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Texian's Animated River Meshes
An Elder SCrolls Oblivion Modder's Resource
Version 1.0
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by Texian and GodHugh


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What it does
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TARM is a modder's resource that allows for modmakers to use the Oblivion Construction Set to place moving water in places intended for rivers, rapids and streams

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Features
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Version 1.0  consists of 13 different meshes with animated flowing water and 4 DDSC format textures.

All the meshes have invisible transition edges for almost invisible overlaps and placement on water. The edges allow for blending with other meshes and the landsape terrain.

The shape and timing can be adjusted in Nifskope by following the instructions listed below.

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To Install
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1. Extract the AnimatedRivers folder to your Oblivion/Data/Meshes folder.
2. Extract the Water folder to your Oblivion/Data/Textures folder or extract the single DDS file directly in an existing Water folder.

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To Uninstall
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Simply delete the files that were created in the meshes/textures folders in Oblivion/Data.

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Placing the meshes in the game
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TARM are Activators and new form ID's should be created by right-clicking on an existing Activator object and selecting "New".

Name your new Activator object and click on the Nif button and choose one of the included meshes in the WaterAnimated folder. 

A sound file can also be associated with your file. The best ones to use are one of the AMBWater sound files.

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Oddities, Glitches, Compatibility
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There is an inherent bug with transparent meshes where, when overlaid on another transparent mesh, when viewed from certain angles, will show the areas of overlap or will appear clear where they overlap. This is a known bug with the Oblivion game engine and there is no apparent fix. It is recommend that the seams be used for placing rocks, logs, and other landscaping objet to help hide and minimize the effect.

TARM does not conflict with any other mods.

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Nifskope Editing for TAWMS meshes
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Adjusting the timing of the flow speed is done by changing two settings. Both should have the same value which is in actual seconds.
First, find the NiTextureTransformController. Change the Stop Time value to the time (in seconds) of your choice. This sets the timing loop for restarting the animation.

Second, expand the Plus next to the above controller and then the plus next to the Interpolator. This will bring you to the NiFloatData. Expand the Data and Keys all the way. In the bottom set of Keys (array index:1), change the value of Time to match the value entered in the NiTextureTransformController.

Also, in this Key, the Value data can be adjusted. This sets the number of textures that are viewable during the animation loop. A lower value will make less of the animation show during the loop and a higher value will show more of the textures. For a smooth animation, whole numbers must be used.

The mesh shapes/faces can also be adjusted to produce different appearances of the wave action by changing the shapes of the faces. To do this, click on the NiTriShapesData and, in the block data, scroll down to the Vertices. click on the + and all the vertices will become visible. Here the XYZ coordinates for each vertex can be adjusted by changing each value according to your needs.

Unless you are very familiar with the controls for Animating Textures, I strongly recommend that no other numerical values be changed unless you simply want to experiment with them.

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Permissions
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Permission is granted to use and distribute the TARM meshes and textures in any Oblivion mod. The meshes and textures contained in this release are the original creations of the authors and may not be used for commerical purposes without purchasing a license from the authors.

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Software used to create TARM files
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The Gimp (for the DDS textures)
Autodesk 3ds Max 8 (for meshes and UV mapping)
Nifskope (for final assembly of the NIF objects)

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Contact Info
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If you have any questions or comments send me a PM on the Elder Scrolls forum. Our ID's are:

Texian and Godhugh