[Wip] Ameliorated Graphics

Post » Tue Jan 22, 2013 1:04 pm

So this is my try at improving the graphics of Morrowind. The ultimate goal of the project is to replace all of the textures and models (possibly animations as well) of MW with non-pixelated and higher poly-count equivalents. I plan to stay very close to Bethesda's original concepts with the exception of a few things here and there. AG will include many 4096 x 4096 textures and a few 8192 x 8192 textures so you will need a rather strong GPU to run this mod smoothly once it's released.



------Landscape Screenshots-------

Some of these are older WIP screenshots I had laying around but you get the idea.

http://i.imgur.com/owflE.jpg / http://i.imgur.com/uzSPB.jpg

http://i.imgur.com/26TQr.jpg / http://i.imgur.com/WAfXh.jpg

http://i.imgur.com/InVBnln.jpg / http://i.imgur.com/sSyTV8M.jpg

http://i.imgur.com/wavZEYU.jpg / http://i.imgur.com/hJXtpOk.jpg

http://i.imgur.com/HN8Z4uU.jpg / http://i.imgur.com/4oGSCiw.jpg

http://i.imgur.com/HQeKxPX.jpg /http://i.imgur.com/sHkhcVR.jpg



For those wondering, this project will eventually include my work shown in the http://i260.photobucket.com/albums/ii35/Wolvman92/Morrowind/Nix-HoundComparisonFront.png thread and the work I've done on the http://i260.photobucket.com/albums/ii35/Wolvman92/Morrowind/Telvanni04.jpg mesh replacements.
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leni
 
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Post » Tue Jan 22, 2013 1:16 pm

I knew I had seen that word used on these forums before. It was you! :D

In all seriousness though, I'd be very interested in a high resolution texture replacer that remains very true to the originals like this. Looking good so far; the only one that didn't look like much of an improvement to me was the cave. Maybe it's the lighting but looked like a very bland texture compared to the original.
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Robert
 
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Post » Tue Jan 22, 2013 10:20 pm

Yeah that cave texture has been giving me a bit of trouble. I've made like 20 revisions for that one alone and it never feels quite right. Just gotta keep trying I suppose haha.
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Tessa Mullins
 
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Post » Tue Jan 22, 2013 12:45 pm

Yeah that cave texture has been giving me a bit of trouble. I've made like 20 revisions for that one alone and it never feels quite right. Just gotta keep trying I suppose haha.
I can imagine the difficulty. Best of luck perfecting the appearance of all the textures! I'm sure you'll get it right after a few more iterations ;)
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Kaylee Campbell
 
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Post » Tue Jan 22, 2013 12:51 pm

looking cool, it'll probably give my laptop cancer, though. :(
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Music Show
 
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Post » Tue Jan 22, 2013 1:38 pm

Just the nature of the beast I'm afraid, but you can be sure I'll do my best to remove any needless strain on the GPU/CPU.
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mike
 
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Post » Tue Jan 22, 2013 10:13 pm

This looks very good :D. I'm especially impressed withe nix hound mesh. I very much hope to see the other creatures so improved.

How good of a GPU approximately would one need?
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JaNnatul Naimah
 
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Post » Tue Jan 22, 2013 6:49 pm

Well, it's tough to say at this point but I'm currently using a GTX 570 and an I7 920 for the CPU and the lowest it ever gets is ~25 FPS in cities. If you have access to something similar you should be fine. I actually just checked my GPU usage from a quick play-through and it seems that the highest it's hitting is 93%. That's with plenty of AA on and MGE cranked way the heck up there with shaders, anisotropic filtering, and distant land. But TBH I'm making this mod with OpenMW/Project Aedra in mind as the FPS in those should be better than MW. Not to mention the addition of 64-bit editions for crash proofing and normal mapping (which I'm planning on taking full advantage of) this mod should really shine in those new engines.
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Sian Ennis
 
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Post » Wed Jan 23, 2013 2:28 am

"this mod should really shine in those new engines" Yay :D!

Edit: Oh, and how is project Aedra going along? i have not heard much about it recently?
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Leanne Molloy
 
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