To be honest, not that i needed that kind of tutorial cause i use the same thing in the mod i`m working on... But i became interested in what you have posted when i collided with it. So i read the tutorial you did.
And here is the thing, that you can improve (IMHO of course). There are pics from my world and seamless interiors, that i did. http://imgur.com/a/QKExo. So my point is (speaking about dealing with sky in open dungeon) that your ceiling statics above the roof are not so good. Because it may interfere with the rest of the dungeon. And it doesn`t fully protect you from the sky lightning to be honest (cause of the way the engine provides the lightning ). So what I did in my WorldSpace was the usage of ImageSpaceModifiers (i call them ISM later on).
You create a trigger around your dungeon and put the script on it, that applies the ISM you wish in cross fade when player enters the volume of that trigger and Removes it CrossFade when you leave the trigger (thus it happens fluently because of .ApplyCrossFade(), .RemoveCrossFade() and not sudden ). ISM can DISABLE the sky lightning which is good for closed or underground areas. And what is more important, ISM can adjust cinematic parameters such as brightness, contrast, ambient color and so on.... SO i think, they are definetely worth to be used.
Speaking about particles, you don`t have to create a special wheater around your dungeon or use only sunny wheather in the WorldSpace. Why would you limit yourself ?! You can use those triggers to remove drops, snow and ect. from camera when you enter the trigger!
------ That being said, I really like the idea to build open dungeons and houses but here are the things that use can use to increase your atmosphere experience in your mods. Good luck and thank you for the tutorial.
QUOTE "not that i needed that kind of tutorial cause i use the same thing in the mod i`m working on"
I didn't think that somebody was doing my same thing! You did good to report that to me, because now I know you won't have to credit me (also, you are using a different method...so, there's nothing to credit )!
QUOTE "So my point is (speaking about dealing with sky in open dungeon) that your ceiling statics above the roof are not so good. Because it may interfere with the rest of the dungeon. And it doesn`t fully protect you from the sky lightning to be honest (cause of the way the engine provides the lightning )."
I did a lot of testing and, as I can see, I never had lighting problems with my special ceilings. Also, my ceilings never interfere with the dungeons, because my dungeons develop in the depths. I might also build a dungeon that develops over the terrain level, but, as I already wrote, I should only add protective walls and the result would be perfect!
QUOTE "So what I did in my WorldSpace was the usage of ImageSpaceModifiers (i call them ISM later on)."
Since I'm not experiencing any issue with my method, I will continue to proceed in my way. But I'm sure your method is valid too! Thank you for sharing it!
QUOTE "Speaking about particles, you don`t have to create a special wheater around your dungeon or use only sunny wheather in the WorldSpace. Why would you limit yourself ?! You can use those triggers to remove drops, snow and ect. from camera when you enter the trigger!"
As I wrote in my tutorial, you don't necessary need to script or to create special sunny weathers: you might also create a region that includes your dungeon area. Honestly, I never created a region, but they told me they are one of the best solutions when you must deal with weather. There are a lot of ways to deal with weathers! Some of them are unrealistic, some of them are difficult/easy, some of them are fast/slow to apply etc. etc.
QUOTE "Good luck and thank you for the tutorial."
Good luck with your project and thanks to you for sharing an alternative method! Why don't you upload a tutorial that talks about your method?! It would be interesting... I know we are trying to create something that almost nobody did before the last months. We must do a lot of tests and, once they are finished, we must upload our WIPs. We can't know which is the best method...my way to proceed might have some advantages, yours too! Maybe, in the future, other modders will use a mixture of our tactics. Thanks again!
Probably a dumb question because I'm sure you already thought of this and made sure the answer is no.. but, if it rains does the rain come through the ceiling of the dungeon?
At the moment, there are no uploaded mods that use this tecnique. However, " House of the Redguard II " contains a lot of images featuring open dungeons. All of the tutorial's images come from this WIP.
So... if I understand this right, this is like Open Cities for dungeons? And all the vanilla dungeons are completed already?
Never mind, it is early... this is a tutorial and how to make dungeons be like an Open Dungeon, but doesn't actually do anything to current dungeons out there.
11 comments
And here is the thing, that you can improve (IMHO of course). There are pics from my world and seamless interiors, that i did. http://imgur.com/a/QKExo.
So my point is (speaking about dealing with sky in open dungeon) that your ceiling statics above the roof are not so good. Because it may interfere with the rest of the dungeon. And it doesn`t fully protect you from the sky lightning to be honest (cause of the way the engine provides the lightning ). So what I did in my WorldSpace was the usage of ImageSpaceModifiers (i call them ISM later on).
You create a trigger around your dungeon and put the script on it, that applies the ISM you wish in cross fade when player enters the volume of that trigger and Removes it CrossFade when you leave the trigger (thus it happens fluently because of .ApplyCrossFade(), .RemoveCrossFade() and not sudden ). ISM can DISABLE the sky lightning which is good for closed or underground areas. And what is more important, ISM can adjust cinematic parameters such as brightness, contrast, ambient color and so on.... SO i think, they are definetely worth to be used.
Speaking about particles, you don`t have to create a special wheater around your dungeon or use only sunny wheather in the WorldSpace. Why would you limit yourself ?! You can use those triggers to remove drops, snow and ect. from camera when you enter the trigger!
------
That being said, I really like the idea to build open dungeons and houses but here are the things that use can use to increase your atmosphere experience in your mods. Good luck and thank you for the tutorial.
QUOTE
"not that i needed that kind of tutorial cause i use the same thing in the mod i`m working on"
I didn't think that somebody was doing my same thing! You did good to report that to me, because now I know you won't have to credit me (also, you are using a different method...so, there's nothing to credit )!
QUOTE
"So my point is (speaking about dealing with sky in open dungeon) that your ceiling statics above the roof are not so good. Because it may interfere with the rest of the dungeon. And it doesn`t fully protect you from the sky lightning to be honest (cause of the way the engine provides the lightning )."
I did a lot of testing and, as I can see, I never had lighting problems with my special ceilings.
Also, my ceilings never interfere with the dungeons, because my dungeons develop in the depths. I might also build a dungeon that develops over the terrain level, but, as I already wrote, I should only add protective walls and the result would be perfect!
QUOTE
"So what I did in my WorldSpace was the usage of ImageSpaceModifiers (i call them ISM later on)."
Since I'm not experiencing any issue with my method, I will continue to proceed in my way.
But I'm sure your method is valid too! Thank you for sharing it!
QUOTE
"Speaking about particles, you don`t have to create a special wheater around your dungeon or use only sunny wheather in the WorldSpace. Why would you limit yourself ?! You can use those triggers to remove drops, snow and ect. from camera when you enter the trigger!"
As I wrote in my tutorial, you don't necessary need to script or to create special sunny weathers: you might also create a region that includes your dungeon area. Honestly, I never created a region, but they told me they are one of the best solutions when you must deal with weather.
There are a lot of ways to deal with weathers! Some of them are unrealistic, some of them are difficult/easy, some of them are fast/slow to apply etc. etc.
QUOTE
"Good luck and thank you for the tutorial."
Good luck with your project and thanks to you for sharing an alternative method!
Why don't you upload a tutorial that talks about your method?! It would be interesting...
I know we are trying to create something that almost nobody did before the last months. We must do a lot of tests and, once they are finished, we must upload our WIPs. We can't know which is the best method...my way to proceed might have some advantages, yours too! Maybe, in the future, other modders will use a mixture of our tactics. Thanks again!
So rain does not come through if you do it correctly, no .
If people likes the tutorial, I'm sure more endorsements will come
However, " House of the Redguard II " contains a lot of images featuring open dungeons. All of the tutorial's images come from this WIP.
Never mind, it is early... this is a tutorial and how to make dungeons be like an Open Dungeon, but doesn't actually do anything to current dungeons out there.