[RELz WIPz] Coral Reefs of Morrowind

Post » Fri May 04, 2012 8:39 am

Yes if those can be found in an actual coral reef i can add that.

They very likely would. :-)

There's an example here of a snail that, apparently, lives on coral reefs: http://en.wikipedia.org/wiki/File:Latiaxis_wormaldi_002.jpg

Starfish according to Wikipedia can be found in most any marine environment:

http://en.wikipedia.org/wiki/Starfish
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Heather Stewart
 
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Post » Thu May 03, 2012 11:53 pm

http://piclair.com/data/jbcwb.jpg



Now that I looked at the shot again i felt that my water: http://www.abload.de/img/mgescreenshot003t9jt3.jpg looks so blurry compared to the clear view of your screen. But maybe i'm just wrong or is there any option in the mgexegui to change?

Sry if this is too off-topic...
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Kevin Jay
 
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Post » Fri May 04, 2012 11:51 am

Swiv: ok good to know.

salutant:

you can change the clarity of the water in mge.ini..

mine is set to:

Above Water Fog Start=2.3
Above Water Fog End=15
Below Water Fog Start=-0.1
Below Water Fog End=1
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Kevin Jay
 
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Post » Fri May 04, 2012 7:11 am

Ah ok thak you. I'll try this tomorrow or so.
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Jessica Stokes
 
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Post » Fri May 04, 2012 1:17 am

Swiv: ok good to know.

salutant:

you can change the clarity of the water in mge.ini..

mine is set to:

Above Water Fog Start=2.3
Above Water Fog End=15
Below Water Fog Start=-0.1
Below Water Fog End=1

In order to change this in the gui, you have to de-select the box next to "Auto set other distances"
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Nick Jase Mason
 
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Post » Fri May 04, 2012 12:01 am

This might go beyond coral reefs so I don't know if you are willing to do this:
Really tall dark (blackish, dead?) plants entirely covering the ocean floor in very deep areas to have a sort of scary effect. Surely freaks me out in real life! ;-)
Maybe even some deep sea creatures...? I know, I know if you want it, do it youself :violin:
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Kayla Bee
 
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Post » Thu May 03, 2012 11:42 pm

It's because you've been spending too much time trotting around Cyrodiil. ;-)

I am afraid you are right.
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DAVId MArtInez
 
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Post » Fri May 04, 2012 8:48 am

OK, not coral at all but http://en.wikipedia.org/wiki/Black_smoker are just so cool.

Hmmm, actually they are really deep water artifacts so I'm not sure if they're appropriate. Still, they're cool B)

Awesome work, Vurt. As always. :thumbsup:
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RObert loVes MOmmy
 
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Post » Fri May 04, 2012 12:37 am

Vurt,

Reading the comments, I hope you can do some type of collaboration with Abot because your mod looks like your mod and his (Water Life) seem very complementary IMO. it seems like he has already done a lot of the work to add marine life that other people would like to see added to yours, just different ones than are in his. No offense just in some way seems like a duplication of effort there.

Regardless, earlier someone mentioned animated grass effect. Will there be some alternate to not have animation? I ask because on my pc, those effects really hit my FPS such that I skipped those type mods.

It also seems like feature request creep with extending landscapes into deeper regions of the sea. If you do that, could you consider some type of diminishing visibility to the point of no light the deeper one dives? That would be in keeping with real world behavior. Of course, I don't even know if MW game mechanics allows you to do this.

Last, I saw comments requesting showing devastation on the sea floor but wonder how long the traces of that would really be visible even if you know what to look for. I raise this question because in game the lore indicates that the devastation occurred hundreds if not several thousand years in the past. For example, when I look at pictures of the Mt. St. Helens area in the U.S., the destruction in terms of flora and landscape is obvious in photos immediately after but pictures of the same area just several years later show vegetation returning and would require IMO a pretty trained eye to see where it happened. The biggest difference seemed to be that old growth vegetation isn't there. Similarly, looking at accounts of Pompeii and other habitations where towns existed before disaster, most of them get buried by ash and lava and lost from sight until someone starts excavating for one reason or another. Or looking at the pictures of sunken ships, after several decades under water, it seems like nature does a pretty good job of covering them over. Thing is, the events in the game supposedly occurred not decades ago but over a thousand years or more in the past. I'm not sure that artefacts would have remained visible given in game references to the devastation caused when Red Mountain blew.

Just saying,

John
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Mr. Ray
 
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Post » Thu May 03, 2012 10:44 pm

JH2011 => it's a just a game :wink: And a fantasy game in which we need some stuffs, so sometimes be too realistic kill the effect/immersion I think.
But it's a matter of taste.

For me Vurt'w wrok is always different of the other mods, and Vurt is the master of the plants/vegetation in the Morrowind community for me :tongue:
So no I don't think he is duplicating what have been done with Water Life.
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Kevin Jay
 
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Post » Fri May 04, 2012 1:45 am

JH2011 => it's a just a game :wink: And a fantasy game in which we need some stuffs, so sometimes be too realistic kill the effect/immersion I think.
But it's a matter of taste.

Quite true :smile: But considering that some other people also were asking for some stuff based on real life behavior - for example, that starfish are found in extreme environments such as the Artic and/or landscapes indicative of a natural catastrophe - I figured I would add my 2 cents :smile:


For me Vurt'w wrok is always different of the other mods, and Vurt is the master of the plants/vegetation in the Morrowind community for me :tongue:
So no I don't think he is duplicating what have been done with Water Life.
Again, I agree, but my comment was addressed to the fact that other posters were requesting creatures to populate the reef.
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Liv Staff
 
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Post » Fri May 04, 2012 11:55 am

Spoiler
also, please do not forgot that the reefs near fishing towns will of most likely been damaged by fishing nets, etc. and locations with large amounts of aragonia would be even less dense as the argonia's could destroy a lot of the Eco-system.

just trollin'

but srsly guise. this looks great! any plans of the reefs near solstheim been different? like.. less colourful, i dunno. ?
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Laura Hicks
 
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Post » Fri May 04, 2012 5:25 am

Let's just say that if someone is expecting me to take every little detail into account or that it will be 100% realistic you're gonna be disapointed. It's not a simulator. But i'm open for suggestions, it means less thinking for me and more modelling / level design ;)

The coral reefs outside solstheim could be less colorful yes, would probably make sense.

Jashugan: yes, i've been thinking about making some parts quite dark and more fearful to keep it more interesting.

I've made another test area, but it seems like MGE (I'm using the latest MGE XE) has a problem with this: http://piclair.com/7mhj5 seems like when you make the sea too deep the sky becomes visible in the distance.. Hmm I probably need to ask in the MGE thread i guess.
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Ryan Lutz
 
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Post » Fri May 04, 2012 7:57 am

Just an idea, but if we have a heightmap of the rest of Morrowind, not just Vvardenfell, I could use some various programs to make some semi-realistic seabed shape instead of the plain flat empty wilderness. All depends how far out to sea Vert is planning on going.
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christelle047
 
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Post » Fri May 04, 2012 4:02 am

Vurt - this is perfect and amazing :) I really like how it fits with the colorpalette of morrowind.
Just talked with a friend about you yesterday, and how Skyrim will look when you're done with it ;)
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Tasha Clifford
 
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Post » Fri May 04, 2012 3:50 am

Just an idea, but if we have a heightmap of the rest of Morrowind, not just Vvardenfell, I could use some various programs to make some semi-realistic seabed shape instead of the plain flat empty wilderness. All depends how far out to sea Vert is planning on going.

I will most probably place the smaller corals onto bigger coral reef meshes (probably made from heightmaps).. To make several huge reefs with manual placements of many hundreds of corals in each reef would take me a year or something heh.. its a lot easier to do most of the placement in Blender.
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XPidgex Jefferson
 
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Post » Fri May 04, 2012 12:20 am

Just a heads up, if you place the in game kollops, this will cause a bonus effect to users of my Creatures mod. I added a script to the Kollops so that they spawn a random fish. All depends on what you are planning, and definately worth mentioning in readme.
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Josh Trembly
 
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Post » Fri May 04, 2012 6:47 am

This has got to be the quintessential defintion of 'pure awesome'
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james reed
 
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Post » Fri May 04, 2012 2:56 am

PirateLord: ok, nice :smile: not entirely sure if i'll be doing the reefs by hand or just doing them on the entire ocean floor with the mesh generator: http://www.youtube.com/watch?v=rjGiIutJhwg

good thing is the entire ocean looks a lot more interesting, the reefs are vast instead of a few tiny ones at some selected places.. but at the same time it makes it more generic.
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Steven Nicholson
 
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Post » Fri May 04, 2012 1:05 pm

That looks so nice, anything is better then the emptyness.
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Samantha Wood
 
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Post » Fri May 04, 2012 1:39 am

That looks so nice, anything is better then the emptyness.

Agreed, looks much more interesting than before.
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Amie Mccubbing
 
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Post » Fri May 04, 2012 1:38 am

The mesh generator sometimes does some quite interesting placements i've noticed haha, just found an area where it added a lot of rocks and it formed a tunnel, looked rather nice.
I think i'm pretty happy with the outcome of the generated ocean floor, it just needs some more smaller rocks and a few more rare corals..
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JR Cash
 
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Post » Thu May 03, 2012 10:49 pm

Could you also make (somehow) some meshes that only have small objects on, so that we get random areas that are a bit empty, like this http://laddish.net/events/2008/0127.mexico/photos_web/scuba/2008_0206_14.33a.%20Manta%20Ray%20gliding%20over%20ocean%20floor%20covered%20with%20mushroom%20thingies.jpg?
Would make it even more interesting to come across open areas, instead of complete solid coral (even though it does look nice!)

Some other pics that might inspire
http://www.blog.thesietch.org/wp-content/uploads/2008/06/floor2_h.jpg http://www.geelongadvertiser.com.au/images/uploadedfiles/editorial/pictures/2008/05/26/4sea1_(350_x_263).jpg http://www.princeton.edu/geosciences/graduate/BIOS/images/2010_BIOS_ocean_floor.png http://kiranc.com/albums/20100920-Pulau%20Redang%20Snorkeling/RD006.JPG http://stockarch.com/files/imagecache/Preview/10/02/coral_reef_colours_1.jpg
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Daniel Holgate
 
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Post » Fri May 04, 2012 8:32 am

sure, that's a pretty good idea.
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Sian Ennis
 
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Post » Fri May 04, 2012 10:48 am

Is this going to be along the lines of Vurt's undersea groundcover? I would just love to see a texture replacer for the whole seafloor done by the master. There could certainly be reefs, animated seaweed, and wide open areas as well, but they would work together rather than have obvious seams between areas.
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Dominic Vaughan
 
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