[Relz] Underwater Blur

Post » Mon Apr 05, 2010 2:14 am

New Version!

This simply just adds a blur and a wavy aquatic effect when underwater.

Due to new developments in MGE, this no longer requires any scripts. Just follow the instructions in the readme, and you'll be good to go. (I also included a brief explanation on how one can set any shader to be used when below water, since it's rather simple.)

Requires at least the 3.8.2-rev.0161 SVN version of MGE to work. (At least, that's what I tested this on.)

PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7394
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Brooks Hardison
 
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Post » Sun Apr 04, 2010 5:42 pm

Nice... I'll try it out. I was using clear water but with this it will compensate for the good view underwater I've been having lately thanks to clear water.
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Elea Rossi
 
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Post » Mon Apr 05, 2010 8:57 am

That's pretty clever. I'll be looking forward to that release.
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Janine Rose
 
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Post » Mon Apr 05, 2010 3:45 am

Very cool. Thank you, Linora!

Have you tried this with different water settings at all?
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Sarah Evason
 
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Post » Mon Apr 05, 2010 8:47 am

Probably hard to judge the mod from the screenshots, I'll have to give this a try. :)
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Danii Brown
 
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Post » Sun Apr 04, 2010 8:28 pm

Looks cool. :goodjob:

Have you considered posting it at TEXNexus, as mods there don't go through a validation period.
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Adam Baumgartner
 
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Post » Sun Apr 04, 2010 9:32 pm

Nice.
Cheers Linora, this looks cool. :D
I'll give this a try later on and return to this thread for commentary.
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Darian Ennels
 
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Post » Mon Apr 05, 2010 1:03 am

Very cool. Thank you, Linora!

Have you tried this with different water settings at all?

Well, I have tried it with MGE's distant land turned off and I probably wouldn't recommend using this unless you have some sort of modification to your .ini for clearer water. As the murkiness + the blur effect at the same time makes it hard to see anything. Though, I think that the blur is much more realistic (and nicer to look at) then the murkiness. :lol:

Looks cool. :goodjob:

Have you considered posting it at TEXNexus, as mods there don't go through a validation period.

Good idea, I shall do that. Sounds like quite of few people want to try this out. ;)
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Veronica Flores
 
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Post » Mon Apr 05, 2010 4:24 am

Now up at TESNexus:

http://www.tesnexus.com/downloads/file.php?id=23440
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TASTY TRACY
 
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Post » Sun Apr 04, 2010 8:39 pm

Agreed, I think this is gonna work very well with clear water so I really want to check it out.

EDIT: Downloading!
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Lance Vannortwick
 
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Post » Mon Apr 05, 2010 8:32 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=388097&id=7394 :woot:
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Damien Mulvenna
 
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Post » Sun Apr 04, 2010 7:46 pm

Ok, just tried it.

Really impressive and inmersive (oh cool, that rhymed :P). And I thought it was gonna decrease my FPS underwater because of the blur, but no. No FPS hit. :D
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R.I.p MOmmy
 
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Post » Mon Apr 05, 2010 5:45 am

I tried it, and it looks very good. :)

If you could somehow prevent the HUD from blurring as well it would be even better, but I can live with that.
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Trish
 
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Post » Sun Apr 04, 2010 6:14 pm

Thanks, I didn't realize anyone was working on it after I requested it.

Edit:
I've tried it out now and I like it. I'm using MGE so I had to push my underwater fog out a bit. I was using 0 to 1, now I use 1 to 2. It also works well with MGE animated kelp.

However, I am having a problem with the mod. I have seen this problem mentioned in another thread, but I don't remember what the cause is. When I load a savegame, there is a column of brown tiles that runs from the bottom to the top of the screen (right int he middle of the screen). There is a message to activate them. After you activate the column its as though the column turns sideways and you're ask to activate them again. After the second activation, the tiles disappear. The only things loaded are MW, BM, Trib, MPP, and the Blur mod. I do have a custom cursor

This mod gives me hope that another underwater mod I've always wanted could also be made. Anyone who has gone swimming at night knows that you can't see anything underwater. I'll like to see another mod that makes swimming at night almost pitch black.

Edit2:

I just found a link to that other thread:

http://www.gamesas.com/bgsforums/index.php?showtopic=929725&hl=activate++column

However, as I stated, I'm only using the official ESMs, The Morrowind Patch Project, and my custom cursor (which I tried disabling).
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Emily Graham
 
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Post » Mon Apr 05, 2010 8:34 am


However, I am having a problem with the mod. I have seen this problem mentioned in another thread, but I don't remember what the cause is. When I load a savegame, there is a column of brown tiles that runs from the bottom to the top of the screen (right int he middle of the screen). There is a message to activate them. After you activate the column its as though the column turns sideways and you're ask to activate them again. After the second activation, the tiles disappear. The only things loaded are MW, BM, Trib, MPP, and the Blur mod. I do have a custom cursor
That sounds like how harlanrm initiated his http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5868, I haven't tried out linora's mod (yet) - maybe she's done something similar?
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Robyn Howlett
 
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Post » Mon Apr 05, 2010 4:32 am

That sounds like how harlanrm initiated his http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5868, I haven't tried out linora's mod (yet) - maybe she's done something similar?

See my edit in the above post.
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Laura Shipley
 
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Post » Sun Apr 04, 2010 8:10 pm

However, I am having a problem with the mod. I have seen this problem mentioned in another thread, but I don't remember what the cause is. When I load a savegame, there is a column of brown tiles that runs from the bottom to the top of the screen (right int he middle of the screen). There is a message to activate them. After you activate the column its as though the column turns sideways and you're ask to activate them again. After the second activation, the tiles disappear. The only things loaded are MW, BM, Trib, MPP, and the Blur mod. I do have a custom cursor

That is Bjorns height script I think. It works out the users height, which is important, as else you can't work out where the users head is.
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Marine Arrègle
 
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Post » Mon Apr 05, 2010 5:51 am

That is Bjorns height script I think. It works out the users height, which is important, as else you can't work out where the users head is.

Okay, the readme only mentioned that press activate part, it didn't mention that the column would appear.
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Kira! :)))
 
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Post » Sun Apr 04, 2010 9:41 pm

Hmm... I wonder how cool it would be to do this but use the inbuilt DOF and just draw it much closer when underwater.

EDIT: Sry, I wasn't really awake. I forgot to tell you that this is indeed a good idea and nice execution!
Cheers!
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kennedy
 
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Post » Mon Apr 05, 2010 10:41 am

If you could somehow prevent the HUD from blurring as well it would be even better, but I can live with that.

Is there a way to not have the HUD blur? :unsure:
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Brentleah Jeffs
 
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Post » Mon Apr 05, 2010 8:57 am

Agreed, if you could fix the HUD blur that would make this ace. Not sure if that's possible.
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butterfly
 
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Post » Sun Apr 04, 2010 10:13 pm

Very original concept A+++.
:clap:

The Argonians are at home in the water, aren't they? I doubt they'd experience any kind of blur.
Just my 0.02$.
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Emily abigail Villarreal
 
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Post » Mon Apr 05, 2010 9:11 am

Very original concept A+++.
:clap:

The Argonians are at home in the water, aren't they? I doubt they'd experience any kind of blur.
Just my 0.02$.


Well, I'd think some kind of impact on vision might be hard to avoid, but more importantly, making Argonians not experience any blur at all would make the mod utterly pointless to people whose characters are Argonians, so I think the current solution is alright.

In any case, this mod is a great idea, and should make underwater exploration more believable, although the reflective water from MGE looks great from above, when you go under it, it looks just the same as before, this will address that. Too bad you couldn't get the menus to not be blurred, but I suppose that's a problem with how MGE handles this kind of shader, I know that when I tried bloom or HDR shaders, the menus would also give off a glow as well as the things that should.
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Dawn Farrell
 
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Post » Sun Apr 04, 2010 9:35 pm

Great idea!

It'd be great if there were a slight blur effect and after a few feet of sight the murkiness would kick in, since in reality water is not always entirely clear either. I could even imagine that surface lighting conditions would influence the (murky) sight underwater, since it's generally darker with storm than with a clear, sunny sky. That brings me to the last point:
This mod gives me hope that another underwater mod I've always wanted could also be made. Anyone who has gone swimming at night knows that you can't see anything underwater. I'll like to see another mod that makes swimming at night almost pitch black.
I concur!
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mike
 
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Post » Mon Apr 05, 2010 10:50 am

*Lots of stuff.*
It also works well with MGE animated kelp.

How does one get animated kelp?

As for the thing about night-time darkness, I actually considered adding that to this mod. But I thought it may be possible to just edit your INI water settings somehow for this. (With MGE) If not it would be pretty easy to make a blindness effect which gets a applied during certain times of the day when the player is underwater.

That is Bjorns height script I think. It works out the users height, which is important, as else you can't work out where the users head is.

Yep. I thought it only did this the first time though, so It's not really to annoying. It may be possible to do it without the boxes but I only looked at the scripts for that a little. I actually find that a bit annoying myself too. :lmao:

Is there a way to not have the HUD blur? :unsure:

I do not believe it is possible. I asked about it in the MGE thread, so we will have to see if it's possible for them to make the HUD and such be rendered over the shaders. I know there are quite a few HUD related commands in http://morrgraphext.wiki.sourceforge.net/HUD+functions#Hl. I just don't really understand what any of them do, to be honest.

Too bad you couldn't get the menus to not be blurred, but I suppose that's a problem with how MGE handles this kind of shader, I know that when I tried bloom or HDR shaders, the menus would also give off a glow as well as the things that should.

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

Edit: Oh, and thanks for all the kind comments everyone!
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lacy lake
 
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