[Relz] Mostly New Trees

Post » Tue Jan 25, 2011 6:38 pm

I do it for both the leaves and the trunks. the trunks often look much brighter with the default morrowind materials so you might want to darken some of them.

OK, I'll do that then. Thanks.

edit: i saw animation nodes, are the trees are animated? I didnt see any animation in the editor.. maybe they're there for some other technique.

A lot of meshes that some people made have those animation nodes, afaik they don't do anything. Sometimes they actually make the mesh unusable in the CS. But these seem to work fine, so I haven't bothered deleting them yet.
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Eric Hayes
 
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Post » Tue Jan 25, 2011 11:27 am

Vurt, does it really screw things up with MGE to not have the materials set like identically to Morrowind's trees? They look so bright! Do I just need to darken the textures?
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Emmi Coolahan
 
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Post » Tue Jan 25, 2011 3:33 pm

I know that it used to look odd in the distance (trees would be brighter), test it yourself to see if you think it's worth changing the material colors.

You really should delete things that doesnt do anything with the trees, it could make the game unstable, that the CS can't load some of them is not a good sign ;)
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Svenja Hedrich
 
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Post » Tue Jan 25, 2011 8:01 pm

I know that it used to look odd in the distance (trees would be brighter), test it yourself to see if you think it's worth changing the material colors.

You really should delete things that doesnt do anything with the trees, it could make the game unstable, that the CS can't load some of them is not a good sign ;)

Unfortunately I cannot test it myself. I'll release them as-is (without the changes to material), maybe you or someone else who can run distant land can test them for me. And I agree, I'll be deleting those animation nodes.
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Charles Mckinna
 
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Post » Tue Jan 25, 2011 10:13 pm

I've uploaded the fixed up trees. I cleaned them up and used vurt's new leaf texture.

If someone can test how these work with distant land, I'd appreciate it!

http://www.tesnexus.com/downloads/file.php?id=33468
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=160762&id=8605
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Mrs. Patton
 
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Post » Tue Jan 25, 2011 11:17 am

Another update. I cleaned up the trees a little more. I also changed the texture on Ndib's trees so that there are less obvious holes.

^^ Above request is still open.
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FABIAN RUIZ
 
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Post » Tue Jan 25, 2011 5:55 pm

I tested a tree with distant land, it looked ok in rev 178, no color pop-ins, so i guess the MGE guys has fixed that issue, good to know :)

The alpha threshold needs to be upped a bit with the new leaves it seems, at 220 the white seams around the leaves were gone.
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Lily Evans
 
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Post » Tue Jan 25, 2011 2:27 pm

Thanks for checking vurt.

I'm not sure how to change the alpha threshold. The alpha in Nifskope is set to 1. Do I need to change the actual textures?
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Olga Xx
 
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Post » Tue Jan 25, 2011 3:02 pm

Melchior Dahrk this is great! I have no idea how this one slipped past me. Keep it up mate :)
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Charlie Sarson
 
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Post » Tue Jan 25, 2011 8:44 am

Thanks for checking vurt.

I'm not sure how to change the alpha threshold. The alpha in Nifskope is set to 1. Do I need to change the actual textures?


http://piclair.com/data/iijcz.jpg
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Laurenn Doylee
 
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Post » Tue Jan 25, 2011 9:31 am

Melchior Dahrk this is great! I have no idea how this one slipped past me. Keep it up mate :)

Thanks, I thought this may be useful to others. :icecream:

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

So, I need to change it for EVERY leaf plane? They have combined properties. Does that not include that alpha property?
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xxLindsAffec
 
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Post » Tue Jan 25, 2011 11:10 pm

no you dont need to do it for every single plane, that's the beauty of combined properties.
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Melanie
 
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Post » Tue Jan 25, 2011 1:42 pm

no you dont need to do it for every single plane, that's the beauty of combined properties.

Cool, it's been changed. Thanks so much vurt, these would be much rougher without your suggestions!
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renee Duhamel
 
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Post » Tue Jan 25, 2011 8:15 pm

I tested a tree with distant land, it looked ok in rev 178, no color pop-ins, so i guess the MGE guys has fixed that issue, good to know :)

The alpha threshold needs to be upped a bit with the new leaves it seems, at 220 the white seams around the leaves were gone.

Another solution to the overly transparent seams rendered with MGE without needing to increase the alpha threshold is to uncheck the 'enable blending' option for the NiAlphaProperty flags and just use alpha testing - flag set to 4844 (alpha test function = Greater) or 6892 (alpha test function = Greater or Equal) should work well.
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yessenia hermosillo
 
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Post » Tue Jan 25, 2011 11:26 pm

Thanks tetchy, I really don't know what either of the methods do. But I just want to fix the problem :)
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Multi Multi
 
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Post » Tue Jan 25, 2011 12:24 pm

The leaves looks too "thick" when you dont up the alpha threshold, at least on my trees/textures. It depends a bit on how the planes are placed i believe, i have many overlapping each other most of the time and when they're like that they need much transperancy. I like using 4845 with an alpha threshold of around 150-160, all my trees use either 4844 or 4845.
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D LOpez
 
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Post » Tue Jan 25, 2011 5:56 pm

The download link on PES is working now, just FYI. Feedback is always appreciated!
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Peetay
 
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Post » Tue Jan 25, 2011 12:22 pm

As I am reading the readme, I am not quite certain if I should be using your new mod in conjunction with Vurt's tree overhaul or in addition or on top of (reading through the thread too)....can you clarify just how to use your mod.
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Jack Walker
 
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Post » Tue Jan 25, 2011 9:44 am

I'll take another look at the readme to attempt to clarify. But this mod is NOT dependent on any of vurt's releases. I only highly suggest picking and choosing what textures you want from his, or other artists', work.

Sorry for the confusion.
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Antony Holdsworth
 
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Post » Tue Jan 25, 2011 3:49 pm

BUMP In case some people missed this :)
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Soku Nyorah
 
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Post » Tue Jan 25, 2011 11:17 am

These trees would make a good Mournhold tree replacer, particularly Jdoody's trees. I might try that.
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Darren Chandler
 
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Post » Tue Jan 25, 2011 6:38 pm

Go for it! Hope these are useful for my fellow modders.
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Mackenzie
 
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Post » Tue Jan 25, 2011 6:29 pm

These are cool, thanks for the release Melchior Dahrk :thumbsup: These have all been used in a number of mods so it's good of you to give them a new lick of paint.
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Donatus Uwasomba
 
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Post » Tue Jan 25, 2011 4:35 pm

I'll need this, thanks!
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Aaron Clark
 
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Post » Tue Jan 25, 2011 10:24 am

You're welcome :) obviously I can't take credit for everything here but I hope that this is useful for anyone who finds it.
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Joie Perez
 
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