[WIP] SWG's Skies V3

Post » Fri May 27, 2011 11:47 am

Are you going to uv map it so that the texture goes down further? like actually to the horizon?
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priscillaaa
 
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Post » Fri May 27, 2011 1:18 pm

Are you going to uv map it so that the texture goes down further? like actually to the horizon?

Yes, and I've already done that to the main clouds mesh, I've also added NiAlphaProperties to the moon meshes, and I'm going to fix up the rain too.
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R.I.P
 
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Post » Fri May 27, 2011 5:50 am

Looks nice. :tops:
Yes, and I've already done that to the main clouds mesh, I've also added NiAlphaProperties to the moon meshes, and I'm going to fix up the rain too.

But why do you want a transparent moon?
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Monique Cameron
 
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Post » Fri May 27, 2011 5:04 pm

But why do you want a transparent moon?

Lore states that the Phases of Masser and Secunda are not caused by light shadowing over the suface, but rather that the moons themselves are being eaten away over and over again. So, this should mean that the moons should be seethrough when going through their phases.

Read http://www.imperial-library.info/astro/#C1 for more info.
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RaeAnne
 
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Post » Fri May 27, 2011 11:58 am

The fog colour ought to start a lot lower IMO, but I'm guessing you've already moved that down.
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 1:36 pm

The fog colour ought to start a lot lower IMO, but I'm guessing you've already moved that down.

What are you referring to? Me changing the color of the fog or changing where the fog begins to blend over the sky texture?

If it is the latter, I'm not sure how to change that.
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Love iz not
 
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Post » Fri May 27, 2011 4:58 pm

Lore states that the Phases of Masser and Secunda are not caused by light shadowing over the suface, but rather that the moons themselves are being eaten away over and over again. So, this should mean that the moons should be seethrough when going through their phases.

Read http://www.imperial-library.info/astro/#C1 for more info.

I read that once, now it makes a lot more sence but won't it look weird on a semi-sphere?
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Eilidh Brian
 
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Post » Fri May 27, 2011 10:47 am

I read that once, now it makes a lot more sence but won't it look weird on a semi-sphere?

I tested it, it looks fine, and if problems arise during my testing, I'll just go mess with the mesh.
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Shiarra Curtis
 
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Post » Fri May 27, 2011 1:19 pm

Man, some of the Elder Scrolls lore is just plain weird. I try to interpret it all in the context of the world as I see it in the games; the Empire resembles the middle ages on Earth, and there haven't been any serious developments towards any sort of scientific method. I mean, seriously, moons eating themselves? I know it's a fantasy game, but that does nothing to subdue my skepticism on things like this.

But that's just my critical perspective on the lore of TES, not on your skies and textures, which look fantastic. Keep up the good work.
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James Wilson
 
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Post » Fri May 27, 2011 3:27 am

Man, some of the Elder Scrolls lore is just plain weird. I try to interpret it all in the context of the world as I see it in the games; the Empire resembles the middle ages on Earth, and there haven't been any serious developments towards any sort of scientific method. I mean, seriously, moons eating themselves? I know it's a fantasy game, but that does nothing to subdue my skepticism on things like this.

If you compare it to the real world, of course it's really freaking weird. But it's an alien world, and alien dimension(s), and there is obviously going to be some alien stuff, that's what's fun about TES.
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Alexis Estrada
 
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Post » Fri May 27, 2011 3:26 am

If you compare it to the real world, of course it's really freaking weird. But it's an alien world, and alien dimension(s), and there is obviously going to be some alien stuff.

Correct. There is even a mod where aliens fight against predator, how more strange, unrealistic and alienate then that can it get? Nonetheless, somethings that resembles and bring memories to this world and our home, Earth. For instance, the icon you see before starting the game, does't that tiny image seem familiar. Well, it should cause it's an identical copy of the Islamic flag. The Vivec has a clear connection to the Egypt history and European's medieval environment can be found places like Fort Ebonheart and Moonmoth. But, on the other hand, the Angry Video Game Nerd make a perfect example why Super Mario Bros 3 should be something produces from the quarters of Hell. These are just my unthoughtful and mindless theories after all.. :bigsmile:

Could you also do me favour and give some tip on some mods in my thread. http://www.gamesas.com/bgsforums/index.php?showtopic=977252
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I love YOu
 
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Post » Fri May 27, 2011 10:58 am

Wopz.. :8
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Je suis
 
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Post » Fri May 27, 2011 3:48 am

ok So I'm here now and still aitn seeing any recent updates...what's the scoop?
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 2:38 pm

ok So I'm here now and still aitn seeing any recent updates...what's the scoop?

Sounds like you didn't read what's going on. But if you wanna know....

I've already made edits to the skydome meshes to allow full sky textures, moons to allow transparency, retextured most of the particles, and now I'm making the night sky texture (which covers everything on the night sky).

I'll have a few more screens up soon, but I gotta finish some stuff first, keep in mind all the other stuff I'm working on.
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Zosia Cetnar
 
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Post » Fri May 27, 2011 3:48 pm

Sounds like you didn't read what's going on. But if you wanna know....

I've already made edits to the skydome meshes to allow full sky textures, moons to allow transparency, retextured most of the particles, and now I'm making the night sky texture (which covers everything on the night sky).

I'll have a few more screens up soon, but I gotta finish some stuff first, keep in mind all the other stuff I'm working on.



Maybe its just me, but glowmapped stars (ahem ahem) would be pretty amazing...
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Spaceman
 
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Post » Fri May 27, 2011 11:54 am

Maybe its just me, but glowmapped stars (ahem ahem) would be pretty amazing...

I agree, as well as animated stars that would twinkle, unfortunately I'm not sure of how to achieve the latter, but I may be able to do the first.
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Connor Wing
 
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Post » Fri May 27, 2011 1:09 pm

I know this a rather stupid question, but does this modify Secunda during the bloodmoon?
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Eve Booker
 
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Post » Fri May 27, 2011 3:54 am

I know this a rather stupid question, but does this modify Secunda during the bloodmoon?

I don't know, I've never played the Bloodmoon main quest.
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Justin
 
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Post » Fri May 27, 2011 12:53 pm

I don't know, I've never played the Bloodmoon main quest.

You really didn't miss much
I've never seen Secunda when it was under the bloodmoon effects, because I always rested during the day and when I wake up *BOOM* there is the hunter himself
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Ashley Hill
 
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Post » Fri May 27, 2011 4:12 pm

I love the gentle whispering high wind feel to these clouds.

http://s5.tinypic.com/2s64suq.jpg
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josh evans
 
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Post » Fri May 27, 2011 12:42 pm

Testing New http://i41.tinypic.com/2unzo5g.jpg, and http://i39.tinypic.com/30w4foz.jpg. I also retextured the snow particles, but I waited and waited around in Solsthiem and it just wouldn't snow!
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James Potter
 
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Post » Fri May 27, 2011 3:02 am

Your ash storm one I can't see too well
but your blight storm one looks amazing
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Jason Rice
 
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Post » Fri May 27, 2011 11:53 am

I agree, as well as animated stars that would twinkle, unfortunately I'm not sure of how to achieve the latter, but I may be able to do the first.

I have a way to achieve that. But it was slow for me so I asked Polik to combine and revise them. He made lots of shaders in the process. Some made sparkles around stars as I wanted but only the original have the animation effect of twinkling. It's HLSL HDR 2 shader.

//Author: Timeslip
//This is a copy of my original HDR shader tweaked to prevent grey-outs when staring straight at the sun

texture lastpass;
float4 HDR;
float4 rcpres;

sampler s0 = sampler_state { AddressU=Clamp; AddressV=Clamp; };
sampler s1 = sampler_state { texture=; AddressU=Clamp; AddressV=Clamp; };

static const float BloomScale = 12;
static const float HDRScale = -0.9;
static const float HDRAdjust = 0.25;
...................................


Find the colored line and change the value to 12. I recommend HLSL Fast Full Bloom too, add it to the chain.

Polik may return and update his take on combining those two shaders. It could be that I liked his Gimp 1.3 shader very much, he stopped trying. :\ :/

SWG, your new shots looks amazing how did I miss that. They look subtle and high res. Very different from the previous release. I must have confused and misinterpreted v2 and v3. A possible beta release... :P
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michael flanigan
 
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Post » Fri May 27, 2011 1:27 am

Got a couple new shots to share. I have yet again redone the http://i43.tinypic.com/jtb87k.jpg, and I remade the http://i41.tinypic.com/fwulv6.jpg as well, I'm going to have to redo everything in 4096x4096 because of the UV edits I did to the meshes. Don't worry about the resolutions though, they are only that high because the textures are stretched across the entire sky (which is shown in these shots) so I have to keep a certain size to maintain top-notch quality.



Your ash storm one I can't see too well

Ok, I'll have a better pic of those particles soon, that pic was a test, so I wasn't really paying attention.

I have a way to achieve that. But it was slow for me so I asked Polik to combine and revise them. He made lots of shaders in the process. Some made sparkles around stars as I wanted but only the original have the animation effect of twinkling. It's HLSL HDR 2 shader.



Find the colored line and change the value to 12. I recommend HLSL Fast Full Bloom too, add it to the chain.

Polik may return and update his take on combining those two shaders. It could be that I liked his Gimp 1.3 shader very much, he stopped trying. :\ :/

SWG, your new shots looks amazing how did I miss that. They look subtle and high res. Very different from the previous release. I must have confused and misinterpreted v2 and v3. A possible beta release... :P

I don't really want to use shaders or anything to achieve what I'm doing, I'd rather keep this vanilla (well, only with the use of new textures and meshes). About a beta, err.. I hardly have enough done for that, but I was considering it since I want to make sure the mesh edits work for everybody without issues before I release.
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Rob
 
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Post » Fri May 27, 2011 3:28 pm

Hey, wait a minute. I know what's wrong. You have distance blur enabled. Can you disable it and repost screenshots?
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Manuela Ribeiro Pereira
 
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