WIPz more realistic environment, video included

Post » Mon Mar 14, 2011 3:21 pm

Files are 7z'ed and ready to go, so if someone wants to give it a proper shot I'll provide them with a link.

Biggest issue is that zich originally used activators for the thunder/rain/etc sounds, but morrowind seems to only be able to emit sounds directionally this way (so when you're faced away form the activator, you can't hear it). I tried another method using global scripts instead, which worked great for thunder, but not for looping sounds like rain; can't get it to start and end properly. Elseways there's quiet a bit of cleaning up to do in the files.

Well where's the download link?
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Logan Greenwood
 
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Post » Mon Mar 14, 2011 7:18 pm

Well where's the download link?


I don't think he wants the link public and wants some sort of control over its distribution since it does contain work by Zich.

He said he'll give the link to anyone who wants it. So I'm guess that if you want it, you should PM him.
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Nuno Castro
 
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Post » Tue Mar 15, 2011 4:24 am

Ahh, okay. I hope whoever he gave it to will start a new thread after they've tinkered with it a bit.
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Stryke Force
 
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Post » Mon Mar 14, 2011 5:10 pm

Pwin and matilija should now have the files, I think it's best to let the two of them have a shot at this first, dunno if it would be productive to have more people working on it simultaneously.

Feel free to disagree though. :ninja:
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DarkGypsy
 
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Post » Mon Mar 14, 2011 6:24 pm

Biggest issue is that zich originally used activators for the thunder/rain/etc sounds, but morrowind seems to only be able to emit sounds directionally this way (so when you're faced away form the activator, you can't hear it).
What scripting command are you using?
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Jack
 
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Post » Mon Mar 14, 2011 11:15 pm

I may or may not take a look at it. But I'm on around often enough that I can take some of the burden off ya AquaNord. This may be above my modding level.

Let me know, Matilija, if you want to try working together on this. I've never messed around with lighting or weather effects and the like. But scripting the triggers and doing easy but tedious work I can do.
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Matt Fletcher
 
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Post » Mon Mar 14, 2011 2:30 pm

Is it the links are availible? Or maybe a modder works again on this project withe ther recent release of the mod's files?
please :bowdown:

:mohawk:
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Gaelle Courant
 
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Post » Mon Mar 14, 2011 4:43 pm

Agreeing with papill6n, I think it is time to make the files available as a resource for other modders, with the requirement of attribution (to zich and AquaNord). Please? So many people have expressed their desire to play this mod that it's almost a crime not to give free the work done so far! ;)
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Kevin S
 
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Post » Tue Mar 15, 2011 5:16 am

Hello,
This mod for Morrowind is a marvel, it would be criminal not to give this mod.
Let those who want to have to share it as it is, and we will try to finish it, but out of respect for Morrowind and modders, please, put a contribution.

PS: sorry for my English not very good.
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Alycia Leann grace
 
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Post » Tue Mar 15, 2011 2:42 am

I have sent a select few of you the files that I have, since I've been finding myself less inclined to do CS work as I would like lately, that being said, this really isn't as complicated a mod as the video makes it seem, it involves quite a few scripted sound activators and light sources, but otherwise everything in this mod has actually been done before except perhaps the "lightning" flashes, but those are really just scripted light sources.

There are two keys to making this work, one is that the interior has to have its ambient/sunlight colors close to black, like 5/5/5 or something, and two is the color of the light sources used, for day light coming through the window, you want it to be near white, though to be honest, I would like to take it a step further and make it so that their are 3 lights there, one for morning(perhaps a bit more orange), one for day(near white), and one for dusk(a bit more reddish orange), making it feel as if time is passing while in an interior.

Anyways, I have no doubt that it would still be a huge undertaking to correctly place and script so many activators and light sources though out the game, which is why I haven't done it myself yet, but incorporating this into current mods that already do some of the work might be a good idea.

For instance, there are already mods that have the weather sounds carried into interiors via activators, and patching those mods with your scripted light sources might take some of the time out of doing the work, I promise that some day I will put forth some work into this mod, at least for my own personal use(which of course I would share), but I don't have any idea when I could hope to have something like that complete, so I won't make any promises, or even hint a time frame.

So if anyone else that feels more progressive than I, and would like to work on the mod, feel free, and most of all, have fun. I just hope that if anyone does work on this before me, they will be willing to share their work with the community, and won't go into hiding. :P

Edit: It would also be kind of cool to go ahead and throw in some different light sources based on which weather is present in the region at that time(follow your own ini color settings of weather for the light sources type of thing) or perhaps a just smaller radius of light for the darker weather light sources...rather than try to make something that works for everyone's .ini settings, and script it to activate the lights based on both time and weather, rather than just time of day....ok, I'm done thinking about this right now....:P
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Clea Jamerson
 
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Post » Tue Mar 15, 2011 1:08 am

Thanks for all interesting informations. Can you give us the archive of what has been done, it would be much easier to help you. We are ready to have a look. Thank you.
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Nicole M
 
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Post » Mon Mar 14, 2011 3:43 pm

After having seen current script sources, just my 2 cents for modders willing to continue the project:
I'm sure GetSoundPlaying, StopSound work with 3D positioning sounds ( = 3D directional sounds generated with PlaySound3D, PlaySound3DVP or SOME sounds generated by animations)
If you want a sound at max volume always centered on player head even when player is moving you can use PlaySound.
[EDIT2] Ok, to be able to use GetSoundPlaying, StopSound and still have sound centered on player you can use using player->PlaySound3D instead of PlaySound


I think ( but I am not entirely sure ) GetSoundPlaying and StopSound do not work with sounds generated with PlaySound

Having said that, I think that much is covered already by other well-established mods
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3846 for interior sounds
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=389 by Max a.k.a. ~NOBODY~ + and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7524/http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8754 for mesh changes/glowing windows lights
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1800 for dynamic lighting
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7582 by Jac for exterior lightning strikes
[EDIT]typos
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Sarah Evason
 
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Post » Mon Mar 14, 2011 2:37 pm

Do you think you'd be able to improve and work on it, Abot? Because not a lot of us are super great at scripting.
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Kirsty Collins
 
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Post » Mon Mar 14, 2011 12:57 pm

There could be a way for creating simple darkening-spotlight lighting via shaders. A volume light positioned at some specific point. It would rely on depthbuffer feature and can create some FPS hit but it can work I guess since we don't need shadows, only lighting. If that's true we only need a huge list of 3D position data for corresponding interiors. My lighting attempts resulted in showing low-poly nature of things though. How can they make smooth lighting with such low poly meshes?
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Batricia Alele
 
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Post » Tue Mar 15, 2011 2:53 am

Hello,
This mod for Morrowind is a marvel, it would be criminal not to give this mod.
Let those who want to have to share it as it is, and we will try to finish it, but out of respect for Morrowind and modders, please, put a contribution.

PS: sorry for my English not very good.



I sent you a link in your Messenger box.

If there is anyone else that wishes to have a look, feel free to ask and I will send you a pm with the link.
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louise tagg
 
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Post » Mon Mar 14, 2011 2:13 pm

There could be a way for creating simple darkening-spotlight lighting via shaders. A volume light positioned at some specific point. It would rely on depthbuffer feature and can create some FPS hit but it can work I guess since we don't need shadows, only lighting. If that's true we only need a huge list of 3D position data for corresponding interiors. My lighting attempts resulted in showing low-poly nature of things though. How can they make smooth lighting with such low poly meshes?
I seem to remember hearing you can create a light in the CS and set it to shed black "light." Um. Basically, change the RGB values so its black and then you have something that'd darken a room.
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Bethany Short
 
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Post » Tue Mar 15, 2011 12:26 am

I seem to remember hearing you can create a light in the CS and set it to shed black "light." Um. Basically, change the RGB values so its black and then you have something that'd darken a room.

Not me, probably Mireneye. edit:misread.

I am offering shaders because they are more flexible than a light in CS and animating them is easier.

In addition to abot's list, here
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1417 for lights that can be turn on and off.


What are the main problems with this mod's approach? With enough brainstorming maybe we can find a way. It looks so tedious to alter every interior. (Minecraft has superb dynamic lighting and it is systematic.)
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Undisclosed Desires
 
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Post » Mon Mar 14, 2011 3:21 pm

Not me, probably Mireneye. edit:misread.

I am offering shaders because they are more flexible than a light in CS and animating them is easier.

In addition to abot's list, here
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1417 for lights that can be turn on and off.


What are the main problems with this mod's approach? With enough brainstorming maybe we can find a way. It looks so tedious to alter every interior. (Minecraft has superb dynamic lighting and it is systematic.)



We would also have to make sure that every scripted activator and lightsource has a don'tsaveobject line in the script in order to make sure not to overload the morrowind save file(scripted activators can account for quite a bit of a savefiles size, just look at Illuminated Windows!).

I don't know, I do know that I'm going to be taking what knowledge I have and I will implement it into a small proof of concept Mod, and will then release that for others to expand on if they so choose. No time table on when I'll complete it, but, I'll start it this weekend and will be focusing on Hla Oad as my town of choice, one because hla oad just seems like a good choice for low light housing, and two because I can!! :P
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helliehexx
 
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Post » Mon Mar 14, 2011 7:47 pm

Wow, wanted to post back here after a pm (little delay) and hey, Abot stole my post :P But yeah, using the mods recommended by Abot and vtastek most of this mod's functionality can be achieved. It's mostly the atmospheric lighting that would be missing...

These mods + lighting + http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7651 would be pure awesomeness, though.
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Janeth Valenzuela Castelo
 
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Post » Tue Mar 15, 2011 4:52 am

Wouldn't it be possible to write a "little" program that runs through every "window" in a mod and attaches the needed light sources and scripts to them? - I am currently idly writing an editor for Morrowind, so I know how to obtain the records in question. While it would be a lot of work to figure out how to add scripts to the activators automatically (haven't looked into the SCPT records much, yet), writing out the resulting plugin-file should then be no problem. The advantage: you could then run a program like that over all your loaded plugins (Tamriel Rebuilt for instance...) and have an "interior lights.esm" as a result that covers all areas.
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Jade
 
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Post » Tue Mar 15, 2011 1:24 am

I recall yacoby had this app which was used by vality7 (and I think Vurt, too) to place grass meshes, or any other mesh randomly over certain exterior tiles. It's not quite the same, but it makes me think something similiar for this purpose should be possible.
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An Lor
 
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