~AOF's Paint Bucket the 2nd Coat~

Post » Tue May 17, 2011 1:13 pm

I have a paint bucket.... again.... :deal:


I have decided I wanted to "paint" Morrowind again. :o I will be posting all my latest "paintings" in this thread along with some download links whenever I think my "paintings" are done or "done enough." :whisper:





AOF Waterfalls NEW!

Updated to version 1.1

Shiny new waterfalls. :o

Fixes:

Saved the normal map as a 32bit dds and added an alpha channel. This should fix some of the pixelation and should fix the problem
some people experianced with the waterfalls not rendering as intended.

Corrected filtering modes on the waterfall models, which should also help eliminate pixelation.

Fixed collision issues. You should now be able to pass through the waterfalls.

Thanks to Hrnchamd and Vurt for all the help. :foodndrink:

Video:
http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=Waterfall.mp4


Download:
http://www.tesnexus.com/downloads/file.php?id=32887




Vivec & Velothi Retextured V3 NEW!

Updated to V 3.1

Removed erroneous alpha channel from some of the textures. If you could see little white specks (holes) in parts of the buildings this update will fix the problem. . :goodjob:

Set file path so that those who use BAIN can install or remove more easily.

Added building textures that were not changed from V2 but were not included in the V3 pack.



Note:

Statues and UV fixes for the buildings from V2 are not included in this pack. I plan to remodel the statues from scratch at some point, and fix some other issues with the buildings before I make any update with those included.


Mostly New Textures...A few of them are the same as V2.


http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_02.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_03.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_04.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_05.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_06.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_07.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_08.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_09.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_10.jpg
http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_01.jpg


Download:
http://www.tesnexus.com/downloads/file.php?id=32886






Vivec & Velothi Retextured V2



Changes in Version 2:

~All textures use a new mipmap formula with 5 mipmaps which should eliminate the noise problems.

~New textures have been added, doors, signs, statues, fresco's, and a wall texture I missed in the first release.

~Fixed UV mapping for the canton ramps that lead to the level above.

~Fixed misaligned head and neck on ex_v_vivecstatue_01.nif.



http://img.photobucket.com/albums/v217/AnOldFriend/Vivec2-01.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Vivec2-02.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Vivec2-03.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Vivec2-04.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/VivecStatue.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/SaintDeylnStatue.jpg



Download:
http://www.4shared.com/file/203224240/1479e65d/AOF_Vivec-Velothi_V2.html
http://tesnexus.com/downloads/file.php?id=29461




Shacks & Docks



http://img.photobucket.com/albums/v217/AnOldFriend/ShacksDocks-01.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/ShacksDocks-02.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/ShacksDocks-03.jpg


Download:
http://www.4shared.com/file/203224237/c55ce539/AOF_ShacksDocks.html
http://tesnexus.com/downloads/file.php?id=29464




Vivec Retextured


http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot5.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot3-1.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot20.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot2.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot17.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot13-1.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot1.jpg



Downlaod:

http://rapidshare.com/files/299131744/AOF_Viv_Textures.rar

http://www.tesnexus.com/downloads/file.php?id=27905




Hlaalu Retextured


http://img.photobucket.com/albums/v217/AnOldFriend/Hlaalu11.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Hlaalu12.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Hlaalu13.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Hlaalu14.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Hlaalu15.jpg



Download:

http://rapidshare.com/files/303230565/AOF_Hlaalu_Textures.rar

http://tesnexus.com/downloads/file.php?id=28061




Imperial Housing Retextured


http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing07.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing06.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing04.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing03.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing02.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Imp_housing01.jpg


Download:
http://tesnexus.com/downloads/file.php?id=28774




Sacks retextured


http://img.photobucket.com/albums/v217/AnOldFriend/Sacks01.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Sacks02.jpg


Download:
http://rapidshare.com/files/322536712/AOF_Sacks.rar




AOF Potions



http://img.photobucket.com/albums/v217/AnOldFriend/Potions-1.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Potions-2.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Potions-3.jpg

http://img.photobucket.com/albums/v217/AnOldFriend/Potions-4.jpg


Downlaod:
http://tesnexus.com/downloads/file.php?id=28916






If there are any issues, please let me know.

Enjoy. :obliviongate:



Previous thread:
http://www.gamesas.com/index.php?/topic/1051884-aofs-paint-bucket/
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Curveballs On Phoenix
 
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Post » Tue May 17, 2011 4:50 am

Just making sure this gets addressed:
There seems to be a problem with the new water textures. Looks like the meshes still have collision for some reason. At any rate, I can't walk through them like I could before.

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dell
 
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Post » Tue May 17, 2011 6:43 am

Just making sure this gets addressed:



Hmm, not sure why there is collision. I never removed the waterfalls from Nifskope or changed anything that should effect the collision I think.... I will have a look. Never tried walking through them so I haven't noticed collision problems. :)




EDIT: Fixed the normal maps and the filter modes and so on. Now I cant seem to figure out the collision problem. The model doesn't have a collision model nor any node that seems to refer to anything regarding collision. I found this tutorial; http://cs.elderscrolls.com/constwiki/index.php/NifSkope_Editing , However I think the part about collision is only for models that have an actual collision model.

I know that when exporting from max you just have to name the object "NoCollision" and that does it. I essentially tried the same thing in NS but didn't work. :(

Anybody have any ideas or could possibly have a look at the models and see if you can find the problem? :brokencomputer:

I will be leaving in probably less then 1 hour and might not be back till quite a bit later tonight so......
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Nicholas
 
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Post » Tue May 17, 2011 7:55 am

Any change that I can base Vibrant Morrowind 5.0 off your buildings?
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Sylvia Luciani
 
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Post » Tue May 17, 2011 5:49 am

For collision issues you should try adding the value NCO to NiExtraStringData, everything below that NiNode should have collision removed.

Google: vurt nifskope nco.. i think my topic should come up where i discuss this on the NifSkope forums.
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Tessa Mullins
 
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Post » Tue May 17, 2011 6:10 am

I downloaded and installed the waterfalls, and this is what happens to mine:
http://i8.photobucket.com/albums/a16/Zero_Black_Lion/ScreenShot88.jpg http://i8.photobucket.com/albums/a16/Zero_Black_Lion/ScreenShot89.jpg However, that's most probably my hardware limitations.
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Stu Clarke
 
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Post » Tue May 17, 2011 6:21 am

For collision issues you should try adding the value NCO to NiExtraStringData, everything below that NiNode should have collision removed.

Google: vurt nifskope nco.. i think my topic should come up where i discuss this on the NifSkope forums.
I might try this myself if no one else does.~ Sounds simple enough.
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MR.BIGG
 
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Post » Tue May 17, 2011 12:06 pm

Thanks to Hrnchamd and Vurt I have updated the file at Nexus with suggested fixes. :foodndrink:


Any change that I can base Vibrant Morrowind 5.0 off your buildings?


You are welcome to use the textures for whatever you like. :) Most if not all the textures are either my own or are from cgtextures just heavily modified in most cases. I am thinking about redoing some of the imperial house textures and moving on to some other buildings also. :foodndrink:
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El Goose
 
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Post » Tue May 17, 2011 4:09 am

Thanks to Hrnchamd and Vurt I have updated the file at Nexus with suggested fixes. :foodndrink:
Lovely. :3 I was using them even with the collision issues. They're just too damn pretty to pass up.

Thanks again, AOF! <3
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Arnold Wet
 
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Post » Tue May 17, 2011 4:53 am

.........................

You are welcome to use the textures for whatever you like. :) Most if not all the textures are either my own or are from cgtextures just heavily modified in most cases. I am thinking about redoing some of the imperial house textures and moving on to some other buildings also. :foodndrink:

Yea cgtextures is my favorite place to get textures to work off of.
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Brandon Wilson
 
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Post » Tue May 17, 2011 11:43 am

Does the waterfall come with mist or it uses MW default mist?
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Tina Tupou
 
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Post » Tue May 17, 2011 1:41 pm

Just like to complement you on the reflective armour you made. The Indoril in particular looks stunning, esp. with Darknut's textures. Definitely my favourite piece of armour in the entire game; shame that a certain faction gets so....uppity about you wearing it.
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Nancy RIP
 
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Post » Tue May 17, 2011 8:13 am

Does the waterfall come with mist or it uses MW default mist?


I didn't do anything to the mist. I had considered it but wasn't quite sure how to improve it. I will have a look at some reference and see if I can find something that might fit, and that I might be able to replicate to some degree.



Just like to complement you on the reflective armour you made. The Indoril in particular looks stunning, esp. with Darknut's textures. Definitely my favourite piece of armour in the entire game; shame that a certain faction gets so....uppity about you wearing it.


I am pretty sure there is at least one mod out there that takes care of the issue. I do agree however it has been thoroughly annoying while testing. :brokencomputer:
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George PUluse
 
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Post » Tue May 17, 2011 1:00 am

The waterfalls look gorgeous! Nicely done, AoF3!
Now... I'm curious, is there a replacement for the water in Vivec's own canton? It kinda looks out of place with MGE.
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Georgine Lee
 
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Post » Tue May 17, 2011 6:08 am

hey for some reason on the velothi V3 textures my interiors are still using my old texture and not the ones in http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_08.jpg picture, did you forget them in there? because ive unpacked the zip twice and re-copied them into the correct location but it still doesnt show up.
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ImmaTakeYour
 
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Post » Tue May 17, 2011 12:40 pm

The waterfalls look gorgeous! Nicely done, AoF3!
Now... I'm curious, is there a replacement for the water in Vivec's own canton? It kinda looks out of place with MGE.
http://www.4shared.com/file/nFyWVKNh/_2__Vivec_Waterway.html is an edit I made of the Temple's waterway around the canton, its not perfect, but I think its a bit better than what was there originally, and it does seem to blend better with MGE's water, again, at least to me, though I wish I could figure out how to hook animations into MGE's render distance to make it look better when you are coming up to it, but meh, hope you enjoy it, you can just delete the nif if you decide you don't like it since the original is stored in the BSA.
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sarah
 
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Post » Tue May 17, 2011 1:20 am

http://www.4shared.com/file/nFyWVKNh/_2__Vivec_Waterway.html is an edit I made of the Temple's waterway around the canton, its not perfect, but I think its a bit better than what was there originally, and it does seem to blend better with MGE's water, again, at least to me, though I wish I could figure out how to hook animations into MGE's render distance to make it look better when you are coming up to it, but meh, hope you enjoy it, you can just delete the nif if you decide you don't like it since the original is stored in the BSA.


Seems interesting, but sadly I can't see the changes since the game refuses to load the .tga files in the textures/water folder :/. I'm using MGE 3.8.2 rev 178, that might have something to do with it since it includes a set of waterXX.dds file (I have never seen a conflict with those tho)
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Spencey!
 
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Post » Tue May 17, 2011 11:11 am

If you have nifskope, you can change the file path to be water00.dds instead of .tga, though its odd since I included the .tga textures with the archive......meh.
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Jonathan Egan
 
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Post » Tue May 17, 2011 6:17 am

If you have the inclination, I have a request for you as an addition to the rest of your work-- I use Connary's bestiary, but because it doesn't touch all creatures, the ones that remain look oddly out of place. I don't suppose you'd feel up to retexturing some of the creatures, like the alit/kagouti, dreugh, goblin, etc? :deal:
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Alex Vincent
 
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Post » Tue May 17, 2011 9:03 am

If you have nifskope, you can change the file path to be water00.dds instead of .tga, though its odd since I included the .tga textures with the archive......meh.


I found what the problem was in my case: the path assigned to find the textures wasn't the correct one (water/waterXX.tga). A quick edit fixing it to textures/water/waterXX.tga solved the problem.
Now after testing it out... I can say it's better than the previous water, but still seems kinda out of place. Not so much as before but since I'm not a textures maker I can't really do much about it.
Thanks for the replacement,matilija! :)
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ImmaTakeYour
 
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Post » Tue May 17, 2011 12:11 am

hey for some reason on the velothi V3 textures my interiors are still using my old texture and not the ones in http://img.photobucket.com/albums/v217/AnOldFriend/Vivec/Vivec_V3_08.jpg picture, did you forget them in there? because ive unpacked the zip twice and re-copied them into the correct location but it still doesnt show up.


They should be there. The textures are pretty much the same as the old ones, the only difference is the mip maps really.


_____________
As for the palace water, I might redo it at some point. I was very much considering it while doing the waterfalls but I got lazy and decided I wanted to work on something different. :P



If you have the inclination, I have a request for you as an addition to the rest of your work-- I use Connary's bestiary, but because it doesn't touch all creatures, the ones that remain look oddly out of place. I don't suppose you'd feel up to retexturing some of the creatures, like the alit/kagouti, dreugh, goblin, etc?


I really don't think I will get to them anytime soon if I ever do. I am trying to focus most of my free time on things that will benefit me primarily in the long term.

I am sure Connary will have them done whenever he decides to release his full texture collection though. :foodndrink:
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Allison Sizemore
 
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Post » Tue May 17, 2011 2:06 am

The Misc_Potion_Fresh_01 mesh in your potion replacer causes the various potions using that mesh to float above surfaces. Other than that 1 problem I am really enjoying all of your texture and mesh replacer's currently, except the Hlaalu textures that I haven't tried out yet. Awesome work. :goodjob: I did replace your window textures from the imperial housing retexture with the window mesh & textures included in ApelCih's imperial housing textures though, as I really liked those windows.
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Alexis Estrada
 
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Post » Tue May 17, 2011 12:11 pm

The Misc_Potion_Fresh_01 mesh in your potion replacer causes the various potions using that mesh to float above surfaces. Other than that 1 problem I am really enjoying all of your texture and mesh replacer's currently, except the Hlaalu textures that I haven't tried out yet. Awesome work. :goodjob: I did replace your window textures from the imperial housing retexture with the window mesh & textures included in ApelCih's imperial housing textures though, as I really liked those windows.

Bycote & Sister put together a fix for the potion placement - you can find the http://www.gamesas.com/index.php?/topic/1098186-relz-aof-potions-recolored here. B)
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natalie mccormick
 
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Post » Tue May 17, 2011 2:50 am

That mod just fixes the mesh positioning within the mods scope. Any of the potions that use the mesh I mentioned will float above surfaces that that mod doesn't effect. But I do use that mod over Schwaa's potion replacer now and its great. :)
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Guy Pearce
 
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Post » Tue May 17, 2011 4:46 am

That mod just fixes the mesh positioning within the mods scope. Any of the potions that use the mesh I mentioned will float above surfaces that that mod doesn't effect. But I do use that mod over Schwaa's potion replacer now and its great. :)

Are you good with NifSkope? It should be easy to correct that by selecting to transform the root NiNode and translate the position of the mesh origin along the z-axis. :lightbulb:


[edit] FYI: looking at the meshes, Misc_Potion_Fresh_01 is the same model as Misc_Potion_Quality_01 so I'd think there would be a placement problem with the Quality mesh as well.
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Adam Baumgartner
 
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