Circuitous wrote: »Building interiors are actually underground. That's why you still get audio.
You can pretty easily confirm this by getting a quest with a marker pointing to an interior object. It'll always say "(Below)" even if you're right at the door.
Circuitous wrote: »Building interiors are actually underground. That's why you still get audio.
You can pretty easily confirm this by getting a quest with a marker pointing to an interior object. It'll always say "(Below)" even if you're right at the door.
That explains a lot. That also makes the idea of transparent windows difficult.
Circuitous wrote: »...it'd probably be easier to just put the interiors on the same level as their exteriors.
Circuitous wrote: »Building interiors are actually underground. That's why you still get audio.
You can pretty easily confirm this by getting a quest with a marker pointing to an interior object. It'll always say "(Below)" even if you're right at the door.
That explains a lot. That also makes the idea of transparent windows difficult.
Actually, interiors are not underground. I've worked on such a plugin for Morrowind (the video in the first post is mine), so I know how the things work. Interiors are separate instances which are synchronised with the rest of the ccordinate system of the world (I do not know how it was made in TESO, but in the previous games it was made with a single marker indicating the entrance of the interior and the direction of the north). The matter is that some interiors can have a property "behave like exterior" which means it can track time of the day and color of the sky.
The trick with the windows in Morrowind (and Oblivion as well) was to make the material of the windows transparent and to add some models of buildings and landskape matching the real exterior behind the windows.
Thus it is absolutely not a proplem technically (it is already applied to the game released in 2002 - Morrowind). The only problem is that it is rather time-consuming. So, Do you think ZOS will ever come to an idea of making it (because it gives A LOT OF immersion) or they are likely to discard that idea?
Also, ever noticed how many interior areas are actually larger than the exterior building?
Like stated above, you never actually go "inside" a building at all. The interior of buildings are spaces that exists somewhere off the actual map.
Which is also the reason why you have the load screen when going inside a building.
All the (closed) building models you see in the world are completely empty on the inside.
;-)
In consistency with lore, Dwemer computers would outperform newer ones. The Dwemer were a very advanced race technologically speaking. Ancient Ayleid computer would be more applicable.I agree, windows should be transparent, i believe technology allready exists but developers are afraid to add too much FPS eaters to games which is an error from their part. Graphics options should be plenty and some people just better upgrade their ancient dwemer computers
Many of the interiors are bigger than the buildings they are connected to. This is why they are underground.
Many of the interiors are bigger than the buildings they are connected to. This is why they are underground.
That's not a problem at all - they need not to be underground. In the previous games all the interiors were IN THE SEPARATE WORLDSPACE - not underground. And that gave a possibility to make windows transperant without almost any FPS issues! Just look at the mods I attached in the first post. There are absolutely NO TECHNICAL LIMITS to make it - even Morrowind perfectly worked with such a mod. The only problem is that it is a bit time consuming - and the second obstacle is the strange idea of making the interiors underground (if they are realy there and it wasn't merely a glitch) which can result in the lack of free space beyond the windows (only in the case of all the interiors situated in the same worldspace underground).
Here is the link to the TES IV mod - if you want to see how it technically works: nexusmods.com/oblivion/mods/34199/?
Spottswoode wrote: »If you don't draw players or NPC's on the other side of windows, you can actually client side the transparent windows. You would only need to sync the enviroments if you had to draw the outside/interior dynamically. If you are just showing a static 3d enviroment, there is no need to update it over the server.