVileLair.esp42  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]43  P1DseeYouSleep - DLCVileLair.esp44  DLCMehrunesRazor.esp45  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]46  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp47  ACCCGR SI.esp48  WarriorBandages_V2.0.esp49  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp4A  Extinguish the Lights.esp4B  DLCThievesDen.esp4C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]4D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]4E  Cobl Glue.esp  [Version 1.72]4F  Cobl Si.esp  [Version 1.63]50  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]51  Bob's Armory Oblivion.esp52  Creatures Alive v1.3.esp53  kuerteeWanderingEncounters.esp54  TIE.esp  [Version 1.36]55  Lock Bash Omega.esp  [Version 1.5]56  Duke Patricks - Bottle Shoot Archery Practice.esp57  Extended Imperial City Version 1.0.esp58  FuseFruitMachine.esp  [Version 1.0]59  FuseSnailRacing.esp5A  Kragenir's Death Quest.esp5B  KDQ - Rural Line Additions.esp5C  Corpse_Kvatch.esp5D  LetThePeopleDrink.esp  [Version 2.5]5E  KragenirsDeathQuest-LetThePeopleDrink patch.esp5F  Region Revive - Lake Rumare.esp60  TheElderCouncil.esp61  TheElderCouncil_TempleOfTheOne.esp62  TEC_4ERA_Dialog_Filter.esp63  thievery.esp64  thievery - EE patch.esp  [Version 4.2]65  Travelers Inns.esp66  VaultsofCyrodiil.esp67  Window Entrances 1.0.esp68  za_bankmod.esp69  DLCBattlehornCastle.esp6A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]6B  Lynges_Thieves_Highway-10256.esp6C  DLCFrostcrag.esp6D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]6E  Knights.esp6F  Knights - Unofficial Patch.esp  [Version 1.0.9]70  SM Plugin Refurbish(Merged).esp  [Version 1.30]71  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]72  ElsweyrAnequina.esp73  road+bridges.esp  [Version 4.5.7]74  Feldscar.esp  [Version 1.0.4]75  Vergayun.esp  [Version 1.0.5]76  Faregyl.esp  [Version 1.0.10]77  Faregyl+Anequina Patch.esp78  xuldarkforest.esp  [Version 1.0.5]79  xulStendarrValley.esp  [Version 1.2.2]7A  xulTheHeath.esp7B  XulEntiusGorge.esp7C  xulFallenleafEverglade.esp  [Version 1.3.1]7D  xulColovianHighlands_EV.esp  [Version 1.2.1]7E  xulChorrolHinterland.esp  [Version 1.2.2]7F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]80  xulBravilBarrowfields.esp  [Version 1.3.2]81  xulLushWoodlands.esp  [Version 1.3]82  xulAncientYews.esp  [Version 1.4.3]83  xulAncientRedwoods.esp  [Version 1.6]84  xulCloudtopMountains.esp  [Version 1.0.3]85  xulArriusCreek.esp  [Version 1.1.3]86  xulPatch_AY_AC.esp  [Version 1.1]87  xulRollingHills_EV.esp  [Version 1.3.2]88  xulPantherRiver.esp89  xulRiverEthe.esp  [Version 1.0.2]8A  xulBrenaRiverRavine.esp  [Version 1.0.2]8B  xulImperialIsle.esp  [Version 1.6.5]8C  Fuses Snail Racing Unique Landscapes Imperial Isle patch.esp8D  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]8E  xulBlackwoodForest.esp  [Version 1.0.4]8F  xulCheydinhalFalls.esp  [Version 1.0.1]90  xulAspenWood.esp  [Version 1.0.2]91  xulSkingradOutskirts.esp92  xulSnowdale.esp  [Version 1.0]93  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]94  NRB4+RR Patch.esp  [Version 2.1]95  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]96  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]97  CoverYourself.esp98  DropLitTorchOBSE.esp  [Version 2.4]99  DS Storage Sacks.esp  [Version 1.21]9A  Dungeon Actors Have Torches 1.6 CT.esp9B  Exterior Actors Have Torches 1.3 CT.esp9C  gardening.esp9D  GP_Lockpicks.esp  [Version 1.5]9E  HelmetFOV.esp++  Hurt Me Bad Traps.esp9F  ImprovedSoulgems.esp  [Version 1.11]A0  kuerteeInventoryIsABackpack.esp++  GotNoClass.espA1  P1DkeyChain.esp  [Version 5.00]A2  PersuasionOverhaul.esp  [Version 1.43]A3  ReneerNPCNameMod.espA4  RenCorpseMod.espA5  kuerteeGoldIsAnInventoryItem.espA6  Salmo the Baker, Cobl.esp  [Version 3.08]A7  SetsunaDummyTraining.espA8  Enhanced Vegetation [110%].espA9  talkwithyourhands2.espAA  Toggleable Quantity Prompt.esp  [Version 3.1.1]AB  kuerteeAlternativesToDeathAndReload.espAC  Enhanced Economy - House prices.esp  [Version 1.0]AD  Alternate Start Revamped.espAE  BathingMod_Soap.espAF  BathingMod_Bathroom_Upgrades.espB0  BathingMod_Placeable_Bathtubs.esp++  BathingMod_ABMCP_Bathtubs_and_Bathrooms.espB1  RealisticFatigue.espB2  RealisticHealth.espB3  Real Injury.espB4  RealisticForceMedium.espB5  ReneerKeyLockMod.espB6  RealSleepExtended.esp  [Version 2.4.2]B7  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]B8  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]B9  RefScope.esp  [Version 2.0.2]BA  Syc_AtHomeAlchemy.espBB  RshAlchemy.espBC  RshAlchemyRecipes.espBD  StealthOverhaul.espBE  StealthOverhaul, Cobl.esp  [Version 1.2]BF  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]C0  sycSHOUT.esp  [Version 1.02]C1  kuerteeClothingMatters.espC2  kuerteeCrimeHasWitnesses.espC3  kuerteeLootingDeadGuardsIsStealing.espC4  Enhanced Grabbing.esp  [Version 0.5]C5  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]C6  Deadly Reflex 5 - Timed Block with no damage or durability changes.espC7  DeadlyReflex 5 - Combat Moves.espC8  Deadly Reflex Bow Sway.espC9  Deadly Reflex - Breathing Motion & Head Bobbing.espCA  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]CB  Duke Patricks - Actors Can Miss Now.espCC  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]CD  MM_AlchemyPotions.espCE  BFG's Enhanced Armory.espCF  Intelligence Overhaul.espD0  nGCD.esp++  nGCD Skeleton Key.espD1  ProgressGSD.esp  [Version 2.0]D2  ProgressMBSP.esp  [Version 2.0]D3  ProgressSBSP.esp  [Version 1.0]D4  ProgressRBSP.esp  [Version 1.0]D5  ProgressRacial.espD6  ProgressArmorer.esp  [Version 1.0]D7  immersive_caves_auto.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - The Elder Council.esp**  Let There Be Darkness - Thievery.esp**  Let There Be Darkness - Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.espD8  Stat Restore.espD9  Cobl Races.esp  [Version 1.52]DA  MM_TextLoading.espDB  MM_TrainingCost2.espDC  Really Immersive Messages.espDD  Get Wet - just droplets.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]DE  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]DF  Oblivion Graphics Extender Support.esp  [Version 0.2]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]E0  Region_Revive_-_Lake_Rumare_FuseSnailRacing_Patch.espE1  Cyrodiil Training Center.espE2  MagicDefence.espE3  ExperienceBasedTraining.espE4  LandMagicPatch.espE5  Bashed Patch, 0.espE6  Colored Map for Elsweyr 1.1.espE7  Streamline 3.1.esp

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RObert loVes MOmmy
 
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Joined: Fri Dec 08, 2006 10:12 am

Post » Sun Dec 12, 2010 3:08 pm

It seems BOSS isn't ordering this according to the readme:

BOSS does have them set correctly. So something appears off on your end.

Latest BOSS masterlist (http://code.google.com/p/better-oblivion-sorting-software/source/browse/data/boss-oblivion/masterlist.txt):
Spoiler

All Natural - Real Lights.esp
% {{BASH:Graphics,Scripts}}
? Do not use with original Real Lights mod.
All Natural.esp
? Required for All Natural.
% {{BASH:C.Climate}}
All Natural - SI.esp
? Required for All Natural SI support.
% {{BASH:C.Climate}}
All Natural - Enhanced Weather.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Natural Weather.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - EW + NW.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Atmospheric Weather System.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - EW + AWS.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - NW + AWS.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - EW + NW + AWS.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Enhanced Seasons.esp
: ScreenEffects.
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Debug Ring.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Weather Inside.esp
? Obsolete. Update to latest version of All Natural and delete this.
All Natural - Optional Features.esp
? Obsolete. Update to latest version of All Natural and delete this.


Gates To Aesgaard 2 Weather Patch.esp
? Obsolete. Update to latest version of Gates To Aesgaard Episode 2 and remove this patch.


Weather Debug Ring.esp
Weather Debug Ring - SI.esp
Weather Debug Spammer.esp


Immersive Interiors.esp
: All Natural - For the transparent windows and the ESM file.
Immersive Interiors - Lights Addon.esp

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Ross Zombie
 
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Post » Mon Dec 13, 2010 4:44 am

No idea why. I use BOMM too.
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liz barnes
 
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Joined: Tue Oct 31, 2006 4:10 am

Post » Mon Dec 13, 2010 6:59 am

No idea why. I use BOMM too.

Oh okay, I don't use that myself. Perhaps you have set some override through BOMM to cause this?
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Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Mon Dec 13, 2010 7:45 am

I just installed this and all I have to say is that this is an AWESOME MOD! I alway wanted to be able to see outside, and now I can! YEY! THANK YOU for it! :foodndrink:

I can't wait to see it completed and with Better Cities Patches :) .
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Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Sun Dec 12, 2010 3:58 pm

Thanks for the kind words guys :)

As for Bruma I have to say that the upper floor window in the "Jerral View Inn" will provide quite a beautiful sight! I could never quite figure out as to why they put the rentable room in the cellar... making the inn's name somewhat redundant...

I haven't had the need to work with "Behave as Exterior" before, but thinking back to the Arena I can recall having lighting issues, unfortunately... however let it be known that it's only a very minor criticism, and being an engine limitation; a moot one!

One last question though, how many people are working on the mod at the moment? Just you alone?

I agree, Bruma will hopefully provide an awesome view :)
Yeah, it's a shame about the engine. As All Natural and Immersive Interiors are basically pushing what was originally designed for interiors issues will happen :(

And it's just me working on this mod. Apart from one or two beta testers who find bugs before release, I'm the only one working on the project :)
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tegan fiamengo
 
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Post » Mon Dec 13, 2010 2:50 am

Oh okay, I don't use that myself. Perhaps you have set some override through BOMM to cause this?



I don't know anything other than clicking yes to the update on starting it, and generating the notes/reports.
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OnlyDumazzapplyhere
 
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Post » Sun Dec 12, 2010 3:55 pm

I don't know anything other than clicking yes to the update on starting it, and generating the notes/reports.

Sir, let me point out that all BOMM does is update the masterlist. You still have to use BOSS after updating the masterlist...either through BOMM itself, through the standalone BOSS.bat file, or via Wrye bash's icon.
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SHAWNNA-KAY
 
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Joined: Mon Dec 18, 2006 1:22 pm

Post » Mon Dec 13, 2010 2:28 am

Any news on this mod?
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Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon Dec 13, 2010 2:46 am

Any news on this mod?

Version 0.6.1 was released less than a week ago, which fixed a few bugs. Bruma's in the making at the moment for the 0.7 release. I'm working as fast as before, just I've not really got much to say or show at the moment. Expect Bruma in a week or so though :)
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Jessie Butterfield
 
Posts: 3453
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Post » Mon Dec 13, 2010 2:33 am

Keep up the good work man! You have brought new life to the cities of Cyrodiil! :celebration:
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Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Mon Dec 13, 2010 3:29 am

Sir, let me point out that all BOMM does is update the masterlist. You still have to use BOSS after updating the masterlist...either through BOMM itself, through the standalone BOSS.bat file, or via Wrye bash's icon.


I know. I think you are confused with me replying to other people about updating via the website but not mentioning using BOMM to do it from your desktop (where I have the shortcut).
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Alexandra Ryan
 
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Post » Sun Dec 12, 2010 10:48 pm

Screenshot time :)

http://img37.imageshack.us/img37/8966/bruma01.png
http://img651.imageshack.us/img651/6426/bruma02.png
http://img38.imageshack.us/img38/2241/bruma03.png
http://img709.imageshack.us/img709/6017/bruma04.png
http://img814.imageshack.us/img814/4729/bruma05.png
http://img195.imageshack.us/img195/7997/bruma06.png

Hope you like them :)

I've also found "Never Gonna Give You Up" to be highly catchy to listen to whilst slaving away at making the fake exteriors :P
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Marine Arrègle
 
Posts: 3423
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Post » Mon Dec 13, 2010 6:43 am

Screenshot time :)

http://img37.imageshack.us/img37/8966/bruma01.png
http://img651.imageshack.us/img651/6426/bruma02.png
http://img38.imageshack.us/img38/2241/bruma03.png
http://img709.imageshack.us/img709/6017/bruma04.png
http://img814.imageshack.us/img814/4729/bruma05.png
http://img195.imageshack.us/img195/7997/bruma06.png

Hope you like them :)

I've also found "Never Gonna Give You Up" to be highly catchy to listen to whilst slaving away at making the fake exteriors :P

Beautiful as always.
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Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Mon Dec 13, 2010 3:46 am

Screenshot time :)

http://img37.imageshack.us/img37/8966/bruma01.png
http://img651.imageshack.us/img651/6426/bruma02.png
http://img38.imageshack.us/img38/2241/bruma03.png
http://img709.imageshack.us/img709/6017/bruma04.png
http://img814.imageshack.us/img814/4729/bruma05.png
http://img195.imageshack.us/img195/7997/bruma06.png

Hope you like them :)

I've also found "Never Gonna Give You Up" to be highly catchy to listen to whilst slaving away at making the fake exteriors :P


Looking good as always! Damn somewelshguy your banging these out so fast I find it almost hard to believe that your just one guy
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Dean Ashcroft
 
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Post » Mon Dec 13, 2010 8:14 am

Hehe, thanks :)

You might have noticed that those screenshots look a bit "bare". That is that the real Bruma has snow blended in randomly to give the effect of the winter climate. As ground blending isn't possible in interiors, what I'm currently doing is putting the snowy tops of the rocks poking though the ground just enough so that it looks like snow is blending into the ground. It works quite well IMO.
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Tom Flanagan
 
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Post » Sun Dec 12, 2010 8:38 pm

You might have noticed that those screenshots look a bit "bare". That is that the real Bruma has snow blended in randomly to give the effect of the winter climate. As ground blending isn't possible in interiors, what I'm currently doing is putting the snowy tops of the rocks poking though the ground just enough so that it looks like snow is blending into the ground. It works quite well IMO.


I've admired all the screenshots, and of course installed the mod. And forgot about it... I've spent a lot of time in the IC recently which of course isn't done yet. Then I was in Anvil last night. WOW! :shocking: It's not often I exclaim out loud to my monitor (it annoys my wife and the cats) but my first view from an Anvil interior was one of them. Nice work!

I've got a question about your process: do you have to hand-place everything for every interior, or do you make a mock-up of the city in a spare cell and sort of cut-and-paste the objects around each interior?
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Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Dec 13, 2010 3:54 am

I've admired all the screenshots, and of course installed the mod. And forgot about it... I've spent a lot of time in the IC recently which of course isn't done yet. Then I was in Anvil last night. WOW! :shocking: It's not often I exclaim out loud to my monitor (it annoys my wife and the cats) but my first view from an Anvil interior was one of them. Nice work!

I've got a question about your process: do you have to hand-place everything for every interior, or do you make a mock-up of the city in a spare cell and sort of cut-and-paste the objects around each interior?

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.
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Nick Pryce
 
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Post » Mon Dec 13, 2010 6:34 am

Fantastic work, thank you SWG!! :)
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Isaiah Burdeau
 
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Post » Mon Dec 13, 2010 6:13 am

Bruma "dummy" world completed, finally. Now to populate the interiors :)

http://img441.imageshack.us/img441/5742/brumaworlddummy.png

Shouldn't take too long. Two or three days at the most :)
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!beef
 
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Post » Sun Dec 12, 2010 8:03 pm

That's a pretty ingenious process you cooked up there. Even though you say it takes a lot of time, you're cranking these things out like crazy :)

http://img706.imageshack.us/img706/8517/screenshot661.jpg Yes, the views in Chorrol are my favorites so far. Especially during storms. You can hardly tell there's any issue with texture blending.

The only ingredient missing is actual particle based rain outside, one of the remaining holy grails.
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RObert loVes MOmmy
 
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Joined: Fri Dec 08, 2006 10:12 am

Post » Sun Dec 12, 2010 6:19 pm

The only ingredient missing is actual particle based rain outside, one of the remaining holy grails.

Well Reneer made that thing that stopped rain while you are under something, so you could use that and actually turn rain on in interiors, but the big problem is it only owrked with vanilla weather and not with any other weather mods, and because you need AN for this (and are daft to not use it anyway) you can't use it. If he or someone else made an AN version that would be perfect.
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Cedric Pearson
 
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Post » Sun Dec 12, 2010 6:16 pm

Reneer's mod is great for the outdoors. You couldn't use it in an interior though because the rain would fall through the roof of the building. Unless that's been improved since I last checked.

What I was getting at is more along the lines of hanging a particle generator outside each window that would create the illusion of falling rain and could be set to fire up only when needed. We already have script mechanisms available to enable/disable whole swaths of lights in the RL module. Adapting that to weather particle generators would be simple. It's getting the generators themselves that's hard :)
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Emerald Dreams
 
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Post » Sun Dec 12, 2010 9:24 pm

Reneer's mod is great for the outdoors. You couldn't use it in an interior though because the rain would fall through the roof of the building. Unless that's been improved since I last checked.
While it hasn't been improved per se, the mod would allow for rainy weather inside interiors - it would automatically switch to a weather type that was like the Rain / Thunderstorm weather except that it would not have a rain emitter NIF attached to it. Unfortunately I haven't had much time to devote to making the mod worthwhile as of yet.
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Cayal
 
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