[Req]Daedric Interior Meshes

Post » Thu May 03, 2012 5:08 am

Alright, so I saw this screenshot in another thread: http://img208.imageshack.us/img208/976/mgescreenshot012.jpg

And it reminded me of the terrible, horrible things I have seen inside daedric ruins. For something that features so prominently in the game, there are alot of UV mapping errors. Many of these are where two meshes will line up; the meshes line up, but their textures dont.
Alot of stuff in this game has been corrected and replaced and yet there is still nothing done about the daedric interior meshes from what I have seen. Looking at just that picture, you can see seams, squashed textures, stretched textures and such. The statue's right knee(its right) has a UV mapping error as well. With the original textures, this stuff wasnt that noticable, but now with the higher rez stuff, it definitely is.

I think that fixing these meshes would be great if someone was looking for something to do. And before anyone says I should do it, I would except I cant do everything at once, between making meshes for P:C and redoing a bunch of furnature ones, I basically have no time to.

If someone decides to redo these as well as make them smoother, I just say keep in mind that alot of the edges are meant to be sharp.
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Peetay
 
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Post » Thu May 03, 2012 12:47 pm

So, no takers yet? Well mabe I can get around to it in a couple years.
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WTW
 
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Post » Thu May 03, 2012 3:43 am

I think most people here don't have the time or patience necessary to tackle such things. However, the person who did http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9465 probably does. Maybe Daedric pieces are next on their list?

My project schedule has me tied up for the next couple of years as well. Me and my stupid ambitious brain...
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Donatus Uwasomba
 
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Post » Thu May 03, 2012 8:35 am

However, the person who did http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9465 probably does.
Thank you very much for directing me to that mod :)
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priscillaaa
 
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Post » Thu May 03, 2012 3:24 pm

No problem. I make a regular habit of checking PES for new stuff.
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Chase McAbee
 
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Post » Thu May 03, 2012 6:50 am

Wow, I see what you mean, problems with the very first mesh I opened up in Nifscope. I hardly have time to work on my own stuff, but I might gradually work mky way through these. Anyone want to split up the work?
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El Khatiri
 
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Post » Thu May 03, 2012 1:28 am

Hmm, actually Taddeus might be the perfect person for this because he is almost done with his massive rocks mod.

Anyone wo splits the work would have to be quite coordinated with the other person because alot of UV errors are where the meshes line up.
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N Only WhiTe girl
 
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Post » Thu May 03, 2012 12:56 am

Someone have beginning the work on these interior meshe s:p => http://tes.nexusmods.com/downloads/file.php?id=39348
- Fixed UV mapping textures of Daedric wall
and corrected several models of the ruins (noticed qqqbbb).
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Johnny
 
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Post » Thu May 03, 2012 10:55 am

Someone have beginning the work on these interior meshe s:p => http://tes.nexusmods.com/downloads/file.php?id=39348
So I just noticed.

Just donwloaded it and checked it out. I think he did it independantly of this thread; funny coincidence. He has a bunch of exterior daedric meshes, but no interior meshes; the interiors are why I started this thread. Mabe they are on the way, dont know.
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John N
 
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Post » Thu May 03, 2012 12:14 pm

You just need to ask him, he is a really nice guy ;)
Because he ask for reports about bad meshes or else, like that he can fix it.
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Claudz
 
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Post » Thu May 03, 2012 12:23 am

Going a bit off-topic here:

Call this an idea from an innovative mind or something idiotic but seeing the statue in the screenshot: http://img208.imageshack.us/img208/976/mgescreenshot012.jpg
gives me a feeling that the statue can be converted to indeed a very useful creature if rigged and animated.Well i can try to do the animation part for this if someone can rig it with a skeleton it wud be wonderful (i cant do the rigging part at present,trying to learn it).Also with some retexturing a living look can also be given to it.
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BlackaneseB
 
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Post » Thu May 03, 2012 12:30 am

I have ask to Colt17 if he have plans to rework the daedric interior meshes.
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Cody Banks
 
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Post » Thu May 03, 2012 11:24 am

Just had a quick stab the the door, since the UVs shouldn't need to line up with anything else. http://dl.dropbox.com/u/59330294/In_DAE_doorjamb_01.nif.
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Tai Scott
 
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Post » Thu May 03, 2012 1:48 am

Thanks, but it's the 'In_DAE_door_01.nif' mesh that you have improved not the doorjamb.
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David Chambers
 
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Post » Thu May 03, 2012 3:37 pm

Oops, misnamed that one, was working on the doorjamb too.
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Danial Zachery
 
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Post » Thu May 03, 2012 12:39 pm

Okay, try http://dl.dropbox.com/u/59330294/i.7z. Doors and doorjamb.
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Steve Bates
 
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Post » Thu May 03, 2012 1:22 am

A definite improvement. Thanks.
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Harry-James Payne
 
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Post » Thu May 03, 2012 1:28 pm

Yes thanks!
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Melissa De Thomasis
 
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Post » Thu May 03, 2012 10:23 am

Worked on a bunch more: 3 way, 4 ways, cave join, hallways, corner, and started on end cap. Any problems with the ones above? There's a lot to fix, but what specifically was the original problem, floors joining, or walls joining, or what?
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ONLY ME!!!!
 
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Post » Thu May 03, 2012 2:18 pm

blurred textures, bad junction between the various walls, wrong UVmaps.

I don't have tested yet your fixed meshes, sorry.

Do you have somes more smoothed meshes around? :P
Like the barnacles ones or the posts with ropes in it (because the rope rolled up the post are squared in place to be round).
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jason worrell
 
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Post » Thu May 03, 2012 1:58 am

The main problems were poor UV mapping(stretching, squashing etc), and UV maps not lining up between meshes; you would be able to see the seams between meshes because the textures are not lined up correctly.

As for better meshes, yea, that would be great if someone wanted to take the time to smooth the parts that needed it. Though keep in mind that simply doing something like subdivide is usually overkill and some of this stuff is supposed to have sharp edges anyway.
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Ebony Lawson
 
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Post » Thu May 03, 2012 12:38 am

No I talk about smoothed meshes not for Daedric stuff but for various small objects of the world. Because Tronvillain ahd already sent to me somes months ago many smoothed meshes ^^.
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Mylizards Dot com
 
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Post » Thu May 03, 2012 8:11 am

I am fixing everything except the misalignment between meshes, since most of it is not obvious in an individual mesh. A little bit of it is (like the metal panel halves) but to do most of it (like the stone block floors, walls, and ceilings), I think I will have to import two meshes at once so that I can compare the UV mapping directly. That I am leaving until everything else is done.

Check out what is done so far: http://dl.dropbox.com/u/59330294/i.7z
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Charleigh Anderson
 
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Post » Thu May 03, 2012 2:10 am

Alright cool. It shouldnt be hard to simply see the meshes side by side in the CS though. I believe at least some of the problem is the UV mapping being flipped vertically between mesh edges(one side is up, the other side is down, so where the meshes meet you have up on one side and down on the other). I may be remembering wrong though.
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Charity Hughes
 
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Post » Thu May 03, 2012 3:42 pm

Just bumping this to see if any more has been done.
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sara OMAR
 
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