[WIP] making rocks seamless - UV corrections

Post » Mon Dec 07, 2009 10:43 am

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


I can make a test pattern of checkers and such and post screens that way. But I don't have the time to do before and after shots.
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jesse villaneda
 
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Post » Mon Dec 07, 2009 5:21 am

I think that this console command can be used rather than resting & waiting for the right weather.
Or maybe not, I don't really know. :shrug:
ChangeWeather, "Bitter Coast Region", 0
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JD FROM HELL
 
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Post » Mon Dec 07, 2009 10:08 am

Fantastic work, the rocks you have done look great now! :)

Will you be tackling Bloodmoon? Some of those rocks are quite bad, especially the tops of the tall ones, it would be a shame if you didn't.
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Scared humanity
 
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Post » Mon Dec 07, 2009 12:00 pm

I think that this console command can be used rather than resting & waiting for the right weather.
Or maybe not, I don't really know. :shrug:
ChangeWeather, "Bitter Coast Region", 0

@Earth_Wyrm
Yep, that's exactly the console command to get clear weather conditions (any where in BC region) - you can even omit the comas if you want. ;)

I would also suggest to 'set timescale to 1' in order to slow the passage of time down to real-time (assuming it's already daytime in-game).


Fantastic work, the rocks you have done look great now! :)

Will you be tackling Bloodmoon? Some of those rocks are quite bad, especially the tops of the tall ones, it would be a shame if you didn't.

I second this request (one I personally made awhile back)!

Nich, I know you said you were planning to tackle the trees next, but having at least the bloodmoon exterior rocks fixed would be fantastic - looks like 81 meshes in the 'meshes\ f ' folder on the BM disc. :cookie:
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jessica Villacis
 
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Post » Mon Dec 07, 2009 6:16 am

I think that this console command can be used rather than resting & waiting for the right weather.
Or maybe not, I don't really know. :shrug:
ChangeWeather, "Bitter Coast Region", 0


very nice , thanks for the tip

Fantastic work, the rocks you have done look great now! :)

Will you be tackling Bloodmoon? Some of those rocks are quite bad, especially the tops of the tall ones, it would be a shame if you didn't.


thankyou , question is answered below

@Earth_Wyrm
Yep, that's exactly the console command to get clear weather conditions (any where in BC region) - you can even omit the comas if you want. ;)

I would also suggest to 'set timescale to 1' in order to slow the passage of time down to real-time (assuming it's already daytime in-game).



I second this request (one I personally made awhile back)!

Nich, I know you said you were planning to tackle the trees next, but having at least the bloodmoon exterior rocks fixed would be fantastic - looks like 81 meshes in the 'meshes\ f ' folder on the BM disc. :cookie:


another good tip , thx

now for the bloodmoon question . i hear a rumor that vality will be doing the UVs on the rocks in an upcoming release . no reason for us both to do the same work .

off to take some screenshots . laters

-Nich
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Matt Gammond
 
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Post » Mon Dec 07, 2009 1:17 pm

...............
I would also suggest to 'set timescale to 1' in order to slow the passage of time down to real-time (assuming it's already daytime in-game).
....................


Is that a Console commond or an INI edit.
-----------------------------------------------------
Weather will go from 0 to 9.

Just type in the region to change the weather ChangeWeather"ashland Region"9
Then wait in game and you'll get a Heavy snow. Sometime you do this just as the game is changing the weather itself. So when you rest it not what you wanted. Just do it again. If the weather doesn't show there a good change your typing in the wrong region.


Trees are more important in a game where everyone is playing then more rocks in bloodmoon where few people travel all the way thru. It should not be on the top of the list.
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Invasion's
 
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Post » Mon Dec 07, 2009 11:40 am

-clip-
now for the bloodmoon question . i hear a rumor that vality will be doing the UVs on the rocks in an upcoming release . no reason for us both to do the same work .
-clip-

@Nich
Ah. Wasn't aware that Vality7 was fixing the exterior rocks for BM. I knew about his Ice Caverns replacer which already replaces the interior rocks. So yeah, no need to duplicate effort where you are already aware of it (and would trust the modder's efforts to be as good or better than your own).

One advantage of your work Nich, is that you are not adding environment / detail / etc maps - models with those extra maps don't play nice with the current implementations of MGE and thus will not get rendered in distantland at all; although one solution is to generate distantland files without those models installed first, then add them back in afterward.


Is that a Console command or an INI edit.

@skydye
You'll want to use it as a console command.

Trees are more important in a game where everyone is playing then more rocks in bloodmoon where few people travel all the way thru. It should not be on the top of the list.

Although it may be true more people will spend their time on Vvardenfell, there are already existing tree mods available and many WIP projects that aim to replace trees. AFAIK this is the only project specifically for rocks where the main goal is to fix the UVWs.

I understand your opinion - I'm only putting BM rocks near the top of the list. ^_^
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Killah Bee
 
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Post » Mon Dec 07, 2009 5:04 am

............................
I understand your opinion - I'm only putting BM rocks near the top of the list. ^_^


Thanks, Got a bloodmoon project in the works?
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Ross
 
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Post » Mon Dec 07, 2009 5:28 am

Just popping out of the game to say thank you!
Thank you Nich for that enormous amount work work and art you?ve done in the first place.
Thank you everyone for pushing the matter even further - I just reopened a Save where I was facing a rock near Suran.
By saving the game just before updating the meshes and then reopening it directly after it, I thought, it would be best possible to appreciate the subtle differences made by changing the look of - well - a few stones.
Oh - wow!
I looked around and there were a few other rocks strewn along the path to the town gate.
They looked so... clean!
I would never have imagined such a visible impact.

This is the best thing happened to Morrowind since Slartibartfast?s Seamless Textures!

so...well...
THANK YOU!
...awright...back to Suran!
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Imy Davies
 
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Post » Sun Dec 06, 2009 11:51 pm

now for the bloodmoon question . i hear a rumor that vality will be doing the UVs on the rocks in an upcoming release . no reason for us both to do the same work .

I wasn't actually planning to, I would only do them if you aren't going to or nobody else will, as I already have heaps of work that needs doing in my Solstheim mod. I'm not that good at doing uv maps anyway, so I wouldn't be the best person to do it.
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Ann Church
 
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Post » Mon Dec 07, 2009 12:11 am

correctUVrocks 10 is on PES and pending . only a few very minor changes from release 09

correctUV diverse ore veins (original from CJW-Craigor) is on PES and pending . this matches the ore container textures to be the same as the caves they are in . i just adjusted the UV maps .

REL threads will be posted once approved .


...


off to do a few trees . woo hooo !!!

-Nich
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Luna Lovegood
 
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Post » Mon Dec 07, 2009 10:08 am

correctUVrocks 10 is on PES and pending . only a few very minor changes from release 09

correctUV diverse ore veins (original from CJW-Craigor) is on PES and pending . this matches the ore container textures to be the same as the caves they are in . i just adjusted the UV maps .

REL threads will be posted once approved .


...


off to do a few trees . woo hooo !!!

-Nich


Thanks Nich,

I have a list of problems but they are all ones you haven't done yet. I can't believe they were paid for this kind of straight out laziness.
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(G-yen)
 
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Post » Mon Dec 07, 2009 8:18 am

correctUVrocks 10 is on PES and pending . only a few very minor changes from release 09

correctUV diverse ore veins (original from CJW-Craigor) is on PES and pending . this matches the ore container textures to be the same as the caves they are in . i just adjusted the UV maps .

REL threads will be posted once approved .


...


off to do a few trees . woo hooo !!!

-Nich

Woo! :woot: You are amazing, Nich!

And thanks for touching up the Diverse Ore Veins containers - I plan on using that mod. :D

Do you think you'll approach the Solstheim rocks (Vality posted that it wasn't on his list of plans) at some point in the future? That is, if they actually need changes - is it too much to hope that the Bloodmoon design team finally realized the proper way to UV map their rocks? :P
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Emily abigail Villarreal
 
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Post » Mon Dec 07, 2009 3:03 pm

correctUVrocks 10 is on PES and pending . only a few very minor changes from release 09

correctUV diverse ore veins (original from CJW-Craigor) is on PES and pending . this matches the ore container textures to be the same as the caves they are in . i just adjusted the UV maps .

REL threads will be posted once approved .


...


off to do a few trees . woo hooo !!!

-Nich

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=7588, and already downloaded. Was curious though, now that this is out, will we ever see that update to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=6797 you released back in '08? I oh so really do hope that's what that last little tid-bit implies!
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Cash n Class
 
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Post » Mon Dec 07, 2009 9:01 am

The correctUV Diverse Ore Veins too, awesome! :)

Was curious though, now that this is out, will we ever see that update to West Gash Billboard Trees you released back in '08? I oh so really do hope that's what that last little tid-bit implies!

I think he meant correcting the UV mapping for the original trees just like he did for the rocks.


By the way the folder architecture of the CorrectUV Diverse Ore Veins isn't exactly right: Right now the esp is in the root of the file along with the readme, instead of in the data files folder.
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Horse gal smithe
 
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Post » Mon Dec 07, 2009 10:30 am

Great work Nich, I am looking forward to your UV tree work.

Edit - As Vality said he is not tackling Bloodmoon rocks, will you be doing them at all? :)
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krystal sowten
 
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Post » Mon Dec 07, 2009 2:47 pm

Do you think you'll approach the Solstheim rocks (Vality posted that it wasn't on his list of plans)

well i don't go there much . I am planning [EDIT] currently working on [/EDIT] the trees . I may do them after . not sure which project i will pick up after the trees .

Diverse Ore Veins not correct

well i use Wrye Mash to install and activate it . i didn't realize it was in the wrong place . i guess Mash places it correctly . i will keep it in mind for the update . would like the diamons, ebony, and glass to disappear from the rocks when mined . like the way the harvesting mods work .

Wesh Gash billboard trees

this is definetly on my mind . correcting the UV to those trees would be the first step and now that the trees are green again i can get take some pictures for the leaf textures .

hope that answers a few questions . trees now . then i will decide on Solstheim rocks, updating the diverse ore veins , or billboard trees .

-Nich
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Naughty not Nice
 
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Post » Mon Dec 07, 2009 8:55 am

Do you think you'll approach the Solstheim rocks (Vality posted that it wasn't on his list of plans)

well i don't go there much . I am planning [EDIT] currently working on [/EDIT] the trees . I may do them after . not sure which project i will pick up after the trees .

Diverse Ore Veins not correct

well i use Wrye Mash to install and activate it . i didn't realize it was in the wrong place . i guess Mash places it correctly . i will keep it in mind for the update . would like the diamons, ebony, and glass to disappear from the rocks when mined . like the way the harvesting mods work .

Wesh Gash billboard trees

this is definetly on my mind . correcting the UV to those trees would be the first step and now that the trees are green again i can get take some pictures for the leaf textures .

hope that answers a few questions . trees now . then i will decide on Solstheim rocks, updating the diverse ore veins , or billboard trees .

-Nich


I love what you've done so far. :icecream:

Any chance that you can finish all the ashsland rocks. As almost all of them have that mirroring of the texture wrap. They may also be call MA rocks I can't remember.

Thanks.
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Jennifer May
 
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Post » Mon Dec 07, 2009 4:49 am

I love what you've done so far. :icecream:

Any chance that you can finish all the ashsland rocks. As almost all of them have that mirroring of the texture wrap. They may also be call MA rocks I can't remember.

Thanks.


almost all of those ashlands (MA) rocks where done that way . they are so skinny it is the only way to make them seamless .

the other option was to make the bottom half 2 or 3 textures wrapped seamless and the top have a seam from 1 side to the other . since you only see the mirrioring from this skinny side i thought the 1st option was better .

as for now i am working on the trees . but since i am noticing some other things wrong with the rocks (dang i can be a perfectionest , except for spelling ... haha) i might be coming back to update some of the rocks . you might also notice that i messed up the scaling of the rocks inside caves . especially in mud and lava caves . so it is on a todo list .

anyway . let me know what else you see that could be improved . i will put it on the update list .

trees , trees , trees . gotta go fix some trees .

laters

-Nich
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lolli
 
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Post » Mon Dec 07, 2009 6:10 am

almost all of those ashlands (MA) rocks where done that way . they are so skinny it is the only way to make them seamless .

the other option was to make the bottom half 2 or 3 textures wrapped seamless and the top have a seam from 1 side to the other . since you only see the mirrioring from this skinny side i thought the 1st option was better .

as for now i am working on the trees . but since i am noticing some other things wrong with the rocks (dang i can be a perfectionest , except for spelling ... haha) i might be coming back to update some of the rocks . you might also notice that i messed up the scaling of the rocks inside caves . especially in mud and lava caves . so it is on a todo list .

anyway . let me know what else you see that could be improved . i will put it on the update list .

trees , trees , trees . gotta go fix some trees .

laters

-Nich


Thanks for the rock info.
Do you remember the names of the cave rocks.

Trees are a mess in the game. That's one massive undertaking.
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Nichola Haynes
 
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Post » Mon Dec 07, 2009 8:15 am

Thanks for the rock info.
Do you remember the names of the cave rocks.

Trees are a mess in the game. That's one massive undertaking.


cave rocks are in the meshes/i directory and have names line in_bone_rock , in_mold_rock , in_lava_rock , in_mud_rock and in_py_rock

-Nich
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Destinyscharm
 
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Post » Mon Dec 07, 2009 2:46 pm

I just wanted to say thanks for this mod. It really does make a noticeable difference. So this mod seems good to me! :-)
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GPMG
 
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Post » Mon Dec 07, 2009 4:17 am

i just found this. this is f***ing amazing. i never thought there could be such a huge improvent. and i always believed i need a new texture and was actually searching for one and found this by accident. this is absolutely great!!!
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Laura Richards
 
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Post » Mon Dec 07, 2009 1:50 pm

Bump for a cool project, everyone should use this! :)

Also because it's not in the OP and it appears to be a more recent version:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=7588

And for those using http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6890 (Which I also recommend):

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=329291&id=7587
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QuinDINGDONGcey
 
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Post » Mon Dec 07, 2009 5:23 am

It's a shame Diverse Ore Veins isnt a pluginless replacer

As for the OP mod, i will definitely be downloading :)
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Baylea Isaacs
 
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