Now, how about some "see-through" windows?

Post » Mon Jun 21, 2010 12:37 am

Realistic lighting through the windows would be great.
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Lewis Morel
 
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Post » Mon Jun 21, 2010 2:39 am

My idea is pretty complex but would actually be a good way to fake having an exterior view.

When you come open a door to any building, it automatically assesses where the windows inside are and puts a camera in the exterior world and quickly grabs a screenshot of the the view from that window. Now it has the "view" for the current time of day, etc... the view should be cleaned of all NPC's so only the scene is visible devoid of any other living forms in it. Now there should be a stock number of "people walking animations on green screen backgrounds" in a "outside view" Library. The game merges the live green-screen actors against the snapshot taken a moment ago, creating an animated faked external view that is rendered back from the window a ways so that if the player looks from different angles he still can't see the entire screen so the illusion isn't compromised. Since the game is actually rendering NPC's of that city moving about the streets from a large library of stock footage, no two viewing from the same window wuold have to be identical, making it appear "alive" ... or real.

The stock footage would have to be taken from a ground-level view and also from a 2nd-story view because of the differing angles looking down on the people as they are walking around. To create the 2nd-floor view, you would need to alter the background-wall and the floor plane's viewing angle in the outside-view window renderer. You would need two screenshots from two angles (one looking across the street at the background wall) and one looking down at the ground. These two snapshots could be mapped onto 3D flat planes respectively and rendered outside the window cell you're looking out of. From the 2nd floor, the angle would be shifted to an isometric angle, allowing a view of the background and street, and then the live-motion greenscreen actors could be merged in over the top, providing the illusion you are seeing out of the window down to the street below.

The images for all the windows are grabbed in the same transition it takes to load from the exterior world cell to the interior cell, so you won't notice it.

Then, no matter what building you went into, day or night, rain or shine, it would always reflect the current weather as when you went in, because the window animation controller could also control the weather outside, too. So if say, it began to rain, and there was a new view outside of it raining, then when you actually left the shop and went outside, it would really be raining because the window animation controller set it that way.

Keep in mind, the windows could be slightly warped (poor craftmanship) or slightly opaque to make it harder to see every detail clearly, to help sell the illusion should too much detail somehow compromise the illusion.

This would still have to be programmed. But only once. And then it would work across the entire system and for the future games also. If this didn't make sense in some way, please gently tell me why, I'll try to re-write it more clearly. Thanks...
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Marguerite Dabrin
 
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Post » Mon Jun 21, 2010 3:06 am

It can be implemented after some hard work as a PC option but it just isn't going to happen for the console because it doesn't have the processing power. Basically being able to peer into a cell from a separate cell would only happen if there is enough development time left after everything is finished to add it in, then it would be nice to but otherwise, it just isn't feasible.

you could fake like mods do, wait mods, this would be a fine mod.
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Sophie Miller
 
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Post » Mon Jun 21, 2010 1:25 am

Nah - don't care in the slightest.
If I want to see what's inside, I get to just go inside.

This is pretty much the LAST thing i want them to bother spending time on. If this happened but no guards carried spears, I would be very sad.
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Mackenzie
 
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Post » Mon Jun 21, 2010 5:26 am

WINDOWS THAT YOU CAN SEE THROUGH?? ARE YOU MAD?

that would be cool though.
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Elea Rossi
 
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Post » Sun Jun 20, 2010 9:58 pm

idc if they do this, but I would like for the window to 'glow' (like candle light) when someone is home and awake. That way thieves could see what houses would be good marks, instead of just having to risk it.
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Marguerite Dabrin
 
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Post » Mon Jun 21, 2010 3:29 am

The best they'd be able to do is fake it (badly), and tbh I don't think it's worth developer time to do it.
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Natalie J Webster
 
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Post » Mon Jun 21, 2010 4:47 am

I'm actually doing this right now for a Morrowind mod, and it is an extreme PITA. You essentially have to create a false "set" outside of the window, since you are in an interior cell. I started out enthusiastic about the idea, but after a while, I decided to restrict it to just a few buildings (upper class and tavern), and even then, I put translucent glass on all sides but one. I've used all kinds of tricks to make it look good, but it isn't nearly as easy as it sounds.

Translucent glass, with an interior acting as an exterior, is a good compromise. It gives you good lighting, and reacts appropriately to weather when properly scripted. I'm now using this technique for most of my interior buildings. (the ones with windows). I still have true "faux exteriors" for a handful of buildings - governors homes, castles, etc. but the proletariat just aren't worth the effort.

So, I fully expect we won't get transparent windows. Too much work for too little gain.
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electro_fantics
 
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Post » Mon Jun 21, 2010 9:42 am

It can be implemented after some hard work as a PC option but it just isn't going to happen for the console because it doesn't have the processing power. Basically being able to peer into a cell from a separate cell would only happen if there is enough development time left after everything is finished to add it in, then it would be nice to but otherwise, it just isn't feasible.



Are you serious? Do you even play on any consoles? Im pretty sure they do have the processing power... I have played games where you can "see-through" a window.
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Leonie Connor
 
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Post » Mon Jun 21, 2010 1:04 am

I'm willing to pretend that every window in the game world is frosted and impossible to spy out of, so long as they at least change to show when it's day and night. I don't care how frosty that window is, if it's a cloudy, moonless night, I should not be seeing bright blue panes of glass in my walls.
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Klaire
 
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Post » Mon Jun 21, 2010 3:18 am

Are you serious? Do you even play on any consoles? Im pretty sure they do have the processing power... I have played games where you can "see-through" a window.


Yes, I've played on the console and no, the do not. They will probably have the power to look out but not in. In any given city, there can be upwards of 1000-2000 renderable objects. This is why there must be separate cells. It could bog down all but the best computers, let alone the consoles. Allowing for transparent windows would defeat the purpose of the process saving separate cells for the console and if they had time they could make it an option for the PC. If not, I will be working to mod it in right after I make the meshes for my characters signature armor, and then I'll move on to the transparent windows. There can be work arounds for the consoles that could make an option that gives the illusion that you are looking in but that would require a lot of time and work and like I said, if they have enough extra time and they see us asking for it, they may add it in.
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TRIsha FEnnesse
 
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Post » Sun Jun 20, 2010 11:17 pm

Yes, I've played on the console and no, the do not. They will probably have the power to look out but not in. In any given city, there can be upwards of 1000-2000 renderable objects. This is why there must be separate cells. It could bog down all but the best computers, let alone the consoles. Allowing for transparent windows would defeat the purpose of the process saving separate cells for the console and if they had time they could make it an option for the PC. If not, I will be working to mod it in right after I make the meshes for my characters signature armor, and then I'll move on to the transparent windows. There can be work arounds for the consoles that could make an option that gives the illusion that you are looking in but that would require a lot of time and work and like I said, if they have enough extra time and they see us asking for it, they may add it in.


You should give heavy rain a look at, they had some nice windows to look out of... oh and in fable, I enjoyed walking past a shop and seeing what they were selling... through a window.


It would be nice if skyrim had this, but not needed. If anything, I do like the idea of being able to tell if its light or dark out through windows.
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Kayla Keizer
 
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Post » Sun Jun 20, 2010 8:48 pm

The new engine they're using definitely looks like it can support it easily, if RDR can do it, so can Skyrim! Plus it's been how long since Oblivions release? I think we can assume that anything they couldn't do back then, they can do now.
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jaideep singh
 
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Post » Mon Jun 21, 2010 11:58 am

You should give heavy rain a look at, they had some nice windows to look out of... oh and in fable, I enjoyed walking past a shop and seeing what they were selling... through a window.


It would be nice if skyrim had this, but not needed. If anything, I do like the idea of being able to tell if its light or dark out through windows.


Neither game of course had 1000-2000 rendered objects to load in one area either. It's possible to make an optical illusion in the game but it takes alot of hard work which is time consumed that BGS will not allow if they don't have extra time since transparent windows isn't an essential feature.
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luke trodden
 
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Post » Mon Jun 21, 2010 2:39 am

You should give heavy rain a look at, they had some nice windows to look out of... oh and in fable, I enjoyed walking past a shop and seeing what they were selling... through a window.


It would be nice if skyrim had this, but not needed. If anything, I do like the idea of being able to tell if its light or dark out through windows.


I'm directing this at Jacobah too because neither of you know what you are talking about.

The difference between the two is there is basically no items with actual physics besides NPCs in those games, whereas the console has to render all the HUNDREDS of items with physics at once in a TES game. This is what I said on an earlier post (about the same topic):

And to answer the OP's question for the hundredth time (seriously, this gets asked a LOT), it is because in a game like Risen, the models are very, very simple and none of the items have actual physics on them. I'll use the example I used last time. Look at Bruma. 22 buildings (some with more than one cell bringing the total to about 42, not including the Castle. That is 42 additional objects to render, not including doors, containers, lighting effects, furniture, or regular items. there are about 65 people in Bruma, including guards. All would have to be rendered at the same time, while if they keep it in separate cells you only have maybe 8-10 NPCs walking around at once. So to do this in Bruma, you need to render all of Bruma, plus all 65 NPCs, plus all 42 cells. Then the doors, furniture, containers, lights, and other stuff which we look at next.

I just took a look at Baenlin's house. The guy you can kill in DB by dropping the wall mounted thing on him. Just the main part, not his basemant. Over 200 objects to render, not including NPCs and stuff I already counted like the actual building interior. More than 90% of the objects have physics. That is over 180 objects that can all fall, roll, bounce, and be interacted with. Take that, and apply it to all 22 buildings. Almost 4000 objects with havok physics being rendered at once, in addition to the furniture and other crap (which is about another 500 objects).

Try and run that on an Xbox 360. I dare you. It would crash as soon as the cell loads. Why can other games do connected interiors and exteriors? Because the items are either severely less detailed or they don't have physics or there are simple less objects to render.


Edit:
@Sleign: Is it just me, or are we always making the same argument in the same thread at the same time? Are we just attracted to this topic and come to every thread concerning it?
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kasia
 
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Post » Mon Jun 21, 2010 1:38 am

how about being able to crack open a door to be more sneaky??
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Richard
 
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Post » Mon Jun 21, 2010 12:06 am

Edit:
@Sleign: Is it just me, or are we always making the same argument in the same thread at the same time? Are we just attracted to this topic and come to every thread concerning it?


Great minds think alike :thumbsup:
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Lavender Brown
 
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Post » Sun Jun 20, 2010 9:29 pm

Of course! I want to be able to see argonians taking a bath.
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Rob Smith
 
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Post » Mon Jun 21, 2010 1:35 am

Well see-trough windows was in oblivion with mods
Reneers Interiors Mod
http://tesnexus.com/downloads/file.php?id=35897
Nice to see some stealth entrance into houses for example via windows.
Thats nice immersive feature but developers will ignore it I'm sure.
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Darian Ennels
 
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Post » Mon Jun 21, 2010 11:56 am

It would add so much to the game, looking through the window to see if guards are outside before leaving the house you just murdered a person in, or looking inside to see if the person inside is visible and if he/she would instantly see you when you sneak in. Yay!
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Sxc-Mary
 
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Post » Mon Jun 21, 2010 2:55 am

Skyrim might not have much in the way of transparent glass windows anyway. Parchment, horn or simple wooden shutters would probably be the norm. Besides the climate doesn't really suit having large/frequent windows. I've never seen any in the Viking long houses I've visited and even stave churches have are distinctly lacking save a handful of shutters at ground level. ;)

However, I'd still love to have the ability to see in or out of a building, whether via a cracked open door or open shutter.
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Andy durkan
 
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Post » Mon Jun 21, 2010 7:26 am

While it would be cool to actually be able to see through windows, I have to wonder (like Meliadus) how appropriate glass windows would be in Skyrim. In the medieval era glass windows were a relatively rare luxury, and the impression I have gotten so far of Skyrim is that--even though the time period is later than Oblivion--it represents a more primitive era. So I second what Meliadus said above.

In addition to that, even if we were to have glass windows, it's unlikely they would be the pristine glass windows we are used to today. To be honest, I would be satisfied with heavily distorted glass that was mostly for lighting purposes and just gave you a hint as to whether or not anything was going on on the other side. So if it's bright sunlight outside, the window would be bright, and maybe occasionally you would see a rough shape move by. From the outside of a building, windows would be lit if the inhabitants of the building are awake, and dark if not. That would be enough for me.
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joeK
 
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Post » Sun Jun 20, 2010 11:55 pm

It would add so much to the game, looking through the window to see if guards are outside before leaving the house you just murdered a person in, or looking inside to see if the person inside is visible and if he/she would instantly see you when you sneak in. Yay!

OR getting cut because you didn't roll down the curtains... now THAT would be fun...
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Camden Unglesbee
 
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Post » Mon Jun 21, 2010 1:12 pm

Pete already confirmed no see through windows. It will be like oblivion.

I wanted to repost this because I think it got lost on the other page.
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Kirsty Wood
 
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Post » Mon Jun 21, 2010 5:07 am

If the cells work like the previous TES titles (you load to go inside) this cannot be done. But now that theres dynamic lighting and the [censored] sun wont shine through everything in its path, on PC we could combine exterior and interior housing with no load screens if we wwanted. It would be a lot of work, but would probably greatly improve the game. Poll - I agree.
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Jamie Moysey
 
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