The Temple Waterway

Post » Wed Feb 09, 2011 8:57 am

@matilija
Outstanding breakthru! :thumbsup:


FYI: looking at the mesh, it appears that only the water.dds, the 32 'water## (2).dds' files, and Water_Reflection.tga textures are utilized - why include all the other textures (some appear to be unaltered stock bethesda textures)?

The 'Textures\Water\original' folder contains the 32 water normals for MGE's water (the versions included up to v3.8.2-rev.0160) and you've got the rev.0161 versions in the 'Textures\Water' folder - those really aren't needed, and in any case would normally belong under the 'Textures\MGE' folder hierarchy.

I'm pretty sure that MGE is not required for this mod to function, so why include MGE water normals? :blink:

Dropping those extra textures should help reduce the size of the archive.
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Hearts
 
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Post » Wed Feb 09, 2011 4:06 am

Oh thank you very much!
On the other hand the waves have lags. :blush:
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Marnesia Steele
 
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Post » Wed Feb 09, 2011 6:55 am

Well damn! There are tons of meshes I'd love to see fixed like this, Matilija. If you would like, I can compile a list for you or anyone else willing to take this concept and apply it elsewhere. :3
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Rachie Stout
 
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Post » Tue Feb 08, 2011 10:07 pm

A definite improvement! Thanks.
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Laurenn Doylee
 
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Post » Wed Feb 09, 2011 12:04 am

@matilija
Outstanding breakthru! :thumbsup:


FYI: looking at the mesh, it appears that only the water.dds, the 32 'water## (2).dds' files, and Water_Reflection.tga textures are utilized - why include all the other textures (some appear to be unaltered stock bethesda textures)?

The 'Textures\Water\original' folder contains the 32 water normals for MGE's water (the versions included up to v3.8.2-rev.0160) and you've got the rev.0161 versions in the 'Textures\Water' folder - those really aren't needed, and in any case would normally belong under the 'Textures\MGE' folder hierarchy.

I'm pretty sure that MGE is not required for this mod to function, so why include MGE water normals? :blink:

Dropping those extra textures should help reduce the size of the archive.



Yea, I just realized I had placed the water folder from my main install folder rather then from my test folder in the archive....so...oops, I'll fix it asap, thanks for the report.

@ papill6n, hopefully I will have time tomorrow morning after work to add some steps to the animation and properly slow it down, instead of using the frequency control in the animation node, that should keep it from appearing laggy.

@ Enzo Dragon, I would greatly appreciate that, it would save me some time searching, I already plan on doing this with Dongle's meshes, but any others that you can think of I would definitely be willing to include in my list.
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tegan fiamengo
 
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Post » Tue Feb 08, 2011 5:32 pm

YES! Better dongle's meshes is something I've been looking for so long, as I use AOF's waterfalls and MGE water they look heavily outdated, and I use a whole bunch of Dongle's water.

And btw it's a resource, so you don't need a permission :)
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Ron
 
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Post » Wed Feb 09, 2011 12:54 am

YES! Better dongle's meshes is something I've been looking for so long, as I use AOF's waterfalls and MGE water they look heavily outdated, and I use a whole bunch of Dongle's water.

And btw it's a resource, so you don't need a permission :)


Yep, I'll begin work on his meshes tomorrow, and should hopefully be able to have them all done before the end of this month, no promises though.

Also, I have updated the file so that it only contains my original work.....sorry about the bloated file that was their previously, now it comes in at a much more resonable 5.15 mb! :facepalm:
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P PoLlo
 
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Post » Wed Feb 09, 2011 2:54 am

@ Enzo Dragon, I would greatly appreciate that, it would save me some time searching, I already plan on doing this with Dongle's meshes, but any others that you can think of I would definitely be willing to include in my list.
Will start a list asap and post it here. There are a TON of TR meshes that come to mind. It's actually too bad this improvement came later than the redesign of the Map 3 spa. It had been http://i26.photobucket.com/albums/c135/evildemonofcowville/TR/LO-DreynimSpa2.jpg but iirc they recently had it changed to be at water level so as to avoid using the water mesh.

Off the top of my head, there are several indoril-style fountains in TR_Data that use fake water and there are also several wells in Map 2 that do the same, particularly the one in firewatch. I'll get you the mesh names, and go find others. I am sure there are some in the vanilla game, too.

You might consider releasing a "shader-less" water pack, too, for people that can't run pixel shaders and all of that for some reason.
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Umpyre Records
 
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Post » Wed Feb 09, 2011 5:15 am

This is awesome, thanks matilija :thumbsup:

Oh, and bump :)
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Josephine Gowing
 
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Post » Wed Feb 09, 2011 5:21 am

Yep, I'll begin work on his meshes tomorrow, and should hopefully be able to have them all done before the end of this month, no promises though.


I have been working on Dongle's Meshes, and while it seemed like it would be an easy task, there seems to be an issue with the meshes themselves, I can get the bumpmaps to work fine, however, for some reason if the mesh is placed in an interior or even in an exterior without LoS to the sun, then the transparency of the water seems to be crystal clear, and all you see are the Normals, which looks odd, almost more like electro-static shocks within a well, rather than water waves.....

I'm still working on it, but it is probably going to take me a bit longer to get Dongle's meshes out untill I can figure out whats going on.
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Louise Dennis
 
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Post » Wed Feb 09, 2011 8:56 am

I think it could be possible to hook a basic tint shader to alter the color to match the sky. Very nice work by the way. :thumbsup:
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i grind hard
 
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