Looking For A Deep Water bc_muck Mesh

Post » Fri May 27, 2011 3:15 pm

I have a building that's been flooded by the surrounding swamp water. Unfortunately, it doesn't allow you to swim under it in deep waters, such as a stairway leading down into a flooded basemant, for example. I'd like to use the muck tile, but it wouldn't look right if it just got cut off near a deeper part of the flood. And muck water inside the building would look better than clean, clear water. Are there any other tiles out there I can use, or any ideas on ways around this?
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Inol Wakhid
 
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Post » Fri May 27, 2011 2:12 pm

Well, I'm not a great modder, and I'm very new to custom models and more advanced scripts, should they be involved, so I gotta ask, what exactly do you mean by tiles?

If I do understand correctly, the best help I can provide is to try putting a dark green light under the water. It doesn't seem quite like enough, but it's all the help i can really give. Sorry :(
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Alyna
 
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Post » Fri May 27, 2011 4:31 pm

Maybe tiles isn't the right word. I mean the muck static itself.
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Dalley hussain
 
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Post » Fri May 27, 2011 4:39 pm

The muck static is used to go on top of water. If you can swim in the water, you won't be able to see the muck. Look around Bittercoast to see how it works first hand - Seyda Neen has easy to find ones.

Perhaps you could mess with the lighting? But that would affect the above water areas too.

Maybe you could have a trap door that you can just see above the standard muck, that would take you to a completely flooded interior? That way you can mess with the lighting to affect that interior only, and the above water one would be fine.

EDIT: Personally, I think it would be awesome to have a deep muck mesh. There may be a resource somewhere you can use - If you find one, be sure to tell me :P
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Georgia Fullalove
 
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Post » Fri May 27, 2011 1:56 pm

I haven't found any deep much meshes, so I just decided to delete it from my interior. I haven't really looked around for one. I still have a bit to go before this mod is finished, so maybe i'll find something before then.
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Rob Davidson
 
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Post » Fri May 27, 2011 2:03 pm

I gather, from the first post on this thread, that what you seem to be looking for is a "block" type mesh (with height, as well as length & width) that has the "muck-like" graphics all through it, and that is permeable (e.g., the Player can walk/swim through it).
Don't know of anything like that being available currently. You'd have to have someone make it for you.

So, you've got a "Terrain_BC_Scum_xx" mesh sitting on top of your water, and as pointed out, it's only millemeters thick, and if the Player dives down below it and looks up, it's transparent.
And all the water around is "clear."

However, there are some things you might consider doing, right now, with stuff commonly found in the Construction Set, that could possibly get you where you want to go.

1: Open up your cell in the Construction Set (CS), and make a COPY of the scum mesh, then drop the copy down (z-axis) to close to the floor. Try to set it at about waist-height to chest-height on the Player when standing at the lowest floor level (use any NPC in the CS to check, then delete the NPC from your cell).
As long as it's below eye-level when the Player crouches, sneaks, etc.

2: Make ANOTHER COPY of the surface scum mesh, and flip it 180 degrees so its facing downward (Rotate 180 on X or Y axis) and move it slightly downwards (about -0.1 on the main Z-axis) so it doesn't overlap the top-facing surface mesh and "flash."
Now, when the Player looks up, they will see scum, and when they look down, they will see scum.

3: Now, pick some disgusting-looking statics (Flora_BC_moss_xx; Flora_BC_vine_xx; Flora_BC_log_xx, etc.) and place them floating around at various levels within the area of water bounded by the two facing scum meshes.
Underwater-type plants (kelp, etc.) can also be poking out of the lower scum mesh.

And, you can always convert the ground meshes of ingredients to statics, by simply opening the ingredient in the CS, write down the mesh name (and pathway) used, then create a new static of your own (with a unique name) that uses that mesh.
Muck_01, Poison_goop00, Ectoplasm, Black Lichen, Scales_01 -- All make great artificial, amorphous, lumps of swamp crud floating around (Probably won't want to use the ingredient itself, since those tend to "label" themselves when the Player floats the cursor over them, and that's not the effect you want).

Add some small sticks, a few dead fish, and your water will now be full of various green, brown, and yellow floating junk.

4: NOW you play with the lighting of the "water" area, as has already been suggested by others. Choose greens, yellows, browns, etc. till you get the coloration you want.
Might also use a few "Dark" lights for extra-gloominess.

5: Consider also using a "fog" or "mist" static (Furn_Mist256 or 512) or activator (Ex_waterfall_mist; steamxx) for additional turbidity.
They can be moved and placed so as only to affect the underwater portion of your cell.

6: Cover the underwater walls with moss, ivy, etc. and with a bit of experimenting and trial-and-error, you'll soon have fairly digusting bog-like place for the
Player to explore.

Lastly, I assume there's some good reason for the Player to WANT to go down into your swamp (and get their brand-new FlameGuard Robe all yucky. I recall seeing a "Bathing Mod" around out there, but not any "Dry Cleaner" mods).
Either a door out, or some treasure, or something to find. Be aware that the Player will not be able to see beneath the lower scum layer mesh, and cannot click on/activate/pick up anything lying under that mesh, so if there's a treasure chest or something to find, you should tilt it up or place it such that atleast part of it is above the scum mesh so the Player has a fighting chance to find it (doors will show on the In-Game map, but at least a portion must be available for the Player to click on).
Same with "muck monsters" - use something at least player-sized so they don't hide under the scum and chew the Player's feet while he/she stands helpless.

Lots of things can be done simply in the CS, just use your imagination and creativity. And don't give up.

Cheers

DARoot
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Kevan Olson
 
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Post » Fri May 27, 2011 9:37 pm

I know it's been a while since the last comment was made, but I remember using the muck mesh. There is a spiral staircase that goes down, and the muck was keeping me from going down the stairs. On the other hand, a stairway I had going to the 2nd floor was placed at an angle to give the impression the building was sinking. Because the stairs were at an angle, I couldn't go up them, and would just slide down them when I tried jumping to the top. I don't know if because the muck mesh was also at an angle, this was stopping me from going underwater. Anyone have any experience with this sort of problem before?
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Erika Ellsworth
 
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