[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 4:25 pm

Just an update: Still alive and now I'm moving so it will be a little bit before I can get back to this or any other projects I've been working on. I may be able to squeeze a little time into modding, but I won't have internet and stuff 'til I get settled. :P

Also, peachy finally sent me the scalable Blur shader so I will finally be able to play around with that, hopefully in the next update I will be able to include both his scalable blur and scalable fade-to-black shader. ( In lieu of the Blindness effect. )
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Fri May 27, 2011 10:35 pm

Make sure to back up all your work! Don't want it getting lost or anything. :o
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Fri May 27, 2011 5:58 pm

Any news? :)
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Fri May 27, 2011 9:42 pm

I didn't get to sleep last night, and I just saw the title of this thread and thought it said
[WIP] Mystical Underwear Effects
and I was like woo woo!
but it's not :(
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri May 27, 2011 9:45 pm

I didn't get to sleep last night, and I just saw the title of this thread and thought it said
[WIP] Mystical Underwear Effects
and I was like woo woo!
but it's not :(


That is an idea... Hook the underwear textures to randomly become transparent! :P

On topic, how is this mod coming? I'd like to see the finished product!
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri May 27, 2011 5:32 pm

That is an idea... Hook the underwear textures to randomly become transparent! :P

On topic, how is this mod coming? I'd like to see the finished product!

Actually, something that could be possible is to detect when you enter/exit water by checking the level in ext/int that has water and then you apply a darker texture to any cloth the player is wearing to give off a wet look. perhaps even add some gloss to it, now that it's possible...

HEAPS of work, but it'd look cool.
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Fri May 27, 2011 9:52 am

When installing MUWE on a saved game, the MWSE initiation to set check the height is bugging: I can click on the first vertical bar, but the game freezes when the second vertical bar appear (the mouse direction seems to be locked and I cannot click on the second bar; sometimes, the second bar does not appear at all and the not only the initiation is not completed, but the game cannot continue). Is it a bug from MUWE or a problem with MWSE ? (I am using the MGE integrated version of MWSE).

I have no this bug on a new game, only on with any saved game.

And shamefully asking: no update in sight? :shifty:
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri May 27, 2011 7:33 pm

Ok, so I've got the itch to start modding again. :D

It's been a few months since I last worked on it, but I do plan to finish it and continue to mod afterward. :P Not sure when it will be complete, as I also have classes at college right now, that obviously are my first priority. As far as any bugs found since then, I am going to have to become familiar with whatever updates there have been since I last worked on it to really even have an indication as to the cause.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 27, 2011 7:38 am

Ok, so I've got the itch to start modding again. :D

It's been a few months since I last worked on it, but I do plan to finish it and continue to mod afterward. :P Not sure when it will be complete, as I also have classes at college right now, that obviously are my first priority. As far as any bugs found since then, I am going to have to become familiar with whatever updates there have been since I last worked on it to really even have an indication as to the cause.

Heck yeah! I was thinking about where you had gone just the other day.
Nice to see you here =)

Good luck with the future of underwater effects =)
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Fri May 27, 2011 11:40 am

Ok, so I've got the itch to start modding again. :D

It's been a few months since I last worked on it, but I do plan to finish it and continue to mod afterward. :P Not sure when it will be complete, as I also have classes at college right now, that obviously are my first priority. As far as any bugs found since then, I am going to have to become familiar with whatever updates there have been since I last worked on it to really even have an indication as to the cause.

Ah, saves me from editing the script to take out the part that disables the blur when in menus myself. :D

Other than the crosshair, the current version doesn't blur the HUD for me probably thanks to some update in MGE.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Fri May 27, 2011 9:08 pm

Yay! Good to see you thinking of picking this one back up, Linora :thumbsup:
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Fri May 27, 2011 11:07 pm

Very good news indeed! I am expecting a lot of this mod and will not swim underwater until it is released... :)

Ah, saves me from editing the script to take out the part that disables the blur when in menus myself.

So this should be possible?
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Fri May 27, 2011 7:57 am

Very good news indeed! I am expecting a lot of this mod and will not swim underwater until it is released... :)


So this should be possible?

The thing that disables the blur in menus is just a few lines in the script added in the older release, when shaders still affected menus so this was neccesary to allow people to use their inventory while underwater. Now that MGE's shaders don't affect the menus anymore, those lines can simply be removed. There's probably some tweaking needed so that the crosshair isn't affected either, and who knows what else Linora comes up with, but it sounds very possible to me.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri May 27, 2011 3:56 pm

Glad to hear people are still interested in this! (and also the bugs, that will give me a good place to start. :P ) I've still gotta move my Desktop to my dorm, since my school laptop is a mac. So it will likely be a few days til I can truly start working on this again. ( I fooled around with the scripts a bit just to get familiar with them again, but besides that I've gotten nothing done as of yet, besides add a new menu for a feature I want to add with darkening vision a bit as you get deeper in the water. :violin: )
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Fri May 27, 2011 2:47 pm

You is back! :hugs:

There are a load of MGE updates, so some/all of the shader code needs updated for this. Plus, there are quite a few more fancy things, and some of your script checks can be removed (we now have a shader flag for when the camera is underwater :D). OThers mentioned the HUD update, and there's some depth stuff too that could make this real fancy, maybe.
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Fri May 27, 2011 10:28 pm

Nice to see back at work on this. :celebration:

Ok, maybe it's the right time to set up a little wishlish. :dance:
Don't want to urge you in any way. Just see it as an additional source of inspiration. So here's what I'd really like to see in the future:
* underwater caustics (maybe depending an current weather condition and/or daytime)
* underwater godrays (same as above)
* (subtle) underwater fullscreen wobbling/refraction effect (the old one never worked for me, sorry)
* floating plankton particles (maybe in different layers)
Don't even know if it's all possible, but on the other hand: looking at the recent developments on MGE shaders I think no one will ever even dare to speak the word 'impossible' within these forums. :D
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Fri May 27, 2011 2:52 pm

The link in the original post is dead as far as I can tell. Oh noes!
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Fri May 27, 2011 4:15 pm

The link in the original post is dead as far as I can tell. Oh noes!

Okay, I've fixed the issues krzymar mentioned, and tested it out a for a few minutes. ( By using the console to set the gamehour while underwater. :P ) This time let's hope it works correctly! ;)

http://www.4shared.com/file/102710083/25b467c0/muwebeta2.html

There you go
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Fri May 27, 2011 12:11 pm

There you go
<3 Thankyou, sir.
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Fri May 27, 2011 4:04 pm

I just had an idea for this. Is it possible to adjust the blur strength depending on how deep you are? Because obviously the deeper you go the murkier and darker the water gets.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Fri May 27, 2011 12:15 pm

I just had an idea for this. Is it possible to adjust the blur strength depending on how deep you are? Because obviously the deeper you go the murkier and darker the water gets.

I think MGE is capable of making water darker the deeper it is when you look at it on the surface, that same method might be able to be applied underwater to a different shader, maybe?
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Fri May 27, 2011 11:34 pm

I just had an idea for this. Is it possible to adjust the blur strength depending on how deep you are? Because obviously the deeper you go the murkier and darker the water gets.


That would indeed be awesome.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Fri May 27, 2011 9:41 am

That seems more like a call for decreased view distance and decreased light with increase in depth, not increased blur. Presumably it is just as blurry at one foot as it is at twenty feet. *chuckle*
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri May 27, 2011 10:41 am

Okay! I FINALLY got my computer to my dorms, so hopefully I'll have some time after Halloween Weekend (Linora is going partying! xD) to start fixing this thing into workable condition and then look into all this MGE stuff. 'Tis all! ^.^
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Fri May 27, 2011 8:57 am

Okay! I FINALLY got my computer to my dorms, so hopefully I'll have some time after Halloween Weekend (Linora is going partying! xD) to start fixing this thing into workable condition and then look into all this MGE stuff. 'Tis all! ^.^

Woot! This is shaping up to really fix a lot of aspects of the underwater environment of Morrowind.

Consequently, enjoy the partying :)
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

PreviousNext

Return to III - Morrowind