[WIP] making rocks seamless - UV corrections

Post » Mon Dec 07, 2009 12:28 pm

Not yet, it`s part of a huge mod, im continuing on the "morrowind 2006" mod if you remember that.
My goal is to enhance nearly all meshes in the game(statics, misc items, buildings, lights, ingredients, containers, flora, rocks, you name it)
With enhancing i mean higher polycount, better texture seams, bumpmapping. And some meshes will be replace by new ones.

Im already 80% finished with the misc items, containers, apparatuses, and rocks.

OT:
Nice to see your taking up mw 2006 (I don't play without it). Altho I think some meshes settings could be better, some are just to shiny.

On Topic:
Nice to see your still around Nich. Best of luck with this! =)
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MatthewJontully
 
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Post » Mon Dec 07, 2009 1:55 pm

Probably a silly question but here goes: Does this affect FPS?
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Stace
 
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Post » Mon Dec 07, 2009 9:20 am

Probably a silly question but here goes: Does this affect FPS?

No he's just editing the uvmap which will not affect your performance. At least I think it shouldn't.
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Jamie Moysey
 
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Post » Mon Dec 07, 2009 10:43 am

hello to you too .

i have not had time to finish the few remaining meshes . if i can't get to them this weekend i will just release the latest beta to PES . should not take to long to put a README file together and upload .

-nich

[EDIT] now that i think of it i also made the diverse ore mod seamless and if i remember that readme it allows it to be used as a resource . should be able to upload that this weekend also . [/EDIT]
Just to chip in and say I was wandering around Vvardenfell the other day and your corrections are a major help to maintaining immersion: I didn't realise how much I'd been pulled out of the game before by these rock seams, particularly up round Sheogorad. Excellent work Nich, thank you :thumbsup:

[OT]

it`s part of a huge mod, im continuing on the "morrowind 2006" mod if you remember that.
Oh. My. God. I hoped when I saw you back on the boards that this might be on the cards. :celebration:
[/OT]
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kirsty williams
 
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Post » Mon Dec 07, 2009 5:02 am

few quick replies

i only added a few vertices here and there to help the UVs from stretching too much . i was going to increase all the vertice counts in the beginning but i figured that less powerfull computers might lagg and less people would find it usefull .

didn't do the bump mapping since i think those should be the textures job . things could look strange with very different bump maps and textures .

as for FPS it might make it just a little bit better . with all the UVs connected the nif file sizes actually get smaller .

morrowind 2006 looks interesting , i think i will try it out .

lastly , glad people are enjoying it .

-NICH

erm . PS

i have a few of the trees done . might be putting together a WIP for those .
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Catherine N
 
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Post » Mon Dec 07, 2009 4:16 am

few quick replies

i only added a few vertices here and there to help the UVs from stretching too much . i was going to increase all the vertice counts in the beginning but i figured that less powerfull computers might lagg and less people would find it usefull .

didn't do the bump mapping since i think those should be the textures job . things could look strange with very different bump maps and textures .

as for FPS it might make it just a little bit better . with all the UVs connected the nif file sizes actually get smaller .

morrowind 2006 looks interesting , i think i will try it out .

lastly , glad people are enjoying it .

-NICH

erm . PS

i have a few of the trees done . might be putting together a WIP for those .


Cool trees. That will be a sperate release won't it.
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Erin S
 
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Post » Mon Dec 07, 2009 12:04 pm

Cool trees. That will be a sperate release won't it.


yep , trees will be seperate

did a little work tonight . bethesda went a little over the top on the MA region lava pot

http://www.imagebam.com/image/95d80f38194297

the new improved is on the left . bethesda original on the righ

-Nich
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Jesus Lopez
 
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Post » Mon Dec 07, 2009 7:04 am

:nod:
Jeepers, your improvement is like the difference between brand new baby's skin and a horrendously scarred knee. :P

One must wonder if Bethesda had access to any decent UVW tools 8 years ago. Seems like they didn't bother on a lot of the original meshes (heh, I made a pun).

Glad to see you're back at this, Nich - thanks again for all your efforts!
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Siobhan Wallis-McRobert
 
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Post » Mon Dec 07, 2009 9:35 am

:nod:
Jeepers, your improvement is like the difference between brand new baby's skin and a horrendously scarred knee. :P

One must wonder if Bethesda had access to any decent UVW tools 8 years ago. Seems like they didn't bother on a lot of the original meshes (heh, I made a pun).

Glad to see you're back at this, Nich - thanks again for all your efforts!


Some of oblivion rocks are the same way. Uv wrapping a rock that has shape edges is not easy.
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Chantel Hopkin
 
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Post » Sun Dec 06, 2009 10:17 pm

Some of oblivion rocks are the same way. Uv wrapping a rock that has shape edges is not easy.


In max it's very easy to do with a pelt map, though this was not available 8 years ago.

Looking at the original UV maps, it looks like they were created by max's auto generated cylinder maps. They could have made a seamless UV map, but without the current tools we have today, that would have taken a long time.
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Nick Pryce
 
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Post » Mon Dec 07, 2009 10:06 am

In max it's very easy to do with a pelt map, though this was not available 8 years ago.

Looking at the original UV maps, it looks like they were created by max's auto generated cylinder maps. They could have made a seamless UV map, but without the current tools we have today, that would have taken a long time.


i am just using blender . most are just simple unwraps then applying the limit stretch function . some are more complex and require seam marking , simple unwraps , aligning the uv vertices to the edge of the texture then applying the limit stretch function . i use some more complicated methods on things like the stalactites . a few do have seams that can't be avoided so i use vertex shading to hide the seams as best as possible .

i think they did have the tools needed 8 years ago . all of the bitter coast rocks are already seamless (but could use limit stretch done on them) and 95% or so have vertex shading done that could have been used to hide seams as well .

last night i did 44 meshes
x/terrain_lava_pot
x/terrain_lavapot_01 - was already seamless
x/terrain_lavapot_02
x/terrain_lavapot_03
x/terrain_MA_20 , 30 , 60
x/terrain_MA_rock13 , 22 , 32 , 62
x/terrain_MA_rock_13 , 51 , 53
x/terrain_volcano
i/in_bonecave_stal00 , 10 , 20 , 30 , 40 , 50
i/in_lavacave_stal00 , 10 , 20 , 30 , 40 , 50
i/in_moldcave_stal00 , 10 , 20 , 30 , 40 , 50
i/in_mudcave_stal00 , 10 , 20 , 30 , 40 , 50
i/in_pycave_stal00 , 10 , 20 , 30 , 40 , 50

going to search thu files and the cs to see what else needs done to finish the mainland up

-Nich
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Saul C
 
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Post » Mon Dec 07, 2009 7:04 am

Well I'd like to say something better than a lame "I love your work"....but .... um I actaully do love your work.

I think my next character is going to be a geologist and go study rock formations all over Vvardenfell :)
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Rude_Bitch_420
 
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Post » Mon Dec 07, 2009 9:26 am

Can you please fix terrain_ashland_rock_06 ?

It has two different textures a top half and a bottom half which is very cool. But it mirror wraps the texture seams on its sides to reverse itself which defeats the whole reason for making a texture seamless.
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Rhiannon Jones
 
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Post » Mon Dec 07, 2009 12:35 pm

I am looking forward to your next version Nich, this really is an essential mod.
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Camden Unglesbee
 
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Post » Mon Dec 07, 2009 3:27 am

Well I'd like to say something better than a lame "I love your work"....but .... um I actaully do love your work.

I think my next character is going to be a geologist and go study rock formations all over Vvardenfell :)


laffs . now that is funny

Can you please fix terrain_ashland_rock_06 ?

It has two different textures a top half and a bottom half which is very cool. But it mirror wraps the texture seams on its sides to reverse itself which defeats the whole reason for making a texture seamless.


i think you are the first to notice that this mirroring trick is needed on very tall skinny rocks . stalactites and such are done this way .

terrain_ashland_rock 01-10 are all originally done this way by bethesda with extra seams tossed in there aswell . i took another look at 6 and it is mirroring very poorly . 2 and 5 might need some work aswell . let me brainstorm a little and see if i can come up with a better way to create the UVs . if i can't come up with anything i will try adding some vertex shading to hide the mirroring .

terrain_ashland_rock 11-16 only use the top texture and don't suffer this problem .

-Nich

[EDIT]
looking thru the meshes/x directory i found 18 little rock , boulder and lava vents to edit
also found 20 cave entrences to do
that will complete meshes/x . only meshes/f to finish up . will not be doing the meshes/o (ebony,glass,diamons containers) will be pushing everyone to use the update to diverse ores i put together .
[/EDIT]
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Francesca
 
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Post » Mon Dec 07, 2009 10:41 am

laffs . now that is funny



i think you are the first to notice that this mirroring trick is needed on very tall skinny rocks . stalactites and such are done this way .

terrain_ashland_rock 01-10 are all originally done this way by bethesda with extra seams tossed in there aswell . i took another look at 6 and it is mirroring very poorly . 2 and 5 might need some work aswell . let me brainstorm a little and see if i can come up with a better way to create the UVs . if i can't come up with anything i will try adding some vertex shading to hide the mirroring .

terrain_ashland_rock 11-16 only use the top texture and don't suffer this problem .

-Nich

[EDIT]
looking thru the meshes/x directory i found 18 little rock , boulder and lava vents to edit
also found 20 cave entrences to do
that will complete meshes/x . only meshes/f to finish up . will not be doing the meshes/o (ebony,glass,diamons containers) will be pushing everyone to use the update to diverse ores i put together .
[/EDIT]


Thanks I love the double texture on tall rocks. A base and a top texture ( although I haven't made two different textures yet I will as soon as this is released.) so please leave that as is.
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Sweets Sweets
 
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Post » Mon Dec 07, 2009 4:37 am

ok , i think i got just about everything done . so here is what i think is the last temporary download . i will give everyone a few days to look the rocks over and if nothing odd is found i will put it up on PES .

http://www.filefactory.com/file/ag5g1ca/n/correctUVrocks_09_rar ... click the Free Download button in the middle of the page
link to be added to the OP in the next few minutes .


to install just overwrite the .nif files from previous releases .

looking back i guess i never released the 08 version .

added to correctUVrocks_09
all of correctUVrocks_01 - 08
ex_ AC,AI,AL,BC,GL,MA,WG,RM _cave_entrance . even corrected some of the entrance beams in the nif
in_ bonecave,lavacave,moldcave,mudcave,pycave _stal00 ,10,20,30,40,50
redid ex_Tmenhir_01 and L_01 . with 10,000 ingame placements i think they should be perfect .
tx_MA_rock_13,51,53
tx_MA_rock13,22,62
odds and ends boulders , rocks
lavapots
terrain_volcano
redid terrain_ashland_rock_02 , 05, 06 for skydye . there are a few seams on them but i hide them the best i could with vertex shading .

sorry . no pictures this time .

-Nich
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anna ley
 
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Post » Mon Dec 07, 2009 1:52 pm

Nich, you have truly outdone yourself with this project.

I never imagined you'd fix almost any mesh that has rocks in them. Fabulous work!

AWESOME =)
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Louise
 
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Post » Mon Dec 07, 2009 8:46 am

Excellent! :woot:

Erm, I don't suppose you could try uploading to another site? FileFactory isn't very friendly. I waited for my download, then it said I couldn't download it because I was downloading too many files (what?). :sadvaultboy:
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Stacyia
 
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Post » Mon Dec 07, 2009 1:18 am

Excellent! :woot:

Erm, I don't suppose you could try uploading to another site? FileFactory isn't very friendly. I waited for my download, then it said I couldn't download it because I was downloading too many files (what?). :sadvaultboy:


i can do that if i don't have to create an account . too many logins to remember now . what site do you want it on ?

-Nich
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Alkira rose Nankivell
 
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Post » Mon Dec 07, 2009 11:46 am

i can do that if i don't have to create an account . too many logins to remember now . what site do you want it on ?

-Nich

I enjoy http://www.mediafire.com/, personally. :) I think you can upload files without an account, but I'm not sure if there is a size and/or duration (i.e. will be taken down after some number of days) limit on that kind of upload.
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Cody Banks
 
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Post » Mon Dec 07, 2009 2:09 am

I enjoy http://www.mediafire.com/, personally. :) I think you can upload files without an account, but I'm not sure if there is a size and/or duration (i.e. will be taken down after some number of days) limit on that kind of upload.


http://www.mediafire.com/?sharekey=ed580fe77038b445af924764f9977b1de04e75f6e8ebb871

-Nich
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Laura Mclean
 
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Post » Mon Dec 07, 2009 9:25 am

http://www.mediafire.com/?sharekey=ed580fe77038b445af924764f9977b1de04e75f6e8ebb871

-Nich

Thanks! :twirl:
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Jaylene Brower
 
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Post » Mon Dec 07, 2009 12:14 pm

This is great, Nich. :)
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BEl J
 
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Post » Mon Dec 07, 2009 2:13 pm

It is time to put together before and after pictures for a release page .

This is time consuming and i am not that good at it ... so i am asking for your help and in return i will include you in the credits on the release page and in the release README .

Here is what i would like to get

screen resolution set to 800x600 . low resolution since i am planning on putting both before and after screenshots into a single graphic file .

example http://www.imagebam.com/image/cdc41638517638 : http://www.imagebam.com/image/b7be0a38517639

-OR-

example http://www.imagebam.com/image/f7d8c238517640

this is what i think is the best process to create the before and after pictures

use your/community best texture replacers .
in game , go to options and turn off the crosshair .
without correctUVrocks installed go out and find rocks with bad UVs .
save a game like WG_01 (this would be west gash 01)
you might have to keep resting for 24 hours to get a good clear sunny day
take a screenshot

install correctUVrocks
load your save game like WG_01
don't move
you might have to keep resting for 24 hours to get a good clear sunny day
take a screenshot

now this is optional . load both screenshots into you photo editing software . paste the before screenshot above the after screenshot

post your screenshots in this thread

8 best screen shots will be used to show off the release and credit given to the authors of these pictures .

thx

-Nich
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Melung Chan
 
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