[RELz] Realistic Lighting without Post-Processing

Post » Mon May 21, 2012 3:25 am

Here's some pics I just did in my most recent playsession, using some subtle FXAA tweaks (most of what you see lighting wise is from this mod, my tweaks deal mostly with color-related things).

During rainstorm at about ~6-7pm

http://i208.photobucket.com/albums/bb134/KorJax/TESV2012-01-0613-46-52-71.png

At about ~7-8pm:

http://i208.photobucket.com/albums/bb134/KorJax/TESV2012-01-0614-54-43-67.png

Almost high noon:

http://i208.photobucket.com/albums/bb134/KorJax/TESV2012-01-0614-36-38-73.png

Almost high noon:

http://i208.photobucket.com/albums/bb134/KorJax/TESV2012-01-0614-46-19-43.png

Late Afternoon:

http://i208.photobucket.com/albums/bb134/KorJax/TESV2012-01-0614-48-27-36.png



Interiors overall look really nice, though I didn't take any pics of that yet.
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Holli Dillon
 
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Post » Mon May 21, 2012 2:44 am

So should we renable bloom if we have it disabled already or leave bloom disabled ?

[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0 (1 enable)
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Brian Newman
 
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Post » Mon May 21, 2012 3:22 am

I really like your work, but I have that problem that snow is way too bright. Does everyone has this problem? I read in your description that this can happen and that you can do nothing about it right now. Any workarounds? Help would be much appreciated (everything else about this mod is plain awesome!).
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Nikki Hype
 
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Post » Mon May 21, 2012 4:28 pm

There are included snow textures. Did you try those?
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Fiori Pra
 
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Post » Mon May 21, 2012 7:19 am

There are included snow textures. Did you try those?

Yeah, I missed the 1.5 update. Everything is fine now thanks!
I like a bit more saturation. Combined with Project Injector, this is great! Thanks, I will definitely endorse.
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Laura Mclean
 
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Post » Mon May 21, 2012 2:12 am

The latest version has added back in the brighter lights optional esp, but I can't find any info on it yet, here or on nexus page, but the no tint esp has been updated so I might go back to just no tint and the brighter lights option.

Also, any thoughts on packing in a BAIN format for the next update?
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Emily Jones
 
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Post » Mon May 21, 2012 1:19 am

Also, any thoughts on packing in a BAIN format for the next update?
I'd like this too, it's easy to do myself but it would be nice to just drop it in the BAIN installers folder and install it rather than repacking it with every update.
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phil walsh
 
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Post » Mon May 21, 2012 2:21 am

I'll be rigging it up as a BAIN package today, no worries. Bright lights is just that; slightly brighter lights, with a much increased radius. I warmed up the torch color, too. It only affects the torch, campfire, and spell lights (candlelight and magelight).

The rest of the update was a separated components so people could pick and choose if they preferred one component over another.
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Annick Charron
 
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Post » Mon May 21, 2012 1:56 am

I use RL for some time now, but the new 1.5a makes a great step forward, i combined it with http://www.skyrimnexus.com/downloads/file.php?id=4463 and it looks really great :) Many thanks for all the work to improve my game experience (and some other people's too ;) )
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Tracy Byworth
 
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Post » Mon May 21, 2012 1:56 am

Just wanted to drop by and tell you how much i love this mod. Great improvement over vanilla.
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Louise Andrew
 
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Post » Mon May 21, 2012 2:44 am

I like this mod but it really makes interiors of buildings way too dark

:D
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emily grieve
 
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Post » Mon May 21, 2012 5:20 pm

I like this mod but it really makes interiors of buildings way too dark

:biggrin:
Agreed, more light needs to come in through the windows (and a tiny bit of ambient light since it would then proceed to bounce around the room)

EDIT: And I am aware that placing lightsources in the windows will require the CK. ;)
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Carlos Rojas
 
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Post » Mon May 21, 2012 7:47 am

We really need new lighting shaders... Specifically, lighting propagation, to bounce off some reflected light. Some interiors will be way too dark, too. Like Windhelm, which has the wrong imagespaces.. It uses dungeon lighting. Can't fix that yet.

Otherwise, bear in mind that in the medieval ages, there wasn't a lot of light in a lot of areas. Whiterun interiors are just about perfect; that is the light level that should be there. Some other interiors are a bit off due to the way the lighting was placed. The Jarl's hut in several of the cities has some very, very poor lighting from the thingies that I think are supposed to be windows.
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katie TWAVA
 
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Post » Mon May 21, 2012 4:48 pm

Hey Pluto,

I haven't had a chance to try this mod out but based on PISE I'll definitely be installing it. Just wanted to say I'm a big fan of your work. Also, on the subject of torches, dark dungeons with droppable torches that slowly burn out would be amazing.

Imagine going into an almost pitch black draugr tomb with your flickering torch and being accosted by 5-6 draugr, tossing your torch to the ground and not finishing the fight before it gutters out. Knowing there are one or two draugr still out there in the darkness! (I got really excited imagining that and had to log in).
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Kelli Wolfe
 
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Post » Mon May 21, 2012 5:30 am

Droppable torches would be nice, but it'll require some hefty scripting. :) So that's out of the possibility range right now.
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Donald Richards
 
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Post » Mon May 21, 2012 7:37 am

In Oblivion I used real lights and a darker dungeons mod. I always liked the ayleid ruins because the welkin stones provided a cool light that made sense in an environment that hadn't been occupied in centuries. It's a pity Skyrim doesn't have something like that.
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Eileen Collinson
 
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Post » Mon May 21, 2012 1:30 am

So, I am so lost by the BAIN tools.. I was going to try and create a BAIN package, but I'm lost. o.o

Ugh. I should have my girlfriend do this. I do coding, not packaging. :( It's amazing how this stuff can be so difficult, yet putting together some of the other things in hexadecimal feels easy..
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JLG
 
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Post » Mon May 21, 2012 8:34 am

Packaging for BAIN is simple enough to explain, I think. You just create a multitude of folders that are numbered (with 00 being the core or full build) based on relation. So here, 00 is the full build, 01 is all the optional/seperated esps, and 02 and 03 being texture-related optionals. Each numbered folder is treated as a /Data/ folder, as you can in their heirarchies. The end-user can choose whether or not to install the full mod (in which case they'd only tick on the 00 folder), optional esp files (tick off 00, tick on 01 and choose which specific esps they want) and then choose whether or not they want the textures (tick on one or both of 02 and 03 along with whatever they chose between 00 and 01).

Here's what I'd recommend:

Realistic_Lighting_1_5a_Full-4323 [BAIN Ready].7z   │   ├[00 Realistic Lighting Full]   │   ├[Docs]   │   │   └Realistic Lighting Readme.txt   │   └Realistic Lighting - Full.esp   ├[01 Seperated and Optionals]   │   ├[Docs]   │   │   └Realistic Lighting Readme.txt   │   ├Realistic Lighting - Interiors.esp   │   ├Realistic Lighting - Exteriors.esp   │   └Realistic Lighting - Bright Lights.esp   ├[02 Texture Landscape Optional]   │   └[Textures]   │   │   └[landscape]   │   │	  ├snow01.dds   │   │	  ├snow01_n.dds   │   │	  ├snow01alta.dds   │   │	  ├snow02.dds   │   │	  └snow02_n.dds   ├[03 Texture Sky Optional]   │   └[Textures]   │   │   └[sky]   │   │	  ├skyrimclouds01.dds   │   │	  ├skyrimcloudshorizon01.dds   │   │	  ├skyrimcloudslower01.dds   │   │	  ├skyrimcloudslower03.dds   │   │	  ├sun.dds   │   │	  └sunglare.dds
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Avril Churchill
 
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Post » Mon May 21, 2012 10:09 am

That's simple.. but I'll probably forget the next time I have to do it. Ah well, now it's done, and it's uploading now. :tongue:

Appreciate the layout, makes it clear and easy to redo. I was almost there with what I had... Heh.
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~Sylvia~
 
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Post » Mon May 21, 2012 4:17 pm

That's simple.. but I'll probably forget the next time I have to do it. Ah well, now it's done, and it's uploading now. :tongue:

Appreciate the layout, makes it clear and easy to redo. I was almost there with what I had... Heh.
I edited it a bit :ohmy: Check it once more real quick. I changed the second 02 to 03, because I was unsure about Wrye allowing two folders of the same number to be checkmarked or not @_@

I also made it so that installing an optional (instead of the full) still installed the readme.
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Erich Lendermon
 
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Post » Mon May 21, 2012 5:19 pm

Pssh, making me do more work ;)
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Marquis deVille
 
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Post » Mon May 21, 2012 1:59 pm

Ah, well I learned a bit more about Wrye today then. The 02 and 03 packages don't show up in BAIN - probably because they don't have any .esps in them. You may just have to move them all to the 01 folder. This would mean that to just install both of the textures as optionals, end-users would have to tick on 01 and untick all the esp files in it. You could make a note of that in the readme if you wanted.

There doesn't seem to be a workaround for installing one but not both of the texture mods that way, unless you want to create four 01 folders, along the lines of "01 Optionals + No Textures", "01 Optionals + All Textures", "01 Optionals + Sky Textures", and "01 Optionals + Landscape Textures". The structure for the appropriate folders would just be the same as the previous optionals folder, except with the appropriate added textures.

Apologies for the confusemant. I'm learning as well :ohmy:


Inaccurate source of problem. Problem source addressed and fixed in the following posts.
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james kite
 
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Post » Mon May 21, 2012 3:37 pm

It's okay. :P I found Psymon's full guide.. I think they aren't showing because they aren't in a textures folder. Inside the subpackage, it was just 'sky' or 'landscape'. Fixing that now, too. <_<
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Jay Baby
 
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Post » Mon May 21, 2012 3:21 pm

Imagine going into an almost pitch black draugr tomb with your flickering torch and being accosted by 5-6 draugr, tossing your torch to the ground and not finishing the fight before it gutters out. Knowing there are one or two draugr still out there in the darkness! (I got really excited imagining that and had to log in).

I like the "gutters out" part, it'd be cool if they sort of dimmed and flickered and then died, rather than suddenly winking out from full brightness.
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Sweet Blighty
 
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Post » Mon May 21, 2012 10:35 am

It's okay. :tongue: I found Psymon's full guide.. I think they aren't showing because they aren't in a textures folder. Inside the subpackage, it was just 'sky' or 'landscape'. Fixing that now, too. :dry:
Ah, I was trying to find that so that I could link it to you, too, but I couldn't for the life of me manage to find it. Could you link me it? I must've foolishly forgotten to bookmark it :l
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louise tagg
 
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