Connary's Graphical Compendium#7

Post » Fri May 27, 2011 9:39 pm

Giving reflection maps to every glass object depending of his final look (matte, shiny...). No one will shine in dark.


The latest "Repairing the Cogs of Morrowind" fixes that up nicely.
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asako
 
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Post » Fri May 27, 2011 8:25 am

It will be nice to have it all in a compendium - I have essentially made one myself for installing the old connary textures.
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Averielle Garcia
 
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Post » Fri May 27, 2011 10:07 am

I like the new glass stuff, I can't wait to see what the higher quality alchemical equipment will look like!

By the way, Connary, any chance of seeing the bug lamp or the bug-themed limeware platter? Of the lamps and dishes, those two always went into my personal shrine to Azura and I am looking forward to seeing what you do with them! Edit: Upon reflection, I love all the limeware. It's so atmospheric.
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WYatt REed
 
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Post » Fri May 27, 2011 12:01 pm

Thank the gods you are still working on these Connary! :D *Dances with Joy* Looking fantastic!
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Ebony Lawson
 
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Post » Fri May 27, 2011 1:45 pm

I'm generally frightened of large-scale texture replacements like these, because they can be very difficult to remove on the chance that I actually dislike them. Backing up the entire texture folder is impractical, after all.

I have downloaded all of Connary's texture packs that I've been able to find (somebody compiled them) but I've held off on installing them until now. I was thinking a way around my problem would be to put them into a .bsa--but how would I make it so that the file dates on the bsa would overwrite any texture replacements I'd happened to place in the textures folder?
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Alan Whiston
 
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Post » Fri May 27, 2011 6:07 pm

I'm generally frightened of large-scale texture replacements like these, because they can be very difficult to remove on the chance that I actually dislike them. Backing up the entire texture folder is impractical, after all.

I have downloaded all of Connary's texture packs that I've been able to find (somebody compiled them) but I've held off on installing them until now. I was thinking a way around my problem would be to put them into a .bsa--but how would I make it so that the file dates on the bsa would overwrite any texture replacements I'd happened to place in the textures folder?


Why don't you use Wrye Bash's Replacer feature? It lets you install/uninstall replacers with a click.
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Marilú
 
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Post » Fri May 27, 2011 11:15 am

Well, I tried it, and it ate all my old textures with a click, as well. Now I'll have to hunt a lot of them down...

Guess I'm stuck with these or vanilla for now. :-\
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Bellismydesi
 
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Post » Fri May 27, 2011 6:43 am

I'm generally frightened of large-scale texture replacements like these, because they can be very difficult to remove on the chance that I actually dislike them. Backing up the entire texture folder is impractical, after all.

i usually have a look at them just viewing the texes before installing, comparing them to those i already have.
this i don't do anymore with connarys stuff, i know i can install them all without checking them. and all in all it's not that bad to backup your game from time to time - even if it's some work.
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chinadoll
 
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Post » Fri May 27, 2011 6:19 pm

"i usually have a look at them just viewing the texes before installing, comparing them to those i already have."

Yes, this is what I usually do. It's a bit harder with massive texture packs, though.

I'll live, though. If anything, I will just have to work backwards, restoring what I don't like... (starting with the dragon statue).

And I did manage to get a bsa working easily enough, so next time I'll just do that--then there's little need for a backup of anything. :P
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Gracie Dugdale
 
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Post » Fri May 27, 2011 5:44 pm

Well, I tried it, and it ate all my old textures with a click, as well. Now I'll have to hunt a lot of them down...

Guess I'm stuck with these or vanilla for now. :-\


Yes, it will overwrite previously installed replacers with the same name, but then you could make a replacer install of those as well - and switch back easily. I see your point, though - it has stopped me from checking out several packs as I had my replacers installed before starting to use Wrye Mash's Replacer.

EDIT: Couldn't you pack the replacers in a bsa and then redate it to like 2011 something?
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Lisa
 
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Post » Fri May 27, 2011 8:26 am

Would I need to redate just the bsa, or every file in it? And what program can redate bsas?
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Tamika Jett
 
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Post » Fri May 27, 2011 5:09 am

So... is there an ETA on this? Or at least when the old texture packs will become available again?
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Emma Copeland
 
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Post » Fri May 27, 2011 5:07 pm

I'm actually glad to hear that this compendium will not be modular. I am a real stickler for consistency in my texture replacers - even the Visual Pack drives me insane! The Vivec walls look like clear Photoshop filter treachery, the bricks on Imperial homes are a completely different shade from what they should be, and the ground looks like somebody took a photograph of their backyard. :lol:

Connary's art style is very true to the original but distinct in its own regard, and I highly doubt I'll be using many replacers alongside it. Truly a noble and amazing effort, a texture replacer to end all texture replacers! Keep it up. I like what you've done with the glass, by the way. Looks better than the glassware in Oblivion.
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Heather Kush
 
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Post » Fri May 27, 2011 7:50 am

I'm actually glad to hear that this compendium will not be modular. I am a real stickler for consistency in my texture replacers - even the Visual Pack drives me insane! The Vivec walls look like clear Photoshop filter treachery, the bricks on Imperial homes are a completely different shade from what they should be, and the ground looks like somebody took a photograph of their backyard. :lol:

Connary's art style is very true to the original but distinct in its own regard, and I highly doubt I'll be using many replacers alongside it. Truly a noble and amazing effort, a texture replacer to end all texture replacers! Keep it up. I like what you've done with the glass, by the way. Looks better than the glassware in Oblivion.


Thanks Stonefrog but, end all texture replacers? no way. You can play infinite times with infinite replacers. Sometimes purist, sometimes bizarre, sometimes...hundreds of art visions. This is the magic of modding.

Another confirmed improvement for the mod; Staff of Magnus and Keening meshes with rotating textures from Arcimaestro Antares. I tested this artifacts ingame and looks wonderful and powerful. Also i received confirmation to include some Earth Wyrm references for Bitter Coast. His hanging moss and a plant.
Added to the Nich's trees and rock meshes with corrected UVmaps, Oriphier Fang and Fork artifacts and Ashland textures like a base ones from Chris Mike.
More to come.

No ETA Adsf. Impossible for a modder.
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Milad Hajipour
 
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Post » Fri May 27, 2011 12:38 pm

I can't wait. I'm gonna be so excited when it comes out!!

Just a question, are your Telvanni textures as brown as the old ones? I remember you had like a little warning or something that they weren't as close to the vanilla textures.
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Brian Newman
 
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Post » Fri May 27, 2011 8:21 pm

No ETA Adsf. Impossible for a modder.

I hear you! :thumbsup:

It's done when it's done.
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Sebrina Johnstone
 
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Post » Fri May 27, 2011 4:56 pm

A new mesh im working on. I can't understand how you can construct a huge fortress WITHOUT DOORS??? One of the things that make Ebonheart a bit rare imho.


http://img297.imageshack.us/i/door1r.jpg/

http://img7.imageshack.us/i/door4a.jpg/

http://img7.imageshack.us/i/doordetail1h.jpg/

http://img44.imageshack.us/i/detaildoor2.jpg/

This is the only design i found than don't collide with the numerous elements that can be found in the middle of the door arch, like stairs or doors. A vertical rake needs some construction on top of the arch to elevate the rake (sorry i dont know if rake its his correct name in english).
The stone carvings aren't the final ones.
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Nicole Elocin
 
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Post » Fri May 27, 2011 1:54 pm

Horizontal Rake.......interesting.

Looks great.
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le GraiN
 
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Post » Fri May 27, 2011 9:46 am

I see from some old screenshots that you are working on clothes/weapons as well. Out of curiosity, have there been any WIP shots of Imperial armor and/or Extravagant/Exquisite clothing that I might look for?
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Jennifer Rose
 
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Post » Fri May 27, 2011 7:01 am

I see from some old screenshots that you are working on clothes/weapons as well. Out of curiosity, have there been any WIP shots of Imperial armor and/or Extravagant/Exquisite clothing that I might look for?


There are several shots with the extravagant robes and the imperial armor. Difficult to track i must say,perhaps thread #4 or #5. Im guilty. Someday, near the completion i will create a collection of screenshots with the general look of the mod.
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Minako
 
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Post » Fri May 27, 2011 4:12 pm

By the way, Connary, I'll add my voice to those eagerly awaiting your magnum opus here. I love your work. :goodjob:
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Christina Trayler
 
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Post » Fri May 27, 2011 7:49 pm

A new mesh im working on. I can't understand how you can construct a huge fortress WITHOUT DOORS??? One of the things that make Ebonheart a bit rare imho.


http://img297.imageshack.us/i/door1r.jpg/

http://img7.imageshack.us/i/door4a.jpg/

http://img7.imageshack.us/i/doordetail1h.jpg/

http://img44.imageshack.us/i/detaildoor2.jpg/

This is the only design i found than don't collide with the numerous elements that can be found in the middle of the door arch, like stairs or doors. A vertical rake needs some construction on top of the arch to elevate the rake (sorry i dont know if rake its his correct name in english).
The stone carvings aren't the final ones.



Do you need a few idea's for what a fortress should look like? Or are you having problems with just making a fortress without a door? Normally a fort would have what you made as above, but the door inside a door seems redundant. The whole archway would normally have a door to fit the whole arch itself. "Rakes" would also be used, but often behind the wooden gate.

IE= Wooden gate fitting the archway and behind that would be a rake coming downwards. The metal would have been to difficult to use from the side's. It was easier to tactically drop the rake than to push it by force. Side rake's may want to think of changing. =)

What is the proper name for a castle gate/"rake"= Portcullis
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 10:46 am

That is just nitpicking WackaMacka, this is Morrowind, it is not the real world.

The rakes look great, the textures look great. Well done Connary, I am looking forward to seeing more screenshots. :). :)
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Laura Samson
 
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Post » Fri May 27, 2011 11:28 am

That is just nitpicking WackaMacka, this is Morrowind, it is not the real world.

The rakes look great, the textures look great. Well done Connary, I am looking forward to seeing more screenshots. :). :)


I'm sure he would rather have it look good and also make sense for a practical purpose than to not make sense. Realism is what he's after anyway, it wasn't nitpicking.
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Nikki Hype
 
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Post » Fri May 27, 2011 9:40 pm

I agree, now I know more about traditionally structured forts. It's always nice to learn something new, and giving feedback is essential to the Modding community. There is no reason to criticize Wacka here for speaking his mind. :frog: Dude.

Anyways, Hey Connary the art looks great! Keep it up bro! :tops:
I'm diggin' the old, used look to the lanterns. :hehe:
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Rhiannon Jones
 
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