[WIPz] Darknut World Textures

Post » Tue Feb 01, 2011 2:47 pm

As I said in an earlier post, I started working on these way back when I first did the Armor textures but have debated whether to finish them or not.

There are some very good World replacers out there already so you might ask why bother ......well I the like look of vanilla MW I just want higher detail plus its really fun trying to kick some life into those old textures.

Not counting the textures I've already released there are nearly 1400 textures left to do, so that being the case I think I will release these in sub groups.

Probably Land, Architecture, Flora ...etc


So I'm making it official with a WIP thread ... here are a few screens to hopefully wet your appetite.

http://i61.photobucket.com/albums/h61/TheDarknut/Ash.gif

http://i61.photobucket.com/albums/h61/TheDarknut/Imp01.gif

http://i61.photobucket.com/albums/h61/TheDarknut/Imp02.gif

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot3-2.jpg

EDIT

More Screens

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot5-1.jpg (these are the vanilla textures with a Displacement map applied to them)

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot11-2.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot6-1.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot7-1.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot8-1.jpg

EDIT

Well I've been in "Texture" mod lately and since I'm waiting for permission to finish Betterclothes I've been working on My world texture mod again.

here is the BC tree textures tweaked a bit .... these may or may not be final.

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot51-2.jpg vanilla

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot52-2.jpg tweaked

[EDIT] 5-27-09

I have been modding again lately ...

I'm getting close to being done with some of My version of the MW world textures ... the Bitter coast will be first ... Here are some more screens ... pix are mostly BC ground textures & trees.

These are all reworked original textures .... it prob would have been easier to make them from scratch :nuts: :)

The textures in the screenies are 2048 x 2048

http://i61.photobucket.com/albums/h61/TheDarknut/BC07.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC06.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC05.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC04.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC03.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC02.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/BC01.jpg

Also here is a beta of My BC scum mod ... makes the scum transparent so you see the water under it ... looks really cool with MGE water!
Adds new lily pads ..... will work with what ever textures you use ... no textures are included with the beta.

This only effects the scum around Seyda Neen

http://rapidshare.com/files/238018910/DN_scum.zip


UPDATE 6-7-09

Been working on textures lately ...... mostly wood.

Here is some beta texture to try out ... kind of a mixture ... bitter coast, wood. metal .... [warning] some of these a 2048 x 2048 & are subject to change by the time of final release.

http://i61.photobucket.com/albums/h61/TheDarknut/WorldTexures01.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/WorldTexures02.jpg

http://rapidshare.com/files/241965640/DNTexures.7z



Update 09-16-09


http://i61.photobucket.com/albums/h61/TheDarknut/Balmora01.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/Barnies.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/rocks01.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/rocks02.jpg



Update 09-20-09

working on bloodmoon today

I took a pic of grass from the median in front of My office & used that as a base :D

I'm making all the seemless ground textures in the game actually seemless .... a lot of the vanilla textures are only "kind of" seemless & worked fine at low res but not at 2048 x 2048.

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot87-1.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot88-1.jpg

Update 10-07-09


I developed a new technique this weekend & I'm finally getting the Imperial textures to look like I want .... I have redone these prob 50 times .....

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot93-1.jpg The ground texture is finished! .... the other textures in the shot are close but not there yet.

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot94-3.jpg Ground closeup

I applied My new technique to the Hlaalu textures ....

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot96-2.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot95-2.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot97-2.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot98-1.jpg


Update 10-11-09

Working on house textures today ...

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot102.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot101-3.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot100-1.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot99-1.jpg

Update 10-17-09

http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot104-1.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot103.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot107-1.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot105-1.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot106-1.jpg


Update 10-28-09

Here are some before & after pix of Seyda Neen .... I'm finally happy with these & consider them done.

http://i61.photobucket.com/albums/h61/TheDarknut/SN01.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/SN01a.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/SN02.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/SN02a.jpg

http://i61.photobucket.com/albums/h61/TheDarknut/SN03.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/SN03a.jpg

Update 1-22-2010

Well campers I'm still working on this ..... actually a lot! ... more than it seems I'm sure .... I'm running into the same problems connary is .... the higher res you go with Morrowind it exposes more & more of the UV flaws & bad seemless tiles ... so its slow going but I'm fixing meshes as I find them. .... some of the UV's are stunningly bad!

The worst yet is the velothi tile set .... even after I fixed the bad seemless floor texture the UV's are not consistent so the textures don't line up & it looks like total crap ... the hires textures actually make it look worse than the low res vanilla textures. .... so I either have to rework all the meshes or come up with a seemless texture that is seemless on all 4 sides!

making it seemless on all 4 sides is EZ ... making look good that way is not.

Lately I have be redoing all the doors .... here are a couple of screenies. ..... again the velothi doors were really inconsistent UV wise .... whoever that textured those originally for Bethesda must have been high that day .. geez!

http://i61.photobucket.com/albums/h61/TheDarknut/Doors01.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/Doors02.jpg

Also here is some animated gifs of the housing textures in Seyda Neen ... this are some of my best work ..IMHO
http://i61.photobucket.com/albums/h61/TheDarknut/SeydaNeen01.gif
http://i61.photobucket.com/albums/h61/TheDarknut/SeydaNeen02.gif
http://i61.photobucket.com/albums/h61/TheDarknut/SeydaNeen03.gif




My Texture Redo folder has porked out to 30 gigs?
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Cathrin Hummel
 
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Post » Tue Feb 01, 2011 8:57 am

Very Nice indeed! Please finish them, the thing I like about your textures is that they do not alter Morowind, they just make the textures look like what they would've looked like if Bethesda made Morrowind now.
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Grace Francis
 
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Post » Tue Feb 01, 2011 7:42 am

Very nice, Darknut. From washed out to high contrast. Almost too high a contrast, but that can be toned down by monitor changes.

sieboldii
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Stephanie Nieves
 
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Post » Tue Feb 01, 2011 10:35 am

Love the use of the gif to display the difference, looking great :)
Slightly off topic, I'm working on a House Dagoth faction mod, and was wondering if I could use your greater ruins as a base for its...base? I know your planning on releasing an update soon though, so that might be difficult...
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Ladymorphine
 
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Post » Tue Feb 01, 2011 8:48 am

Pauses to readjust eyes :) These are very sharp Darknut - you have a really good technique for sharpening old textures - I found them a bit overpowering, maybe just used to the more smooth stoned look of Ebonheart - but am looking forward to your future pics - keen to see how you do Ascadian Isles and West Gash landscapes and especially the flora :)
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Tamara Primo
 
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Post » Tue Feb 01, 2011 6:26 pm

Very nice, Darknut. From washed out to high contrast. Almost too high a contrast, but that can be toned down by monitor changes.

sieboldii


Thats funny. the contrast doesn't look to high at all here on my work PC monitor ..... I just finished those Imperial textures here at work today, I wanted to run them thru some color correction software I have here at work to really bring them to life.

I'll check them on my game PC when I get home.


Love the use of the gif to display the difference, looking great :)
Slightly off topic, I'm working on a House Dagoth faction mod, and was wondering if I could use your greater ruins as a base for its...base? I know your planning on releasing an update soon though, so that might be difficult...


PM me with more details about your faction mod
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:)Colleenn
 
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Post » Tue Feb 01, 2011 1:58 pm

I really hope you make these, I love the fact that you just makes everything better, more detailed, higher textures, without changing everything, that means that for a purist like me =P, its still the same old morrowind that came out in 2002, but its detail and texture resolution has been increased, and I just love it.

I think your textures are the best for just that reason, the same game the devs wanted us to play, but better looking, no changes, just more graphical detail :)

Kepp up the superb work!

looking forward to the release
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kirsty williams
 
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Post » Tue Feb 01, 2011 11:32 am

Mhhh ...
are these pictures flopping back and forth between old/new, like every second or so?
Neat, for comparison

Although I find the new luminosity a bit brilliant, somewhat diverging from the familiar, cherished, darker feel of original MW; in other words, slightly too lively.

Cheers,
J.M.
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scorpion972
 
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Post » Tue Feb 01, 2011 6:59 pm

Just the other day I noticed the Sheogorad region in my game is woefully neglected when it comes to textures. I downloaded the Visual Pack (Nature) and installed the textures it replaced that I didn't already have replacers for. Sadly, the region still looks horrible - the colors clash and everything looks conflicted.

Oh, I do wish some skilled texturer would re-do the Sheogorad region as a beautiful, consistent whole. ;^)
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Chris BEvan
 
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Post » Tue Feb 01, 2011 7:06 pm

those look awesome.
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April
 
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Post » Tue Feb 01, 2011 3:02 am

I don't like the ashland textures. The ...I don't even know what those are, the dark blotches. They really really REALLY look bad. I'm really sorry, I just can't find anything good to say about them. The stone textures I really liked, but ... PLEASE do something about the ashlands. It's just awful looking.
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Jessica Lloyd
 
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Post » Tue Feb 01, 2011 3:36 am

Those pics are animated, I didn't see that at first.

I think the contrast is too high. Are you using a technique for these that is different from the methods you implemented for your creatures, armor, and weapons mods?
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Emmi Coolahan
 
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Post » Tue Feb 01, 2011 11:57 am

he who has the most mods going @ once wins


Where does 7 at once rate? :lol:
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CArla HOlbert
 
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Post » Tue Feb 01, 2011 10:56 am

You should see them ingame the screens don't do them justice.

I posted a higher res shot of the ashland texture it was hard to tell anything in that little gif.

The contrast looks fine on my monitors work & home ..... I'm making these to suite myself, use them .... don't use them.
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Irmacuba
 
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Post » Tue Feb 01, 2011 8:16 am

Oh, I see now ^^''' The road texture (the random polygonal segment thingies) needs to stand out more, I think. maybe remove the wavy light/dark pattern from the normal ash? Cause.. that is the part that bugs me the most. xx'
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Sammi Jones
 
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Post » Tue Feb 01, 2011 3:30 am

Looks great! And its just like Morrowind! Extra plus from me.
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sara OMAR
 
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Post » Tue Feb 01, 2011 4:26 am

Cause.. that is the part that bugs me the most. xx'


I'm making these to suite myself, use them .... don't use them.


Looks like you'll have to remain bugged ;)
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kristy dunn
 
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Post » Tue Feb 01, 2011 10:33 am

Looks great so far to me. I always stay with the theory that screenshots never do anything justice, which usually seems to be true in my opinion. I'll probably end up using your landscape textures for everything. Finally I will have landscapes all of the same quality. :shocking:
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Benito Martinez
 
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Post » Tue Feb 01, 2011 12:59 pm

added a few more screens
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Antonio Gigliotta
 
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Post » Tue Feb 01, 2011 11:15 am

added a few more screens


Home computer for the last shots? They do not have the real high contrast of the gifs. Much easier on my tired eyes. :celebration:

sieboldii
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Nauty
 
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Post » Tue Feb 01, 2011 1:10 pm

Home computer for the last shots? They do not have the real high contrast of the gifs. Much easier on my tired eyes. :celebration:

sieboldii


Yep
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Far'ed K.G.h.m
 
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Post » Tue Feb 01, 2011 6:08 pm

Thanks for the extra screenies - I think my characters will stop using glasses mods as you've transformed Vvardenfell into High Definition. Maybe it was just the alternating gif that was distorting my previous view - the imperial texture is looking great
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jesse villaneda
 
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Post » Tue Feb 01, 2011 5:20 pm

Still it's not ash. It can be whatever but it is not ash. Ash (and other sandlike substances) should be smoother, IMHO.
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Claire
 
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Post » Tue Feb 01, 2011 10:16 am

Still it's not ash. It can be whatever but it is not ash. Ash (and other sandlike substances) should be smoother, IMHO.


Ash is absolutely nothing like sand, for one, and so does not need to follow the 'rules' for sand at all.
For two, since Nirn is an alien world, Darknut can envision the ash there to look however he wants. I mean c'mon, in Morrowind ebony is an ore and you dig 'raw glass' out of the rocks too. Clearly the rules of our world do not apply there.


To be honest I think some of the people posting in here are being a tad ridiculous. All you're saying is 'i don't like it, change it', or telling him he needs to change this or that.
Darknut has already expressed that he's making these to suit himself, so get over it. Like it, don't like it, but if you don't like it, move on.


Keep on rollin' here Darky. Whether people use them or not, your textures are top quality, so good work!
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Fiori Pra
 
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Post » Tue Feb 01, 2011 4:46 am

This is a discussion board, and here's a thread, so people can talk about it. That includes those who do not like this or that part of the project, for whatever reason.
So yeah, he said he's doing it as he likes it. Which is absolutely no reason for others to shut up in this thread. In fact, there are several reasons to post even *if* they read that line.
If I wanted a thread without any dissenting opinions, I'd clearly say so in the opening post - though I wonder why I should open a *discussion* thread in the first place.
I'm pretty sure DarkNut won't abandon the project just because people say what they think. ;)
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Devils Cheek
 
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