[RELz]Animated Window Lighting System - Thread 5

Post » Tue Mar 15, 2011 12:04 am

Scripting wont be a problem but adding the shutters to each windows could be an issue. Plus you don't want each and every windows to have shutters but have some randomness or it will just be a be plain... This is what stopped me from doing that in the first place. However, using the randomness to a very low level like 15%-25% or so could be a solution. As a matter of fact you only need to add the shutters to each windows and let the script decide to show or not show them. Long and very tedious work though as there are lot of meshes and windows...

I leave you to that as I'm of for 4 weeks starting tonight.
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Dona BlackHeart
 
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Post » Mon Mar 14, 2011 1:36 pm

I believe there are just two AWLS meshes affected by UOP Hotifx, AnvilFG and LeyawiinMagesGuild. This should be easy to fix I believe. I forgot to check AWLS when I checked All Natural for possible changes.

Anyway, I was thinking (dangerous)...Illumination Within has those cool shutters...wouldn't it be neat if we could add those shutters to the exterior meshes and actually make simply animations for them to physically shut right before night time a few seconds before the lights go out. Adding the shutters to the meshes is doable of course...the animation part I've never experimented with...anyway, that thought just hit me today...would require some real scripting though wouldn't it?


Seems like someone's a svcker for more work. AN SI not enough for you? (heads up on that, BTW, the Palace looks like the world's biggest PITA) :P

That would be pretty cool, though to be honest when I used IW, I didn't really notice the shutters that often, so I'm not sure if you'd get that much of an effect for what sounds like lots of work. :shrug:
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Alan Cutler
 
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Post » Mon Mar 14, 2011 3:21 pm

Yes, that would require additional scripting. It would be cool though.

Scripting wont be a problem but adding the shutters to each windows could be an issue. Plus you don't want each and every windows to have shutters but have some randomness or it will just be a be plain... This is what stopped me from doing that in the first place. However, using the randomness to a very low level like 15%-25% or so could be a solution. As a matter of fact you only need to add the shutters to each windows and let the script decide to show or not show them. Long and very tedious work though as there are lot of meshes and windows...

Seems like someone's a svcker for more work. AN SI not enough for you? (heads up on that, BTW, the Palace looks like the world's biggest PITA) :P

That would be pretty cool, though to be honest when I used IW, I didn't really notice the shutters that often, so I'm not sure if you'd get that much of an effect for what sounds like lots of work. :shrug:

Well, looks like all three of my AN/AWLS minions have shown up. Very good, heh. I'd be interested in doing a bit of a proof of concept doing just one city like Anvil. It actually wouldn't be very hard to add the shutters I don't think. I'm going to have go back and use Illumination Within because I sort of forget what it all did with the shutters. Did every single house have shutters added? I'd think only some types of houses should have shutters. I'll probably mess around with this just for kicks (after all much of modding is just doing what strikes our fancy at the moment, for better or worse) and if it works out ok, maybe I'll continue.

@ wrinklyninja: Don't worry about the SI palace interiors for All Natural, I really don't think they'll be very hard to do. The key is to import and merge all the parts into one 3DSMax file, which isn't hard at all if you're uber-l33t, and I'm at least slightly above n.0.0.b. status, so it will be moderate for me. :)
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Angelina Mayo
 
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Post » Mon Mar 14, 2011 4:16 pm

Minion reporting in. :P

I noticed today that the Chorrol fighter's guild has some windows that don't appear to illuminate. I'm not loading the plugin, so IIRC that means the windows should be in the lit state constantly. However, the windows on the tower and the bit connecting it to the main building don't light up for me.
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Gen Daley
 
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Post » Tue Mar 15, 2011 4:22 am

Having a strange issue that I have noticed.

In some areas, I will see the AWLS doing its work and the windows will be illuminated, then they will just shut off. Usually when I get close.

I was heading up the road towards Chorrol and I saw the Odiil Farmhouse lit up all nice, and when I approached it the lights went off. I saw the church lights on at the Weynon Priory and they shut off too!

It looked so beautiful :twirl: and then it twas gone. Not sure how this came about, just started noticing it recently. I am using All Natural.... that's the only thing I could think that would conflict?

Thanks

-J

edit\\ Using the latest OBSE v18 beta 6. Is this compatible with that version of OBSE?
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Sam Parker
 
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Post » Mon Mar 14, 2011 9:56 pm

Having a strange issue that I have noticed.

In some areas, I will see the AWLS doing its work and the windows will be illuminated, then they will just shut off. Usually when I get close.

I was heading up the road towards Chorrol and I saw the Odiil Farmhouse lit up all nice, and when I approached it the lights went off. I saw the church lights on at the Weynon Priory and they shut off too!

It looked so beautiful :twirl: and then it twas gone. Not sure how this came about, just started noticing it recently. I am using All Natural.... that's the only thing I could think that would conflict?

Thanks

-J

edit\\ Using the latest OBSE v18 beta 6. Is this compatible with that version of OBSE?


Seconded. Auspiciously, I came to this thread precisely to report this :P Window lighting is, for want of a better word, wonky. In rain, they seem to randomly flicker on and off, and as Jamrock mentions, even when it's not raining, they tend to turn off as I get close to them.
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Angela Woods
 
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Post » Tue Mar 15, 2011 1:37 am

Just tried to do a clean save, but apparently with FCOM and 200+ other mods a clean-save is not entirely possible. It crashed my game after loading clean-save with mods again when it said I had reached level 6 where as I was level 4 before (realistic leveling) and I no longer had any of my weapons from FCOM and my hands were missing?

Anyways, I was hoping that might solve the AWLS problem, but it didn't appear to even though I wouldn't be able to stay with that save, the window lights were still out at Weynon Priory.

Upgrading to 5.1.8 (which only includes some Blood & Mud fixes, which I don't use) and going to try the Medium esp instead of the advanced one as I read that the advanced script has proven problematic for some and possible OBSE v18 beta 6 is also causing problems as it may not be compatible with AWLS?

I don't know. Brumbek or Ismelda, or anyone know what's up?

-J

Possible Bug: After upgrading to 5.1.8 and using the Medium setting this time Weynon's main building was lit up nicely. But, the chapel in Weynon Priory still has no window lights. Is this a bug, or was just never implemented?
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OJY
 
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Post » Tue Mar 15, 2011 2:25 am

Having a strange issue that I have noticed.

In some areas, I will see the AWLS doing its work and the windows will be illuminated, then they will just shut off. Usually when I get close.

I was heading up the road towards Chorrol and I saw the Odiil Farmhouse lit up all nice, and when I approached it the lights went off. I saw the church lights on at the Weynon Priory and they shut off too!

It looked so beautiful :twirl: and then it twas gone. Not sure how this came about, just started noticing it recently. I am using All Natural.... that's the only thing I could think that would conflict?

Thanks

-J

edit\\ Using the latest OBSE v18 beta 6. Is this compatible with that version of OBSE?



Seconded. Auspiciously, I came to this thread precisely to report this :P Window lighting is, for want of a better word, wonky. In rain, they seem to randomly flicker on and off, and as Jamrock mentions, even when it's not raining, they tend to turn off as I get close to them.


When using the ESPs which allow for the possibility of some windows NOT being lit at night, the script which handles the window lighting is triggered every single time you cross a cell border. So if you're walking towards a building, and you cross a cell border, the state of each building within range will be rechecked, possibly causing lights which were lit to go out, and lights which were out to be lit.
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Tyrone Haywood
 
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Post » Mon Mar 14, 2011 7:23 pm

Hi,

Love this mod.

OK was waiting for someone to leave there house (for a quest ) and while i sat there bout half hour real time (game set to 6 for time scale) the window in view kept turning on and off.

Sometime would stay off for one min. then blink on and off for the next 5 mins. Fast too on less then one sec off the same. then the window next to it would start....looked like Christmas lights blinking...lol

So how to fix and what did I do wrong..

I want to fix cause I love what this mod does for the atmosphere of the Game!!!
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Lyndsey Bird
 
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Post » Tue Mar 15, 2011 1:34 am

When using the ESPs which allow for the possibility of some windows NOT being lit at night, the script which handles the window lighting is triggered every single time you cross a cell border. So if you're walking towards a building, and you cross a cell border, the state of each building within range will be rechecked, possibly causing lights which were lit to go out, and lights which were out to be lit.


Yes, but I think people are reporting the same thing I see all the time - in rainy weather the lights will blink on and off on their own, without the player having to move at all. So the cell transition thing isn't to blame for this one.
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:)Colleenn
 
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Post » Mon Mar 14, 2011 10:53 pm

I read that the advanced script has proven problematic for some and possible OBSE v18 beta 6 is also causing problems as it may not be compatible with AWLS?

I don't play Oblivion enough to be able to 100% say if AWLS works for me, but I will say I too have some issues occasionally when I'm testing things in-game. I personally have always attributed this to using sort of hacked saved games for mod development. Sorry I can't be much more help but I am inclined to think the script could use an overhaul to make it more robust. It feels a bit too rigid now with too predictable changes. But again I don't play enough to speak too authoritatively, maybe it's all good as is. :)
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Louise
 
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Post » Mon Mar 14, 2011 3:13 pm

Yes, but I think people are reporting the same thing I see all the time - in rainy weather the lights will blink on and off on their own, without the player having to move at all. So the cell transition thing isn't to blame for this one.


Then it'll have to wait for Ismelda to log in. Though I seem to recall that last time this was brought up she was unable to reproduce what was described in her own game. I do know that any issue she is unable to reproduce, she won't try to fix (how can she? :)). Don't use any beta versions of OBSE, I also recall that the betas since the last full release of OBSE change some script handling and might be causing problems. I would expect any such problems to be resolved before the next full release of OBSE, since betas of anything can do strange things.
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Ana Torrecilla Cabeza
 
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Post » Mon Mar 14, 2011 2:33 pm

Yes, I know she looked at it before but wasn't able to reproduce it. I've looked over the script myself and can't really see why it would happen.

The advice not to use betas of OBSE doesn't work though because I have several mods requiring 0018b6 that I'm not about to drop to go back to 0017. Besides, this issue exists in 0017 too so it wouldn't help anyway.
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Syaza Ramali
 
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Post » Tue Mar 15, 2011 12:31 am

On my last install, I, too, had the flickering on and off behavior. I have since upgraded from RC to full retail of Windows 7 and reinstalled Oblivion. Slightly different modlist, but AWLS works fine for me now.

OBSE version had no effect on the funky window lighting behavior, so I doubt it could be the cause. And, just for info, the latest few OBSE betas are incredibly stable. I think only one beta in recent memory caused anyone problems, and that was pretty quickly addressed. Those guys are really good about things like that, and the current thread is a great place to learn the truth about stability of current versions.

I can't prove it, but I suspect my lights flickering on and off problems were the result of install error or mod-conflict. My reason is that on the previous install I added AWLS to an already extensive modlist well into my game progress. In addition, previous to that, I installed the mod totally unsuccessfully. Never figured out exactly what went wrong that time either.

With my new setup, I have put together an extensive modlist, but I was much more methodical and knew what all I wanted to work together from the beginning. And, as a result (I suspect), it works great now. I have chosen the Medium ESP by the way.

gothemasticator
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Hot
 
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Post » Mon Mar 14, 2011 11:47 pm

The medium ESP won't exhibit this behavior. That's why you're not seeing it. It only happens with the advanced.
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Emmi Coolahan
 
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Post » Mon Mar 14, 2011 3:59 pm

And we have NO idea what's causing this? Is there any way for those of us who are experiencing the issue to help diagnose it?
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Eliza Potter
 
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Post » Tue Mar 15, 2011 5:46 am

A "slight" bump, because this issue is eating away at me... I've switched to the Medium plugin because it was becoming infuriating, but my curiosity knows no bounds... why would it be happening?
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Emma Louise Adams
 
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Post » Mon Mar 14, 2011 6:47 pm

I've looked at the script and I can't really tell why it's acting funny, but it got annoying enough for me too that I just switched to the medium ESP and left it at that.
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Nicole Mark
 
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Post » Tue Mar 15, 2011 4:20 am

If it helps, at least for me, it never happened with cathedrals. I looked through the script myself (not expecting anything, because I don't know how to script), but I noticed that cathedrals get their own section... maybe there's something to it... a difference between how cathedrals work and how the rest of it works :shrug:
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Dragonz Dancer
 
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Post » Tue Mar 15, 2011 4:44 am

Hi,

Love this mod.

OK was waiting for someone to leave there house (for a quest ) and while i sat there bout half hour real time (game set to 6 for time scale) the window in view kept turning on and off.

Sometime would stay off for one min. then blink on and off for the next 5 mins. Fast too on less then one sec off the same. then the window next to it would start....looked like Christmas lights blinking...lol

So how to fix and what did I do wrong..

I want to fix cause I love what this mod does for the atmosphere of the Game!!!



A "slight" bump, because this issue is eating away at me... I've switched to the Medium plugin because it was becoming infuriating, but my curiosity knows no bounds... why would it be happening?



I've looked at the script and I can't really tell why it's acting funny, but it got annoying enough for me too that I just switched to the medium ESP and left it at that.


Still Doing it for me too...Standing Perfectly still wait till Lights come on....Then wait and watch as they Continually Blink on and off Hundreds of times. So looks like I will have to Follow the lead above and also go to Medium and dump the advanced Script. sad cause I like the Randomness of the Advanced one.
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Skivs
 
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Post » Mon Mar 14, 2011 3:18 pm

[EDIT] Unimportant now, though it would have helped me understand the script... no matter, I have a new idea ;)
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Claire Vaux
 
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Post » Tue Mar 15, 2011 1:01 am

I believe that I've fixed the window flicker problem. http://www.4shared.com/file/253404130/bd0770da/WindowLightingSystem.html I'd appreciate any feedback in case I accidentally messed something up that I shouldn't have, but cursory testing by Arthmoor and myself indicate that it's solid :)
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Kate Schofield
 
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Post » Mon Mar 14, 2011 7:52 pm

I believe that I've fixed the window flicker problem. http://www.4shared.com/file/253404130/bd0770da/WindowLightingSystem.html I'd appreciate any feedback in case I accidentally messed something up that I shouldn't have, but cursory testing by Arthmoor and myself indicate that it's solid :)

Could you explain what you did exactly? I mean I know the principle of my advanced plugin (script) which is:
-no light during the day but when it rains (which is checked with the constant IsRaining from the game) which is then treated as the lighting on every (75%) building but with a paler color.
-light all the night long for some buildings (inns mostly), including the cathedrals.
-light on 75% (or 80%) of the building. The check is being made for each architecture mesh each time you cross a game cell border. Each time a house with windows passes through the script, there is 75% chances that the windows will lit.

The only flickering I have been able to witness is either due to people crossing cells borders over and over again, or a problem with the saved game and the script which is fixed by just disabling the plugin, enter the game and wait a bit, save the game, exit and re-enable the plugin before playing again. For the rest, the plugin works as advertised.

I just want to know what are the principle you use in case everyone find it more efficient and you give me the authorization to replace my advanced one with yours for a next release.
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Amelia Pritchard
 
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Post » Mon Mar 14, 2011 8:08 pm

Could you explain what you did exactly? I mean I know the principle of my advanced plugin (script) which is:
-no light during the day but when it rains (which is checked with the constant IsRaining from the game) which is then treated as the lighting on every (75%) building but with a paler color.
-light all the night long for some buildings (inns mostly), including the cathedrals.
-light on 75% (or 80%) of the building. The check is being made for each architecture mesh each time you cross a game cell border. Each time a house with windows passes through the script, there is 75% chances that the windows will lit.

The only flickering I have been able to witness is either due to people crossing cells borders over and over again, or a problem with the saved game and the script which is fixed by just disabling the plugin, enter the game and wait a bit, save the game, exit and re-enable the plugin before playing again. For the rest, the plugin works as advertised.

I just want to know what are the principle you use in case everyone find it more efficient and you give me the authorization to replace my advanced one with yours for a next release.


Oh, of course, I'm sorry... It was late and I was excited about making myself useful :P As it turns out, the issue is All Natural (maybe other weather mods too, I'm no sure) All I did was add a >0 to all the isRaining checks, thinking that AN's weather system might be causing it to return as something between zero and one. Like I said, it seems to be working, but you wrote the script, so if I broke anything, you'd be the one to know :)
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Dalia
 
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Post » Mon Mar 14, 2011 9:10 pm

Oh, of course, I'm sorry... It was late and I was excited about making myself useful :P As it turns out, the issue is All Natural (maybe other weather mods too, I'm no sure) All I did was add a >0 to all the isRaining checks, thinking that AN's weather system might be causing it to return as something between zero and one. Like I said, it seems to be working, but you wrote the script, so if I broke anything, you'd be the one to know :)

So it is not the scrip^t that is flickering but the rain going to <1 to 1 or even >1. As far I could tell from the Oblivion resources the IsRaining was a simple integer which was either 0 or 1. Now if some climate mod changes that of course it will make my script (well mostly mine) go badly.

I thought you fixed more than just the raining issue and found a solution to the flickering by changing the way the script checked the illumination on the windows.

http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/

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Max Van Morrison
 
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