[WIP] ZILO

Post » Tue Sep 15, 2009 2:14 am

Wow! Looking awesome. I'd say I can't wait, but if it helps you create more like that, I'll tough it out here. :)
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clelia vega
 
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Post » Mon Sep 14, 2009 5:06 pm

Just wanted you to know that this is one of my most awaited WIP mods... :drool:
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Jonathan Braz
 
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Post » Tue Sep 15, 2009 12:19 am

And now mine too, wow! 0.o
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james kite
 
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Post » Mon Sep 14, 2009 6:15 pm

Thanks again for the compliments fellas. Helps to keep going.

I forgot to mention I updated the OP earlier. Anyone see anything I should mention in it that I might have left out?

@wrinklyninja: I'm dying to try out All Natural myself. I need to redo a few mods in OBMM, but that'll have to wait till I'm done with this i guess.
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Colton Idonthavealastna
 
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Post » Tue Sep 15, 2009 3:29 am

Definitely coming along nicely. Looking forward to an eventual beta to poke around with :)
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Alada Vaginah
 
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Post » Mon Sep 14, 2009 10:24 pm

http://s216.photobucket.com/albums/cc105/zinnikeys/?action=view¤t=Annoying.jpg"%20target="_blank"><img%20src=http://forums.bethsoft.com/index.php?/topic/879480-wip-zilo/"http://i216.photobucket.com/albums/cc105/zinnikeys/Annoying.jpg"%20border="0"%20alt="Photobucket"></a> is starting to annoy the crap out of me.
There's seven of them alone in that picture, plus another 10 or so more in a different room in Varondo's second floor. Plus the dozen on the first floor, etc etc.

It's really irritating me, because they make good spots to put lights, like the torches I placed in Vilverin's first floor. However, it's pretty much a guarantee that the player will pick up the stones. This will leave the light behind with no source and that defeats the purpose of this mod. :banghead: Only thing I can think of to do is add light to the stone's .nif itself. Which I don't want to do, but at the same time it makes sense to me that the stones would naturally emit light.
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Tyrel
 
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Post » Tue Sep 15, 2009 7:35 am

http://s216.photobucket.com/albums/cc105/zinnikeys/?action=view¤t=Annoying.jpg"%20target="_blank"><img%20src=http://forums.bethsoft.com/index.php?/topic/879480-wip-zilo/"http://i216.photobucket.com/albums/cc105/zinnikeys/Annoying.jpg"%20border="0"%20alt="Photobucket"></a> is starting to annoy the crap out of me.
There's seven of them alone in that picture, plus another 10 or so more in a different room in Varondo's second floor. Plus the dozen on the first floor, etc etc.

It's really irritating me, because they make good spots to put lights, like the torches I placed in Vilverin's first floor. However, it's pretty much a guarantee that the player will pick up the stones. This will leave the light behind with no source and that defeats the purpose of this mod. :banghead: Only thing I can think of to do is add light to the stone's .nif itself. Which I don't want to do, but at the same time it makes sense to me that the stones would naturally emit light.


I hear Real Lights makings stones emit light, but the mechanism is crude and annoying.
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Michelle davies
 
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Post » Tue Sep 15, 2009 1:23 am

Trust me, I feel your pain on the Welkynd and Varla stones. Real Lights turned them into light sources and then went around substituting them for the real stones. The problem is, in order to handle it, it used PlaceAtMe in an OnLoad block which was just plain BAD. I've come to the same conclusion that we'll be needing to turn the mesh itself into a light source but I have no idea how to go about that. And anything done to the stones' master record is likely to get undone by any number of other mods so adding some kind of script to them doesn't seem viable either.
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James Baldwin
 
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Post » Tue Sep 15, 2009 8:25 am

Maybe if it was imported into the bashed patch or something. I dont know what I'm talking about.
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Chavala
 
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Post » Mon Sep 14, 2009 11:01 pm

Trust me, I feel your pain on the Welkynd and Varla stones. Real Lights turned them into light sources and then went around substituting them for the real stones. The problem is, in order to handle it, it used PlaceAtMe in an OnLoad block which was just plain BAD. I've come to the same conclusion that we'll be needing to turn the mesh itself into a light source but I have no idea how to go about that. And anything done to the stones' master record is likely to get undone by any number of other mods so adding some kind of script to them doesn't seem viable either.
Yea. Unfortunately, I'll just have to get over it and move on I guess. While I could add a light to the .nif, it wouldn't matter. Nice thing is, as long as I have a light somewhere near them, they look like they give off light. I just can't add a light to a pedestal while one is sitting on it as mentioned above. But hey, they look pretty till you pick them up ;)

Maybe if it was imported into the bashed patch or something. I dont know what I'm talking about.
HAHA. Thanks for the laugh! Seems bashed patches are the answer for everything nowadays.

update comin up...
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cosmo valerga
 
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Post » Tue Sep 15, 2009 1:50 am

HAHA. Thanks for the laugh!


:sadvaultboy:
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helen buchan
 
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Post » Tue Sep 15, 2009 3:49 am

Yea. Unfortunately, I'll just have to get over it and move on I guess. While I could add a light to the .nif, it wouldn't matter. Nice thing is, as long as I have a light somewhere near them, they look like they give off light. I just can't add a light to a pedestal while one is sitting on it as mentioned above. But hey, they look pretty till you pick them up ;)


How would you go about adding a light to the mesh? And why wouldn't it matter?
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Jinx Sykes
 
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Post » Tue Sep 15, 2009 12:19 am

Ello again,

Well, I've been working my butt off on ZILO last few days. Hopefully the new gallery does my time justice!

I made two new light sources in the last couple days. The first is a http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/Varondo_3f.jpg version of the street lamp. You'll see a lot of these in Varondo. Given it's full of conjurers, I felt they needed something a bit better to light their way than what a common bandit would drag down there. The second is what I'm calling a http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/ZILO_BottleTorch.jpg for a lack of a better of name. Seems somewhat "magical" to me. That's what it looks like if light was directly on it. But they look like http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/Varondo/Varondo_2l.jpg when it's just the flame from it's top.
Was thinking of doing different colored bottles for different magic schools. That way you'd see something else in a conjurer's area than a necromancer's.

Next two screens are my character running. I thought someone might want to see what ZILO looks like on something other than stone and dirt.
Character shots http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/CharacterShot1.jpg and http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/CharacterShot2.jpg
I'll get a shot or two in the Ayleid lights later if anyone wants.

And last but definitely not least, I give you http://s216.photobucket.com/albums/cc105/zinnikeys/ZILO/Varondo/?albumview=grid.
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marina
 
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Post » Mon Sep 14, 2009 6:58 pm

Nice work, I don't think I would have the patience to do this at all.
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Rude Gurl
 
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Post » Mon Sep 14, 2009 11:43 pm

:sadvaultboy:
I wasn't trying to be mean ;)


How would you go about adding a light to the mesh? And why wouldn't it matter?
It's just like a candle that already has a light attached to it. It wouldn't matter, because I can't set the color and radius without making it a light in the CS.
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Rex Help
 
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Post » Tue Sep 15, 2009 1:35 am

The second is what I'm calling a http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/ZILO_BottleTorch.jpg for a lack of a better of name. Seems somewhat "magical" to me. That's what it looks like if light was directly on it. But they look like http://i216.photobucket.com/albums/cc105/zinnikeys/ZILO/Varondo/Varondo_2l.jpg when it's just the flame from it's top.
Was thinking of doing different colored bottles for different magic schools. That way you'd see something else in a conjurer's area than a necromancer's.


:clap: Beautiful! I hope you go with the first alternative. Would love to see these in mage-owned areas. Very atmospheric.

And last but definitely not least, I give you http://s216.photobucket.com/albums/cc105/zinnikeys/ZILO/Varondo/?albumview=grid.


:bowdown:
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Lou
 
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Post » Mon Sep 14, 2009 7:52 pm

It's just like a candle that already has a light attached to it. It wouldn't matter, because I can't set the color and radius without making it a light in the CS.


That's what I was afraid of. I've done light node attachments before but all 4 times I was making lights out of them in the CS. I was hoping maybe you had some other way to get the mesh to light up without having to do that. I've tried tinkering with the emmisive color but that only works properly with an actual light source nearby to reflect back from.
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jasminε
 
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Post » Tue Sep 15, 2009 2:52 am

How do dropped lit torches be light sources?
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Dalton Greynolds
 
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Post » Tue Sep 15, 2009 1:15 am

I think they're equipable lights or something, I can't remember precisely.

I sent Zinni a solution for Welkynd/Varla stones that should hopefully be OK though, so I'm just crossing my fingers that it is.
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Ebou Suso
 
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Post » Mon Sep 14, 2009 6:39 pm

This probably isn't the real aim of the mod, but since you are making lights dependent on whats going on outside, don't you think it would be awesome to add dripping animations coming from the holes in the dungeons when its raining?
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Dylan Markese
 
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Post » Mon Sep 14, 2009 7:04 pm

Just curious... since All Natural includes Real Lights, this replaces Real Lights, and I see All Natural authors in this thread: will this be included in AN when the time comes?
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(G-yen)
 
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Post » Tue Sep 15, 2009 6:06 am

Tejon, that seems unlikely at this point. The Real Lights module for AN is not going to be replaced. You're seeing us pop in here from time to time because a mass lighting overhaul is interesting, even to us :)
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Bones47
 
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Post » Tue Sep 15, 2009 6:26 am

I'm still excited for this. I hope the author hasn't given up.
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Laura Hicks
 
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Post » Mon Sep 14, 2009 11:43 pm

So, I'm back.. again ;)
And once again, I'm sorry for the absence, especially since I have nothing new to tease ya with. :(

I'm not too sure how to put all this, especially on a game forum, so I think I'll just keep it brief given the personal nature...
About two months ago, I think the day after wrinklyninja sent me his varla stone file, I had to submit a missing persons report for my fiancee. Though we found her 4 days later, with not a damn bit of thanks to my city's police department, she had to be hospitalized, and has been in the hospital till mid last week. Between trying to take care of her and holding down the fort here alone with our daughter my time has all but been consumed. And on top of all that, I had to reformat my hard drive and get everything up and running again. Fortunately, I have all my Oblivion mods and projects saved to an external hard drive.
Unfortunately, the 3 or 4 dungeons I had finished after my Varondo post and Life beating me with an Orcish Warhammer, were lost.

With that said, I truly hope that none of you will ever have to go through the torment I've just been through.
But, now that the waters have calmed, I'll have a new gallery or two up in the next few days.

Zinni

I sent Zinni a solution for Welkynd/Varla stones that should hopefully be OK though, so I'm just crossing my fingers that it is.
I never got a chance to open that given what happened, but I'm eager to take a look at it tonight :D


This probably isn't the real aim of the mod, but since you are making lights dependent on whats going on outside, don't you think it would be awesome to add dripping animations coming from the holes in the dungeons when its raining?
I can still add drip animations to dungeons, but I don't have any idea on how to script it to know when it's raining outside. The outside light sources are only changing to reflect the time of day right now. Ismelda was kind enough to toss me a written script for that. I just had to adjust the numbers to my needs. If Arthmoor, wrinklyninja or someone has a script for what you're suggesting, I'd certainly use it.
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Harry-James Payne
 
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Post » Mon Sep 14, 2009 9:53 pm

Catchy name. And easy to find with the search engine. :P
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Far'ed K.G.h.m
 
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