[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 4:17 pm

UPDATE:
I have completed the beta version. http://www.4shared.com/file/102160368/4ada1292/linwebetadoom2.html
I would not recommend using this with your regular save game, as it could have bugs I don't know about yet.

It has no readme, so if you have any questions feel free to ask. :lol:

To open the configuration Menu type this into the console:

set LIN_WE_cfg to 1

The Ripple Multiplier increases/decreases the movement of the ripples you will see in-game peachykeen's aqua shader.
The Mask Multiplier determines the amount of the screen the ripples effect, the higher the value the smaller the area it effects.
The rest of the configuration menu stuff is, I think, self-explanatory.

"Make sure you also have MGEgui >> 'Misc' tab >> 'Update shader variables' checked."

IMPORTANT:
To use this mod you will need to use http://sourceforge.net/project/showfiles.php?group_id=239453&package_id=311044&release_id=662707. This is because the xAddSpell and xRemoveSpell functions are not implemented correctly in the current "release" version of MGE. These two functions are required for the underwater darkness effects to work correctly.

Edit: Updated link to new version.
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LADONA
 
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Post » Fri May 27, 2011 6:04 pm

Sounds pretty immersive, which I like =-)

What about the water dripping from the screen as proposed in your previous thread?
Something else Id like is muffling the music when underwater, but thats just me.
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Jordyn Youngman
 
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Post » Fri May 27, 2011 3:50 pm

Sounds pretty immersive, which I like =-)

What about the water dripping from the screen as proposed in your previous thread?
Something else Id like is muffling the music when underwater, but thats just me.


Thanks for the reminder, I'll add that to the first post. I forgot to mention it, as I accidentally posted the thread before I was done composing it all. :lol:

While I am not on expert on the subject,I doubt it's possible to do the music thing, as there doesn't seem to be any way to access the music through scripting that I'm aware of.
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Misty lt
 
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Post » Fri May 27, 2011 9:00 pm

It sounds great, having already expressed my liking for your underwater blur mod, I'll definately want to see what other nice things you can do with water.
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john page
 
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Post » Fri May 27, 2011 8:30 am

Even though it's only been two days since the http://www.gamesas.com/bgsforums/index.php?showtopic=972576, I have decided to revamp that mod by adding a few new (and completely configurable) effects.

So far, I have added configuration menu and a more gradual night-time water darkness effect. While it's possible to do these all in separate mods, it would probably be more efficient to have them all in one, as they all need to use the exact same scripts. (Such as the script which determines if the player's head is above the water level.) And this way the player can change which settings they want in-game by just re-running the configuration.

At this point the configuration menu gives the player the option to choose the following:

- Normal or Low blur settings. (Low Blur is a lesser blur effect, and could give a better FPS as it uses a few less passes in it's shader.)

- Choose whether to use the underwater darkness effect.

- Choose whether to use the interior underwater darkness effect.

As Alaisiagae suggested in the previous thread, I am also planning on adding an effect which causes the water to pan off the screen when the character first comes out of the water.

I am also working on adding a new turbulence effect, so that the screen shakes a bit when there is bad weather. (On a unrelated note, I've been working on a similar thing for Levitation during bad weather.)

Any ideas and comments would be greatly appreciated. :foodndrink:


This sounds pretty good. Congrats on releasing your mod, too. I am doing and airship mod and am after some shaders that will shake the screen to simulate a strike and was also thinking of some that would simulate a dirty, smoky environment that blocks the player's vision to some extent. Any chance of you implementing the smoke effect and is it possible to make the screen shaker shader configurable to the extent that a script can call a specific shader for each type pof hit. For example, getting hit from the left would require a different shader than getting hit from the right.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 3:03 pm

turbulence effect, so that the screen shakes a bit when there is bad weather.

Just in the water, right?

I love this mod. I showed it to my friend who was playing Obliv in the next room, and he stopped playing it. lol.
I don't mind the HUD blurring at all.

Would it be possible to make the pan off the screen effect while it's raining? Maybe not in this mod, but a different one.
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Sophie Miller
 
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Post » Fri May 27, 2011 4:11 pm

I've missed your relz. Congrutualitions. Very well thought. If you are willing to do more MGE mods, I was wondering if you want to do a "region based fog color changer mod". Example: around bitter coast the fog color will change to a greener color. http://vality.xtreemhost.com/gallery/gallery1.html I would apreciate it if you could add this request at the bottom of your list.
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Soraya Davy
 
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Post » Fri May 27, 2011 9:21 pm

Would love is some combat interior was made. If you for example meet a slaughter fish or some other nasty watery creature, you can at this point with the blur effect almost see nothing of his textures. Sad Enough. To solve this you might could do as vtastek said about using color changer. For instance, when meeting a angry fellow of the sea the screens slowly progress to a red alerted color and lesser blur effect. Makes sense also cause your are more focused in a battle then when randomly just swimming around.

I love this mod. I showed it to my friend who was playing Obliv in the next room, and he stopped playing it. lol.


Yeah, 1-0 for the little brother Morrowind! That's what we talking about! :D :celebration: :D
PS: It's really an awesome mod, adds allot of realism to the maybe forgotten water regions. Kudos to you Linora for making and developing it further.
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Scott Clemmons
 
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Post » Fri May 27, 2011 6:39 pm

Sounds good so far. You are already doing many of the things I dreamed about. I haven't tried your night version yet, so I'm not sure how you implemented it. However, when I started dreaming about underwater mods, the four things I wanted were:

  • Distortion in the water - Originally I dreamed this up as being fairly clear around you, and more distorted the farther out you looked. I tried playing with MGE's underwater fog, but couldn't get anything I liked. Although your shader blurs everything equally, it is more the adequate at giving me the effect I was looking for.
  • Dark water at night and in caves - It looks like you have this taken care of. Like I said, I haven't tried it yet, so I'm not sure if it is the same kind of darkness I was looking for. One thing that I wanted to achieve with the darkness was that looking up at the surface of the water from underneath would reveal light. See harlanrm's underwater shader for an idea of what I'm talking about.
  • Darker underwater in bad weather - I wanted the amount of light underwater to change based on the weather outside. I'm specifically referring the the light bouncing off the sea floor. Right now, water is lit as though there is sunshine all the time above water.
  • MGE kelp moving more under bad weather and less under nice weather - I know that this one really can't be handled by a shader, but it is part of my grand vision for for underwater life should be like.

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Julie Serebrekoff
 
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Post » Fri May 27, 2011 8:28 am

Do remember that if you're animating kelp then you can't use Morrowind Crafting.
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Sara Johanna Scenariste
 
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Post » Fri May 27, 2011 7:38 am

-clip-
* MGE kelp moving more under bad weather and less under nice weather - I know that this one really can't be handled by a shader, but it is part of my grand vision for underwater life should be like.
[/list]

That already occurs - the amplitude of the swaying motion is relative to the weather conditions for anything animated by MGE (as 'grass' or 'tree').
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Irmacuba
 
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Post » Fri May 27, 2011 1:12 pm

Any ideas and comments would be greatly appreciated. :foodndrink:

I was reminded of http://www.tesnexus.com/downloads/file.php?id=7327, which has some shaders effects for TES IV's NightEye. Do any of those look like interesting effects? :unsure:
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Bellismydesi
 
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Post » Fri May 27, 2011 7:40 am

I've never used anything requiring shader's before, but this sounds too interesting not to use. Can't wait to try this out once its finished. :)
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Louise Andrew
 
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Post » Fri May 27, 2011 11:22 am

Thanks for all the wonderful ideas everyone! Hopefully, I have addressed everyone here:

This sounds pretty good. Congrats on releasing your mod, too. I am doing and airship mod and am after some shaders that will shake the screen to simulate a strike and was also thinking of some that would simulate a dirty, smoky environment that blocks the player's vision to some extent. Any chance of you implementing the smoke effect and is it possible to make the screen shaker shader configurable to the extent that a script can call a specific shader for each type pof hit. For example, getting hit from the left would require a different shader than getting hit from the right.

Sounds like a pretty cool idea, though I think it's a bit beyond the scope of this mod. (I've been learning a lot of this stuff as I go myself.) You should probably try asking about it in the Morrowind Mods forum. ;)

Just in the water, right?

I love this mod. I showed it to my friend who was playing Obliv in the next room, and he stopped playing it. lol.
I don't mind the HUD blurring at all.

Would it be possible to make the pan off the screen effect while it's raining? Maybe not in this mod, but a different one.

Yep, just in the water. It's probably possible to do that pan-effect when it's raining, but as you said not in this mod. (Perhaps a Mystical Weather Effects Mod?)

Sounds good so far. You are already doing many of the things I dreamed about. I haven't tried your night version yet, so I'm not sure how you implemented it. However, when I started dreaming about underwater mods, the four things I wanted were:

  • Distortion in the water - Originally I dreamed this up as being fairly clear around you, and more distorted the farther out you looked. I tried playing with MGE's underwater fog, but couldn't get anything I liked. Although your shader blurs everything equally, it is more the adequate at giving me the effect I was looking for.
  • Dark water at night and in caves - It looks like you have this taken care of. Like I said, I haven't tried it yet, so I'm not sure if it is the same kind of darkness I was looking for. One thing that I wanted to achieve with the darkness was that looking up at the surface of the water from underneath would reveal light. See harlanrm's underwater shader for an idea of what I'm talking about.
  • Darker underwater in bad weather - I wanted the amount of light underwater to change based on the weather outside. I'm specifically referring the the light bouncing off the sea floor. Right now, water is lit as though there is sunshine all the time above water.

As for the distortion effect, doesn't the ENBSeries have something of that sort, but also when above water? I'd imagine that implementing such an effect could be pretty damaging to one's frame-rate, if it even was possible through MGE Shaders. I really have no clue about this one, so I'll look into it a bit.

Love the idea about darkening in bad weather, I'll definitely add that.

As for the water shining through, if harlanrm's underwater shader does it, why not use that?

I've missed your relz. Congrutualitions. Very well thought. If you are willing to do more MGE mods, I was wondering if you want to do a "region based fog color changer mod". Example: around bitter coast the fog color will change to a greener color. http://vality.xtreemhost.com/gallery/gallery1.html I would apreciate it if you could add this request at the bottom of your list.

Well, I believe Vality's fog looks like that because of the Colour Palette he uses in the ENBSeries. However, I believe this is possible through MGE, though probably a bit beyond the scope of this mod, I certainly like the idea.

Would love is some combat interior was made. If you for example meet a slaughter fish or some other nasty watery creature, you can at this point with the blur effect almost see nothing of his textures. Sad Enough. To solve this you might could do as vtastek said about using color changer. For instance, when meeting a angry fellow of the sea the screens slowly progress to a red alerted color and lesser blur effect. Makes sense also cause your are more focused in a battle then when randomly just swimming around.

Yeah, 1-0 for the little brother Morrowind! That's what we talking about! :D :celebration: :D
PS: It's really an awesome mod, adds allot of realism to the maybe forgotten water regions. Kudos to you Linora for making and developing it further.

I like the idea about a slightly lesser blur effect or when combat is initiated.

This will be pretty easy to do, and since I like it quite a bit, I'll being adding it.

I was reminded of http://www.tesnexus.com/downloads/file.php?id=7327, which has some shaders effects for TES IV's NightEye. Do any of those look like interesting effects? :unsure:

As my knowledge of shaders is limited at best, these could be very helpful in figuring out how to do some effects. Especially if I try a whirl at implementing a distortion effect mentioned by Silverglade. :twirl: Thanks!
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JLG
 
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Post » Fri May 27, 2011 1:38 pm

I just tried out the 1.2 version and the night effect is really good. I wasn't familiar with MW blindness, so I had no idea what to expect. I like that I can still make out the surface of the water and see outlines of some of the things above water at night.

Regarding the darkening during bad weather, I use the Seyda Neen docks as my testing point. What I was hoping to see was not necessarily a complete darkening of the screen, but something that turned those really bright areas of the sea floor into the same colors as the darker areas around them. It would be as though clods passed overhead and the sun was no longer shining directly into the water. I have no clue if that is even possible with a shader.
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Peter P Canning
 
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Post » Fri May 27, 2011 10:04 pm

*snip*
Well, I believe Vality's fog looks like that because of the Colour Palette he uses in the ENBSeries. However, I believe this is possible through MGE, though probably a bit beyond the scope of this mod, I certainly like the idea.
*snip*

Well, I thought the the same as you, until:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=955256&view=findpost&p=13805366

scroll the page to see more discussion on the matter...

BTW, I like that you liked the idea.
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Tyrel
 
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Post » Fri May 27, 2011 11:30 am

Well, I thought the the same as you, until:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=955256&view=findpost&p=13805366

scroll the page to see more discussion on the matter...

BTW, I like that you liked the idea.

Well it's a bit off topic but...the idea I had was like this, which is probably overly complicated - You'd have an ini file for each region (bitter coast, ashlands etc), each containing the contents of the [weather] section from the morrowind ini. Then you'd make your edits to each one, for example you might make the bitter coast one with more green rgb values, ashlands more red or grey or whatever - a gui with sliders would work well for that. Then ingame you'd have a script that somehow does something like "if region = bitter coast, then use the bitter coast.ini". Are you thinking something like this, something less complicated, or a fullscreen shader to change the colour, like ENBSeries' palettes?


By the way, a slightly related question that should probably be in the other thread but I'm here now - the blur mod is great, worked great the first test, though on my second play when underwater I would gethttp://i73.photobucket.com/albums/i201/Vality7/misc/MGEScreenshot36.jpg - heavy bloom as I come up to surface. I'm using no MGE shaders, only ENBSeries bloom, which I've never seen go that bright otherwise (I don't think it's even turned on in that pic). Just wondering if anyone else has seen this. My only problem with the mod is the time it takes to transition between blur and normal, it takes a noticable half second, but maybe thats just me. Whether or not that could be fixed, it's a great mod and idea, I've always wanted an effect like this.
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Stephanie I
 
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Post » Fri May 27, 2011 11:46 am

I'm finding the sheen thing to be a bit less-interesting then I thought, as it tends to look rather unnatural. So I may just scratch that for a blur-transition effect. :shrug:

Here's a spirited attempt at showing my current aqua effect, based on the wave effect by Scanti. It's much slower than shown.
http://s599.photobucket.com/albums/tt79/linoraforever/?action=view¤t=MGEScreenshot35.gif
(This may be replaced in future with one created by peachykeen.)

I just tried out the 1.2 version and the night effect is really good. I wasn't familiar with MW blindness, so I had no idea what to expect. I like that I can still make out the surface of the water and see outlines of some of the things above water at night.

Regarding the darkening during bad weather, I use the Seyda Neen docks as my testing point. What I was hoping to see was not necessarily a complete darkening of the screen, but something that turned those really bright areas of the sea floor into the same colors as the darker areas around them. It would be as though clods passed overhead and the sun was no longer shining directly into the water. I have no clue if that is even possible with a shader.

I think it could be possible with a shader, since one of the effects of bloom is making brighter areas brighter, so one could probably assume the opposite is possible. I've been studying a bit (*cough*randomly changing numbers and functions*cough*) on shaders recently, so hopefully I am able to achieve an effect such as this.

Well, I thought the the same as you, until:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=955256&view=findpost&p=13805366

scroll the page to see more discussion on the matter...

BTW, I like that you liked the idea.

Well it's a bit off topic but...the idea I had was like this, which is probably overly complicated - You'd have an ini file for each region (bitter coast, ashlands etc), each containing the contents of the [weather] section from the morrowind ini. Then you'd make your edits to each one, for example you might make the bitter coast one with more green rgb values, ashlands more red or grey or whatever - a gui with sliders would work well for that. Then ingame you'd have a script that somehow does something like "if region = bitter coast, then use the bitter coast.ini". Are you thinking something like this, something less complicated, or a fullscreen shader to change the colour, like ENBSeries' palettes?

Hmm, I definitely am in love with this concept. I'm adding this to my list of mods I want to work on. (It's a rather long list, though)

By the way, a slightly related question that should probably be in the other thread but I'm here now - the blur mod is great, worked great the first test, though on my second play when underwater I would gethttp://i73.photobucket.com/albums/i201/Vality7/misc/MGEScreenshot36.jpg - heavy bloom as I come up to surface. I'm using no MGE shaders, only ENBSeries bloom, which I've never seen go that bright otherwise (I don't think it's even turned on in that pic). Just wondering if anyone else has seen this. My only problem with the mod is the time it takes to transition between blur and normal, it takes a noticable half second, but maybe thats just me. Whether or not that could be fixed, it's a great mod and idea, I've always wanted an effect like this.

I'll try reproducing the bloom thing and see if I can find the cause.

The delay is probably not fixable, but I've added a transitional effect after it so it will seem as though the character's eyes are clearing of the water. ^_^
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Hilm Music
 
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Post » Fri May 27, 2011 3:57 pm

I had the same heavy bloom effect that Vality7 is talking about when I first used this... but I haven't had it again.
I'm not using shaders or ENBSeries bloom.
When it happened to me, it was when I walked out of the water. The transition from under-water to ground seemed to trigger it.

:shrug:

Edit:
I tried to duplicate the bug, but it won't happen, everything is working fine.
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Hot
 
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Post » Fri May 27, 2011 3:09 pm

Well it's a bit off topic but...the idea I had was like this, which is probably overly complicated - You'd have an ini file for each region (bitter coast, ashlands etc), each containing the contents of the [weather] section from the morrowind ini. Then you'd make your edits to each one, for example you might make the bitter coast one with more green rgb values, ashlands more red or grey or whatever - a gui with sliders would work well for that. Then ingame you'd have a script that somehow does something like "if region = bitter coast, then use the bitter coast.ini". Are you thinking something like this, something less complicated, or a fullscreen shader to change the colour, like ENBSeries' palettes?


That's not quite possible with reg'lar script, or MWSE. Unless you can use MGE and it's functions, and call up fog colors from a file (or database... :D).
Otherwise.....
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Trevi
 
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Post » Fri May 27, 2011 7:45 am

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?
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Hayley Bristow
 
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Post » Fri May 27, 2011 10:40 pm

looking forward to this!
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Nitol Ahmed
 
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Post » Fri May 27, 2011 9:22 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?

:o

That meas we can actually maybe possibly have http://www.gamesas.com/bgsforums/index.php?showtopic=967781&hl=! Linora! I found your next project! :deal:
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Mackenzie
 
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Post » Fri May 27, 2011 5:58 pm

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; and deleting the grass where it's not supposed to be. But I think it's worth mentioning cause it looks pretty cool even as it is. I plan to have 4 colors for the seaweed: Yellow, Red, Purple and Green. Though, if you wouldn't want a color you could just copy and rename the green mesh for instance to what the purple one is called, and all the stuff that was supposed to be purple would show up green. (No purple or yellow yet, though)

Here's just a shot to show what the stuff looks like and another which shows it in a larger quantity.
As you can see it kinda looks like Christmas-Under-the-Sea at this point:
http://i599.photobucket.com/albums/tt79/linoraforever/MGEScreenshot44.jpg
http://i599.photobucket.com/albums/tt79/linoraforever/MGEScreenshot41.jpg

:o

That meas we can actually maybe possibly have http://www.gamesas.com/bgsforums/index.php?showtopic=967781&hl=! Linora! I found your next project! :deal:

Perhaps you may have just found my next project. ;)

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. ^_^
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dean Cutler
 
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Post » Fri May 27, 2011 3:41 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.
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naana
 
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