WIPz more realistic environment, video included

Post » Tue Mar 15, 2011 4:22 am

Thanks for the advice, matilija :)

I haven't had much free time lately, but I think you can expect steady progress on this mod from now on :) I'll try to get a proper update on my progress up tonight, else it'll be tomorrow - I still have my doubts on some bits and pieces.

But now, I've got homework :wave:
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Alexis Acevedo
 
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Post » Tue Mar 15, 2011 2:25 am

I haven't seen Zich on IM yet, it's still "add request pending", so I have no idea if he's going to show up or not. :(

Keep on truckin' then AquaNord, it's a brilliant mod idea, so I'd love to see it done. :)
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Robert Bindley
 
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Post » Tue Mar 15, 2011 3:02 am

Well, I do see him online at MSN regularly, so I guess I'll just keep on working on this and try to contact zich from time to time, if he doesn't want me to continue work on his mod, well at least I've got some modding experience :)

By the way, you might want to know - the mod in it's current state isn't as "atmospheric" as in the video. That is, weather effects/lightning, yes; but the toggleable fireplace and darker overall atmosphere is not implemented. It COULD be done, however I think it would take a hella more time - maybe in part two of this mod ;)

That said, the mod is still worth the effort for weather effects alone, don't worry. Sometime in the near future I might make a video to show what it looks like now.
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Brian LeHury
 
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Post » Mon Mar 14, 2011 1:02 pm

UNOFFICIAL UPDATE #1

With still no reply from Zich, here's an update from my part. In this update I'll try to summarize what has been, and what needs to be done.

Done:
*Seyda Neen (Primary layout, maybe some fine-tuning needed)
*Dagon Fel (same)

WIP:
*Pelagiad
*Scripts (still need to find out how exactly they work - and if there's room for improvement)
*Nordic window meshes (they're now open)
*Stuff... you know, stuff. Small things. Can't talk now :whisper: (seriously, can't think of what they are right now)

TODO:
*Other major and minor cities
*Specific ruins
*Misc sites
*Tamriel Rebuilt expansion (eventually)

I must be forgetting loads of things, I haven't much time at the moment.

Now, a question for you folks, this mod features a form of illuminated windows, however there are mods with a similar purpose, namely Illuminated Windows and Max aka ~NOBODY~ (or something)'s Windows Glow. Now I think that for the purpose of this mod (and future features), it would be best to keep it's own window lights, but what would you folks think? And right now it takes one to two actual lights per window in game, but I'm not sure whether it's the best way? Again, opinions?

To finish this post properly, some screenshots (CS):

http://i28.tinypic.com/i4ej3b.jpg Dagon Fel Exterior
http://i26.tinypic.com/20kr4a1.jpg Dagon Fel Exterior
http://i29.tinypic.com/i1ctbp.jpg Dagon Fel Interior, blueish glow is lightning

What else you wanna know?
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Anthony Santillan
 
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Post » Tue Mar 15, 2011 1:33 am

Not sure if this answers your question (probably not) but a bit of info:

Modman's Window Lights begat Dark Angel's Illuminated Windows (i.e. Dark Angel's is a modified version of Modman's)

Max aka ~NOBODY~'s Window's Glow does a similar thing but is a different lineage :)

I run both Dark Angel's and Max's. But that's just me. IIRC, the Window Lights family adds lights to the game world, Window's Glow alters house meshes etc. to emit light. It sounds like this mod is replacing what Window Lights (etc.) do but not Windows' Glow.
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Inol Wakhid
 
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Post » Mon Mar 14, 2011 2:06 pm

Thanks alot Aquanord, you is a Hero!
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Big Homie
 
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Post » Mon Mar 14, 2011 7:47 pm

Thanks for the info, Dragon32. That description is just what I needed to mae a clear image in my head.

Sadly, the only days I can really work on this are wednesdays and the weekends, otherwise I only have some time in the evenings - and then I've got homework to do. Damn education! Anyways, I'm not promising anything, but I might be able to squeeze out a betarelz by sunday, containing most nordic and imperial style cities. Mostly depends on how much time I've got - my study's killing me :P
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Jeff Turner
 
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Post » Tue Mar 15, 2011 1:27 am

This is great news! Keep it up!
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Alexis Acevedo
 
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Post » Mon Mar 14, 2011 10:14 pm

I've seen myself playing games and/or being a video character myself in my dreams; but I've never seen myself betatesting a mod. Yeah, I was testing this mod in my dream last night. How weird.
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dean Cutler
 
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Post » Tue Mar 15, 2011 2:16 am

I've seen myself playing games and/or being a video character myself in my dreams; but I've never seen myself betatesting a mod. Yeah, I was testing this mod in my dream last night. How weird.


I laughed. :lol:

Sadly no progress since the last update, I simply haven't had the time - university is a whole lot tougher than I expected. So I've decided not to make any more promises about this mod, except for these: there [will] be a release, and I will try to make some progress before the end of this weekend (should have more time now). I just can't keep promises, timewise.

I still haven't heard anything from zich by the way; I guess he doesn't care too much about this mod, anymore.
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Andrew
 
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Post » Tue Mar 15, 2011 4:42 am

Having much luck with this?
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Chloe Botham
 
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Post » Tue Mar 15, 2011 5:02 am

I'm gonna have to apologize, but no. I've been waaaaay busy lately, I really haven't had the time. But, also since I would like some feedback on whether I'm doing stuff right, I really, really, 200% double-promise I'll upload something playable this weekend. It won't be complete, but at least it's something :)

(And yeah, I know I said no more promises, but whatever. And no more time-related excuses :P)
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Hussnein Amin
 
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Post » Mon Mar 14, 2011 6:23 pm

I thought one of the main things in this mod was not to make another lighting mod in the sense of adding lights here and there but to change so that you can basically disable any light/enable it? and make proper atmospheric adjustments to that?
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Kahli St Dennis
 
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Post » Mon Mar 14, 2011 12:54 pm

I thought one of the main things in this mod was not to make another lighting mod in the sense of adding lights here and there but to change so that you can basically disable any light/enable it? and make proper atmospheric adjustments to that?


The video does indeed suggest that, however if I remember correctly, zich dropped that 'cause it would be a lot of work or something. What the mod does do, is add window lighting (I know it's been done before), and interior weather effects: rain, storm, lightning et cetera. However I've been toying around a bit in NIFskope, and I think I can manage to actually put toggleable lights in the mod :)

Oh, and I'm finally keeping a promise: PLAYABLE STUFF!

http://www.targetis.eu/Morrowind/Atmosphere%20Mod/AqN_Interior%20weather%20effects.zip (right click, save as)

This file contains: complete interior weather effects for Seyda Neen, Dagon Fel and Pelagiad, complete exterior lighting for Seyda Neen, and (very) partial exterior lighting for Pelagiad.

Please post any feedback in this topic or send me a pm, it would be greatly appreciated. I want to know whether I'm doing this totally wrong ;) Remember: ONLY meant for testing
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Jade Barnes-Mackey
 
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Post » Mon Mar 14, 2011 8:26 pm

ummm, when I went to it, I just saw an incomprehensible language fill up the screen. It is in a really odd font, and there is no download.
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brenden casey
 
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Post » Mon Mar 14, 2011 11:45 pm

ummm, when I went to it, I just saw an incomprehensible language fill up the screen. It is in a really odd font, and there is no download.
That'll be your browser trying (and failing) to parse a 7zip archive file. Instead of just clicking on the link right click and choose Save As... and browse to somewhere to store the file.
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naana
 
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Post » Mon Mar 14, 2011 2:01 pm

You've tried right-click=>save as? or wait, I'll re-upload it...

Edit: Done, it's a zip file now instead of 7z. A little bigger, but at least it downloads normally (my firefox didn't like the 7z-link either)

Again, this file is meant for testing, but I think development will go a tad faster from now on - I've got one more busy week, then I've got more free time. So a final Relz... it's coming closer
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LuCY sCoTT
 
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Post » Tue Mar 15, 2011 12:02 am

You've tried right-click=>save as? or wait, I'll re-upload it...
No need, I grabbed it without issues.
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Stacey Mason
 
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Post » Tue Mar 15, 2011 4:18 am

Any progress?
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kevin ball
 
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Post » Tue Mar 15, 2011 2:17 am

It has become apparent that the universe does not want something this awesome to be completed, and so strikes down each modder who takes up the task. It was so beautiful...
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Cameron Garrod
 
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Post » Tue Mar 15, 2011 1:47 am

It has become apparent that the universe does not want something this awesome to be completed, and so strikes down each modder who takes up the task. It was so beautiful...

Is it really that hard to believe that the modder just got tired of Morrowind for a while and/or wanted a break? Part of the nice thing about modding being a hobby is that you don't need to stick to a schedule.
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Tiff Clark
 
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Post » Tue Mar 15, 2011 2:18 am

Yes, no updates for a month and suddenly people give up hope. *chuckle* I start to worry after three or four months these days.
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Amy Gibson
 
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Post » Mon Mar 14, 2011 6:59 pm

Can anyone re-upload? Link is down. Also a bump so this wonder isn't forgotten/deleted.
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Max Van Morrison
 
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Post » Mon Mar 14, 2011 7:57 pm

...the toggleable fireplace and darker overall atmosphere is not implemented. It COULD be done, however I think it would take a hella more time...

Just wanted to say that the toggle able fireplace would be an easy thing to do just get a script for it and implement it on one normal fireplace and hit save and every fireplace in the game would be like that. ;)
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Chris Ellis
 
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Post » Mon Mar 14, 2011 8:22 pm

That's simply amazing. Adds to much to the game!
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Kelsey Anna Farley
 
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