[RELz / WIPz] Reneer's Interiors Mod

Post » Wed Mar 09, 2011 2:04 am

We added climates to all vanilla building interiors that have levels at or above ground level. Or I should say, we did this with the vast majority of them. Yes, this also means buildings with no windows are included since we're still syncing for weather sounds in those locations. No dungeons, forts, or Ayleid ruins were included in the climate setup. No building levels that are undergound have climates, and some parts of castles don't either where we felt they'd be far enough indoors to be insulated from sound.

The indoor weather filter mod that accompanies All Natural extends support for that into many interiors provided by mods, but they're all picked by hand and added on a case by case basis because of the limited master slots available.

One thing I did notice with this mod, it isn't taking windowless locations into account. I have no idea how you'd go about bypassing this though so that it only works on interiors with windows, unless you made the mod dependent on our master and checked it for the specific climates.
Ah, I see. Hmmm. Well, I was just checking something, and OBSE's command GetCurrentClimateID seems to return the exterior climate if the interior cell has not had its own Climate set. Plus, GetCurrentClimateID will obviously return any climates used by Natural Interiors / All Natural.

One thing about windowless locations, however, is that there are some (like the Anvil Mages Guild and other buildings in Anvil) that don't have windows on the first floor but have windows on the floors up above.
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Cash n Class
 
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Post » Wed Mar 09, 2011 5:17 am

This mod needs some work yet.

http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot1.jpg

I have yet to go into an interior that isn't screwed up. I haven't tried adjusting the load order yet. It's loading pretty early in my list. I'll post back if it helps.
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M!KkI
 
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Post » Wed Mar 09, 2011 4:10 am

I uninstalled the mod and the interior I showed you in the screenshot above is still FUBAR'd. This mod is bad juju at this point.
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Chantelle Walker
 
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Post » Wed Mar 09, 2011 4:27 am

This mod needs some work yet.
That's why it's called a work in progress. :P

http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot1.jpg

I have yet to go into an interior that isn't screwed up. I haven't tried adjusting the load order yet. It's loading pretty early in my list. I'll post back if it helps.
If I understand what is happening in that screenshot, that (should) be fixed for 0.92. Where exactly is that screenshot taken?
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Krista Belle Davis
 
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Post » Wed Mar 09, 2011 3:32 am

Ah, I see. Hmmm. Well, I was just checking something, and OBSE's command GetCurrentClimateID seems to return the exterior climate if the interior cell has not had its own Climate set. Plus, GetCurrentClimateID will obviously return any climates used by Natural Interiors / All Natural.


Interesting. Why wouldn't it just report that there isn't a climate then? Seems to me if one isn't set it should return a 0 or something to indicate that.

One thing about windowless locations, however, is that there are some (like the Anvil Mages Guild and other buildings in Anvil) that don't have windows on the first floor but have windows on the floors up above.


True, but the second and third floors in the Anvil MG are independent cells. Same with the FG there.
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Robert Jr
 
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Post » Wed Mar 09, 2011 7:08 am

Interesting. Why wouldn't it just report that there isn't a climate then? Seems to me if one isn't set it should return a 0 or something to indicate that.
Yeah. Not sure what is going on with that.

True, but the second and third floors in the Anvil MG are independent cells. Same with the FG there.
Yes, but the way my script (currently) works is that it moves / PlaceAtMes everything on the ground floor and then moves things as necessary on the upper floors.
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Marina Leigh
 
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Post » Wed Mar 09, 2011 12:39 pm

That's why it's called a work in progress. :P
If I understand what is happening in that screenshot, that (should) be fixed for 0.92. Where exactly is that screenshot taken?


The screenshot was taken in the chapel at Kvatch. But like I said, every single interior space I went to was screwed up. The daedric planes, chapels, houses, stores, etc.
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Roddy
 
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Post » Wed Mar 09, 2011 9:10 am

The screenshot was taken in the chapel at Kvatch. But like I said, every single interior space I went to was screwed up. The daedric planes, chapels, houses, stores, etc.
Ok, good. See, what happens is my mod searches through the statics from the exterior, which include things such as fences, window shutters and the exterior mesh for the building. In some cases the mod accidentally removes a window shutter, for example, instead of the exterior building mesh and I need to add in some code to make sure it removes the building mesh instead.
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Robyn Lena
 
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Post » Wed Mar 09, 2011 10:43 am

So you say 0.92 will get rid of these screwed up interiors?
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-__^
 
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Post » Wed Mar 09, 2011 6:23 am

So you say 0.92 will get rid of these screwed up interiors?
Yes, most of them. There may still be instances where the mod doesn't disable the correct object, and I'll need people to let me know where that occurs, but I've been randomly running around Tamriel trying to test it out myself.
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Pumpkin
 
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Post » Wed Mar 09, 2011 10:12 am

Yes, most of them. There may still be instances where the mod doesn't disable the correct object, and I'll need people to let me know where that occurs, but I've been randomly running around Tamriel trying to test it out myself.


Cool. Very nice.
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Craig Martin
 
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Post » Wed Mar 09, 2011 11:16 am

The problem that is keeping 0.92 from being released is due to how I set up the landscape meshes - apparently there is something weird in the NIF files. I would greatly appreciate any help that people can offer me with this - it is basically the one thing holding the release back.
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Mashystar
 
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Post » Wed Mar 09, 2011 6:58 am

You need Brumbek's help. He is a nif master. Maybe you could PM him?
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Charlotte X
 
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Post » Wed Mar 09, 2011 3:01 am


If you have a suggestion on how to go about doing that / determining what should and should not be placed, I'm all ears.



OBSEs http://obse.silverlock.org/obse_command_doc.html#GetBoundingBox looks like it might be helpful.

You could use it to first get the extent of the current interior static mesh, then step through an array of exterior objects and use their extent / size / position to determine if they are completely covered by any objects that may be in front of them. It would probably make it simpler if the array was sorted by distance from the interior static.

Still, this wouldn't help with transparent meshed and what parts of the interior the player can actually see out of.
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Tammie Flint
 
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Post » Tue Mar 08, 2011 8:49 pm

OBSEs http://obse.silverlock.org/obse_command_doc.html#GetBoundingBox looks like it might be helpful.

You could use it to first get the extent of the current interior static mesh, then step through an array of exterior objects and use their extent / size / position to determine if they are completely covered by any objects that may be in front of them. It would probably make it simpler if the array was sorted by distance from the interior static.

Still, this wouldn't help with transparent meshed and what parts of the interior the player can actually see out of.
Good thought, however you'll notice that GetBoundingBox's description says that it only works on projectiles and actors.
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+++CAZZY
 
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Post » Wed Mar 09, 2011 10:46 am

Good thought, however you'll notice that GetBoundingBox's description says that it only works on projectiles and actors.

If you've been following the obse thread, you'll know that a GetBoundingBox (or something similar) for exterior meshes is currently in progress. Not sure how far away it is though.
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Unstoppable Judge
 
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Post » Wed Mar 09, 2011 8:56 am

If you've been following the obse thread, you'll know that a GetBoundingBox (or something similar) for exterior meshes is currently in progress. Not sure how far away it is though.
Ah, nice. I must have missed that. Hopefully it will be ready for OBSE 19c.
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Ash
 
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Post » Tue Mar 08, 2011 9:03 pm

If you've been following the obse thread, you'll know that a GetBoundingBox (or something similar) for exterior meshes is currently in progress. Not sure how far away it is though.

I do seem to remember reading something about that...

Also http://www.tesnexus.com/downloads/file.php?id=21292 may have some useful functions although I haven't had time to go through the documentation.
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Christine
 
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Post » Wed Mar 09, 2011 5:50 am

Reneer's Interiors Mod Update 0.92 Released!

0.92 - Major bugfixes, many interiors should function properly with little mesh collision occurring.
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Baylea Isaacs
 
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Post » Wed Mar 09, 2011 7:40 am

Interiors are still FUBAR'd. Not as bad as 0.91, but still bad.
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Patrick Gordon
 
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Post » Tue Mar 08, 2011 11:59 pm

Interiors are still FUBAR'd. Not as bad as 0.91, but still bad.
Which interiors are you referring to? There are a whole lot of them in Tamriel.
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Kill Bill
 
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Post » Wed Mar 09, 2011 5:09 am

Interiors are still FUBAR'd. Not as bad as 0.91, but still bad.

That's to be expected considering that there is currently no way that I can think of to determine if meshes are intersecting. Having accuses to bounding box data would help but ... :shrug:
The only real way to fix it is to evaluate the position of every vertex of every mesh in relation to all the other vertices of all the other meshes in the cell. And you probably don't want that because it would be like this :turtle:

=== Edit ===
This needs a more explicit noob warning in the op.
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J.P loves
 
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Post » Wed Mar 09, 2011 3:54 am

This needs a more explicit noob warning in the op.
I had hoped the bit about "use a copied savegame" would have been enough, but I'll add something more direct in the opening post.

Edit: That should do it.
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Ross
 
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Post » Wed Mar 09, 2011 1:58 am

This is some really impressive stuff, even if it is a WIP.
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Yvonne
 
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Post » Tue Mar 08, 2011 8:45 pm

This is starting to look more and more beta and less and less alpha. :)

Question/suggestion: I'm not sure what your plans are for optimizing things further down the road in terms of minimizing the amount of objects placed but would it a good idea to have like an ini with meshes and their view-radius from their various windows? Obviously just as a supporting feature and when a mesh isn't in the ini list you just generate everything that is outside. Dunno if it would even be nessecary (in terms of performance) as I haven't tried it yet.

-kyoma
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Gemma Woods Illustration
 
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