Connary's Graphical Compendium

Post » Fri May 27, 2011 6:57 pm

No plan. My replacements are very near the original look. The spirit of the base game must remain in my mod. Then you can put on top final art from other modders that changes things drastically.


Wait a minute, I thought you said yourself that if we use your big retexture mod, we won't be able to use other texture replacers because yours also changes some of the meshes? Hmmm, but then, I think Korana used her own meshes any ways, so they would just overwrite yours. .......... :huh: Well, if we install your big mod and then add little retextures of items here and there, that should all work, right?
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ZANEY82
 
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Post » Fri May 27, 2011 6:45 pm

hope its not to late in the game (no pun intended) but Connary. Would I to assume you have some many file's that keeping track of them by some sort of list may have been created? Although I stopped playing the game, due to the vista Black sun deally. I follow some of the mod's anyway.

My question being- For all the new meshes being incompatible with older texture's. Could you supply a list of the new meshes with each mod/pack you create? I know if such a group of list/'s were not made this maybe difficult. But please consider that if we as user's of you mod's wish to replace something. It would be presumably near impossible to sift several gigabyte's of file's to find the one's we need to change, no?

I could be out of the modding loop for awhile and possibly off base about how your compendium is created, but, just a thought =)

PS- nice helm and small chest. Would the wooden table be at that resolution or could it be made higher, without a fps hit? More common items like rock's would perhaps lead to lag?
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Claire
 
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Post » Fri May 27, 2011 1:58 pm

Regarding the Comberry discussion of where it derived it's name. I jokingly shall add my 2 cent's. Perhap's the Comberry is in itself as a famous painting of a pipe (i cant recall its artist) that say's in a caption under neath said painting of said pipe. "This is not a pipe". Well maybe the comberry is just it's name without anymore thought into what to call the plant?

Or to wax aimlessly further (with humor intended). Like asking where does the word Fork come from? Well its sharp and pointy, and similar perhaps to a sword at some point in history. Derived from a over testosterone driver desire to show off, like a phallic simple. Derivative of another certain "F" word? But I digress....to many tangent's, so few people may find my humor amusing. =)

Hey is it me or is the templar armor always been so Romanesque? Kinda just made me question it. Nice looking though connary ^_^

I have a more serious question.

How about horses? Any thought's on them? I so very much enjoy the Horse Ranch mod. With such attention to detail, I'd most eager to see a special texture replacer for it. It wouldnt change the original plus you could choose the texture's you want as with any other mod =)
(meshes would be amazing also)
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Queen Bitch
 
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Post » Fri May 27, 2011 4:25 pm

How about horses? Any thought's on them? I so very much enjoy the Horse Ranch mod. With such attention to detail, I'd most eager to see a special texture replacer for it. It wouldnt change the original plus you could choose the texture's you want as with any other mod =)
(meshes would be amazing also)

Hes only retexturing Morrowind and its expansions I believe
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Michelle Smith
 
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Post » Fri May 27, 2011 5:04 am

First off, everything looks great. This will be the texture replacer I use when I start a new game.

However, I'm confused about a few things and would like "official" clarification from Connary.

1: Is this just textures, or is it also meshes? There seems to be conflicting info there.

2: Since you're redoing some of the maps, will this cause problems with mods that make use of some of the original clothing textures (ex: the dominia mesh based female armors)?
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kennedy
 
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Post » Fri May 27, 2011 1:56 pm

Wow, this needs a new thread. Anyway, from what I have read...

1. There are definitely some new meshes (as there have been in some of Connary's past releases).

No real idea on number two, but I have a feeling the answer would be no. *shrugs*
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Mandi Norton
 
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Post » Fri May 27, 2011 6:55 am

I admire your persistence to keep improving/redoing things to perfection! :goodjob:
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Jimmie Allen
 
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Post » Fri May 27, 2011 12:38 pm

This mod will not be incompatible with others, there is no worries. Anything can be overwritten or deleted manually if necessary, so there is no need to dread, I have full faith that Connary has made sure he's not releasing a conflicting death bomb of doom. :nuke:
At least that's how I feel from the situation.
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Melly Angelic
 
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Post » Fri May 27, 2011 4:57 pm

However, I'm confused about a few things and would like "official" clarification from Connary.

1: Is this just textures, or is it also meshes? There seems to be conflicting info there.


My mod is heavy incompatible with any mods that changes meshes cause it also changes a lot. My mod includes hundreds of UV map corrections on meshes. Not only objects but also architecture. I have changed the uvmaps for rocks, its redundant, but its possible that Nich mod includes more rocks than my mod, i will check.

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joeK
 
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Post » Fri May 27, 2011 7:38 pm

A conflicting death bomb of doom, good definition.

Yes, my mod conflicts heavily with any other graphical mod out there. I will put a big DANGER into the readme, i will change the Data files folder to Sarcophagus folder. Only the experienced modders can play with that. Im not only changed the uvmaps on meshes im also included dozens of new texture references and new meshes.
If you install a new mesh that override mine then voil?, object changed. But if you only install a texture its possible than this texture dont find his original mesh, etc.....

Its secure install on top a mod that changes meshes and textures for objects. This will override mine and change the look of the desired object.
Its not secure install a bunch of new textures since its possible they cant find his original mesh or will play with other references created by me on the same object. You need to check my meshes and delete the conflicting ones. Example: If you change an adobe wall on velothi with other of your liking you will see this texture playing along some new adobe wall texture references applied on a few meshes to bring visual diversity, a weird effect.

The people here know how a mesh and a texture are linked, but people out there can break things for sure.
I will do not support any kind of conflict check with other graphical mods. Impossible to assume such a work.

P.D.: I had got Nich permission for use his tree and rock meshes. I can work now with this meshes to change alpha threshold and other needed changes. Thanks Nich.
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KIng James
 
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Post » Fri May 27, 2011 7:37 pm

Well, then, I guess my next question is, will new meshes that use the original textures be affected by your changes? Like, for example, Vality's trees?

EDIT: To clarify, what I mean is, are you overwriting the old meshes AND textures, or overwriting the old meshes with new textures (ex: cn_[texture name].dds) so that the old ones aren't affected?
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Sunny Under
 
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Post » Fri May 27, 2011 6:34 pm

Well, then, I guess my next question is, will new meshes that use the original textures be affected by your changes? Like, for example, Vality's trees?


Yes absolutely. I do not altered at all the nomenclature of original textures, only added more references. For all mods that add new meshes that use original texture references will work correctly.
Forall modders will be extremely easy to check what i have changed.
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Cash n Class
 
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Post » Fri May 27, 2011 7:10 am

This has probably already been answered, but Connary, are your old retexture mods unavailable?
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Taylah Illies
 
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Post » Fri May 27, 2011 7:12 am

Please moderators close this thread.

Please do not post more here, i will open a new thread will a clear explanation about conflicts.
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Lance Vannortwick
 
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Post » Fri May 27, 2011 5:11 pm

Closed as requested.
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Taylor Tifany
 
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