[Relz] Underwater Blur

Post » Mon Apr 05, 2010 4:38 am

To animate kelp see http://www.gamesas.com/bgsforums/index.php?showtopic=960266&hl=kelp&st=180 and look at post 182
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Mon Apr 05, 2010 9:44 am

To animate kelp see http://www.gamesas.com/bgsforums/index.php?showtopic=960266&hl=kelp&st=180 and look at post 182


Thanks! :)
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Sun Apr 04, 2010 10:33 pm

Okay, so I have made a version that adds a blindness affect when it's nighttime underwater.

I'll upload it soon as I am sure it works 100%. :)

One question: What does everyone think about Argonians having a sort of night-time water-vision? Basically I was thinking about having their blindness effect be less than other races.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Mon Apr 05, 2010 1:46 am

To animate kelp see http://www.gamesas.com/bgsforums/index.php?showtopic=960266&hl=kelp&st=180 and look at post 182

And make sure you also read http://www.gamesas.com/bgsforums/index.php?showtopic=960266&st=182#.

I cover some important info and offer a simpler alternative. ;)
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Mon Apr 05, 2010 8:27 am

Okay, I have uploaded a new version to both sites which contains an additional ESP with the night-time effect added. You only need to use one of the ESPs, not both.

Edit: http://i599.photobucket.com/albums/tt79/linoraforever/Blur/MGEScreenshot1.jpg
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Sun Apr 04, 2010 11:23 pm

You know what would be cool? I don't know if it is possible, but it'd be cool if, when you came out of the water, it would look like water was sheeting off of the camera. :)
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sun Apr 04, 2010 8:54 pm

That would really be an amazing addition to the realism of the game. You know what more would be cool, adding some kind of flashlight. And maybe some diving equipment that make you more,, movable in watery terrains. :tops:
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Sun Apr 04, 2010 10:25 pm

You know what would be cool? I don't know if it is possible, but it'd be cool if, when you came out of the water, it would look like water was sheeting off of the camera. :)

Definitely possible. There's even probably a few different ways to do it =)
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Mon Apr 05, 2010 9:40 am

You know what would be cool? I don't know if it is possible, but it'd be cool if, when you came out of the water, it would look like water was sheeting off of the camera. :)


Sounds like it wouldn't be too hard to add, and I definitely like this idea. All it would take I think is to have perhaps 3-5 textures that display in row over the screen after coming out of the water, having the drops fade out and move downwards in each consecutive texture.

Oh and I have fixed a "bug" with the blindness effect not turning off correctly sometimes. I am also working on making it so the blindness effect is turned off in interiors.
Though, I think MGE can check the ambient color of a cell, so it may be possible to still have a semi-dark-dependent interior water darkness effect too. (So perhaps those cells with darker ambient colors get a mild blindness effect.) So be on the look out for a 1.2 version when it's completed.

I am beginning to think I should rename the mod to Underwater Effects instead. :lol:
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun Apr 04, 2010 6:44 pm

Okay, I uploaded a new file that fixes the blindness effect not deactivating correctly in the DNW esp.
(If you use just the blur, don't worry about downloading this.)

I also recommend setting the "UnderwaterIndoorFog" setting to "1" for either ESP.
This is because the blur + the indoor fog basically makes it impossible to see anything unless you lower this. :P
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Mon Apr 05, 2010 9:19 am

I'll definitely be keeping the blindness when indoors. It is really no different then when swimming at night.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Mon Apr 05, 2010 12:49 am

Well, the effect urns off when in the menus. It's just the HUD stuff that you get a blur with.


That's actually what I was thinking about, it's just that since the HUD is part of the game interface, I have a habit of addressing it collectively with other menus.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Mon Apr 05, 2010 8:18 am

I'll definitely be keeping the blindness when indoors. It is really no different then when swimming at night.

The first blindness esp didn't actually work right, so you'll have to wait til I try and do what I mention below. I could try to explain how you could change the script, but it won't matter after I complete that.

Actually, what I really should do is just make it all in one ESP and have the player choose which options when they first load the mod, and probably have that height checking script built in too.
That way everyone will be able to use the options they want, and I won't need to have separate ESP for every different combination of options. And then if someone wants to change the settings in-game they could just re-load the configuration script through the console. ;)

Thanks for all the ideas and comments everyone! They are very helpful in helping me make this mod better. :lol:
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Sun Apr 04, 2010 7:49 pm

I just got a chance to try out the mod, and I must say, I'm quite pleased with the results, it's subtle, at least with my Argonian character, since I currently have only one character, I can't try it with other races. Noticeable, but not so strong as to become a large hindrance, and it does make the underwater view better looking. Definitely a good mod.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Mon Apr 05, 2010 2:28 am

It looks really great in-game :goodjob:
As everyone has, more or less, already said it'd be nice if the HUD didn't blur up, but I can live with that. :)

For the height determination script, could you make the second column slightly wider?
I was standing directly facing an NPC in my save, and when I loaded I had to wait for him to move because the game was picking him for activation instead of the column. Not a problem, and a really minor change, but it might be worth it. Maybe. :unsure:

Thanks. :D
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Mon Apr 05, 2010 8:56 am

It looks really great in-game :goodjob:
As everyone has, more or less, already said it'd be nice if the HUD didn't blur up, but I can live with that. :)

For the height determination script, could you make the second column slightly wider?
I was standing directly facing an NPC in my save, and when I loaded I had to wait for him to move because the game was picking him for activation instead of the column. Not a problem, and a really minor change, but it might be worth it. Maybe. :unsure:

Thanks. :D

Thanks!

I am hoping to get an answer about the HUD thing in the MGE thread, so if it's possible already or potentially something they could add in the future, that slight annoyance will hopefully be resolved.

As for the height determination script, I am working on integrating it into my new configuration script so that the player can just press OK in a messagebox instead. ;)
Edit: Looking into the script, this does not actually seem to be possible. Because the activator itself is what actually determines the player height. Thankfully this only displays the first time you load the game with the mod enabled. :slap:
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Mon Apr 05, 2010 4:18 am

This is pretty awesome. I can't get the underwater stuff to look right, though. I wish you'd included an INI tutorial with settings that are best for this shader.
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Mon Apr 05, 2010 2:39 am

I have an odd issue with this, whenever I load a game up I get a pop up stating 'Trying to RunFunction index greater than function count', do you know what this is?
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Mon Apr 05, 2010 9:40 am

This is pretty awesome. I can't get the underwater stuff to look right, though. I wish you'd included an INI tutorial with settings that are best for this shader.


What issues are you having? This shouldn't be broken by INI settings.

I have an odd issue with this, whenever I load a game up I get a pop up stating 'Trying to RunFunction index greater than function count', do you know what this is?


Sounds like an MWSE-version issue. What are you using? MGE with the built-in?
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Mon Apr 05, 2010 6:07 am

Sounds like an MWSE-version issue. What are you using? MGE with the built-in?

Had it disabled, that doesn't help. :P I seem to remember that there was water droplets that ran down the screen when the player got out of the water but I'm not getting them, did this get removed?
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Sun Apr 04, 2010 9:43 pm

Had it disabled, that doesn't help. :P I seem to remember that there was water droplets that ran down the screen when the player got out of the water but I'm not getting them, did this get removed?

I don't remember, but I have an attempt at creating http://www.youtube.com/watch?v=g5pAp1FjeKY
Edit: It can be used for water too, but I have only one trigger mechanism, and it is hit fader. :)
Edit2: If someone wants to help me on trigger mechanisms, please go ahead...
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Sun Apr 04, 2010 10:31 pm

I never wrote a water droplets shader... Was working on a procedural one, but it was almost impossible with how things where set up. It would need a procedural overlay surface, which just doesn't exist in MGE at the moment. Some pre-rendered, like vtastek's, and scrolled is the best idea, I think.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Sun Apr 04, 2010 9:37 pm

Holy [censored].

I was investigating why using TM to disable my menus gave me +10 FPS and I guessed this mod might have something to do with it (because it disables the blur in menus or whatever, it was a wild guess).

While some difference remained between having the menus on and off with the mod disabled (so I don't think that was the cause), I did gain 10 FPS in general in interiors by disabling this mod. :o

Is the global script complicated enough to be able to cause this?
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Mon Apr 05, 2010 9:02 am

Povuholo - I'ts pretty much in a state of broken right now. I would honestly be surprised if it was capable of running the game with this version enabled. xD

Just checking in to tell you I removed the original buggy-version from PES, and that Christmas break has come at last. ;)
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Mon Apr 05, 2010 5:12 am

Glad to hear you are still working on this though. A different blur shader this might be worth a try - something like whatever knu is using for DoF blur (especially the newest version) perhaps. For some reason the existing one seemed grainy. Combined with the wavy shader it could look amazing (not that it didn't before).
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

PreviousNext

Return to III - Morrowind