[RELz] Weather: All Natural, Thread 32

Post » Mon Apr 04, 2011 1:23 am

Well if you haven't seen the http://www.4shared.com/file/p7VzBpOV/Snow_shader.html, there's a http://www.youtube.com/watch?v=i1VdnkMmCrk of it in action. Except now the obvious geometry you can see in that when the snow covers things has been http://img218.imageshack.us/i/snowwithinterpolatednor.png/ somewhat, but the performance hit is kind of nasty. And it's got some http://www.gamesas.com/index.php?/topic/1164320-relwip-oblivion-graphics-extender/page__st__20__p__17124135#entry17124135. That's a pretty good introductory summary of it via links.

It kind of totally blew my mind after discussing snow accumulation not too long ago while completely under the assumption I'd only see such a thing in Skyrim. And the snow accumulation shader came right after someone else managed to get most objects/structures in the game to cast shadows (which will apparently be released eventually). It's like every time I turn around someone is implementing another feature I'd specifically wanted but assumed wouldn't be possible after doing my grand survey of tesnexus. Immersive Interiors, those weather boxes in Chorrol. Apparently I got into Oblivion at the right time!

EDIT: Bonus weather box http://i55.tinypic.com/291p0k6.jpg
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мistrєss
 
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Post » Mon Apr 04, 2011 2:03 am

I must say, that's pretty nifty. I'm assuming the accumulation was sped up for video purposes. Makes me wonder if the OBGE guys can conquer the problem of rain through the roof :P
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Elisabete Gaspar
 
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Post » Mon Apr 04, 2011 9:34 am

I guess now I'm mostly wondering if it's possible for someone to make a stand-alone mod that controls it and expands snow to more of the map in a way that is perfectly compatible with AN. I'm probably jumping the gun anyway, who knows if it will be high quality enough to be really practical. But still: Awesome.
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Julie Ann
 
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Post » Mon Apr 04, 2011 8:52 am

I must say, that's pretty nifty. I'm assuming the accumulation was sped up for video purposes. Makes me wonder if the OBGE guys can conquer the problem of rain through the roof :P


Probably. At the very least we could make rain/snow not move around with your screen.
Although as a separate shader. We couldn't replace the default rain/snow with it.
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Sammygirl500
 
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Post » Mon Apr 04, 2011 9:49 am

I must say, that's pretty nifty. I'm assuming the accumulation was sped up for video purposes. Makes me wonder if the OBGE guys can conquer the problem of rain through the roof :P


Well, they did it for Morrowind, so we can surely do it here!
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Claire Mclaughlin
 
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Post » Sun Apr 03, 2011 9:19 pm

http://i55.tinypic.com/mab9qr.jpg http://i53.tinypic.com/fm449j.jpg http://i53.tinypic.com/xf5fec.jpg http://i52.tinypic.com/2hwh4c1.jpg.
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Dean Ashcroft
 
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Post » Sun Apr 03, 2011 9:57 pm

There was a recent (in the last month) mod uploaded to Nexus that had an "under buildings with no rain type" feature. But I think it was a sub-feature, and not the main feature of the mod. anyone see that one?
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Adam
 
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Post » Sun Apr 03, 2011 8:35 pm

There was a recent (in the last month) mod uploaded to Nexus that had an "under buildings with no rain type" feature. But I think it was a sub-feature, and not the main feature of the mod. anyone see that one?

There's this, the http://www.tesnexus.com/downloads/file.php?id=22846. The only one I know of.
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Chica Cheve
 
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Post » Mon Apr 04, 2011 3:08 am

There's this, the http://www.tesnexus.com/downloads/file.php?id=22846. The only one I know of.


That one works by enabling clear weather whenever you enter the cell that the house is in... or something like that. But it basically avoids the problem, not fix it. There is still a need for a mod that adds some sort of collision detection to rain.
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BlackaneseB
 
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Post » Mon Apr 04, 2011 2:30 am

Fixing rain that way would require OBGE intervention. Rain is not a collideable object, it's a screen overlay effect.
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Jessica Thomson
 
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Post » Mon Apr 04, 2011 4:33 am

Fixing rain that way would require OBGE intervention. Rain is not a collideable object, it's a screen overlay effect.

Would it? OBSE could do it right? Like write in a redact of where the collision object is? Like don't rain in this square around the player when its under it. Make it "get" while player is exterior only. That could work or not?

Yeah, and link above was the one. I didn't try it though. I was thinking of something more doable without outside I think. With NifSE you could switch meshes and textures in a blink, right? So how about snowfall accumulation. I saw the video for OBGE but that is just too much without serious hardware. And it looked a bit fast in the vid...one could make two stages of model change. The far nifs would'nt be that hrd to generate for those of you in know? Just a thought. :)
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Dezzeh
 
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Post » Mon Apr 04, 2011 10:51 am

Would it? OBSE could do it right? Like write in a redact of where the collision object is?


You don't understand. It's not collision detectable, and it doesn't have a way to cut portions of it out of the screen. It's a post-processing effect that's added after the rest of the scene is rendered. It would need someone to come up with an alternate rain shader like how they did the snow shader.
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Michelle davies
 
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Post » Sun Apr 03, 2011 10:01 pm

Is there anyway to put some sort of box around these areas so that they can be treated like interiors? I don't think invisible walls would work...
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Cartoon
 
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Post » Mon Apr 04, 2011 12:53 am

If that were possible then once you stepped underneath something the rain would disappear entirely and it wouldn't be raining outside of the overhang. It's just an overlay on the screen, it's either on or off.
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-__^
 
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Post » Mon Apr 04, 2011 12:46 pm

Exactly. You could possibly have code of some sort sense when you're under a covering and then switch the rain weather off and substitute rain boxes in its place around the object. That's either going to require something like Reneer's Interiors, or a huge ridiculous amount of hand placed weather boxes all over the game.
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Rachel Hall
 
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Post » Mon Apr 04, 2011 1:46 am

Oh, I see. The issue is that while you can hear the sound of rain while inside, we don't have to worry about animating it outside except through the use of rain boxes. Ok, just throwing it out there...
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Alexandra Ryan
 
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Post » Mon Apr 04, 2011 11:10 am

Exactly. You could possibly have code of some sort sense when you're under a covering and then switch the rain weather off and substitute rain boxes in its place around the object. That's either going to require something like Reneer's Interiors, or a huge ridiculous amount of hand placed weather boxes all over the game.

Hey!

Couldn't you have just three or four weather boxes that "spawn" around the player and move with her/him? Or make them the length/width of the static object the player is under, if that can be somehow determined.

But I think Reneer actually did a rain mod, but I don't know if he ever finished it. It was supposed to do just that, though I'm uncertain about how he went about it.

cc
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Janine Rose
 
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Post » Mon Apr 04, 2011 9:14 am

You don't understand. It's not collision detectable, and it doesn't have a way to cut portions of it out of the screen. It's a post-processing effect that's added after the rest of the scene is rendered. It would need someone to come up with an alternate rain shader like how they did the snow shader.

Okay, lol. Don't get frustrated with me. You surely have the experience that I have not reached. You're right, I wasn't understanding...now it is clear. It was meant to get readers' grey matter to working on the solution for us.... :hubbahubba:
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~Sylvia~
 
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Post » Mon Apr 04, 2011 5:50 am

Snow accunulation? Anyone? :biggrin:
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Logan Greenwood
 
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Post » Mon Apr 04, 2011 2:31 am

or a huge ridiculous amount of hand placed weather boxes all over the game.
Am I really the only one who cracked up laughing when reading this? Or maybe I'm the only one who realised it couldn't be anything but a joke....? :rolleyes:
Or make them the length/width of the static object the player is under, if that can be somehow determined.
That's exactly what Arthmoor described... No mean feat to get it reliably right though.
But I think Reneer actually did a rain mod, but I don't know if he ever finished it. It was supposed to do just that, though I'm uncertain about how he went about it.
As I recall he placed actors above and below the player and checked for line of sight to the player or something like that, if the player couldn't be seen, they were assumed to be under cover and the rain was removed, or something like that.

Vac
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Cameron Wood
 
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Post » Mon Apr 04, 2011 9:12 am

Snow accunulation? Anyone? :biggrin:


http://www.youtube.com/watch?v=i1VdnkMmCrk. If you're interested, check out the OBGE thread, and even try the shader if you want. You'll find that while it's really impressive, there are some big issues with aliasing, snow showing up on actors, etc. It hasn't been integrated into the game in any way, though, and doesn't actually accumulate (when you enable it everything just gets covered in snow). I'm hoping the bugs can be worked out and it can be integrated into something like Enhanced Seasons, but don't hold your breath.

As I recall he placed actors above and below the player and checked for line of sight to the player or something like that, if the player couldn't be seen, they were assumed to be under cover and the rain was removed, or something like that.


So that's how that was done. That's like simultaneously insane and genius as a solution, ha.
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Jack Bryan
 
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Post » Mon Apr 04, 2011 10:46 am

@palidoo: Yeah, not gonna use OGBEv1 or 2. Too large an impact on performance. Especially the AA.

As for rain...that wasn't my question, I just added two cents. Obviously, the rain showing while actor is under something that should be blocking the rain is a moot discussion. I am good with that. I don't have my AN ini at default rain, slightly lower setting.

The idea for snow accumulation that I was entertaining is to use OBSE to change the model (model being nearly the same, with texture paths leading to "snowacc1".dds and "snowacc_n.dds", etc...using two or three different stages of snow accumulation on "snowacc1....dss" then "snowacc2...." and so on) when the getweatherid is snow...Now, this is just an idea; Body Shapes mod works on the same idea and works for using different body than NPCs. Just an idea.

The only drawback is the amount textures and normal maps that would need to be re-made. Normal maps as an option for higher res, of course. Just an idea.
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jessica sonny
 
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Post » Mon Apr 04, 2011 12:40 am

So is Skyrim's system an overlay or something else (shader? I wouldn't know...)? From the technical information that they posted, it seems that they scan the terrain with some sort of program/tool in order to detect the location of every mesh, then that sets boundaries for the rain so that it doesn't bleed through those meshes/perhaps accumulates on them.
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Mike Plumley
 
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Post » Mon Apr 04, 2011 1:23 pm

Question/Request: All Natural - Indoor Weather Filter For Mods.esp currently supports the non-COBL version of Shadowcrest Vineyard. Can support also be added for Shadowcrest_Vinyard_COBL.esp? I thought about potentially just renaming the esp but my concern is there may be other dependencies floating around that will be looking for the COBL in the filename. Thanks.
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Mandi Norton
 
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Post » Mon Apr 04, 2011 9:08 am

Question/Request: All Natural - Indoor Weather Filter For Mods.esp currently supports the non-COBL version of Shadowcrest Vineyard. Can support also be added for Shadowcrest_Vinyard_COBL.esp? I thought about potentially just renaming the esp but my concern is there may be other dependencies floating around that will be looking for the COBL in the filename. Thanks.

Rename the esp. There are no such dependencies to my knowledge. :D
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Kelly Tomlinson
 
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