random007 What I'm thinking happened is that Bethesda made a confusing system by defining "horizon" as the sky layer *above* what the actual horizon in game is (Cloud Layer 28, what we call the background clearing) and this led us to think there were issues with the sky when trying to alter the horizon color and when a weather mod uses a bright Layer 28 color leading to weird behavior under certain ENB conditions. So what we see in game vs what the game calls it in the CK:
Sky-Lower is actually Sky-'Middle'
Horizon is actually Sky-Lower
https://i.imgur.com/1E4zR8j.jpg
And Cloud Layer 28 is actually Horizon, but has the option of having a texture attached to it (it might be part of the Clouds mesh and not Sky).
https://i.imgur.com/aDjhgDC.jpg
TES Skyrim SE 0.372
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Re: TES Skyrim SE 0.372
Interesting. Thanks.Dante_Draven wrote:random007 What I'm thinking happened is that Bethesda made a confusing system by defining "horizon" as the sky layer *above* what the actual horizon in game is (Cloud Layer 28, what we call the background clearing) and this led us to think there were issues with the sky when trying to alter the horizon color and when a weather mod uses a bright Layer 28 color leading to weird behavior under certain ENB conditions. So what we see in game vs what the game calls it in the CK:
Sky-Lower is actually Sky-'Middle'
Horizon is actually Sky-Lower
https://i.imgur.com/1E4zR8j.jpg
And Cloud Layer 28 is actually Horizon, but has the option of having a texture attached to it (it might be part of the Clouds mesh and not Sky).
https://i.imgur.com/aDjhgDC.jpg
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Re: TES Skyrim SE 0.372
Sorry if this has already been requested, but is it possible to add the mist feature from legacy Skyrim? It was one of my favorite effects that really helped round out some of the roughness of the game, including the sky horizon like others have mentioned. Thanks for all the work you have done already on the special edition though!
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Re: TES Skyrim SE 0.372
It is too much difficult to make without bugs for transparent objects (hairs, particles, etc). In old skyrim i did special code to draw transparent objects to extra depth, but this is so complicated in new engine...
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Re: TES Skyrim SE 0.372
(This is a general question for anyone who knows)
Is Complex Fire Lights supposed to work on all fires? Braziers, fireplaces, campfires, and so on all behave just like the base game. Torches and magic flames are fine, and Complex Particle Lights works perfectly on candles and such.
I tested without any mods enabled to ensure it wasn't mesh replacers, but had the same issue. Is there something that needs to be added to the fire meshes to make them work with the Complex Fire Lights effect? Or is that only intended for specific fire effects?
Thank you!
Is Complex Fire Lights supposed to work on all fires? Braziers, fireplaces, campfires, and so on all behave just like the base game. Torches and magic flames are fine, and Complex Particle Lights works perfectly on candles and such.
I tested without any mods enabled to ensure it wasn't mesh replacers, but had the same issue. Is there something that needs to be added to the fire meshes to make them work with the Complex Fire Lights effect? Or is that only intended for specific fire effects?
Thank you!
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Re: TES Skyrim SE 0.372
Complex Fire Lighting is not adding the type of screen space lighting that you expect, quite simply because for the most part those objects you mentioned already have a light source attached to them by the game and it's impossible to detect the ones having a light source. Look carefully, and you will notice that with Complex Fire Lighting the fire sources do create a kind of rim lighting effect when viewed from a perpendicular angle with your character standing in front of the fire.
That said, in case you want to have any specific object(s) to cast more light, you can enable complex particle lighting by either editing the shaders or adding a particle system, either by an add-on node or manually configuring (copy the appropriate nodes from another object, for example).
That said, in case you want to have any specific object(s) to cast more light, you can enable complex particle lighting by either editing the shaders or adding a particle system, either by an add-on node or manually configuring (copy the appropriate nodes from another object, for example).
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Re: TES Skyrim SE 0.372
viewtopic.php?f=7&t=6206 < here I've explained the required setting for particles to be recognized as particle lights or as fire lights.
Also quote from my mod's description:
...the light coverage area strongly depends on the size of the emitted particles. In practice this means that MOST particle systems in the game emit either NO light at all or so little light that it is basically not visible. Some fx meshes emit just a little light, and a few emit too much light, and there are some which emit a lot of light but the visual effect doesn't call for it at all. Very few vanilla fx meshes emit ENB light which matches the actual visual effect...
This is what happens with vanilla fires without my mod. The primary reason is that the fire particles are mostly just too small to emit a substantial amount of light. "But candles have tiny flames and still emit light" - because there's a fairly large glow particle in the candle flame which has the right settings to emit particle light. I actually had to reduce it to fix performance problems when you have many candles on the screen.
ALSO there are fire fx in the game done without particles, so they will not emit any light no matter what. For example brazier fires, or the fire cloak spell.
Also quote from my mod's description:
...the light coverage area strongly depends on the size of the emitted particles. In practice this means that MOST particle systems in the game emit either NO light at all or so little light that it is basically not visible. Some fx meshes emit just a little light, and a few emit too much light, and there are some which emit a lot of light but the visual effect doesn't call for it at all. Very few vanilla fx meshes emit ENB light which matches the actual visual effect...
This is what happens with vanilla fires without my mod. The primary reason is that the fire particles are mostly just too small to emit a substantial amount of light. "But candles have tiny flames and still emit light" - because there's a fairly large glow particle in the candle flame which has the right settings to emit particle light. I actually had to reduce it to fix performance problems when you have many candles on the screen.
ALSO there are fire fx in the game done without particles, so they will not emit any light no matter what. For example brazier fires, or the fire cloak spell.
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Re: TES Skyrim SE 0.372
@4109/Mindflux
Roger that, makes perfect sense. Thank you!
Roger that, makes perfect sense. Thank you!
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Re: TES Skyrim SE 0.372
Version updated, download again
Added complex fire light to one particle type of tourch in first person mode. I can't add another one (fire of tourch have two), because it is wrong by space and lit up everything on hundred meters away, also it share same shader with other particles which must not be emitters of light. Guess this is all i can do about first person mode issue.
Added complex fire light to one particle type of tourch in first person mode. I can't add another one (fire of tourch have two), because it is wrong by space and lit up everything on hundred meters away, also it share same shader with other particles which must not be emitters of light. Guess this is all i can do about first person mode issue.
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Re: TES Skyrim SE 0.372
The torch light has a fire particle system and a glow particle system, which one did you add light to? By your description I'd assume it's the fire particles.
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