I had a CTD with the "plants - smoothed without collision" version. The smoothed and low-poly works as intended. The first tiime I coc'ered Arrileā²s Tradehouse the game crashed. The same situation for Morrowind Vanilla and OpenMW. Playing with the GOTY english version.
oh! thank you all for your hard work!! these pictures seems really vanilla style for the plants/trees/grass.
I didn't know this either. Does that mean I don't need to remove the collision flag from all the other objects when I have a RootCollisionNode present?
These look great, Moranar. Fantastic job smoothing them with minimal polys and keeping them super close to the originals. Are they compatible with Graphic Herbalism?
I didn't know that, I have only seen meshes where the RootCollisionNode was very small and positioned somewhere where it could not possibly interfere with the player, e.g. so low that it would be below the ground.
Well, this I know: If you have a RootCollisionNode, with geometry or without, the collision is just applied to that, and there is no need to remove anything anywhere else.
Those new models look very nice! They're very accurate to the originals, yet are smooth. I will definitely be adding these into my game.
But, as a botanical illustrator, I have a question: are you interested in making them look more like real plants? By "real plants" I don't mean earth plants, I mean, they just look like cartoons of plants instead of like actual living plants. That's a problem the original game had, of course, but with all those shiny new polys you might be able to improve their appearance by more than just smoothing.
As a gardener and plantsman I am really happy to see Morrowind plants represented in bud . A nice touch of realism . In fact , is there any chance of releasing the " in bud " models as a modders resource ?
Now this mod can work normally with Graphic Herbalism, but the patch for the plugin will be made later. This patch will include smoothed/optimized versions of Graphic Herbalism's meshes.
Sorry, I intend to save the original style of Morrowind flora.
May be later.
Does anyone else think the flowers in this game are just way too big? I mean, yeah, they are like, literally as big as the character. Granted, considering the giant-sized mushrooms, this might have been the intention, but even with these better meshes, they don't look good enough to work very well in this size. So I began experimenting a little. I took the original single flower meshes (or rather, these better versions of them) and put them together in groups of two or three in NifSkope, while reducing their size by about 1/2 and positioning them around the center point. Now there are smaller, but more flowers, and instead of only two or three there are six to nine or even more flowers in a single spot now. Together with Graphic Herbalism, it is still easy to see which ones have been harvested already. And as there are more flowers in a single spot now, they should still be easy to spot. However, there is a problem: The plants are placed in the game in many different heights, causing the smaller versions to either float above the ground or be partly submerged. So in order to make it work, I would have to adjust the positions of every single flower in the game. There are quite a few of them, but it's not impossible... just a little tedious. With gold kanet, many of the instances seem to be placed so that it already works, but black anther really is problematic. I will give this a little more thought and then show some progress, if anyone is interested.