[WIP] making rocks seamless - UV corrections

Post » Mon Dec 07, 2009 2:31 am

Since there is more interest in this type of mod then i originally thought i will make this a more formal WIP thread .
I will continue to work on this as time allows . as i add corrected rocks i will upload the entire mod to filefactory . i like that i can upload it and people can instantly download (no approval wait time) .

NOW THIS IS IMPORTANT . if i disappear for like 4 weeks (it happens every now and then) and the latest release is not on a permanent site then please someone go ahead upload to a permanent place like PES .

progress: I THINK I AM DONE !!!

DESCRIPTION :
this mod edits the UV maps of the rock .nif files so that there are no seams . a few of the meshes that did not have vertex shading applied to them have been shaded to match other rocks in the region . default textures are kept intact so that this mod stays compatable with all texture replacers .

INSTALLATION :
place the .nif files into ../data files/meshes (let it overwrite existing files)
no .esp file included or required

USAGE :
you may use these in any of your morrowind projects , credit in you readme is not required but would be appreciated .

HISTORY :

RELEASE 09 : http://www.filefactory.com/file/ag5g1ca/n/correctUVrocks_09_rar ... click the Free Download button in the middle of the page
http://www.mediafire.com/?sharekey=ed580fe77038b445af924764f9977b1de04e75f6e8ebb871
all files from all previous releases
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 (30 nif files)
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 .

RELEASE 08 : i forgot to release it

RELEASE 07 : burried in the thread somewhere

RELEASE 06: correctUVrocks.06.rar
all files from release 05
corrected UV mapping for ex_T_menhir_L_01 (9830 ingame placements !!)
corrected UV mapping for ex_T_menhir_01
corrected UV mapping for terrain_rock_MA 01,02,04,05, and more odd numbers (24 meshes)

http://www.imagebam.com/image/3e6ea030219695 ... http://www.imagebam.com/image/43006030219696
http://www.imagebam.com/image/14fee730219698 ... http://www.imagebam.com/image/78007b30219699
http://www.imagebam.com/image/232a6430219701 ... http://www.imagebam.com/image/550bba30219703
http://www.imagebam.com/image/fc725530219705 ... http://www.imagebam.com/image/4dadce30219706
http://www.imagebam.com/image/6a809f30219708 ... http://www.imagebam.com/image/7c2b6630219709
http://www.imagebam.com/image/2790ca30219710 ... http://www.imagebam.com/image/4dfe9c30219711
http://www.imagebam.com/image/e8dcf030219713

RELEASE 05: correctUVrock.05.rar
all files from release 04
corrected UV mapping for terrain_ashland_rock 01-16
another tree stump cookie (easter egg or whatever you want to call it)

RELEASE 04: correctUVrocks.04.rar
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

RELEASE 03: correctUVrocks.03.rar
all files from release 02
corrected the scale of terrain_rocks_AI_02 , terrain_rocks_GL_02 , terrain_rocks_WG_02
corrected the scale of terrain_rocks_AI_04 , terrain_rocks_GL_04 , terrain_rocks_WG_04
corrected UV mapping for ex_T_rock_coastal 01-03
corrected UV mapping for in_boneboulder 00-05 and added vertex shading
corrected UV mapping for in_lavaboulder 00-05 and added vertex shading
corrected UV mapping for in_moldboulder 00-05 and added vertex shading
corrected UV mapping for in_mudboulder 00-05 and added vertex shading
corrected UV mapping for in_pyboulder 00-05 and added vertex shading

RELEASE 02 : correctUVrocks.02.rar
all files from release 01
removed the root collision hull from terrain_rock_AI_12.nif - same fix from UUMMP
corrected UV maps for GL region rocks (terrain_rocks_GL_01.nif to terrain_rocks_GL_12.nif)

http://www.imagebam.com/image/280f0b28733624 ... http://www.imagebam.com/image/a8326e28733626

RELEASE 01 : correctUVrocks.01.rar
all files from release 00
removed a billboard tree i was experimenting with
corrected problem with terrain_rock_AI_10.nif
corrected UV maps for the AC region (terrain_rock_AC_01.nif to terrain_rock_AC_12.nif)

http://www.imagebam.com/image/484bf328634202 ... http://www.imagebam.com/image/74ec8e28634203
http://www.imagebam.com/image/0abc9228634204 ... http://www.imagebam.com/image/a41b6928634206

RELEASE 00 : correctUVrocks.00.rar
corrected UV maps for AL cairn (terrain_cairn_AL_01.nif to terrain_cairn_AL_03.nif)
corrected UV maps for MA cairn (terrain_cairn_MA_01.nif to terrain_cairn_MA_03.nif)
corrected UV maps for AI region rocks (terrain_rock_AI_01.nif to terrain_rock_AI_12.nif)
corrected UV maps for WG region rocks (terrain_rock_WG_01.nif to terrain_rock_WG_18.nif)
corrected UV maps for AI rock clusters (terrain_rocks_AI_01.nif to terrain_rocks_AI_04.nif)
corrected UV maps for GL rock clusters (terrain_rocks_GL_01.nif to terrain_rocks_GL_04.nif)
corrected UV maps for WG rock clusters (terrain_rocks_WG_01.nif to terrain_rocks_WG_04.nif)
corrected UV maps for about 1/2 GL region rocks (terrain_rock_GL_01.nif to terrain_rock_GL_05.nif)
corrected UV map for 1 RM region rock (terrain_rock_RM_13.nif)

http://www.imagebam.com/image/c19c4928612576 ... http://www.imagebam.com/image/4e7e7e28612579
http://www.imagebam.com/image/e2bc8228612581 ... http://www.imagebam.com/image/49ddbc28612584
http://www.imagebam.com/image/415d3428612587 ... http://www.imagebam.com/image/5a022c28612589
http://www.imagebam.com/image/f1076928612592 ... http://www.imagebam.com/image/1b675328612594



thx

-Nich
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Neko Jenny
 
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Post » Mon Dec 07, 2009 1:01 am

Cool idea! Can we see some before and after pics?
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Rob Smith
 
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Post » Mon Dec 07, 2009 4:25 am

Cool idea! Can we see some before and after pics?


i don't know what i was thinking . ofcouse i should have pics

http://www.imagebam.com/image/c19c4928612576 ... http://www.imagebam.com/image/4e7e7e28612579
http://www.imagebam.com/image/e2bc8228612581 ... http://www.imagebam.com/image/49ddbc28612584
http://www.imagebam.com/image/415d3428612587 ... http://www.imagebam.com/image/5a022c28612589
http://www.imagebam.com/image/f1076928612592 ... http://www.imagebam.com/image/1b675328612594

-Nich
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Kevin S
 
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Post » Sun Dec 06, 2009 11:43 pm

Dude, Awesome!!!
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WYatt REed
 
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Post » Sun Dec 06, 2009 10:52 pm

very nice job there
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Rach B
 
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Post » Mon Dec 07, 2009 5:33 am

I agree, they look 200% better with the fixed UV! I would love to be able to use those, it would certainly help with the immersion!
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Czar Kahchi
 
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Post » Sun Dec 06, 2009 10:25 pm

Wow, this is great. I was always annoyed at those seams, but I figured I'd have to live with it. I'm very glad you fixed some of the rocks. Hope you have time to finish the rest of them. Either way, this is essential.
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Samantha Jane Adams
 
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Post » Sun Dec 06, 2009 9:44 pm

Thank you! This has bothered me for a long, long time.
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GPMG
 
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Post » Sun Dec 06, 2009 10:52 pm

Thanks! Oh, may I inquire, if this is a resource? MADW has some rocks with changed textures, but I'd much rather use these meshes instead of the ones I've already selected.
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Horse gal smithe
 
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Post » Mon Dec 07, 2009 5:24 am

Excellent work, and remember: not everyone will be using Connary's work. You've already done a load of work even if you decide not to continue I think you should upload what you've done to one of the "big three" sites. With a proper readme :)

BTW, you have "flora_tree_wg_01.nif" in there as well as the 54 rocks (:thumbsup:). It's a billboard-style tree so not a like-for-like replacer for the vanilla mesh.
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Mark
 
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Post » Sun Dec 06, 2009 8:03 pm

wow . didn't think i would get so many good responses so fast . thanks everyone

as for using this as a resource ...... i will thake the same stance as bethesda . you can use these in any of your morrowind projects (not other games since these are bethesda's meshes) . you don't have to give me credit but it would be nice to be mentioned in your project readme .

i didn't realize i included that tree with all the rocks . just something i work on in spare time and hopefully will finish the other trees and make a release .

-Nich
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Shelby McDonald
 
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Post » Mon Dec 07, 2009 7:45 am

Very cool. You should put it on dedicated site like ElricM, PES or Nexus rather than a temporary site. :)
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Matthew Warren
 
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Post » Mon Dec 07, 2009 2:29 am

Very nice. Very nice indeed. I think you should keep going, because who knows how long Connary is going to need to finish? *chuckle* And, as has been pointed out, not everyone will want to download something as immense as the Compendium.
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Natalie J Webster
 
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Post » Mon Dec 07, 2009 12:35 am

Very nice. Very nice indeed. I think you should keep going, because who knows how long Connary is going to need to finish? *chuckle* And, as has been pointed out, not everyone will want to download something as immense as the Compendium.

I agree with all of this. :bigsmile:
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Taylah Haines
 
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Post » Sun Dec 06, 2009 9:20 pm

Stunning work - it's the little things that make the game so much more immersive
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Meghan Terry
 
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Post » Sun Dec 06, 2009 8:16 pm

release 01 has been put on the OP

all files from release 00
removed a billboard tree i was experimenting with
corrected problem with terrain_rock_AI_10.nif
corrected UV maps for the AC region (terrain_rock_AC_01.nif to terrain_rock_AC_12.nif)

goodnight

-Nich
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Stace
 
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Post » Mon Dec 07, 2009 9:45 am

Makes a world of difference. :)

Thanks!
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Antony Holdsworth
 
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Post » Mon Dec 07, 2009 7:43 am

Wow, this makes a huge difference. I was always thinking that Bethesda has been pretty lazy about the rock-textures. Your seamless version is MUCH better! :thumbsup:
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djimi
 
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Post » Mon Dec 07, 2009 2:16 am

http://www.gamesas.com/bgsforums/index.php?showtopic=962800 includes a collision fix for Terrain_rock_AI_12.nif.

Would be terrific if you combine your UV fix together with that mesh. ;)


[edit] corrected mesh name.
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Marnesia Steele
 
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Post » Sun Dec 06, 2009 9:02 pm

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.
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Emma Louise Adams
 
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Post » Mon Dec 07, 2009 4:01 am

http://www.gamesas.com/bgsforums/index.php?showtopic=962800 includes a collision fix for Terrain_rock_AC_12.nif.

Would be terrific if you combine your UV fix together with that mesh. ;)

Heck, these are so great, I'd like to actually see them included in UUMPP.
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Karl harris
 
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Post » Mon Dec 07, 2009 10:11 am

this is awesome work! it makes a huge difference!
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ShOrty
 
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Post » Mon Dec 07, 2009 10:51 am

thanks everyone for all the encouragement . since my car was totaled last week and don't have a car for the next 2 days i think i will put a little more work into this mod.

http://www.gamesas.com/bgsforums/index.php?showtopic=962800 includes a collision fix for Terrain_rock_AC_12.nif.

Would be terrific if you combine your UV fix together with that mesh. ;)


i am a big fan of UUMMP and use it in every game i play .

i checked the original AC_12 nif and i see what you mean . the root collision hull is just a simple cube and too small at that .
the next release 02 will have this root collision hull removed . you can extract the nif and include it in the UUMMP release if you want . or i can send you the nif .

will be paying attention to the root collision hulls from now on but am guessing this is the only one .

thx

-Nich
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Nikki Hype
 
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Post » Mon Dec 07, 2009 9:39 am

there are some where the cube is too big, and the player literally stands a few feet above the object. I would think most of the objects aren't that complex to require a collision box, doubt it would have much of an impact on performance, but could cause followers to get stuck.
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x_JeNnY_x
 
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Post » Mon Dec 07, 2009 1:56 am

there are some where the cube is too big, and the player literally stands a few feet above the object. I would think most of the objects aren't that complex to require a collision box, doubt it would have much of an impact on performance, but could cause followers to get stuck.


was just going thru all the AI meshes again , your right , the collision boxes are not complex enuff to fit the rocks well .
from looking at all the other regions i think AI is the only one with collision boxes . except a few like the WG arches .

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
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ashleigh bryden
 
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