[RELzBeta] SWG's Skies V.IV Now In Public Beta

Post » Sun May 18, 2014 3:05 pm

Looking good. I look forward to more updates.
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Red Sauce
 
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Post » Sun May 18, 2014 4:43 pm

Looking really nice so far, look forward to seeing what you do with storms.
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Richard Thompson
 
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Post » Sun May 18, 2014 12:06 pm

That clear sky texture looks fabulous SWG, keep up the great work! /goodjob.gif' class='bbc_emoticon' alt=':goodjob:' />
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Andrew Lang
 
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Post » Sun May 18, 2014 6:46 am

Not sure where else to post this /tongue.gif' class='bbc_emoticon' alt=':P' />

For some reason, using SWG skies v3, moons don't show up. I copied them over, etc etc. What gives?
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D LOpez
 
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Post » Sun May 18, 2014 3:58 pm

Finish this already /wink.gif' class='bbc_emoticon' alt=';)' />
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maria Dwyer
 
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Post » Sun May 18, 2014 6:20 am


Color me confused but does this mean that we should wait till the next version to use this mod? I'll be starting a new game soon and am choosing mods to install..

Thanks,

John
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Janeth Valenzuela Castelo
 
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Post » Sun May 18, 2014 2:35 am

Some new stuff, I hadn't posted it here because I thought this thread was gone lol
http://www.mediafire.com/download.php?h6pnt5td4u9byh2 (unfinished, no alpha, therefore doesn't blend with sky colour as well)
http://www.mediafire.com/download.php?xzs9vzkc9ph1w5l
http://www.mediafire.com/download.php?bum55lyceez1eut

Due to a lot of personal gripes I have with my older textures, I'm not going to test these until I've redone all of my weather textures, save the night sky stuff. That being said, screenshots are very much appreciated.
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Ria dell
 
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Post » Sun May 18, 2014 3:19 pm


Too much facebook, I was confused when I couldn't find a "like" button. /tongue.png' class='bbc_emoticon' alt=':P' />

Anyways, not sure if the question is stupid or not, but what's up with transparent moon idea? That gonna be in new versions? Cause I really loved that screen from the 1st post.
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Bethany Short
 
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Post » Sun May 18, 2014 10:17 am

SWG, would you mind doing your sky textures also in low resolution too, say about 2048x2048? I have a slow PC so larger resolution textures wont show up at all, just black nothingness and I have seen a couple of others having same problem too. I have to reduce the resolution myself to enjoy your textures.
So, please make alternate low-res versions too /hehe.gif' class='bbc_emoticon' alt=':hehe:' />
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remi lasisi
 
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Post » Sun May 18, 2014 2:57 am

I just grabbed your new textures and am really looking forward to testing them out! I have a question about the alpha-ed night sky texture you mention. You saw that just started messing around with night sky textures; none of those have transparency added to them. Though I believe I remember seeing that some other texture replacers such as yours did. So that transparency is what allows the sky color from the INI to display properly? I have no familiarity with this.

Thanks for this awesome mod SWG! Looking forward to seeing how the rest of your redone textures turn out!
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Loane
 
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Post » Sun May 18, 2014 5:43 am

The lore for it is explained in the thread. As for the textures, yeah, I'll include them, but I'll also include the v3 moon textures too, since I personally prefer those over my new ones.

Sure, I can easily release a resized version this time around, just for those who can't run 4096x4096 textures. The reason I don't like having to do that though is that it really negates a lot of the work I'm putting into making v4's skies more detailed than their predecessors.

Yes, that is correct, the way the game renders sky is on three levels, the clouds, which are the bottom, the night sky, which is above the clouds, and the atmosphere, which is always displayed. The clouds will display as the colour of the "fog color" setting in the INI, which is why it's always a good idea to have the textures for certain weather types, such as clear and partially cloudy weather to be in grayscale. That way if the player has their sky colours set differently than the defaults, it won't display as miscoloured. In terms of the alpha as you are asking, adding alpha to your texture allows the player character to see through to the next layer of clouds, so if the cloud layer has transparent spots, the atmosphere and night sky will show through, and similarly, if the night sky has a transparent background, the atmosphere will also show through. This means, that if say, you changed the INI settings so that the nighttime would appear to have the same light and sky colours as the daytime, the night sky would display correctly without obstructing the atmosphere layer.

That's a pretty in-depth explanation, I hope I didn't confuse you or anything. If you have any other questions, feel free to PM me. /smile.png' class='bbc_emoticon' alt=':)' />
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Auguste Bartholdi
 
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Post » Sun May 18, 2014 4:52 pm

No, that's very helpful. Thanks for the explanation SWG!
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Rude_Bitch_420
 
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Post » Sun May 18, 2014 3:51 pm

I'm not very sure about that, but do you know if it possible to remove to remove -or greatly reduce- the atmospheric fog (also depending of the skydome mesh or hardcoded in the engine?) so this may allow to be able to make another kind of textures with horizon clouds like in S.T.A.L.K.E.R., Fallout 3 or Skyrim, even if those will stay always static and not moving with the timescale?
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Romy Welsch
 
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Post » Sun May 18, 2014 12:44 pm

Both of these are possible to an extent. Horizon clouding is possible by moving the clouds mesh down on the z axis, until it meets the horizon, don't put it too far down though, or else it won't transition well with the atmosphere layer, as the game is unable to render it below 0 on the z axis, which is horizon level.

As for static skies, this is determined via the game's INI. Set your "Cloud Speed" amount in the specific weather type to 0 and the clouds will not move. I've not tested how this works with static skies though, the game moves the sky texture across the mesh via UV map and this is hardcoded into the engine, it may or may not transition into the weathertype moved partially across the UV, revealing seams if your texture isn't seamless.

It's also notable that the clouds move regardless of timescale. You can set the timescale in the game to 0, effectively freezing the ingame hour, and the clouds will still move at the same speed as they would if you had the timescale set to the default 30, or anything else.
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jessica robson
 
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Post » Sun May 18, 2014 3:50 am

Hello folks, I just wanted to post an update with the progress I've made on this since my last post.

I made some tweaks to the meshes again, I had linked one of them in the first post in the past but it appears the download expired on 2shared. I've since reuploaded them on mediafire and will update the first post with the new links after I post this.

Mesh changes include: Horizon Clouding and improved UVmaps on the default skydome. A new atmosphere mesh, which will make sky colours mirror below the z axis, improving the fog. I also uploaded the night sky mesh in the mediafire folder that I'm using for the v4 beta stuff.

I also made ported versions of all of Morrowind's original sky textures, they have been sharpened, their alpha channels improved, and I fixed the clear and partly cloudy textures so they won't appear blue at night. They're also now compatible with INI settings that make the sky appear orange or other colours.

For v4 I plan to port textures from other mods as well. I know AoF's skies are popular, so if I can get permission to port them for use in my mod I will do so, same goes for any other sky replacers you want to request (that's right, if you want one converted I'll do so if I can get permission!).

I also thought of a possible way to make a night sky that changes over the game year, but I will need to ask Hrnchamd about this. If not I can still make the textures for it and wait for OpenMw.

I'm sure I've said most of this before, but it's been a while so I will reiterate some things about v4. The new textures will be largely inspired/based on Morrowind's Original sky textures. However, they will still be much more detailed like I've always intended. It's likely most of the textures from v3 will be completely remade. After I'm done with v4's main release I'll still release a fixed pack of the v3 textures for those who prefer them, but I highly recommend using the new textures, as they'll be much better.

To download the ported original Morrowind textures and v4 beta textures I have a http://www.mediafire.com/folder/vlc8xoibeux71/skies_v4_beta which I've uploaded them all in. I'll be uploading new ones once they're finished and be sure to notify everyone via this thread when I do.

Feedback and discussion is welcome! :smile:

EDIT: I forgot to mention, I'll be including an optional concept art styled Masser texture in the download. This isn't finished yet, but here are some screenshots. (http://24.media.tumblr.com/7743c136f6306f222f57e1d3cce7e385/tumblr_mnbmm9J0Dg1rjqahso1_1280.png. http://24.media.tumblr.com/2e0cb4b41480d170909cd5181cf4d1a6/tumblr_mnbmm9J0Dg1rjqahso2_1280.png, http://24.media.tumblr.com/2641f88dd87595be79d2ff8919d5fda5/tumblr_mnbmm9J0Dg1rjqahso3_1280.png, http://25.media.tumblr.com/66e7285d96deee6bb3a68f119ad7ab93/tumblr_mnbmm9J0Dg1rjqahso4_1280.png, http://24.media.tumblr.com/f55a547a3df8212e801ff891d710f458/tumblr_mnbmm9J0Dg1rjqahso5_1280.png)

I'll also include the transparent moons I made as well, I'm not going to be making any further changes to them as I will be remaking the moons completely for a third time but people can still use them if they choose.

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Steph
 
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Post » Sun May 18, 2014 4:37 am

Sounds cool man. I'll be looking forwards to version 4. I still really want some aurora borealises, although the only way I see that being possible is with a new weather type.

And that moon is starting to grow on me.

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Elizabeth Falvey
 
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Post » Sun May 18, 2014 5:52 am

I'm working on that too actually, read http://www.gamesas.com/topic/1440363-please-help-me-decipher-the-workings-of-meteoresp/. Vtastek is also apparently working on aurorae via a shader, but that probably won't be ready for a while.

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Georgia Fullalove
 
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Post » Sun May 18, 2014 7:52 am

Since you are open to add anothers mods, I′d like to point the Abot′s "SWG skies tweak - glowing stars". It′s really immersive and I think it deserves a look.

http://abot-morrowind.herobo.com/index.php?option=downloads&task=info&id=22&Itemid=50&-SWG-skies-tweak-glowing-stars

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MR.BIGG
 
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Post » Sun May 18, 2014 9:26 am

Could somebody re-upload this somewhere else or link me to somewhere else I can download it? The archive is apparently broken.

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Calum Campbell
 
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Post » Sun May 18, 2014 2:20 am

worked for me. You running any script blockers?

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Lucky Boy
 
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Post » Sun May 18, 2014 2:29 am

The file downloads fine, but it's only 31kb and 7z can't open it.

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Tyler F
 
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Post » Sun May 18, 2014 1:51 am

http://mw.modhistory.com/download-56-14796

Here :D

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TRIsha FEnnesse
 
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Post » Sun May 18, 2014 11:59 am

I can't figure out what abot did to the mesh. It's odd he included sky_night_01.nif, that mesh, as it turns out, isn't actually needed for my skies, it does nothing. I suspect it's some sort of nif property, but I don't know what to look for.

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Maria Garcia
 
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Post » Sun May 18, 2014 4:43 pm

Hmm. Maybe Abot could came here. Here′s a video, showing the effect.

http://abot-morrowind.herobo.com/index.php?option=content&Itemid=10&task=view&id=73&-SWG-s-night-skies-tweak-glowing-stars

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Sammie LM
 
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Post » Sun May 18, 2014 5:58 am

I've seen the video before. I was asking what was changed in the mesh.

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SiLa
 
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