[Relz/Resources] VaPER

Post » Tue Mar 29, 2011 8:53 pm

They should also be helpful for house modders not afraid of a little scripting or looking for particular effects. Still, I hope these are appreciated by the AN users as well.

I'll keep looking for a means to get the engine to speed up processing on these things, amongst other things. The delay in starting up is not great, but seems quite random.

Vac
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Wed Mar 30, 2011 5:00 am

There are two notes modders should be aware of. These nifs will give warnings in the CS. This appears to be harmless. Additionally, the particle systems can take some time to "get going" in the game. At this point I'm stumped as to why this is. If anyone has any suggestions as to the cause, please help me out. Nevertheless, these work and do a pretty good job, so I'll release them for people to use.


The reason the Systems do not start right up is because of Editor Markers -> Its a known engine bug (apperantly only by me as this exact guestion comes up at least 1-2 times a year) -> the only fix's are to either remove the editor markers or you can animate the Systems being on instead of relaying on Looping.

You can test if this is the problem very easily by just unticking Editor Markers Present within the BSX Flags -> which will make the Mesh visible in-game.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Wed Mar 30, 2011 12:27 pm

this exact guestion comes up at least 1-2 times a year
Ahh! Unfortunately I tend to fall out the community 1-2 times a year, so I've not seen that one before. :whistling: Thanks for that!

I'll see about setting them up animated, I guess. Ugh. Extra work.

Vac
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Tue Mar 29, 2011 11:56 pm

Interesting. But without editor markers, how is someone supposed to place them accurately?
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Wed Mar 30, 2011 6:32 am

I'll see about setting them up animated, I guess. Ugh. Extra work.

Extra but simple and quick. I could add some NiControllerManager that does nothing to your nif and fixes that delay, of course if you want me to do that.

Interesting. But without editor markers, how is someone supposed to place them accurately?

You have two options:
1) place not animated nifs with markers and live with particles delays
or
2) add NiControllerManager (with "dummy" animation) which fixes those delays to those nifs with particles and markers.
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Wed Mar 30, 2011 12:58 pm

In the interests of speed ('cos if I tried to set it up it could take a while), I've asked trollf to do the modification he suggested on one of the VaPER nifs. Once I check it does as Saidenstorm said, I'll then integrate it into the other VASE nifs as necessary. As the weather nifs were displaying the worst lag, I'll probably update them straight away and release a v1.1. The falling leaf nifs also showed a delay sometimes, but not as badly, so I may wait until I get some more tree types covered before I release that update? Is there anyone using that for a mod that they're intending to release very soon? The replacement should be a simple drag and drop replacement of the resources and the actual behaviour of the systems shouldn't change any (as in you won't need to make any changes in the CS). I suppose I'll do the same with the blood drip and bubble stream resources as well just to cover my bases at some point (probably when someone makes a request for alternate/tweaked nifs).

This also explains why I never saw any delays on my VASE creatures as all of the new systems I added to creatures like the Vafurlogi I also had to animate.

Vac
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Wed Mar 30, 2011 8:18 am

The falling leaf nifs also showed a delay sometimes, but not as badly, so I may wait until I get some more tree types covered before I release that update? Is there anyone using that for a mod that they're intending to release very soon?

Vac

Arthmoor just released Open Cities Reborn 0.8 update which uses the falling leaves on a few trees. Just thought I'd point that out. Otherwise I don't think anyone else has released a mod including them yet. Probably no need to rush since only two trees in Tamriel have them currently. :laugh:

OCR change log below.
Spoiler

Open Cities Reborn v0.8 - WiP Beta

* Chorrol has been updated to its new layout, with some cool new stuff.
+ New style city walls which are shorter and made from different material.
+ Kvatch refugees will arrive in the city after the siege quest, and will convert to proper citizens upon starting Blood of the Daedra.
+ The statue in the southern courtyard is described as being a fountain and now has a water plane circle in it for the visual.
+ New crop and livestock farming in the western portion of the city. Including an apple orchard with harvestable apple trees.
+ Two Japanese Maples in the city have falling leaf effect added.
+ Mages Guild has a small garden with rare Oblivion plants growing in it. Be careful, they're just as dangerous as you'd expect.
+ Fighters Guild gets expanded territory, a couple of new practice dummies, an extra archery target, and some tame animals.

User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Wed Mar 30, 2011 6:36 am

Arthmoor just released Open Cities Reborn 0.8 update which uses the falling leaves on a few trees.
Oh, sweet! I didn't know that! Maybe I should also put a note in the readme saying I'd like to know when people release mods using them as I am quite curious. That's hardly an urgent thing though and I'm not going to be in any way upset by not knowing.

So... Have you been to Chorrol yet? How do they look? :whistling:

Vac
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Tue Mar 29, 2011 8:56 pm

Well, I'll be trying it out ASAP, darn tootin'. :foodndrink:

TIme to switch (back) (again) to Open Cities Reborn, it seems... :obliviongate:
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Wed Mar 30, 2011 10:00 am

http://www.tesnexus.com/downloads/file.php?id=35652

This appears to fix the problem with the systems taking time to start up after the cell loads. At least, I am now no longer able to replicate the delay. Thanks to Saidenstorm for detailing the cause and to trollf for giving me a solution so quickly.

This fix will be replicated across all the other nifs I've made thus far to prevent any future trouble, but as the problem was not so obvious on the other nifs, I'm not going to rush through that just now and the fix will be included in all relevant future releases.

Vac
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Wed Mar 30, 2011 1:34 am

Yes, I'm using a couple of the leaf boxes. They look great, and getting updated copies that spawn faster will be good, but there's no huge rush on those. OCR is still in beta so it'll likely get at least a couple of interim updates before Cheydinhal sees any real progress toward getting done. Unless I'm just too good for my own good and there's nothing to fix :P
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Mar 30, 2011 2:20 am

...
There's no reason the updated versions wouldn't be a simple case of a drag-and-drop replacement of the resources, with nothing needing changed in the CS. On the other hand, I really should do those other trees sometime soon. There's more autumnal trees in the CS, I just picked the six species with the biggest leaves first. Actually, right now I'm working on ALS and I should really be looking at stuff regarding nested systems. And stuff to do with Cobl and II. I have seriously too much to do/make.

Vac
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Wed Mar 30, 2011 1:23 am

Would it be within your power to make a particle effect that resembles paper(s) being blown up, around, and all over the place by wind?
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Wed Mar 30, 2011 12:46 pm

Sure. That shouldn't be too tough.
The only, but very serious, issueright now is that I have a lot of stuff to make and I'm too busy right now to do any of it. Hopefully I'll get something done again soon. I was working on expanding the falling leaves boxes to all the CS's trees and shrubs. There's rather a lot and finding/making leaf textures for them all is very, very time consuming. I'm no texturer!

Vac
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Wed Mar 30, 2011 8:53 am

Thanks Vac, I'm just glad to know its possible. :)

I guess I'll make a request on behalf of the Hammerfell project for such a particle effect. I wouldn't worry about getting to it anytime soon, though. The quest and setting in which such an effect might be used is still in the very early stages of development.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Wed Mar 30, 2011 3:47 am

I guess I'll make a request on behalf of the Hammerfell project for such a particle effect. I wouldn't worry about getting to it anytime soon, though.
Consider it on my extensive list. I'm not going to worry about it too much. If I worried about this stuff too much I would find doing it to be too stressful to be enjoyable in the time I do have to spare on it.

Vac
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Wed Mar 30, 2011 3:14 am

A quick status update:

I've finished re-making all the existing falling leaf boxes to use the system described by SaidenStorm whereby the particles start spawning immediately the effect mesh is loaded. So far it seems to be working perfectly.

I have also finished making textures for nearly all the trees and shrubs available in the vanilla game.
The following trees have been excluded:
  • trees and shrubs from Mania, Dementia and Paradise because the existing textures are appalingly low resolution and I lack the skills to make my own from absolute scratch in those wierd and wonderful colours;
  • the Forsythia shrub because it's just flowers, no leaves;
  • the Yew tree because the needles are tiny and having grown up with plenty of time spent around Yew trees, you just don't notice these needles falling unless you're deliberately pulling them off yourself, or one lands in your eye;
  • the "snow" versions of trees, I'd assume that the snow falls off the leaf when the leaf falls and so a regular "brown leaf" version should suffice;
  • the burnt tree because it has no leaves;
  • the painted trees, though I'm considering changing my mind on this.


I think those are all the ones I am missing. I hope to create the effect boxes themselves in double-quick time and then get on/back to other stuff.

Vac

Edit: Oh, I am also adding in some further reduced options for modders as well after chatting with Phitt. Basically the rates will change as follows
  • Old Heavy -> New XHeavy
  • Old Medium -> New Heavy
  • Old Light -> New Medium
  • New Light
  • New XLight

User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Wed Mar 30, 2011 4:35 am

Apologies for the triple post.

At this stage I have well over 100 effect boxes for the new falling leaves release and it's growing fairly fast. As there are simply so *many* items, it's becoming a little difficult to keep track of everything and ensure the quality remains high and error-free.

Are there any modders out there that would be willing to try out the pre-release resources and give quality feedback? The file paths shouldn't change between these versions and the final release, so effort made adding them as entries to your esp/esm and placing them in situ should not be lost.

Vac
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Tue Mar 29, 2011 8:55 pm

Oh, I would LOVE to help you test these, Vacuity. :)
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Wed Mar 30, 2011 10:59 am

That's one modder. Anyone else? There's rather a lot of effect boxes and I don't really expect any single person to be using more than one of each kind (and probably not even that), so I'd be happy if there was anyone else willing to test for me.

Vac
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Wed Mar 30, 2011 2:28 am

How thorough of a test do you need? I'd be up for a basic run though.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Wed Mar 30, 2011 2:08 am

I doubt I'd have time to test all of them but I can certainly give what few I have used a good run through to see how they're doing. That's if Chorrol doesn't kill me first. So... many.... windows....
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Tue Mar 29, 2011 11:02 pm

That's three testers and Hanaisse has already been very helpful. :icecream: I'm not sure whether I *need* extra testers at this stage, but as this essentially allows you to get hold of the resources early in exchange for a few PMs of feedback, and I am making a *lot* of boxes, other modders are still welcome to offer to help me check them all over.

Actually, I'm very happy that people are interested. :happy:

Vac
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Wed Mar 30, 2011 7:13 am

I just wanted to make a note of the http://www.tesnexus.com/downloads/file.php?id=36561 that uses your leaves, for completeness sake since I didn't see it mentioned in the thread. I've yet to try it out but it looks pretty good. Also this thread and your work in general needs more love because I think with all of the awesome aesthetic work that's been done for Oblivion, these kinds of animated effects have been sorely missing from the game, and with the aforementioned mod and Arthmoor's work implementing the weather boxes into All Natural the game is now just that much more aesthetically immersive!

While I'm at it, a suggestion: crumbling rock particles for the ceilings of ruins. I'll add more as I think of them if you're taking suggestions.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Tue Mar 29, 2011 11:07 pm

Thanks for the compliments.
While I'm at it, a suggestion: crumbling rock particles for the ceilings of ruins. I'll add more as I think of them if you're taking suggestions.
Not a bad idea at all. I'll stick it on the rather long list. I'm horribly busy at work right now, but hopefully should have free time over Chinese New Year to get some serious progress made on a few things, including VaPER.

Here's hoping!

Vac
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

PreviousNext

Return to IV - Oblivion