[RELz / WIPz] Reneer's Interiors Mod

Post » Wed Mar 09, 2011 7:15 am

Very, very few. Less than 20. Think you could check out the console (tilda key) and tell me briefly what it says immediately after you enter Mingo Cave?


Doesn't say anything related to your mod.

And saving in an exterior doesn't prevent the CTD.
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XPidgex Jefferson
 
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Post » Wed Mar 09, 2011 3:34 am

Doesn't say anything related to your mod.

And saving in an exterior doesn't prevent the CTD.
You sure? It should be spitting out a whole lot of information to the console. If it isn't, something is very wrong.
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Add Meeh
 
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Post » Wed Mar 09, 2011 1:48 am

Yeah, I'm 100% sure. No console information from Interiors mod. Not one line.
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Nicola
 
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Post » Wed Mar 09, 2011 7:41 am

Yeah, I'm 100% sure. No console information from Interiors mod. Not one line.
Well. That means it's broken. I'd try clean-saving it - maybe COC to RenInteriorCell or the Testing Hall before disabling it.
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SUck MYdIck
 
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Post » Wed Mar 09, 2011 1:56 am

Uploaded a new screenshot to TES Nexus that showcases this mod working alongside the Animated Window Lighting System mod.

Since I haven't been receiving much feedback on this, I'm going to slowly continue forward with updates when I see the need for them. Without feedback I simply don't have the time to hunt for bugs on my own.
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oliver klosoff
 
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Post » Wed Mar 09, 2011 6:58 am

0.95 seems to work pretty well, the sky is still not showing up in most areas, might be an issue with all natural.
Had a few problems initially getting the windows transparent, turning window reflections off prevented them from getting blown out with color and difficult to see through,
apart from that, went to the skingrad mages guild and all the npcs started walking into the walls, like they were heading towards something outside of the building.

thats all i have to report
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john palmer
 
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Post » Wed Mar 09, 2011 3:31 am

Incredible work, as always, Reneer. I'll let you know if I come across any bugs.

Don't suppose it's possible to do this with interiors too, so you can see inside from the exterior?
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Beulah Bell
 
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Post » Tue Mar 08, 2011 9:17 pm

0.95 seems to work pretty well, the sky is still not showing up in most areas, might be an issue with all natural.
Had a few problems initially getting the windows transparent, turning window reflections off prevented them from getting blown out with color and difficult to see through,
apart from that, went to the skingrad mages guild and all the npcs started walking into the walls, like they were heading towards something outside of the building.

thats all i have to report
The sky issue is something to do with All Natural - it took me a little while to figure it out with Wrye Bash (basically you need to tell Wrye Bash to import the cells from All Natural into the Bashed Patch). The issue with the NPCs walking into the walls means I have to figure out how to put subspaces around things to isolate the building from the exterior.

Incredible work, as always, Reneer. I'll let you know if I come across any bugs.

Don't suppose it's possible to do this with interiors too, so you can see inside from the exterior?
Yes and no. Yes, it would be possible, but there are no mods (that I know of) that modify the external meshes to allow for window transparency. Also the problem would be that many interior meshes are larger than the exterior ones, so items that were simply moved would either have clipping issues or fall out of the building altogether.
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Killer McCracken
 
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Post » Wed Mar 09, 2011 2:21 am

Just took this for a test run in Leyawin. Some buildings such as J'bari's house and surrounding buildings/homes worked out pretty well. No real problems from the inside, only when TCL'ng outside could I notice the anomalies. And honestly that doesn't bother me all that much. However some buildings were being rotated anywhere form 90* to 180*. The Chapel of Zenithar had some rather serious issues with clipping, screenshots below. The Dividing Line also had some issues, the wall surrounding Leyawin simply wasn't there behind the shop and the Five Claws Lodge next door wasn't there at all. Screenshot below for this also. I've included the full Conscribe Log for all the interiors I checked out for you to look through and test the interiors yourself so you can see the anomalies I've mentioned.

This is an excellent concept and once polished this will be a top-notch, essential immersion mod. The load times are hardly increase, maybe one second, in the interiors I tested. Nice work so far and hopefully the wrinkles can be ironed out. Good work Reneer.

I'll test more and get more screenshots when I have more time.

http://yfrog.com/jvzenchapeltclp -- Zenithar TCL

http://yfrog.com/bhzenchapelp -- Zenithar House and Trees clipping

http://yfrog.com/fyzenchapel2p -- Zenithar More clipping

http://yfrog.com/mhdividinglinetclp -- Dividing Line TCL, no Lodge or walls

Conscribe Log - Rather lengthy - but you can scan through it for the interior names I entered. Not sure what other information might be helpful so I left it all there.

Well apparently the log has too much text and the forums will not allow me to post it. You can download it from the following link if you wish.

http://www.4shared.com/file/nV15BOEa/LeyawinConscribe.html -- Conscribe Log
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Krista Belle Davis
 
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Post » Wed Mar 09, 2011 7:47 am

Just took this for a test run in Leyawin. Some buildings such as J'bari's house and surrounding buildings/homes worked out pretty well. No real problems from the inside, only when TCL'ng outside could I notice the anomalies. And honestly that doesn't bother me all that much. However some buildings were being rotated anywhere form 90* to 180*. The Chapel of Zenithar had some rather serious issues with clipping, screenshots below. The Dividing Line also had some issues, the wall surrounding Leyawin simply wasn't there behind the shop and the Five Claws Lodge next door wasn't there at all. Screenshot below for this also. I've included the full Conscribe Log for all the interiors I checked out for you to look through and test the interiors yourself so you can see the anomalies I've mentioned.

This is an excellent concept and once polished this will be a top-notch, essential immersion mod. The load times are hardly increase, maybe one second, in the interiors I tested. Nice work so far and hopefully the wrinkles can be ironed out. Good work Reneer.
Thanks for the bug report. Which buildings, in particular, were rotated incorrectly? I'm still trying to iron out the system that figures out a building's rotation relative to the exterior (some buildings are simply rotated 180 degrees from their exterior counterparts for some reason).

The issues with some things not being transferred (the wall or some other buildings) is to deal with items clipping into the buildings - for the moment the code I have set up is meant to overcompensate and it removes everything inside the interior mesh, but sometimes will also remove things that are simply nearby the interior mesh. Once the next version / revision of OBSE is released that contains an updated GetBoundingBox command I will start working on a much more precise method of removing clipping meshes.

Also, for the next version, I'll see what I can do about lowering the amount of spam the debug messages spit out.
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Latisha Fry
 
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Post » Wed Mar 09, 2011 10:58 am

I'll get you some more detailed information on the interiors that were rotating in Leyawin, and hopefully more feedback. I should have sufficient time this weekend to give this mod a thorough testing in a handful of the main cities. Until then I just don't have time to really test it thoroughly enough to provide any solid feedback. Until next time!
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hannaH
 
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Post » Wed Mar 09, 2011 12:57 am

I'll get you some more detailed information on the interiors that were rotating in Leyawin, and hopefully more feedback. I should have sufficient time this weekend to give this mod a thorough testing in a handful of the main cities. Until then I just don't have time to really test it thoroughly enough to provide any solid feedback. Until next time!
I look forward to reading the bug reports. Thanks!
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Nichola Haynes
 
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Post » Wed Mar 09, 2011 8:30 am

Just so you all know, I'm still working on this. Right now I'm trying to develop a system that will get the land meshes to disappear when they are inside interior spaces - making good progress on that front so far.
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chloe hampson
 
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Post » Wed Mar 09, 2011 5:59 am

Keep it up, Reneer. This is very very cool.
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Kaylee Campbell
 
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Post » Wed Mar 09, 2011 7:28 am

Hey, just tested your mod with Valley View Estate and it looks very good. Would it be possible to see all the stuff (Far away LOD, cities etc.) through the window. That would be fantastic. Haven't found any bugs despite the landscape in interior bug.
Looking forward to the new release.
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Romy Welsch
 
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Post » Wed Mar 09, 2011 2:01 am

Hey, just tested your mod with Valley View Estate and it looks very good. Would it be possible to see all the stuff (Far away LOD, cities etc.) through the window. That would be fantastic. Haven't found any bugs despite the landscape in interior bug.
Looking forward to the new release.
Building LOD and cities may be possible in the future - not sure yet.
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BaNK.RoLL
 
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Post » Wed Mar 09, 2011 3:42 am

Really looking forward to this mod. Heck, the only way you could make it any better would be to open the whole world up.
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Fiori Pra
 
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Post » Wed Mar 09, 2011 1:35 am

Don't suppose it's possible to do this with interiors too, so you can see inside from the exterior?


Yes, it would be possible but it probably wouldn't look to good. Most exterior meshes have all kind of geometry sticking out inside of them.

The reason that interior meshes so good is because All Natural replaces almost all of them with cleaner versions that are designed to have transparent windows.
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Miss Hayley
 
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Post » Wed Mar 09, 2011 9:42 am

any news?
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Harry-James Payne
 
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Post » Wed Mar 09, 2011 12:29 am

any news?
Right now I'm still working out how to make sure the land does not appear inside interior meshes - it's proving to be a difficult nut to crack, because it is relatively simple to "remove" the land that is intersecting the interior mesh, but it is hard to know when to add that land back in (i.e when the player is looking outside the window).
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Dean
 
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Post » Wed Mar 09, 2011 4:38 am

I'm ecstatic about this. This is one your projects I just can't stop thinking about.
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sophie
 
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Post » Wed Mar 09, 2011 11:14 am

Right now I'm still working out how to make sure the land does not appear inside interior meshes - it's proving to be a difficult nut to crack, because it is relatively simple to "remove" the land that is intersecting the interior mesh, but it is hard to know when to add that land back in (i.e when the player is looking outside the window).


And if the player is looking at both the interior and a window? There are some places that do this (i.e. lot's of windows) Where you can notice the area outside while still seeing a large portion of the interior. Although.. maybe I don't understand what you're saying. Do you mean to say that you're trying to make ALL land (or nearby land that is visible outside the windows) disappear when a player is looking inside and then making it reappear when the player is looking through a window (as in standing directly in front of a window and looking outside)?
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Fluffer
 
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Post » Wed Mar 09, 2011 1:00 am

And if the player is looking at both the interior and a window? There are some places that do this (i.e. lot's of windows) Where you can notice the area outside while still seeing a large portion of the interior. Although.. maybe I don't understand what you're saying. Do you mean to say that you're trying to make ALL land (or nearby land that is visible outside the windows) disappear when a player is looking inside and then making it reappear when the player is looking through a window (as in standing directly in front of a window and looking outside)?
The problem I am referring to is where some land will move inside the interior mesh (because interiors were never designed to have land inside them). That land needs to be 'removed' if it intersects inside the interior - this part isn't a problem. The problem arises when the player looks outside a window and the land is no longer there - I need to figure out a way to determine if the player is looking out a window or not.
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Star Dunkels Macmillan
 
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Post » Tue Mar 08, 2011 8:20 pm

It may just be more practical to have the terrain just a bit lower than the actual outside terrain, and all objects associated with it lowered. People may gripe about the slightly off perspective, but people also gripe about anything. Practicality > Perfectionism.

It's looking fantastic, Reneer. You're always a couple steps ahead of the competition on things like this - given you even have competitors.
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Cartoon
 
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Post » Wed Mar 09, 2011 11:18 am

It may just be more practical to have the terrain just a bit lower than the actual outside terrain, and all objects associated with it lowered. People may gripe about the slightly off perspective, but people also gripe about anything. Practicality > Perfectionism.

It's looking fantastic, Reneer. You're always a couple steps ahead of the competition on things like this - given you even have competitors.
While that might work for most cases, the real problem lies with interiors like chapels (or the Bruma Mages' Guild) that have walk-into basemant areas - the land, however, cannot be "dug out" like it would in real life and so the terrain overlaps the "underground" areas. It doesn't cause any disruptions to gameplay - the meshes have no collision - but it's a rather annoying graphical bug. There are multiple ways to fix it, but the problem is putting the land back into place when the player looks outside a window - while the windows themselves may be transparent, commands like GetLOS do not "see" past the object, even if it is totally transparent, thus there is no way to figure out if the player is looking outside.

The best solution would involve real-time modification of the meshes to "deform" them to fit around the interior meshes - this would eliminate any landscape popping into the interior space. However, there is no way to go about this - yet.
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Kirsty Collins
 
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