[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 10:36 am

Please note that there is a new version of my mesh generator here:
http://www.tesnexus.com/downloads/file.php?id=23065

It is untested, however, it should fix a bug that causes crashes.
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Saul C
 
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Post » Fri May 27, 2011 4:31 pm

What bug exactly was it?

The main thing I've found that causes crashes is if it finds a tear in the landscape along cell borders. It was most noticable on the TR maps as they have many tears, which I patched up for it to generate. The only esp (that crashes) that I have to test it on is my Skyrim mod - the generator won't work at all on it. In this case I'm not sure if it's due to tears, but either way this new version still crashes with it. It would be great to get this fixed.
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lillian luna
 
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Post » Fri May 27, 2011 6:11 am

Please note that there is a new version of my mesh generator here:
http://www.tesnexus.com/downloads/file.php?id=23065

It is untested, however, it should fix a bug that causes crashes.



It appears that your generator does not like vista........I [censored] hate vista sometimes.
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Lily
 
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Post » Fri May 27, 2011 7:30 am

What bug exactly was it?

It would sometimes try and access a cell that didn't exist, and fail to check if it did exist

The only esp (that crashes) that I have to test it on is my Skyrim mod - the generator won't work at all on it. In this case I'm not sure if it's due to tears, but either way this new version still crashes with it. It would be great to get this fixed.

If you can send me the Skyrim esp and the settings file you are using, I will see if I can fix it :)

It appears that your generator does not like vista........I [censored] hate vista sometimes.

As in will not start? Or fails when generating? If it fails, it is because you don't have write permissions to either the Morrowind.ini or the Data Files directory.

You may also need the
Microsoft Visual C++ 2005 Redistributable Package
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Elina
 
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Post » Fri May 27, 2011 10:02 am

It would sometimes try and access a cell that didn't exist, and fail to check if it did exist


If you can send me the Skyrim esp and the settings file you are using, I will see if I can fix it :)


As in will not start? Or fails when generating? If it fails, it is because you don't have write permissions to either the Morrowind.ini or the Data Files directory.

You may also need the
Microsoft Visual C++ 2005 Redistributable Package



Won't start....pretty sure I have C++, let me double double check.
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Crystal Clear
 
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Post » Fri May 27, 2011 1:53 am

Won't start....

The only operation that is performed at startup is that the Morrowind registry keys are retrived. :shrug:
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Theodore Walling
 
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Post » Fri May 27, 2011 6:03 am

The only operation that is performed at startup is that the Morrowind registry keys are retrived. :shrug:



Hahaha, my fault then, I have morrowind on drive E:, which of course, probably isn't checked by your program.
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Lilit Ager
 
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Post » Fri May 27, 2011 5:45 am

Hahaha, my fault then, I have morrowind on drive E:, which of course, probably isn't checked by your program.

It shouldn't matter. My morrowind installation is is about 20 directories deep in the U: drive.

When you say it doesn't start, could you be slightly more explicit? Does nothing come up, or does an error come up. If an error comes up, what is the error
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 6:49 am

It shouldn't matter. My morrowind installation is is about 20 directories deep in the U: drive.

When you say it doesn't start, could you be slightly more explicit? Does nothing come up, or does an error come up. If an error comes up, what is the error



Error Grass.EXE has stopped working, windows is checking for solutions..........A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available. Send error report ect. option comes up.
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sw1ss
 
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Post » Fri May 27, 2011 10:01 am

When that send error report thing comes up it should give you an option to see what the error is and the exact information to be sent. Maybe pasting in some of that would be more helpful for him as otherwise that's just a generic error message.
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casey macmillan
 
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Post » Fri May 27, 2011 7:42 am

. The only esp (that crashes) that I have to test it on is my Skyrim mod - the generator won't work at all on it. In this case I'm not sure if it's due to tears, but either way this new version still crashes with it. It would be great to get this fixed.


Has this been fixed yet? Ive had the same problem..
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Oscar Vazquez
 
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Post » Fri May 27, 2011 11:23 am

Has this been fixed yet? Ive had the same problem..

I need a download link to the mod in question and the settings file (if it is settings file specific).
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James Rhead
 
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Post » Fri May 27, 2011 7:44 am

When you say the animated grass runs a lot better, do you mean the FPS hit will be lower if I use the animated one?
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Rudi Carter
 
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Post » Fri May 27, 2011 4:25 pm

Yes, that's what he means. Actually, in my case, it meant that there would be NO FPS hit if I used the animated one. :D
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Jade Muggeridge
 
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Post » Fri May 27, 2011 1:45 pm

I need a download link to the mod in question and the settings file (if it is settings file specific).


http://rapidshare.com/files/215082991/GrassTest.rar.html

Heres a test cell I just created and tried on. Got nothin. Included is the esp, a custom texture, and the grass.ini. pm me if you need anything else.

Located at 22, -78
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Kat Stewart
 
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Post » Fri May 27, 2011 12:25 pm

Well, that do you know... it works. And no FPS hit too :D
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Jessica Nash
 
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Post » Fri May 27, 2011 11:14 am

My grass has collision. How can I fix this?

Also, I want to use distant land but I do not want my grass to be animated. Ca I have it both ways?
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Andrew
 
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Post » Fri May 27, 2011 4:56 am

My grass has collision. How can I fix this?

Also, I want to use distant land but I do not want my grass to be animated. Ca I have it both ways?

Reinstall the mod with the original meshes and run like a normal mod. In the statics exception list I guess you would just put ignore next to the grass entries. Note that it will very likely run noticably slower.

You've probably activated the grass esps in your mods list - that causes collision.

It's the modified MGE meshes that have the collision.

Basically, if you're rendering the grass through MGE, then use the modified meshes, generate them with distant land, and don't tick the esps in the MW launcher. If you aren't rendering it through MGE, use the original meshes and tick the esps in the MW launcher.
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Nikki Hype
 
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Post » Fri May 27, 2011 1:48 am

You've probably activated the grass esps in your mods list - that causes collision. You should only use the esps for distant statics generation. To un-animate the grass, you should move the meshes out of the grass folder, and in to another one. (And probably edit the esps to recognize the new mesh location).

There's probably a more simple way to achieve the last part, but it's the only thing I can come up with atm.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 5:14 am

*note to self: stop talking rubbish and let the pro's do the talking*

Hmm, my mistake, thanks for clearing that up Vality =D
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Greg Swan
 
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Post » Fri May 27, 2011 7:24 am

Hm. And if I still want there to be grass on my distant land, I use the unmodified meshes when generating distant statics, leave them ticked, and I will have distant grass that is not animated and has no collision?
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Naomi Ward
 
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Post » Fri May 27, 2011 1:07 am

Hm. And if I still want there to be grass on my distant land, I use the unmodified meshes when generating distant statics, leave them ticked, and I will have distant grass that is not animated and has no collision?

No, as far as I understand there is no way of drawing grass via MGE that is not animated (apart from this: why should anybody want this - MGE's animated grass looks better and is even much more performance friendly)
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Steph
 
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Post » Fri May 27, 2011 7:47 am

No, as far as I understand there is no way of drawing grass via MGE that is not animated (apart from this: why should anybody want this - MGE's animated grass looks better and is even much more performance friendly)

There is a way in the beta MGE builds from rev-0104. You can configure wind speed for every weather to be 0.000, and only first frame for grass (and as side effect for animated trees) will be rendered.
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Hella Beast
 
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Post » Fri May 27, 2011 11:09 am

I'm afraid the download link for this mod doesn't work for me.

The page says this for about a second:

Your file download should start immediately.

If it does not start automatically, please click here to start the download process.

Signature and Premium users never have to wait in line to get any public file, so sign up and sign in now and you won't ever have to wait again!

Then the page refreshes and says that again for a second, then it refreshes and... over and over, that's all it does. If I click on the "click here" link to manually start the download, it loads a page that says this for about half a second:

Please go to ads page first. Please turn on javascript

Then it refreshes the original page. I already have enabled Javascript in both of my browsers (IE7 and FF2) and clicking on the "ads page" link simply sends me back to the infinitely-refreshing page of nothing. Is this mod hosted anywhere else? If not, would some kind person please upload it somewhere else so I may enjoy it?
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sw1ss
 
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Post » Fri May 27, 2011 11:21 am

The link works for me and many others (judging by the download count), so it's definately something on your end. Are you sure it hasn't downloaded like without you knowing? On mine it downloads at the full speed of my connection, and I use IDM to download stuff so it's done in like 10 seconds and by the time I look on my desktop it's there. That's why I use ADrive, it's the best free hosting I've seen, very fast download speed, easy to download from and has heaps of space. Btw, Firefox 3 has been out for some time, you might want to upgrade that.

> http://www.4shared.com/file/51609177/c4db4261/Grass_Beta.html
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Becky Palmer
 
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