[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 3:58 am

A) Are you sure you have the grass esp's disabled? (you don't need them when using MGE)

B ) Any mods enabled that might modify the landscape?
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Amber Hubbard
 
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Post » Fri May 27, 2011 1:43 pm

I'm having a bit of an odd problem. The grass almost is right, but there's a weird problem where some of the small grass parts that are supposed to be on the ground (I'm guessing?) are on floating above the rest of it. Take a look at the screenshot I posted and you'll see what I'm talking about. I used Morrowind Graphics Extender to use this grass mod if that helps anything at all. I'd appreciate any response that can help.


This is the site url that imageshack tells me to link...but I'll also include the imageshack.org url at the top too.
http://yfrog.com/0dmorrowind20090620224558p

http://img13.imageshack.us/i/morrowind20090620224558.png/

You need the modified meshes, see step 4 on http://vality7.googlepages.com/mgegrasspage.
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Frank Firefly
 
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Post » Fri May 27, 2011 8:55 am

Hey Vality,

since progress here seems to advance quite slowly and a final release is not really in sight yet, would you mind to release the beta versions of the Sheogorad and Ashland region modules of this mod in the meantime? Not wanting to urge or rush you in any way (really, if not it's also fine). :angel: But you released some screenshots of this regions quite some time ago which looked really awesome.

And a complete beta is a better beta than an incomplete one (does that make any sense :wacko: )
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Rachyroo
 
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Post » Fri May 27, 2011 8:26 am

Ahh, I had that file already, but I put them in the file in the wrong order, stupid me hahah. Anyways, thanks for such a quick response, now the grass looks fantastic, great mod :)
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tannis
 
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Post » Fri May 27, 2011 1:51 pm

Vality probably won't release his other regions right now. He has other projects that he is focusing on.
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kirsty williams
 
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Post » Fri May 27, 2011 10:00 am

Hey Vality,

since progress here seems to advance quite slowly and a final release is not really in sight yet, would you mind to release the beta versions of the Sheogorad and Ashland region modules of this mod in the meantime? Not wanting to urge or rush you in any way (really, if not it's also fine). :angel: But you released some screenshots of this regions quite some time ago which looked really awesome.

And a complete beta is a better beta than an incomplete one (does that make any sense :wacko: )



I could not really imagine that there is any green grass in the ashlands, sorry. I think it makes less sense in that area. Also Sheogorath is much to rocky for massive grass....I guess that's the reason
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Lew.p
 
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Post » Fri May 27, 2011 2:11 am

I could not really imagine that there is any green grass in the ashlands, sorry. I think it makes less sense in that area. Also Sheogorath is much to rocky for massive grass....I guess that's the reason

Iirc the ashlands grass used a darker and grayer toned grass texture to match it's environment and there were only a few scrubs scattered over the wasteland (at least compared to the other more lush regions). Of course it's a matter of taste if you use it or not. Thanks to the modular concept of this mod the decision is up to you.

Edit:
Allright, I found Vality's post with the screenshots in the last thread. So everyone interested just follow http://www.gamesas.com/bgsforums/index.php?showtopic=850315&view=findpost&p=12922065 and have a look.
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Prue
 
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Post » Fri May 27, 2011 1:33 pm

Hi, I have a problem. I don't like using distant land so I activate the .esp's. All working well without collision. But I like the updated grass meshes and textures alot better, but somehow those meshes DO contain collision? How to deactivate this collision? Please, I really want to play with the updated grass :(.
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Amy Melissa
 
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Post » Fri May 27, 2011 6:47 am

Why not just decrease MGE's draw distance and increase the fog? Then you can have no distant land AND animated grass.
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James Wilson
 
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Post » Fri May 27, 2011 3:16 am

Why not just decrease MGE's draw distance and increase the fog? Then you can have no distant land AND animated grass.


Yes, but I hate MGE's water, if there was a way to enable the normal pixel shading water then your option would be ideal! :D
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 2:11 pm

Yes, but I hate MGE's water, if there was a way to enable the normal pixel shading water then your option would be ideal! :D

Grab http://www.tesnexus.com/downloads/file.php?id=23606, it's really quite amazing.
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Epul Kedah
 
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Post » Fri May 27, 2011 6:32 am

Grab http://www.tesnexus.com/downloads/file.php?id=23606, it's really quite amazing.


Ok that looks quite good, I installed it but now when I look up top there is the default land texture under water :S It's a solid texture/mesh and when I go underwater it is gone and there is no fog underwater at all! Also the sprites of the speedtree trees disappear in the distance, anyone knows how to fix this?
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john page
 
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Post » Fri May 27, 2011 2:02 am

Also the sprites of the speedtree trees disappear in the distance, anyone knows how to fix this?

It's not possible, MGE doesn't render the distant trees with billboards on, just planes, so it looks pretty bad. It can be fixed by editing the meshes, but it's not that simple a job for a non-modeler.
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Lori Joe
 
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Post » Fri May 27, 2011 2:51 pm

It's not possible, MGE doesn't render the distant trees with billboards on, just planes, so it looks pretty bad. It can be fixed by editing the meshes, but it's not that simple a job for a non-modeler.


Ok too bad, well that's a no-go for MGE, so does anybody know how to disable collision of objects. I did read something about doing this in NIFSkope with some variables, but I couldn't get it right, anyone does?
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Pixie
 
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Post » Fri May 27, 2011 9:59 am

Ok too bad, well that's a no-go for MGE, so does anybody know how to disable collision of objects. I did read something about doing this in NIFSkope with some variables, but I couldn't get it right, anyone does?

Remove the CollisionNode block.
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J.P loves
 
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Post » Fri May 27, 2011 4:34 am

Remove the CollisionNode block.


There is none, could you please take a look at it?
Here is the download link: http://www.liztail.com/grass_meshes.7z
I hope you can remove it, since that is the ONLY thing I want :(, but somehow the modified ones do have collision and the normal havent.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 10:31 am

There is none, could you please take a look at it?
Here is the download link: http://www.liztail.com/grass_meshes.7z
I hope you can remove it, since that is the ONLY thing I want :(, but somehow the modified ones do have collision and the normal havent.


It was something with NiStringExtraData with variable: NCO. If it helps..
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Brittany Abner
 
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Post » Fri May 27, 2011 7:48 am

If you're rendering the grass with MGE, use the modified meshes. They were modified so that the grass mod would work properly with MGE. If you don't want MGE to render the grass, then there's no need to use them, just use the originals.
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jessica sonny
 
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Post » Fri May 27, 2011 1:04 pm

Hey Vality, not to hijack the discussion or anything, but I just returned to Morrowind after a 3-year absence, and I stumbled across your mods while seeing what was new in the MW world. I gotta say, I am just astounded at the amazing work you've done. My Morrowind experience is truly breathtaking now.
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Vicki Blondie
 
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Post » Fri May 27, 2011 4:30 pm

If you're rendering the grass with MGE, use the modified meshes. They were modified so that the grass mod would work properly with MGE. If you don't want MGE to render the grass, then there's no need to use them, just use the originals.


Ok, but those modified meshes look alot different? I think we're talking both about different meshes. A few posts back I posted a link to those meshes, could you take a look? I like those meshes alot better then yours, sorry. I think your meshes are too dense, thick and harsh. While those others are alot more subtle and they really blend in with the environment. Here is a comparison screens:

Normal Grass:
http://i190.photobucket.com/albums/z103/journeytoavalon/Morrowind2009-06-2310-54-43-74.jpg

Updated Mesh Grass:
http://i190.photobucket.com/albums/z103/journeytoavalon/Morrowind2009-06-2310-59-33-35.jpg

I like the last one alot more, but it has collision. I almost figured out how to do this with the NiExtraStringData command but I couldn't get it right, please anyone can?
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Bereket Fekadu
 
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Post » Fri May 27, 2011 1:32 am

-clip-
I like the last one alot more, but it has collision. I almost figured out how to do this with the NiExtraStringData command but I couldn't get it right, please anyone can?

Take a look at any of the MW flora containers to see how bethesda set up the nifs - you'll want to add a NiStringExtraData to the root NiNode with the following attributes:
Bytes Remaining value of 7
String Data value of NCO

If you're using NifSkope to do the edit, you'll need to open one of the bethesda nifs and copy/paste the NiStringExtraData block to the grass mesh (with v1.0.10 I can't directly add that type thru the Node menu).

MW engine automatically adds collision to activators/statics/misc items even if they do not have a root collision node defined - NCO (no collision object?) prevents that for the node and its children. MW trees are an example of mixed use of NiStringExtraData NCOs (leaves) and RootCollisionNodes (trunk and branches).
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Alisha Clarke
 
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Post » Fri May 27, 2011 3:26 am

The reason we removed the collision node from the modified mge meshes was because it wasn't needed, and to optimize the meshes better the node was removed. A few of the faces were removed as well which is why it looks the way it does in your second picture, but mge is meant to render them so they look more like the first picture. If you look in the original meshes you can see the no collision node which you can copy over.
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Kate Schofield
 
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Post » Fri May 27, 2011 5:10 am

The reason we removed the collision node from the modified mge meshes was because it wasn't needed, and to optimize the meshes better the node was removed. A few of the faces were removed as well which is why it looks the way it does in your second picture, but mge is meant to render them so they look more like the first picture. If you look in the original meshes you can see the no collision node which you can copy over.


YES! I found out, phew, well that's done... It took me along time. Now there's the next problem, but I think it is pretty much inevitable. When 2 layers of Alpha Channels are behind eachother, the one behind the other disappears, is there any way to fix this?
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neen
 
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Post » Fri May 27, 2011 9:32 am

""* How do you get animated grass?
If you download one of the the latest versions of MGE (from 3.6.0 onwards), and follow the setup instructions (Link), you can render the grass through MGE. Not only does it run a lot better, but it's animated and sways according to the weather conditions. Note that you can't render the grass through MGE without using distant land, as it's part of the distant land.""

The "Link" to the explanation thinge doesn't work, please post a new one. I would realy realy REALY like to animate my grass that way. thanks

--Morrowind fan.
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Bellismydesi
 
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Post » Fri May 27, 2011 2:40 am

""* How do you get animated grass?
If you download one of the the latest versions of MGE (from 3.6.0 onwards), and follow the setup instructions (Link), you can render the grass through MGE. Not only does it run a lot better, but it's animated and sways according to the weather conditions. Note that you can't render the grass through MGE without using distant land, as it's part of the distant land.""

The "Link" to the explanation thinge doesn't work, please post a new one. I would realy realy REALY like to animate my grass that way. thanks

--Morrowind fan.


Yes, I second this. I tried all of Vality's links but his site is down. I'm also searching on the best shaders for MGE but can't find much info, I'll keep looking. I just spent a lot of time installing tons of awesome mods and I really want to get into Morrowind again. If anyone has links to good discussions about really awesome shaders, that'd be nice.
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sam smith
 
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