[WIP] making rocks seamless - UV corrections

Post » Mon Dec 07, 2009 7:58 am

You are so cool to me right now.
Oh man, I've been wanting this for so long now (I even started it myself, but as everyone knows, I never finish anything), and now it's finally, finally here and much better than I'd have been able to manage. Oh, glorious day. Oh, spectacular night. Oh, excellent evening.

Now if only someone were to fix the stretching on the tree meshes, and distribute the detail in places where it actually matters.

Finally somebody finished up something like this. I was also working on it.. altho not only fixing seams but also reworking the uw maps to allow for big, unique textures...

GRAND WORK MAN!
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Brandon Bernardi
 
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Post » Mon Dec 07, 2009 6:25 am

Thanks for the hard work! This looks much better.
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Sammi Jones
 
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Post » Mon Dec 07, 2009 12:56 am


i am seriously considering just deleted all the collision boxes from the AI meshes unless someone can give me a good reason in like the next 24 hours

-Nich
To stop cliffracers etc falling into them? Won't removing collision mean that the PC can just walk through them, and little critters like rats run away and hide in them?
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helliehexx
 
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Post » Mon Dec 07, 2009 3:29 am

Now if only someone were to fix the stretching on the tree meshes, and distribute the detail in places where it actually matters.


ug . that is my second largest grip . first is the rocks since morrowind is like 90% rock meshes . might be something to work on after the rocks are done .


------------------------


had a little time to add a few more meshes . download link is on the OP
removed the root collision hull from terrain_rock_AI_12.nif as was done in UUMMP . i know that the disscussion was about AC_12.nif but that was just a typo . UUMMP has AI_12.nif in it not AC_12.nif .
finished the GL region

i won't be doing the BC region . these are already seamless UVs ... a little stretchy but the texture with the lichen on it stretches well .
there is RM region left in the f directory . 23 files i think
some reason i don't see the MA region . was that under the x directory ? i will look over the installation disk and try to round up what is left to do .

don't think i will be working on this tonight . . erm . or the rest of this weekend . family life and all .


-Nich
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Wanda Maximoff
 
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Post » Mon Dec 07, 2009 1:03 am

When a mesh doesn't have collision boxes, the engine uses the mesh shape itself for collision. The interest of having a collision box, then, is that it allows to simplify physics computation a lot. Also can be used to make the collision shape deliberately, for example stairs are ramps as far as collision is concerned. It looks a bit odd in third-person view if you walk slowly up and down some stairs while looking at your character's feet, but on the plus side, if first-person view the camera movement is smooth instead of being jerky.
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Anna Kyselova
 
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Post » Mon Dec 07, 2009 5:37 am

-clip-
removed the root collision hull from terrain_rock_AI_12.nif as was done in UUMMP . i know that the discussion was about AC_12.nif but that was just a typo . UUMMP has AI_12.nif in it not AC_12.nif .
-clip-

Ah crap. Yeah, that should be Terrain_rock_AI_12.nif - was cutting/pasting from your OP and grabbed the wrong one. :facepalm:

FYI: it's UUMPP (Unofficial 'Unofficial Morrowind Patch' Project) ;)
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Chris Ellis
 
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Post » Mon Dec 07, 2009 4:10 am

FYI: it's UUMPP (Unofficial 'Unofficial Morrowind Patch' Project) ;)


laffs . i am full of typos

did you want to grap that nif from the download or want me to send you the single nif ?

[edit] typo on my own name

-Nich
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Rachyroo
 
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Post » Mon Dec 07, 2009 8:40 am

laffs . i am full of typos

did you want to grap that nif from the download or want me to send you the single nif ?

[edit] typo on my own name

-Nich

:lol:

http://www.gamesas.com/bgsforums/index.php?showuser=366334 is the person to contact regarding additions to UUMPP - I'm just the messenger. ^_^

I brought it to your attention so that using your fixes won't undo other widely used (or soon to be widely used) existing fixes. Your resource is now compatible with UUMPP, so it doesn't necessarily need to be added to that project - others can add it separately to what the UUMPP fixes without worries. :thumbsup:

quorn's finalizing the beta and should release soon, but it's still worth checking with him to see if he would want to include it.
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Siobhan Wallis-McRobert
 
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Post » Mon Dec 07, 2009 6:06 am

Fabulous. Seeing this im happy to left the uvmaps on rocks for the last stage of my work. I can concentrate in other matters from now.
Can i use this meshes for my wip graphical replacement compendium? If you dont like the idea i can put a proper link to your mod, no?
In any case i dont want to do the same work twice. Im happy that other modders take care of this kind of annoying matters.
One question, have you altered or improved the vertex colors of the rocks?
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Flutterby
 
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Post » Mon Dec 07, 2009 8:28 am

quorn is the person to contact regarding additions to UUMPP - I'm just the messenger.

i will send him a pm and see if he wants it . thx for the info


Fabulous. Seeing this im happy to left the uvmaps on rocks for the last stage of my work. I can concentrate in other matters from now.
Can i use this meshes for my wip graphical replacement compendium? If you dont like the idea i can put a proper link to your mod, no?
In any case i dont want to do the same work twice. Im happy that other modders take care of this kind of annoying matters.
One question, have you altered or improved the vertex colors of the rocks?


my terms of use are simple . you can use them in any morrowind project . you don't have to give me credit in your readme but would be appreciated if you did .
i would suggest you link them here for now as i will be adding more corrected meshes in the future . once it is complete and loaded on PES it is up to you if you want to link them or just redistribute within your mod .

i did have to edit some vertex colors on rocks that did not have them . i made them look as close to the vertex colors of other rocks in that region . just took a look , AI_01 and AI_02 had no vertex shading so i added the blueish green shading other AI rocs had . i also remember having to correct a few of the WG arches .

-Nich
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Blaine
 
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Post » Mon Dec 07, 2009 2:43 am

Thank you so much for this! I was considering looking in to doing this myself, as I was getting annoyed with how ugly some of the rocks looked. Now I have more time to work on other things. :)
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IM NOT EASY
 
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Post » Mon Dec 07, 2009 12:51 am

ug . that is my second largest grip . first is the rocks since morrowind is like 90% rock meshes . might be something to work on after the rocks are done .

That would be fantastic. It has always drove me up the wall that the tree trunks have their UVs so severly stretched out, and there's so much more tiling than is necessary in the tree branches. It's no wonder that heavily wooded areas cause some people's FPS to plummet if they're using large bark textures.
It seems like, where the detail is needed most (the trunk) everything is stretched and contorted, but where it's needed least (the branches!) there's plenty of detail... more than is even necessary.

http://img.photobucket.com/albums/v680/Wyver_Almasy/Tree.jpg. :(
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Natalie Taylor
 
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Post » Mon Dec 07, 2009 6:29 am

Sorry if i dont see the conditions usage in your first post, to late at night. I will use your meshes along with my modified ones, im changing rock meshes with no so rounded ones. Proper credit its no discussed, of course. I downloaded your mod and see that you only had worked on furniture rocks f but there are dozens of rocks under the exterior x and interior i layer that share the same problem. Are you realized that? In other side the ash tree trunks are also the most horrid.
Thanks for this kind of modding work.
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Robert Jr
 
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Post » Sun Dec 06, 2009 10:18 pm

I like this fix, but has anyone else experienced ingredient harvesting problems since installing the new meshes?

I have no idea why it would have an effect, but I have intermittent harvesting problems with the various mushrooms and I can not harvest slough ferns at all.

sieboldii
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LADONA
 
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Post » Sun Dec 06, 2009 8:36 pm

That would be fantastic. It has always drove me up the wall that the tree trunks have their UVs so severly stretched out, and there's so much more tiling than is necessary in the tree branches. It's no wonder that heavily wooded areas cause some people's FPS to plummet if they're using large bark textures.
It seems like, where the detail is needed most (the trunk) everything is stretched and contorted, but where it's needed least (the branches!) there's plenty of detail... more than is even necessary.

http://img.photobucket.com/albums/v680/Wyver_Almasy/Tree.jpg. :(


hehe , still tempting me to work on trees i see .

i like the texture you use to see how the UVs line up . i use http://www.imagebam.com/image/f79eaa28883918 and http://www.imagebam.com/image/5f644028883920

Sorry if i dont see the conditions usage in your first post, to late at night. I will use your meshes along with my modified ones, im changing rock meshes with no so rounded ones. Proper credit its no discussed, of course. I downloaded your mod and see that you only had worked on furniture rocks f but there are dozens of rocks under the exterior x and interior i layer that share the same problem. Are you realized that? In other side the ash tree trunks are also the most horrid.
Thanks for this kind of modding work.


i put together a list of all the rocks that needed to be done from meshes/f , meshes/x , meshes/i and meshes/o . forgot the containers for glass , ebony , and diamonds . a quick look over them and i see that i am only about 25% done .

i am so tempted to start the trees , tree trunks and roots ...... but i think i should work more to completing this first

I like this fix, but has anyone else experienced ingredient harvesting problems since installing the new meshes?

I have no idea why it would have an effect, but I have intermittent harvesting problems with the various mushrooms and I can not harvest slough ferns at all.

sieboldii


that is very odd . the only collision i changed was on a single rock in the AI region . all others i edited the UVs in blender then loaded it up in nifscope and made sure all the collision flags where exactly like the originals . i have not had any problems harvesting but will do more around rocks today when i play .

-Nich
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matt oneil
 
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Post » Sun Dec 06, 2009 8:39 pm

The only other change I have made is upgrading to the latest UUMPP revision.

The herbs in question appear next to rocks in the Seyda Neen area and appear to have become statics (with collision on) with no container capabilities.

sieboldii
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electro_fantics
 
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Post » Mon Dec 07, 2009 2:10 am

I've always hated those texture seems, since they completely kill immersion. So its nice to see them finally disappearing. Great work so far. :goodjob:

It seems to me that the Molag Amur rocks may have the worst UV mapping. I mean...http://i219.photobucket.com/albums/cc24/Syrcanus/badrock01.jpg. Or how about http://i219.photobucket.com/albums/cc24/Syrcanus/badrock02.jpg. :shocking:

And I don't see how a rock mesh replacer could possibly effect plant containers. For it to stop being a container it would have to have been changed in the CS by being turned into a static, for example. As far as I can tell anyway.
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clelia vega
 
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Post » Mon Dec 07, 2009 8:26 am

release 03 has been put up on the OP

fixed a little scaling , did a little work for when you go to get azuras stone and when you head down into caves

enjoy , and let me know if anything isn't looking exactly right




The only other change I have made is upgrading to the latest UUMPP revision.

The herbs in question appear next to rocks in the Seyda Neen area and appear to have become statics (with collision on) with no container capabilities.

sieboldii


i really don't think this mod is the cause of the problem . seyda neen is in the _BC_ region and i have not touched those and don't think i have to .
wish i had some advice for you on what is wrong and if anyone else is having problems like this i will look into it further .

I've always hated those texture seems, since they completely kill immersion. So its nice to see them finally disappearing. Great work so far. :goodjob:

It seems to me that the Molag Amur rocks may have the worst UV mapping. I mean...http://i219.photobucket.com/albums/cc24/Syrcanus/badrock01.jpg. Or how about http://i219.photobucket.com/albums/cc24/Syrcanus/badrock02.jpg. :shocking:

And I don't see how a rock mesh replacer could possibly effect plant containers. For it to stop being a container it would have to have been changed in the CS by being turned into a static, for example. As far as I can tell anyway.


i looked in the CS . MA region has lots of in game placements . might be where i go next to have the biggest impact on the game

hmmm, containers . have not touched the glass , ebony or diamon rock meshes . i still don't see any connection either .

thx all

-Nich
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Mark Churchman
 
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Post » Mon Dec 07, 2009 2:26 am

Awesome :dancing: - thanks so much for doing this :)
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Antonio Gigliotta
 
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Post » Sun Dec 06, 2009 8:08 pm

Thx for the update. I can just install it over the last version without problems, as it?s just a replacer?
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Sammi Jones
 
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Post » Mon Dec 07, 2009 9:51 am

Thanks for the update Nich. :goodjob:
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sally coker
 
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Post » Mon Dec 07, 2009 5:34 am

hehe , still tempting me to work on trees i see .

I guess I'm an opportunist ;)
I'll shut up about them now though :lol:

Thanks for what you've done. Keep up the good work. :goodjob:
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Amy Masters
 
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Post » Mon Dec 07, 2009 3:36 am

wow, this mod is awesome! it's a good idea to share your progress with us all, though I cant wait till it's finished :)
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Elea Rossi
 
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Post » Sun Dec 06, 2009 11:15 pm

and the work continues

i sat down and figured out that by the number of meshes to do i am 71% complete . by the count of meshes placed in the game i am only 60% done .

http://www.filefactory.com/file/af48g82/n/correctUVrocks_04_rar (link is also on the OP)

all files from release 03
corrected texture path in terrain_rock_GL_10
corrected texture path in terrain_rock_WG_02
corrected UV mapping for in_bone_rock 01-28
corrected UV mapping for in_lava_rock 01-28
corrected UV mapping for in_mold_rock 01-28
corrected UV mapping for in_mud_rock 01-28
corrected UV mapping for in_py_rock 01-20
2 easter eggs showing what my next mod will be

i think Earth Wyrm will like the easter eggs

-Nich
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Harry-James Payne
 
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Post » Sun Dec 06, 2009 8:10 pm

Sorry, there are currently no free download slots available on this server.

Could you upload to another site?

Still might to want to look in to a host that is more reliable for downloading.
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Matthew Barrows
 
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