I was like ok what would i experience how would my enb setup render his new results
and i almost cried after loading my savegame and took this picture
it also showed me that light mods are instantly changed after the save load and need no time change to become active which is very important to me to know for all my test sequences
only thing i would really wish for would be the possibility to save exact camera position and setups, maybe i find a way when im going deeper into papyrus and its possibilities ontop of the Engine myself
Seeing this in Motion is really awesome
Enhanced Lighting for ENB, updated 25 November-14
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 1509
- Joined: 20 Mar 2012, 08:37
Re: Enhanced Lightning for ENB, updated 06/27
_________________
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
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 06/27
Glad you like my improvements in the latest version CruNcher
The 24/48 hour wait/sleep rule is more of a guide line for ELE - Weathers, as I only change vanilla weathers it will be instant changes or at least it should be and always have been for me.
If or when you find a solution to that please let me know as I would be very interested to have that at my disposal
The 24/48 hour wait/sleep rule is more of a guide line for ELE - Weathers, as I only change vanilla weathers it will be instant changes or at least it should be and always have been for me.
If or when you find a solution to that please let me know as I would be very interested to have that at my disposal
-
Offline
- *blah-blah-blah maniac*
- Posts: 1509
- Joined: 20 Mar 2012, 08:37
Re: Enhanced Lightning for ENB, updated 06/27
Of course
_________________
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
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 06/27
--STATUS UPDATE--
I will soon be uploading all my ELE imagespace modules which covers every interior cell not perceived as an exterior.
The esp files cover Skyrim, Dawnguard, Hearthfires and Dragonborn separately.
They are not finished but in a playable state as it covers every interior but there are still things to do with them all though.
They do not have the adaptive interiors of the previous uploaded ELE - Imagespace.esp module had as I have not received
any pros or cons about it so I will neglect that feature for the time being until I receive some input on that feature yet.
Only how it behaves, not how it looks with colors and lighting!
ELE - Imagespace.esp test version can be found on Page 17.
I will soon be uploading all my ELE imagespace modules which covers every interior cell not perceived as an exterior.
The esp files cover Skyrim, Dawnguard, Hearthfires and Dragonborn separately.
They are not finished but in a playable state as it covers every interior but there are still things to do with them all though.
They do not have the adaptive interiors of the previous uploaded ELE - Imagespace.esp module had as I have not received
any pros or cons about it so I will neglect that feature for the time being until I receive some input on that feature yet.
Only how it behaves, not how it looks with colors and lighting!
ELE - Imagespace.esp test version can be found on Page 17.
-
Offline
- Posts: 3
- Joined: 17 Jun 2013, 02:27
Re: Enhanced Lightning for ENB, updated 06/27
oh yesss... thank you JawZ!!!.
about the adaptive interior, i think that feature is good!!. i can feel clearly the time(day-night) changes in interior when use that adaptive feature. the color transition quite smooth too. but it's up to you since this is your project. i keep support whatever ELE next future .
Sorry if i wrote wrong. my english not realy good
about the adaptive interior, i think that feature is good!!. i can feel clearly the time(day-night) changes in interior when use that adaptive feature. the color transition quite smooth too. but it's up to you since this is your project. i keep support whatever ELE next future .
Sorry if i wrote wrong. my english not realy good
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 06/27
I'm currently going over all interiors to make sure they go well with the vanilla Light Bulb intensities without exposing things to pure white surfaces. Which happens in a few vanilla interiors
Ok after I've uploaded the imagespace modules I will do another test version with a more proper interior ambient lighting based on the weathers.
After that is done I need to look into the best way of how to implement that feature without destroying any vanilla features. There is only one issue
that I know of now.
And actually it has Day, Night, Sunset and Sunrise time periods
So far those are the 2 methods I know of No-Script and with "find and apply weather" script.
I have also started working on imagespace modifiers which controls "night eye" effects as one example and other special lighting effects that happens at certain points in the game,
so they will go better with my ELE changes. For another example when you get attacked by a Spriggan sometimes the screen distorts the lighting to have a brighter green tint
to it for a couple of seconds those are the type of special lighting effects I will cover in my ELE - Special Lighting module. As I've said before I will cover every type of lighting in Skyrim
However I will not change the basic look of them, such as the "getting-attacked-by-a-spriggan" effect lighting will still have that green tint to it just more refined for ELE's overall lighting changes.
As long as people understand what you say it's good English in my book I'm the best English speaker or writer either.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 06/27
--UPDATE--
Here are the new Imagespace modules that is fully playable as is now.
There are a lot of features I had planned that are not in this version of the imagespace modules, but the basic look is all but done.
ELE - Imagespace module
ELE Dawnguard - Imagespace module
ELE Hearthfires - Imagespace module
ELE Dragonborn - Imagespace module
There now every interior in the Skyrim world is covered
I have cleaned all these files with TES5EDIT v3.0.29, I used the "Remove Identical to Master records" and I also went over each edit by hand to make sure there wasn't any edits that should'nt be in the file.
These files make changes to the following;
Interior cell menu changes, changed which Imagespace and Lighting Template was assigned to each interior cell.
World Space cell menu changes, changed which Imagespace and Lighting Template was assigned to each interior cell. Only World spaces that are perceived as interior cells.
Things these files add;
Entirely new Imagespaces and Lighting Templates, I did it like this so it would be easier for when ELE is out of Alpha stage and/or Beta stage this will make it easier for any user to change the looks of a specific area and knowing it does not affect some remote non related location, which is the case with the vanilla Imagespaces and Lighting Templates. They are used all over the place just as the vanilla light bulbs are.
For example;
JZWhiteRunIntIS - This Imagespace only affects Whiterun interiors and nothing else.
JZWhiteRunDunIS - This Imagespace only affects Whiterun dungeons and nothing else.
Here are the new Imagespace modules that is fully playable as is now.
There are a lot of features I had planned that are not in this version of the imagespace modules, but the basic look is all but done.
ELE - Imagespace module
ELE Dawnguard - Imagespace module
ELE Hearthfires - Imagespace module
ELE Dragonborn - Imagespace module
There now every interior in the Skyrim world is covered
I have cleaned all these files with TES5EDIT v3.0.29, I used the "Remove Identical to Master records" and I also went over each edit by hand to make sure there wasn't any edits that should'nt be in the file.
These files make changes to the following;
Interior cell menu changes, changed which Imagespace and Lighting Template was assigned to each interior cell.
World Space cell menu changes, changed which Imagespace and Lighting Template was assigned to each interior cell. Only World spaces that are perceived as interior cells.
Things these files add;
Entirely new Imagespaces and Lighting Templates, I did it like this so it would be easier for when ELE is out of Alpha stage and/or Beta stage this will make it easier for any user to change the looks of a specific area and knowing it does not affect some remote non related location, which is the case with the vanilla Imagespaces and Lighting Templates. They are used all over the place just as the vanilla light bulbs are.
For example;
JZWhiteRunIntIS - This Imagespace only affects Whiterun interiors and nothing else.
JZWhiteRunDunIS - This Imagespace only affects Whiterun dungeons and nothing else.
Last edited by --JawZ-- on 26 Jul 2013, 04:31, edited 2 times in total.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1509
- Joined: 20 Mar 2012, 08:37
Re: Enhanced Lightning for ENB, updated 07/25
really love working with your light --JawZ--
_________________
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
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 07/25
CruNcher;
I can see that
In the 2nd pic she looks like I did just a few minutes ago, when I woke from a long "power nap"
ELE Users;
Dragonborn module is almost done.
I can see that
In the 2nd pic she looks like I did just a few minutes ago, when I woke from a long "power nap"
ELE Users;
Dragonborn module is almost done.
-
Offline
- *master*
- Posts: 137
- Joined: 07 Jan 2012, 16:28
Re: Enhanced Lightning for ENB, updated 07/25
Got some problem using ELFX..
ELE Dragonborn Imagespaces: Ashfallow Citadel
ELFXEnhancer: Ashfallow Citadel
Now this is interesting.. ELFXEnhancer changes all imagespaces, even in Falskaar o.0
ELE Imagespaces: Fallskaar - Amber Mead Inn
ELFXEnhancer: Fallskaar - Amber Mead Inn
ELE Dragonborn Imagespaces: Ashfallow Citadel
ELFXEnhancer: Ashfallow Citadel
Now this is interesting.. ELFXEnhancer changes all imagespaces, even in Falskaar o.0
ELE Imagespaces: Fallskaar - Amber Mead Inn
ELFXEnhancer: Fallskaar - Amber Mead Inn
_________________
XEON E5450 @3.0ghz, 6GB Ram, Geforce GTX 660 2GB, Win7 64bit
XEON E5450 @3.0ghz, 6GB Ram, Geforce GTX 660 2GB, Win7 64bit