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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 12:08 
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*blah-blah-blah maniac*

Joined: 20 Mar 2012, 08:37
Posts: 1509
--JawZ-- wrote:
@ CruNcher

Try forcing the weather to fw 81a or fw 10e1f2. If EvoFq3o0 used Boris default ENB weather.esp you will only have the ENB weather occuring in the fw 81a weather while if he used my older ENB Weather Extended plugin the ENB Weather feature will be in all the vanilla weathers.

And there might be some changes in your skyrim ini files and also if you are running a different in game brightness setting as well.


Jawz im not 100% sure but if you force a weather and set timescale to xxx the weather automatically can change anytime away from the forced weather right, i saw this effect a lot in my tests ?
Actually i think this can happen any time in a non set timescale forced test run as well just while the tod timer is ticking.

For testing different TOD light responses for 1 given weather this is rather bad is it possible to force the weather the whole time of the TOD cycle without it suddenly changing ? (i guess its a completely random Engine event)

Is this only possible modifying the esp with creation kit and kill all the other weathers, so it can't cycle away from it ?

or can this automatic weather cycling be stopped via the commandline and 1 weather forced the entire tod cycle and loops ?

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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 12:30 
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Joined: 05 Mar 2012, 02:08
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I have not looked into having the weather transitions turned off/deactivated as I want to see the effects it has when it goes from one weather to another.

But if you only wan't one weather to occur all the time for that region you can remove the other weathers to be called for by going in the Creation Kit open up the Region window - World > Region. Choose Tamriel and locate the weathers, weathersnow/Pineforrest/Mountains etc and deactivate all but the weather you want.

For SkyrimClear - 81a go inside the WeatherPineForest and remove all but the Skyrim Clear or set the other weathers chance to 0.

That's the only thing I can think of for the moment that would make it only use 1 type of weather all the time.

the WeatherPinForest occurs around Falkreath and it's hold.


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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 12:34 
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Btw do you ever saw a game using such a weather simulation and dynamic cycling ?
i tried to remember from the past but i dont remember if i ever experienced it i find it still very engine specific feature that no other engine yet deployed but i might be wrong :) ?
Though it doesn't really suprises me seing all the EX Looking Glass guys working @ Bethesda :)
I really wonder why Bethesda never made a talk about this Feature on any Game Developer Conferences, it gives the Game so much more Atmosphere and the Game World so much more believability :)
I think currently Kojima works on something similar in Fox Engine and for MGS5

ahh http://www.3dweather.org/ cool resource if you interested, sadly it seems abondened by the author :(

_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 01 Apr 2013, 12:52, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 12:49 
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Maybe one game but I can't remeber what it was or if it truly used a weather cycling such as Skyrim.

Thanks for the link :)


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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 13:06 
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offtop

http://www.youtube.com/watch?v=tNpGyG8zN8Y

http://www.youtube.com/watch?v=AMAqTXCd1Sg

http://www.youtube.com/watch?v=lFq1LNBfRSA

http://www.youtube.com/watch?v=TxDSYURXqtQ

it's also in Far Cry 3 but hardly anybody noticed it so subtle implementation this time ;)

though back to topic (still reading through 140 pages after napping out last night ;) )

awesome :)

Image

Gionight you are a great inspiration i really thank you for that, you have reached so crazy results it's almost unbelievable, this Engine smashing so many other rasterization Engines look when combined with a great ENB pipeline it's just utterly amazing :)

i never experienced this kind of bit density before except Raytracing CGI its just amazing seeing it coming out of this Engine in i guess very reasonable render time :)

_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 01 Apr 2013, 14:07, edited 3 times in total.

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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 13:55 
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*sensei*
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Joined: 09 Feb 2013, 23:09
Posts: 377
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@saltr - Really nice shadows and lighting :)

Still tweaking to ENB Weather Extended but the settings from JawZ helped a lot. These are mostly interior shots...how I love shadows and lighting :D

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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 13:59 
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@ CruNcher

The second video of the clouds looked the best to me, a bit less jaggy transtiton then in those Videos would be nice to have in Skyrim :D

And nice wolf and ice picture by the way :)

@ symphonicjohn

As soon as I'm done with all the SkyrimClear weathers I will start working on the interior lighting as well ;) Everything that ENB sees as an interior that is. And you will soon be able to have an interior dungeon separated feature going on :D


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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 14:17 
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--JawZ-- wrote:
@ CruNcher

The second video of the clouds looked the best to me, a bit less jaggy transtiton then in those Videos would be nice to have in Skyrim :D

And nice wolf and ice picture by the way :)

@ symphonicjohn

As soon as I'm done with all the SkyrimClear weathers I will start working on the interior lighting as well ;) Everything that ENB sees as an interior that is. And you will soon be able to have an interior dungeon separated feature going on :D


Ehm JawZ Credit where credits due this isn't a result from me i get similar results but not such dense and defined as Gionight his pipeline and complete scaling,and anti aliasing setup is still much more advanced, though my goal isn't the same i would like to see my stuff rendered in his render setup for sure though same as with Opethfeldts :)
I don't tried downsampling or pp with sweetfx yet and it might be also partly Nvidias GPU Scaling Algorithm (in the Driver) is also doing wonders here though many here use that too but i hardly see this bit density as with Gionights results it feels like hes rendering in 10 bit and we others in 8 it's pure amazing watching his output results and especially imagine that maybe any rasterization Engine could output this with the right setup, Look and Feel wise it's also very different from results like Unreal Engine 4 or other Japanese Next Gen Engines :)

Though the Visual Results from Creation Engine where always much different then other Engines even without ENB it has it's very own Rendering Style, it's like it goes more in the way of Raycasting then any other engines light model :)

_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 01 Apr 2013, 14:40, edited 7 times in total.

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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 14:25 
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*sensei*
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Joined: 09 Feb 2013, 23:09
Posts: 377
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@--JawZ-- Sounds cool 8-) Looking forward to it


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 Post subject: Re: TES Skyrim
PostPosted: 01 Apr 2013, 15:02 
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*sensei*

Joined: 15 Dec 2012, 19:45
Posts: 349
Very happy with how my lighting is turning out, I feel like I am making some really good progress now :)


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