[WIP] making rocks seamless - UV corrections

Post » Mon Dec 07, 2009 6:20 am

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


Could you upload to another site?


I just downloaded it, maybe it was just temporary for you?
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Jesus Lopez
 
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Post » Mon Dec 07, 2009 12:04 am

Yep, it was only temporary.
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Hayley O'Gara
 
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Post » Mon Dec 07, 2009 6:00 am

This should be in the UUMP
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Schel[Anne]FTL
 
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Post » Mon Dec 07, 2009 11:07 am

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.


that is so odd , i decided to use file factory because there was no signup or need from me to supply my email address . the other reason is that i have never had connection problems or slowness with that sight before .

i also decided to use imagebam for the same 2 reasons .

if the problems continues i will change temp sights

-Nich
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Nana Samboy
 
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Post » Mon Dec 07, 2009 10:44 am

I'm looking forward to the full release of this. :clap:
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Amiee Kent
 
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Post » Mon Dec 07, 2009 8:31 am

Speaking of UV correction, two exterior Telvanni meshes have incorrect tiling - ex_t_manor_01 and ex_t_turred_01 to be precise. Can someone fix those too?
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carrie roche
 
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Post » Sun Dec 06, 2009 11:43 pm

Speaking of UV correction, two exterior Telvanni meshes have incorrect tiling - ex_t_manor_01 and ex_t_turred_01 to be precise. Can someone fix those too?


well i was a little tired of doing rocks and was working on one of the trees , flora_emp_parasol_01 to waste some time , when i saw your post . since i don't spend much time around the telvanni it peaked my interest .

simply stretching the UVs created a very ugly looking mesh . i almost answered your post with it cannot be done . then i had a thought and came up with some options . these where created fast and don't 100% line up the way they should but they do give a good idea of what the finished product would look like .

http://www.imagebam.com/image/fe263f29431544
http://www.imagebam.com/image/6d13fb29431546
http://www.imagebam.com/image/b76e3a29431550

option 1 i eleminated 4 textures and replaced them with 2 different textures . turned out ok but does not look very close to the original .
option 2 i eleminated 4 textures and replaced them with 2 copies of the same texture . think it looks closer to the original then option 1 does .

http://www.filefactory.com/file/af5cc1g/n/Ex_T_turret_01_01_nif
http://www.filefactory.com/file/af5cc1h/n/Ex_T_turret_01_02_nif

you have to rename the file you like the best to ex_T_turret_01.nif and place it in the meshes/x directory

not sure if i will do the rest . i would like to finish the rocks first then move to the trees .

-Nich
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clelia vega
 
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Post » Mon Dec 07, 2009 4:43 am

That's awesome. Thanks so much!
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Jarrett Willis
 
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Post » Mon Dec 07, 2009 2:07 am

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)

[...]

2 easter eggs showing what my next mod will be

i think Earth Wyrm will like the easter eggs

-Nich

Eggcellent :D
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Stu Clarke
 
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Post » Sun Dec 06, 2009 7:36 pm

can't wait until all done!
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Beast Attire
 
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Post » Sun Dec 06, 2009 9:06 pm

can't wait until all done!
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Chica Cheve
 
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Post » Mon Dec 07, 2009 10:17 am

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:


after a week off i decided to pick up on the MA region . 26 meshes with over 9000 placements in game . this is the biggest impact on the game .

well i found out why these rocks look so bad . not only are the UV maps not seamless, but the original textures and texture replacements are not seamless . so UVs are creating seams and the texture itself is creating seams . see Tx_MA_rock_04A.dds . 3 different texture replacers i tried and all 3 did not have seamless textures .

so i have 3 choices to eleminate as many of the seams as possible .

1 . keep all the UVs inside a single texture wrapping the UV in on itself . if you know what you are looking for you will notice a mirroring of the texture and once you notice it you will hate every time you see it .

2. create the UVs the same way i have been . you will see a few seams where the textures don't match up . this could be corrected by the texture replacers making the textures seamless .

3. create the UVs the same way i have been and changing the textures myself . everything would be seamless but you would be stuck seeing the textures i choose .

i am not sure which solution i like the best so i am opening this up for disscussion/voting

-Nich
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Chloe Botham
 
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Post » Sun Dec 06, 2009 9:09 pm

after a week off i decided to pick up on the MA region . 26 meshes with over 9000 placements in game . this is the biggest impact on the game .

well i found out why these rocks look so bad . not only are the UV maps not seamless, but the original textures and texture replacements are not seamless . so UVs are creating seams and the texture itself is creating seams . see Tx_MA_rock_04A.dds . 3 different texture replacers i tried and all 3 did not have seamless textures .

so i have 3 choices to eleminate as many of the seams as possible .

1 . keep all the UVs inside a single texture wrapping the UV in on itself . if you know what you are looking for you will notice a mirroring of the texture and once you notice it you will hate every time you see it .

2. create the UVs the same way i have been . you will see a few seams where the textures don't match up . this could be corrected by the texture replacers making the textures seamless .

3. create the UVs the same way i have been and changing the textures myself . everything would be seamless but you would be stuck seeing the textures i choose .

i am not sure which solution i like the best so i am opening this up for disscussion/voting

-Nich


I think just fixing the UV maps should be enough (option #2). If you want to you can have an optional texture replacer included for those specific rocks that is seamless and overwrites the originals (i.e. without changing texture path in the mesh so other replacers will work if we wanted to overwrite it with our own). I'm sure once the rock is fixed Connary's texture will be seamless hopefully so I'd like to retain the ability to easily replace the rock texture.
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Lawrence Armijo
 
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Post » Mon Dec 07, 2009 11:20 am

I think option #2 would be best.
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Stephanie Nieves
 
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Post » Sun Dec 06, 2009 10:08 pm

I'm of the 'brute force' (aka 'unreasonable', 'unrealistic', 'cranky' or 'sheltered') school of standards compliance, so I'd say option #2. It's true that you might see some seams where the creator of the texture didn't make the texture seamless in the first place but, frankly, that's their fault. I don't think it's a good idea to go against the optimum solution just because of the existence of short-sighted texture designs - and active texturers might well release 'fixes' as a result of the release of this mod, which would result in the best possible solution.

Option #1 will drive me mad. :P

Option #3 is a good compromise, if you're that way inclined.
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Lizzie
 
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Post » Mon Dec 07, 2009 11:13 am

I think just fixing the UV maps should be enough (option #2). If you want to you can have an optional texture replacer included for those specific rocks that is seamless and overwrites the originals (i.e. without changing texture path in the mesh so other replacers will work if we wanted to overwrite it with our own). I'm sure once the rock is fixed Connary's texture will be seamless hopefully so I'd like to retain the ability to easily replace the rock texture.


My thoughts on it as well, i like being able to change the textures when i find
something i really like.
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Adam Porter
 
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Post » Sun Dec 06, 2009 7:53 pm

ooh make it a #2 to go!
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Mandi Norton
 
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Post » Mon Dec 07, 2009 5:45 am

I'd love to use these in my next release. Full credit to you and your read me will be included.
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Nana Samboy
 
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Post » Mon Dec 07, 2009 2:51 am

I wonder if I should say I'd prefer option #2? ;)
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Ymani Hood
 
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Post » Mon Dec 07, 2009 7:28 am

Option #2 all the way. Make seamless UVs and leave seamless textures to somebody else. :)
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chloe hampson
 
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Post » Sun Dec 06, 2009 10:14 pm

now that i got some feedback i will let you know my opinion .

option 1 i hate . i have to use it in some places and it bothers me everytime i see it . but it is less obvious then seams most of the time .
option 2 was what i was hoping everyone would like . i agree that the people making textures might take notice and modify their textures .
option 3 would work for me , but probably only me . not a good idea for for a community mod .

since it is overwhelmingly option 2 then that is how i will proceed . thx for you opinions .

I'd love to use these in my next release. Full credit to you and your read me will be included.


i am glad to hear that . it is my hope that everyone finds this usefull and uses it as a mod or as a resource

now on to more good news

i am preparing the next release . i did the terrain_ashland_rock 01-16 . just putting together the release .rar file now

-Nich
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NeverStopThe
 
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Post » Mon Dec 07, 2009 12:10 pm

This is fantastic Nich, to have these things fixed after so long is a relief, they were a sore on everyone's eyes. Morrowind just gets better looking every year with these quality mods, talk about value for money. :D
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FLYBOYLEAK
 
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Post » Mon Dec 07, 2009 11:12 am

release 05 is on the OP

included in this release is all of release 04 , terrain_ashland_rock 01-16 , and a seamless stump in the WG area as a bonus .

these rocks were fairly seamless to begin with . i think whomever did the BC region also did these . i almost decided to skip these until i looked closely and noticed that there where a few stretchy parts . the simplest way to solve it was to just start all over (finding those parts and fixing it was just taking longer then doing them from ground 0) .

this release is now 76% complete by mesh count and 72% complete by ingame placements . estimated of course .

enjoy

-Nich
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LuBiE LoU
 
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Post » Sun Dec 06, 2009 11:01 pm

I installed your mod for the first time Nich and I have to say it makes a real difference to the immersion, it really does not stand out, which I want to point out is a good thing! Unfortunately now what does stand out is everything else in the game, right now I am walking around and noticing every seam and every stretched texture on all the unmodified models, from buildings to the ugly rocks on those short stone walls. But every time I see one of your modified rocks I stop and walk around it five or six times having a good look. :D

Between this Plangkye's Telvanni, you thinking of fixing trees and Connarys Texture Compendium in the future I am quite excited about Morrowind again these days. :)
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Sasha Brown
 
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Post » Mon Dec 07, 2009 4:15 am

Lookin' good Nich! :thumbsup:

Are you also planning to do rocks for Tribunal & Bloodmoon?
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Bethany Short
 
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