[RELz] Morrowind Grass Mod Retexture 2.0

Post » Sun Jan 17, 2010 7:25 pm

Vurt's Morrowind Grass Mod Retexture

V.2.2 comes with http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8065/1270824689_fullres.jpg and 3 meshes to choose from.

Download:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8065
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Josee Leach
 
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Post » Sun Jan 17, 2010 4:05 pm

are you going to be making a flowers version, and what texture packs are you using?
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City Swagga
 
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Post » Sun Jan 17, 2010 5:57 pm

Looking good! :foodndrink: To be honest I have no idea what v1.0 looked like, so I can't compare it with this new version, however I really like the screenshots you posted. The Flowery Green version looks amazing, but so do the other variants, its going to be hard to choose one.

Thanks for this release and for sharing it with us! :trophy:
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Ben sutton
 
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Post » Sun Jan 17, 2010 4:07 pm

Is it is possible to use different grasses in different regions? I'd think that would be really awesome.
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Christina Trayler
 
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Post » Sun Jan 17, 2010 10:07 am

Hasphat Antobolis, not sure what you mean, there's a flowery version already included as you can see. Texture packs? Lots of different, a few unlreased that i've created, conary's, visual pack.. i mix and match :)

Guitarjoe91, it is possible.. either by editing the .esp's from Vality or if someone creates new grass .esps for the regions using the utility for this purpose (Zackq has given me a tutorial on how to do this, i might try it sometime if no one else does it..).

Tetchy has explained how you can edit Vality's grass .esp's:


tetchy, on Nov 3 2009, 04:58 PM, said:

Figured out an even easier way to edit the grass beta esps - you'll need to use Enchanted Editor for this:
* open the grass beta esp with EE
* find the Static Models (STAT) enties
* select each entry and edit the ModelPath to point to the renamed .nif
* save as new esp renamed
* regenerate distant statics using newly edited copy of grass beta esp in place of it's corresponding original

You'll still want to edit GS_Grass_group.nif & GS_Scrub_group.nif to point to a renamed copy of vurt's Grass_atlas.dds, then save the nifs as renamed.

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

Looking at the grass betas, Ascadian Isles only contains references to GS_Grass_group.nif - so none of vurt's blue or violet flower retexs will show up in that region (the grass retex will tho). All the other betas make use of both grass and scrub nifs.


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El Khatiri
 
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Post » Sun Jan 17, 2010 7:42 am

Why do you people have to make Morrowind so beautiful and lush? :(

Great work!
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Lance Vannortwick
 
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Post » Sun Jan 17, 2010 8:23 am

Excellent work, vurt. I have a question, though. Do you know if it's possible to alpha blend the bottom of the grass texture smoothly? Like a gradient? Every time I've tried something with it, the grass was either opaque or fully transparent with no in-between. It would really help blend the grass onto the ground well.
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Peter P Canning
 
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Post » Sun Jan 17, 2010 7:58 pm

Check out the http://i40.tinypic.com/11hb1qe.jpg.
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Joe Alvarado
 
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Post » Sun Jan 17, 2010 8:36 am

New grasses look great!

Now I just need to decide where to put them =)
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Alexander Lee
 
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Post » Sun Jan 17, 2010 3:26 pm

Check out the http://i40.tinypic.com/11hb1qe.jpg.



I'm reminded of a Fat Boy Slim title... You've come a long way baby. Nice pic indeed :)


-kwm
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Budgie
 
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Post » Sun Jan 17, 2010 11:17 pm

Excellent work, vurt. I have a question, though. Do you know if it's possible to alpha blend the bottom of the grass texture smoothly? Like a gradient? Every time I've tried something with it, the grass was either opaque or fully transparent with no in-between. It would really help blend the grass onto the ground well.


I did try this with the first version i made (someone in the old thread suggested this). The results were bad, it looked like it was floating.. but i tried it again now, with a grayish tone in the alpha channel, it's not completely transparent but it makes it look less thick at the bottom part, so http://www.tesnexus.com/downloads/images/28553-1-1270276769.jpg actually.

I'll upload 2.1 tomorrow or later today, i'll see if i can include 1-2 more variations of the grass too.

tronvillain: nice pic, did you edit the .esp files?
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Rowena
 
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Post » Sun Jan 17, 2010 11:17 pm

Yes, I edited the esp so that each grass "type" (they are named for the texture on which they are distributed) referred to a renamed meshe referring to a renamed texture. Looks good with a few of the "extra flowers" scrub thrown in eh?
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Dan Endacott
 
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Post » Sun Jan 17, 2010 2:56 pm

That looks really good! Better than I ever got it. Looking forward to the release.
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adam holden
 
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Post » Sun Jan 17, 2010 10:41 pm

Updated first post.. 2.1 released.
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Rude Gurl
 
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Post » Sun Jan 17, 2010 12:41 pm

I tried to split up the regions to use different grass textures but it was a disaster!
The grass is rendered as large brown squares blowing around in the wind. Peculiarly, the grass appears properly if viewed in the construction set.
Any suggestions?
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Ricky Rayner
 
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Post » Sun Jan 17, 2010 9:25 am

Hi -

The 2.1 textures made the grass look like it was floating when viewed from certain angles - at least, using the mixed texture w/ the lush mesh. Reverting back to 2.0 textures eliminated the issue.

Thanks for the lush mesh - not sure I'm going to stick with it, but choices are always nice...
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Sandeep Khatkar
 
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Post » Sun Jan 17, 2010 12:23 pm

Hi -

The 2.1 textures made the grass look like it was floating when viewed from certain angles - at least, using the mixed texture w/ the lush mesh. Reverting back to 2.0 textures eliminated the issue.

Thanks for the lush mesh - not sure I'm going to stick with it, but choices are always nice...


I know what you mean, but it's not really floating it's just that the bottom of the grass is a bit thinner, its so thin that the sky for example will show through it in certain angles and at certain distance. The postive bit is that it blends in extremely well with the ground textures. The "dark green" version does not have such transperancy (i made this texture for the lush mesh).


Guitarjoe91: Strange. Sounds like it doesnt find the textures for it.

EDIT: updated to 2.1b.

Mixed and Dark Green versions doesnt "float" anymore. Dark Green version has been tweaked and looks better now, "Mixed" is now a bit more colorful.
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stacy hamilton
 
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Post » Sun Jan 17, 2010 12:42 pm



Guitarjoe91: Strange. Sounds like it doesnt find the textures for it.




Yeah, I tries everything I could think of to fix it... no good.
I'm sure someone will release a mod that serves a similar function eventually though (unless they experience the same problem). Just imagine the Bittercoast full of the dark green grass, Grazelands with flowery, West Gash with mixed, and Ascadian Islands with green. Would that not be awesome?

I'm just goin' to use the standard one grass texture for now, I guess.
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Captian Caveman
 
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Post » Sun Jan 17, 2010 9:52 am

Absolutely amazing Vurt. Thank you for your wonderful MW additions.
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Emmanuel Morales
 
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Post » Sun Jan 17, 2010 11:42 am

Couldnt help myself, i did a few more variations ;)

http://piclair.com/data/gdh1d.jpg

http://piclair.com/data/xddc5.jpg

http://piclair.com/data/b4e9g.jpg

http://piclair.com/data/ovf6r.jpg
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Darlene Delk
 
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Post » Sun Jan 17, 2010 5:39 pm

Couldnt help myself, i did a few more variations ;)

http://piclair.com/data/gdh1d.jpg

http://piclair.com/data/xddc5.jpg

http://piclair.com/data/b4e9g.jpg

http://piclair.com/data/ovf6r.jpg



Okay, they all look good... but that first one beautiful. I need to learn how to generate my own grass ESPs, I want to mix and match all of your types...
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Ron
 
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Post » Sun Jan 17, 2010 6:54 pm

Fantastic! Can't wait to have a look at those. Also can't wait to see these all applied (or apply them myself) to the various grass types of the various regions
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Kevan Olson
 
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Post » Sun Jan 17, 2010 2:54 pm

Agg, what are you doing to me?? I just get finished setting everything up so I've got about a dozen different grass types and generating my distant land and you go releasing more options!! :P

They do indeed look nice, I'm sure I can find room for them.

FYI, one thing, at lease for me... It could well be due to the parameters I used when generating my grass mods but I'm finding a good deal of the ground covering is very tall, at least as tall as my male dunmer characters. From memory all my grass ini files generate with mesh placement in the Z axis set to -12 or maybe -17. Using the mesh size modifying setting is probably a contributing factor but as I said, especially with the lush versions, the grass ends up being very tall and often blocks my characters vision. Not a huge deal, I can probably work around it at my end but thought I'd let you know.

Look forward to seeing it in game!

Cheers
-kwm
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Darren Chandler
 
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Post » Sun Jan 17, 2010 1:28 pm

Hmmm...pretty!

I installed what I thought would be static grass, but it animated(probably a silly error on my part). It's actually fine with me!...I thought it would bog down my PC too much, but I was pleasantly surprised to see that it all worked just fine.

Keep up the excellent work :)
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Alyesha Neufeld
 
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Post » Sun Jan 17, 2010 2:05 pm

Agg, what are you doing to me?? I just get finished setting everything up so I've got about a dozen different grass types and generating my distant land and you go releasing more options!! :P

They do indeed look nice, I'm sure I can find room for them.

FYI, one thing, at lease for me... It could well be due to the parameters I used when generating my grass mods but I'm finding a good deal of the ground covering is very tall, at least as tall as my male dunmer characters. From memory all my grass ini files generate with mesh placement in the Z axis set to -12 or maybe -17. Using the mesh size modifying setting is probably a contributing factor but as I said, especially with the lush versions, the grass ends up being very tall and often blocks my characters vision. Not a huge deal, I can probably work around it at my end but thought I'd let you know.

Look forward to seeing it in game!

Cheers
-kwm


The lush mesh is indeed very tall. For the next release i can do a lush version but a version that isnt as tall.

So you make your own .esp's? I still havent tried that, too busy making textures heh.

Also, you dont need to regenerate distant land if you just try another texture, it'll render just fine.

These are all 2048x2048 textures btw, except for the grass in the first pic. I wanted to have a few hi-res versions too.
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мistrєss
 
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