[RELz / WIPz] Reneer's Interiors Mod

Post » Wed Mar 09, 2011 1:38 am

This looks absolutely incredible, I'll try it out very soon. I've always wanted this in Oblivion, and this looks like it has the potential to be on of the greatest mods ever made for Oblivion (IMO, lol).

Once All Natural 1.2 comes out and we can see rain outside of windows, Oblivion's going to be so freaking amazing.
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Tanika O'Connell
 
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Post » Tue Mar 08, 2011 10:02 pm

This is definitely a mod to keep my eye on.
Keep up the good work, it should be spectacular once its finished.
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Shiarra Curtis
 
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Post » Wed Mar 09, 2011 6:16 am

Well...wouldn't it be possible to just load the land already deformed? Or have it load a mesh that's rather like a toilet boil seat? (just the chunk directly under the house completely cut out)

But then again, I'm assuming the land is a mesh-mesh. Is it rendered land like the land actually outdoors, or rendered like LOD land, or is it actually a mesh?
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JESSE
 
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Post » Wed Mar 09, 2011 7:02 am

Well...wouldn't it be possible to just load the land already deformed? Or have it load a mesh that's rather like a toilet boil seat? (just the chunk directly under the house completely cut out)

But then again, I'm assuming the land is a mesh-mesh. Is it rendered land like the land actually outdoors, or rendered like LOD land, or is it actually a mesh?
Yeah, that would be fine. The problem is figuring out which land-spaces need to be deformed and how.
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Chenae Butler
 
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Post » Wed Mar 09, 2011 6:05 am

Well...wouldn't it be possible to just load the land already deformed? Or have it load a mesh that's rather like a toilet boil seat? (just the chunk directly under the house completely cut out)

But then again, I'm assuming the land is a mesh-mesh. Is it rendered land like the land actually outdoors, or rendered like LOD land, or is it actually a mesh?

LOD land is a mesh and each nif contains a single quad of land. Their just missing some of the data needed to be placed in-game.
I'm guessing that this mod contains modified version of all the far land meshes and that is what is being placed in the interiors.

As for depressing the areas around buildings, it can be done easily with blender. The thing is that if the land is in quads, then you would need to accurately determine what areas need to be depress and then depress all the areas on that quad. Otherwise it would look like crap.

It could also have compatibility issues. Ideally it would be much better to deform the land intelligently through script in-game.
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Samantha Wood
 
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Post » Wed Mar 09, 2011 12:48 am

This gon' be a pain to work out, I'd wager.

AFAIK you can't modify actual land in-game. I think NIFSE might let you modify meshes, though.
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Chloe Botham
 
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Post » Tue Mar 08, 2011 8:55 pm

SWG decided to renew his work in Immersive Interiors. Just a heads up to possible fuel some healthy competition. :P
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Raymond J. Ramirez
 
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Post » Wed Mar 09, 2011 8:29 am

Hi. I'm Thepal. I come up with ways to "cheat" in order to do the extremely hard or impossible.

I was thinking aboutyour landscape problem. Here's my ideas:

Idea 1: some objects get drawn on top of items, others only show up if there is nothing there. Could you use that to your advantage? If the interior is in front of the player then simply don't draw the landscape mesh (on a per pixel basis) and if the window is on part of the screen then the landscape would show up just for that part (like how the light markers only show up if there is no world in front or behind them).

Issues with this: the windows are a part of the interior mesh; parts of models outside which are meant to be underground could prevent the landscape from displaying and therefore make it look weird. Also, the landscape nifs would need to be altered; may not be possible

Idea 2: could you make use of the alpha issues? Is it possible to have something show up only if you're looking through something translucent? It's possible to make things disappear... Maybe we can reverse it.

Issues with this: could cause landscape to show up through other translucent objects; working out how to mess with alphas; may not be possible
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abi
 
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Post » Wed Mar 09, 2011 7:56 am

I think NIFSE might let you modify meshes, though.

To some extent, yes. And since we are dealing with actual meshes and not real landscapes, NifSE would be the way to go. I'm not sure about it being able to move individual vertices yet though.
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Kill Bill
 
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Post » Wed Mar 09, 2011 9:17 am

How about letting the landscape clip and creating a region inside the interiors (shaped like the interior's outline? ) where the mesh would be invisible.
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Nathan Hunter
 
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Post » Wed Mar 09, 2011 1:37 am

Hi. I'm Thepal. I come up with ways to "cheat" in order to do the extremely hard or impossible.

I was thinking aboutyour landscape problem. Here's my ideas:

Idea 1: some objects get drawn on top of items, others only show up if there is nothing there. Could you use that to your advantage? If the interior is in front of the player then simply don't draw the landscape mesh (on a per pixel basis) and if the window is on part of the screen then the landscape would show up just for that part (like how the light markers only show up if there is no world in front or behind them).

Issues with this: the windows are a part of the interior mesh; parts of models outside which are meant to be underground could prevent the landscape from displaying and therefore make it look weird. Also, the landscape nifs would need to be altered; may not be possible
Interesting thought, but since the windows are part of the interior mesh and there is no way to draw on a per pixel basis (at least, not without heavily modifying the closed-source engine).

Idea 2: could you make use of the alpha issues? Is it possible to have something show up only if you're looking through something translucent? It's possible to make things disappear... Maybe we can reverse it.

Issues with this: could cause landscape to show up through other translucent objects; working out how to mess with alphas; may not be possible
I don't think this is possible. Very cool idea, though.

To some extent, yes. And since we are dealing with actual meshes and not real landscapes, NifSE would be the way to go. I'm not sure about it being able to move individual vertices yet though.
NifSE would be the 'optimal' solution - and I have talked to the creator of NifSE about this, but NifSE, for the moment is not close to being capable of modifying individual vertices to such an extent.

How about letting the landscape clip and creating a region inside the interiors (shaped like the interior's outline? ) where the mesh would be invisible.
Uhhh... I don't think that would work either.

My current solution to this landscape issue is to modify the landscape itself - by adding in an alpha layer to the landscape textures, I can create transparency where the landscape intersects with the building(s). This would be relatively time-consuming, but it will produce the best results with the tools currently at my disposal. OBSE can likewise be used to modify NIF textures on the fly, so it would be easy to switch between the two textures for each landscape mesh.
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Ashley Hill
 
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Post » Tue Mar 08, 2011 11:01 pm

When you do add water support I'm guessing you will use a new OBSE function to enable water inside interior cells. I was just wondering what you would do if say you had a house that was right next to the water. Wouldn't it's basemant be underwater?

Plus there appear to be some minor issues with better cities. When I look out of the window of a building in the IC market district towards the gate into the palce district, the gate has dissapeared. Plus when I go to Bruma chapel there are lots of buildings inside the chapel interior. [img]http://i51.tinypic.com/msk9ys.jpg[/img] [img]http://i54.tinypic.com/2wly35y.jpg[/img]
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Angus Poole
 
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Post » Wed Mar 09, 2011 7:10 am

I don't think I worded that right.. Couldn't a shader be applied to the landscape mesh in the region clipping through the interior that made it completely transparent (e.g. invisible?)? And since it has no collision and it would then be invisible, it's as if it's not there?
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jenny goodwin
 
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Post » Wed Mar 09, 2011 6:50 am

When you do add water support I'm guessing you will use a new OBSE function to enable water inside interior cells. I was just wondering what you would do if say you had a house that was right next to the water. Wouldn't it's basemant be underwater?
I have not come across this in my testing with the OBSE 20 Beta, but I assume it's possible. I -could- make a check to see if the water level is 'above' the interior mesh's height, if it came down to it.

Plus there appear to be some minor issues with better cities. When I look out of the window of a building in the IC market district towards the gate into the palce district, the gate has dissapeared. Plus when I go to Bruma chapel there are lots of buildings inside the chapel interior. [img]http://i51.tinypic.com/msk9ys.jpg[/img] [img]http://i54.tinypic.com/2wly35y.jpg[/img]
Yes, I'm aware of these issues - hopefully they will all go away by the next version of the mod.

I don't think I worded that right.. Couldn't a shader be applied to the landscape mesh in the region clipping through the interior that made it completely transparent (e.g. invisible?)? And since it has no collision and it would then be invisible, it's as if it's not there?
I have no idea if something like this is possible - I don't believe shaders work that way? Might someone be able to confirm this?
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Stephy Beck
 
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Post » Wed Mar 09, 2011 3:44 am

My current solution to this landscape issue is to modify the landscape itself - by adding in an alpha layer to the landscape textures, I can create transparency where the landscape intersects with the building(s). This would be relatively time-consuming, but it will produce the best results with the tools currently at my disposal. OBSE can likewise be used to modify NIF textures on the fly, so it would be easy to switch between the two textures for each landscape mesh.


Hi Reneer. :)

I'm not aware of what would normally be accomplished by putting alpha maps into landscape textures... Does the engine or the default landscape shader currently allow landscape to be fully transparent? I very much hope it (or some other solution) works for you, though, as your Interiors mod is a wealth of exciting potential.

On a related note, I'm still addicted to the old "Detailed Terrain" mod (by Zeroed & ChainsawXIV) which uses Qarl's landscapes but adds new alpha layers as custom blending maps & processes them through a modified landscape shader. The result is stunning. I'll be more than blue if your Interiors mod ends up incompatible with DT, but obviously you've got to do whatever works to get past this landscape issue.
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Misty lt
 
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Post » Wed Mar 09, 2011 11:56 am

Hi Reneer. :)

I'm not aware of what would normally be accomplished by putting alpha maps into landscape textures... Does the engine or the default landscape shader currently allow landscape to be fully transparent? I very much hope it (or some other solution) works for you, though, as your Interiors mod is a wealth of exciting potential.

On a related note, I'm still addicted to the old "Detailed Terrain" mod (by Zeroed & ChainsawXIV) which uses Qarl's landscapes but adds new alpha layers as custom blending maps & processes them through a modified landscape shader. The result is stunning. I'll be more than blue if your Interiors mod ends up incompatible with DT, but obviously you've got to do whatever works to get past this landscape issue.
Currently all the mod does, in terms of landscape, is literally add landscape meshes to the interior cells - no shaders or anything like that are used. The reason for alpha maps right now is because in some cases the landscape meshes push into the interior meshes - essentially adding land inside a building, which is obviously not desired. As far as I can tell, the only way to get rid of the land inside buildings bug is to make those areas of the texture / mesh transparent.
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CHangohh BOyy
 
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Post » Wed Mar 09, 2011 3:49 am

3rd OBSE 20 beta is out.
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sharon
 
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Post » Wed Mar 09, 2011 10:07 am

3rd OBSE 20 beta is out.
I saw that - it fixes the water issues, but now I've run into the same problem again. Water works correctly, but since we are working in only one interior cell, setting certain water heights means that for buildings that have walk-in basemants (such as the Chapels), and because those areas are below the water line, they get flooded. I'm working on a solution to this issue - hopefully it won't be too difficult.
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Soraya Davy
 
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Post » Wed Mar 09, 2011 3:14 am

I saw that - it fixes the water issues, but now I've run into the same problem again. Water works correctly, but since we are working in only one interior cell, setting certain water heights means that for buildings that have walk-in basemants (such as the Chapels), and because those areas are below the water line, they get flooded. I'm working on a solution to this issue - hopefully it won't be too difficult.

Fun problem. I was thinking, "move the water height based on player z proximity" (because we don't need to see the lake outside once we're heading to the cellar), but there are still situations where that doesn't help.
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Luis Longoria
 
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Post » Tue Mar 08, 2011 9:14 pm

Just a small http://foxybox.kicks-ass.org/upload/Cheydinhal.jpg to show everyone the current progress of the mod. :)

I'm slowly working towards another release, I'm just very busy with classwork and other things right now.
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Dina Boudreau
 
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Post » Tue Mar 08, 2011 9:51 pm

Very nice :thumbsup:

Need more mod slots.
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Irmacuba
 
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Post » Wed Mar 09, 2011 2:27 am

So what will the next release contain exactly?
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Sian Ennis
 
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Post » Wed Mar 09, 2011 12:08 am

The next release should contain: water in interior cells, better object removal and subspaces around interiors. Plus new textures that remove land covering parts of interiors (though this is a work in progress).
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Rowena
 
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Post » Wed Mar 09, 2011 4:57 am

Subspaces? What are they?
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Peter P Canning
 
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Post » Wed Mar 09, 2011 5:57 am

bump for awesomeness :)
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Alexander Horton
 
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