[Relz] Mesh Fix v 1.0

Post » Tue Sep 17, 2013 3:00 am



https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=https%253A%252F%252Fwww.yousendit.com%252Ftransfer.php%253Faction%253Dbatch_download%2526batch_id%253DT2dlSkhVdkcyWGY0WjlVag

This download is slightly different to the first as the Ex_imp_keep_02 http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=Ex_imp_keep_02.jpg mesh has just been added and the imperial tower mesh has been redone because it glowed in the dark in the previous download but works fine now in this one.
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MatthewJontully
 
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Post » Tue Sep 17, 2013 4:55 am

Oh thank you! I couldn't for the life of me remember which mod it was that made my towers glow! D/l now.
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Nicholas
 
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Post » Tue Sep 17, 2013 3:54 am

Many thanks! I'm slowly whittling down the folder of to-be-processed mods. Below 70 files now I think. It would be faster if I weren't so particular about updating everything when I add, remove, or tinker with a mod. /smile.png' class='bbc_emoticon' alt=':)' />

Rochndil, who has yet to update to your new landscape fixes, but will soon...

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Dina Boudreau
 
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Post » Tue Sep 17, 2013 8:16 am

Slartibartfast1 => you didn't read my PM yet?
Because I have sent to you all my fixed mesh ^^
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Taylor Thompson
 
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Post » Tue Sep 17, 2013 3:18 am


My apologies,. Yes i have read your PM and downloaded the meshes thankyou, which i will refer to when updating this mod.
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Rudi Carter
 
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Post » Tue Sep 17, 2013 2:35 am

I have found this ingame after to have installed your mod => http://img809.imageshack.us/img809/2962/mgescreenshot01.jpg
So I guess the other imperial mesh that you have modified have also the same problem. ^^

How I can fix it quickly?
Because I have looked at the other imperial vanilla mesh to take the right Emissive color.
In vanilla mesh the Emissive color is set to black, or in your mesh it's to white, that explain the luminosity of the tower in night.

So the best is to remove the shadin on the mesh via a 3D program?
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scorpion972
 
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Post » Tue Sep 17, 2013 10:05 am


That is the fault i mentioned fixing in post 26, The version on PES has a fixed version of that model plus another mesh not included in the very first release from the temporay link provided in this thread.



http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9417
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Lyd
 
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Post » Tue Sep 17, 2013 6:23 am

Oh sorry >.<
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Catherine Harte
 
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Post » Tue Sep 17, 2013 12:48 am


np, i know it is easy to miss snippets of information inside a thread.
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Carlos Vazquez
 
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Post » Tue Sep 17, 2013 5:35 am

Euh.... the mesh Ex_imp_keep_02 is not in your mod on PES.... /blush.png' class='bbc_emoticon' alt=':blush:' />
So I think it's not your latest version...
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Zoe Ratcliffe
 
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Post » Tue Sep 17, 2013 2:24 pm


Thankyou for reporting this i have just uploaded the correct file to PES so that should be ok now.
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Daramis McGee
 
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Post » Tue Sep 17, 2013 9:46 am

Version 1.1 of this mod has just been uploaded PES and also to MMH and currently waiting approval. It is just a small update which now includes altered variants of the 4 longboat models. All 4 models use the same hull and mast sections and so have the same issues, of distortion and excessive tiling. I also fixed the problem of one of the masts protruding through the sail. Someone else has done the same sail fix in a different mod but as far as i am aware the UV mapping issues were not addressed.


http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=Ex_longboat_01_02_wrk.jpg


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9417
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DAVId MArtInez
 
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Post » Tue Sep 17, 2013 4:56 pm

The original mast going through the sail makes me think of those little makeshift toy boats one makes by passing a stick through some paper.

Anyway, nice fix there. Looks much better.
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rebecca moody
 
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Post » Tue Sep 17, 2013 3:28 pm

This makes Rattfink's fix obsolete, I think. Just wondered, why the mesh size is so different...
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Myles
 
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Post » Tue Sep 17, 2013 2:39 am


i think it is due to the work on the mesh being done in 3d max or in Blender. Nifs made in 3d max seem to carry a certain amount of junk data , so when adjusted in Blender ,Blender does not export the junk data so corrected meshes tend to be a bit smaller than the originals about 8 - 10% smaller on average. Also some of the meshes in Mesh fix are smaller due to having excess polygons deleted or merged.
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gemma king
 
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Post » Tue Sep 17, 2013 11:41 am

Thanks for the update, Slartibartfast1. I'm assuming that we don't need to use the new master file for the boat fixes? I like to avoid updating masters and plugins whenever possible. Thanks.
Nevermind, I just took a look at the archive and answered my own question. /blush.png' class='bbc_emoticon' alt=':blush:' />
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Monika
 
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Post » Tue Sep 17, 2013 3:17 pm

Nice work, thanks!
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matt
 
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Post » Tue Sep 17, 2013 2:12 am

Thanks!

If you want I have reworked all the ropebridge's meshes, because they was so bad >.<'.
It was a pain in the *ss, because I had to worked with the vertices in nifskope to fix all the meshes, but the results is really great I think.
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Dragonz Dancer
 
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Post » Tue Sep 17, 2013 3:45 pm


Hey send em to me too! /tongue.png' class='bbc_emoticon' alt=':tongue:' />
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Lizs
 
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Post » Tue Sep 17, 2013 7:29 am


here! here! *snaps with fingers*
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Ricky Meehan
 
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Post » Tue Sep 17, 2013 4:33 am

Here is the link to my ropebridge's fix (I have also include my recolored version of Vurt ropebridge texture) => http://www.mediafire.com/?fmt4bnwnwsmo2so
It's free resource.


Do you have plan to fix the boats: ex_de_ship.nif and ex_de_shipwreck.nif ?

You have forgotten to fix the sail's top (your fixed mesh is the one to the left of the picture): http://img715.imageshack.us/img715/8175/exlongboat.jpg

Can you make a compatibility version of your boat fix, which can be compatible with AOF boats textures? (because many players use his mods (he's like Connary in the past ^^)) => http://tes.nexusmods.com/downloads/file.php?id=29464
Because of this (your fixed mesh is the one to the left of the picture)=> http://img822.imageshack.us/img822/5871/exlongboat02.jpg


If you want I have also fixed some of the vanilla lantern, which wasn't showing their animated flames through their glasses.
Somes other of my fixes are in the pack I have sent to you somes time ago (like the forge one, the aquatic plant, etc...).

Sorry to spam your thread, but I think it's best to share the community fix to one pack it's better.
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Ernesto Salinas
 
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Post » Tue Sep 17, 2013 1:03 am


Thankyou, i have downloaded and will check it out.


There are many meshes that need fixing/improving , to be honest i haven't looked at those meshes yet, i expect to fix more but not sure which ones yet, the carpet meshes are probably next on the agenda.


Thanks for reporting this , i have now fixed this and will include it in version 1.2



I have had to rework AOF's texture because the original doesn't tile well due to the highlights and features in the texture, so the compatibility fix will mean that the boats would not use AOF's original shack textures but my derivative variant instead. Unless someone comes up with something better this i s what the AOF compatibility fix will look like.



http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot001-1.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot002.jpg




Anything is welcome , as i am planning on another update for this mod soon.
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Vahpie
 
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Post » Tue Sep 17, 2013 9:50 am

Version 1.2 is now available on PES. I have added another 57 meshes which had relatively simple adjustments to the UV maps ,i also made a slight alteration to the vanilla bark texture used by the Telvanni exterior meshes to make tiling less noticeable which is also included. UV maps have been adjusted for best effect with vanilla textures and should look fine with replacement textures that are of a similar scale as the originals, here are some examples.


http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ex_t_gateway_great.jpg At the moment i am attempting to standardise the UV maps on the Telvanni exterior models so the bark textures all resemble bark as there is no consistency in the vanilla models due to excessive tiling and stretching to varying degrees in all the models.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=Tx_bark_01texture.jpg The vanilla bark texture is an image of a small piece of bark which needs to tile numerous times in order to look natural and cover the large surface areas of the Telvanni exterior models. Unfortunately due to highlights in the vanilla texture, the tiling was very noticeable , so i toned down the highlights to make tiling less obvious. The altered texture is included and usage is entirely optional.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=platform_and_dock_sections.jpg I noticed even when using replacement textures that the dock and platform sections did not look right on account of excessive stretching so i adjusted the UV maps on many of the pieces to reduce the washed out look which i hope will look better for everyone.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ex_de_docks_cleat.jpg With a slight adjustment of the UV maps i think a lot of the dock accessories such as the cleat, rowing boat oar etc look much better IMO.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ex_t_root_spikes_01.jpg another example of my attempt to standardise the UV maps

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9417
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Skrapp Stephens
 
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Post » Tue Sep 17, 2013 7:52 am

This is a must-have mod for me.
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Fiori Pra
 
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Post » Tue Sep 17, 2013 3:59 pm

PES link giving me a 404
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Joe Bonney
 
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