[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 3:27 pm

@Linora,

The seaweed looks great. I was hoping that the MGE animated grass would eventually make its way into the water. I was always so barren down there.


Thanks!

I've updated the original post with a general overview of what I've added/am working on adding so far. :P
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Tiff Clark
 
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Post » Fri May 27, 2011 11:38 am

...

Okay, so, seaweed only grows in shallow water (:nerd:)... will this mod also be plopping them in the deep, deep seas, too?

Still, it is a great idea! I'm just, uh, thinking ahead? Last year there was a thread discussing the possibility of a project for underwater landscapes....

Just my 2 cents, take or leave as ye will. :)
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 2:23 pm

Hey, peachykeen, didn't you release a Mysql thing that can store data outside the game? Could that be used for the ini changes to different areas?

I did indeed. Kinda.

That meas we can actually maybe possibly have seasonal daylight changes! Linora! I found your next project! deal.gif

If the script commands exist to change it in MWSE/MGE, I can help store the data.

[quote]Also I think may be replacing the blindness effect with an MGE-Controlled lighting setting, which may have it's levels controlled/stored in this MWSQL thing, and perhaps get a feel for it so I can do other projects involving using it in the future. happy.gif/quote]
I wouldn't use MWSQL until I get it stable, though. Sorry. I'm working on it, and am hoping to get a semi-stable (ie, progress build, backwards-compatible) version soon. Along with ps1.1 Bloom 3.

Also, I sent over a new ripple shader. Tell me what you think.
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Fanny Rouyé
 
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Post » Fri May 27, 2011 12:55 pm

I did indeed. Kinda.


If the script commands exist to change it in MWSE/MGE, I can help store the data.

Also I think may be replacing the blindness effect with an MGE-Controlled lighting setting, which may have it's levels controlled/stored in this MWSQL thing, and perhaps get a feel for it so I can do other projects involving using it in the future. :)

I wouldn't use MWSQL until I get it stable, though. Sorry. I'm working on it, and am hoping to get a semi-stable (ie, progress build, backwards-compatible) version soon. Along with ps1.1 Bloom 3.

Also, I sent over a new ripple shader. Tell me what you think.

Okay, no biggie though, I wouldn't really need to use it for this anyways. I think it can be done through having the player type in a number they want through MWSE, then having the script save it in a global.

Doesn't mean I can't play around with it, though. :P
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Marina Leigh
 
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Post » Fri May 27, 2011 7:47 pm

...

Okay, so, seaweed only grows in shallow water (:nerd:)... will this mod also be plopping them in the deep, deep seas, too?

Still, it is a great idea! I'm just, uh, thinking ahead? Last year there was a thread discussing the possibility of a project for underwater landscapes....

Just my 2 cents, take or leave as ye will. :)

Well, most of the mudflat-textures are not in deep sea areas, so have no worries about that, if I spot it in areas to deep I'll be deleting the stuff from those areas. (Since it's all randomly generated to begin with)

In general the seaweed is seen in areas where you will also see Kelp.
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Esther Fernandez
 
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Post » Fri May 27, 2011 10:13 am

I'll probably release this separately from this, but I've used yacoby's mesh generator with re-textured Liztail's grass meshes to make seaweed appear on the ocean/sea floor. Basically, it's does the same thing Vality's grass mod does except for the underwater environment. It still needs a lot of work with it's textures; deciding whether to use sand_02 or mudflats texture; getting permission from Liztail to use his mesh...

Technically it is my mesh, Liztail just made some changes to it for it to work better with MGE. What do you think about including this as part of the morrowind grass mod?
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brian adkins
 
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Post » Fri May 27, 2011 1:13 pm

Great work Linora!
I hope, i will see this mod ingame soon ;).
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OJY
 
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Post » Fri May 27, 2011 6:42 pm

Technically it is my mesh, Liztail just made some changes to it for it to work better with MGE. What do you think about including this as part of the morrowind grass mod?

Sure! That would surely simplify things for those wishing to use it too. As I would think most people who use your grass mod would want the same treatment for underwater anyways. :D
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katie TWAVA
 
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Post » Fri May 27, 2011 11:41 pm

The MGESetAmbientColour doesn't seem to work as I thought it would.

So I'll do one of two things:
- Use a shader for it which can, cool enough, be configured through an MGE scripting command that can change floats within a shader, where the player types in the number they want for the darkness effect in the Mystical Water Effects configuration menu, then this number is stored as a global, that is then called by the script to determine the level of darkness in the shader. This way everyone can get it how they want, though I'll have default settings (High, Medium, Low) for those that don't want to tinker so much. The only issue with this is that since the shaders are rendered over the HUD, just like the blur this will effect health bars and such as well.

- Continue using the blindness effect, but have it configurable by 1pt intervals. So that just like the shader, it can be fine-tuned to everyone's tastes.

This could possibly mean it's possible to do the blur scaling in the same way, since I really like the idea of making it so that everything is customizable in game to the player's preferences. Also because I can never make up my mind on such things, and don't want to have to change the script every day I want it to be a bit different! :ahhh:

Also, peachykeen is making really nice progress on the Aqua/Ripple effect shader, which makes it truly seem as though you are underwater. Mere screenshots couldn't describe how beautiful it looks in game, so I'll try and post a video of it in action once he finishes his next version. :)
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victoria johnstone
 
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Post » Fri May 27, 2011 3:32 pm

Awesome! :dance: I eagerly look forward to the videos/screenshots!
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Kim Kay
 
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Post » Fri May 27, 2011 3:02 pm

Final (maybe) version upped and sent to Linora. We'll see what happens now.

I was testing it on a 1ghz system with a Radeon 9600se, and there was a 1-2 FPS hit between the shader on and off (ripple shader alone). There should be no hit on modern systems (testing that now).
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Michelle Chau
 
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Post » Fri May 27, 2011 10:39 am

As I said in my PM, it's perfect! I'll be posting a video on youtube in a bit which will show what it looks like in action to everyone else.
Assuming MGE's functions work as they say they do, it will be possible to customize the shader's appearance live through the configuration menu.
Oh and there is no FPS hit on my computer at least. :lol:
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i grind hard
 
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Post » Fri May 27, 2011 11:32 pm

Okay, so after googling it I can't seem to find any programs to take said videos with. :brokencomputer:
Anyone have any suggested programs that work well for this purpose?
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GLOW...
 
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Post » Fri May 27, 2011 5:41 pm

Okay, so after googling it I can't seem to find any programs to take said videos with. :brokencomputer:
Anyone have any suggested programs that work well for this purpose?

http://www.gamesas.com/bgsforums/index.php?showtopic=824755, there are some programs for video capture and editing. :)
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Maria Garcia
 
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Post » Fri May 27, 2011 11:59 am

http://www.gamesas.com/bgsforums/index.php?showtopic=824755, there are some programs for video capture and editing. :)


Thanks! :)
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yermom
 
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Post » Fri May 27, 2011 8:03 am

Thanks! :)

I can't wait! I'm hyper excited =)
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Roberta Obrien
 
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Post » Fri May 27, 2011 11:59 pm

Okay, so I've finally finished getting that video created and uploaded that shows off peachykeen's aqua shader. (He calls it ripple, but aqua sounds cooler imho! :lol:) It's not a perfect video, as I have no clue on how to do transitions or any of that fancy stuff, and it can be a bit dark.

Also in the video is my work-in-progress seaweed I mentioned earlier. ^_^

http://www.youtube.com/watch?v=Cq8GYqV8lno

Many slaughterfish were harmed during the making of this film.

Edit: According to youtube it's still processing so video quality may improve. :shrug:
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kirsty williams
 
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Post » Fri May 27, 2011 3:08 pm

It looks so beautiful! :drool:
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N3T4
 
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Post » Fri May 27, 2011 9:17 pm

On a side note, I believe that this should be done by next weekend. I'm reworking the configuration menus so that you can just change a certain settings after the initial setup rather then having to go through the entire setup again and adding a few extra neat things. :D

Oh, and the best part of the video is probably towards the end. It really shows how wonderful the new effect works.
(I probably should of just had that in there to be honest.)
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AnDres MeZa
 
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Post » Fri May 27, 2011 9:49 pm

I can't wait for this update. Looks awesome.
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MR.BIGG
 
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Post » Fri May 27, 2011 9:25 pm

Just some Ideas for water effects that could be added. From crysis lol.. I know it could never be THIS good but still its a good place for ideas I think

Video
http://www.youtube.com/watch?v=dOzH1fn13H4

Pic
http://www.ozone3d.net/public/jegx/forum/200710/Crysis_dx9_veryhigh_settings_03_w600.jpg

Btw looks awesome!! Keep it up =]
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Fanny Rouyé
 
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Post » Fri May 27, 2011 2:37 pm

Just some Ideas for water effects that could be added. From crysis lol.. I know it could never be THIS good but still its a good place for ideas I think

Video
http://www.youtube.com/watch?v=dOzH1fn13H4

Pic
http://www.ozone3d.net/public/jegx/forum/200710/Crysis_dx9_veryhigh_settings_03_w600.jpg

Btw looks awesome!! Keep it up =]

Never say never... I have said the same thing many times concerning MW.
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Dona BlackHeart
 
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Post » Fri May 27, 2011 6:26 pm

While it possible to calculate god rays for the water, it takes some high-level vector math. I think MGE's eyevec is off slightly, if that was fixed, this might be possible. The main problem is finding out where the sun is in the screen, then drawing lines out from there. It would probably be hard on performance, if it was done.
It's an idea to try, though.
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Brian LeHury
 
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Post » Fri May 27, 2011 9:13 pm

Just some Ideas for water effects that could be added. From crysis lol.. I know it could never be THIS good but still its a good place for ideas I think

Video
http://www.youtube.com/watch?v=dOzH1fn13H4

Pic
http://www.ozone3d.net/public/jegx/forum/200710/Crysis_dx9_veryhigh_settings_03_w600.jpg

Btw looks awesome!! Keep it up =]

:sad: Wow.

While it possible to calculate god rays for the water, it takes some high-level vector math. I think MGE's eyevec is off slightly, if that was fixed, this might be possible. The main problem is finding out where the sun is in the screen, then drawing lines out from there. It would probably be hard on performance, if it was done.
It's an idea to try, though.

Since my shader skills go about as far as understanding the syntax and few of the commands/functions, if someone who knows a lot more about shaders then myself were to make such a shader, if/when they fix the eyevec issue, I certainly would have no qualms about adding it as an option for those with computers capable of handling it. (Assuming my script for determining water level would even be necessary for such a shader.)
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stacy hamilton
 
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Post » Fri May 27, 2011 8:30 pm

Your script would turn it on. If I could find sun position (should be in eyevec and sunvec somewhere) and I think I have a fix for eyevec, it could be possible.

Edit: No promises. But somehow this comes right after I started on a sun glare shader. Similar... I have a better scriptless idea too.
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naana
 
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