[RELz] UC: Nature

Post » Tue Nov 29, 2011 1:13 am

If I'm not mistaken, KINGPIX is using Connary's Grazelands for MGSO which if I recall correctly he said he would be phasing out by the next MGSO full version update in order to be in line with Connary's wishes that his work not be included in any compilations.

I can't use them for UC: Nature, anyway. I've tried several times to get a hold of Connary but he hasn't ever replied to me and I rather doubt he'd give me permission to use his work anyway based on his stance on such things in the past.
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Alisia Lisha
 
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Post » Mon Nov 28, 2011 2:36 pm

Knots => for all the grounds textures that I have sent to you, no ones are from Connary's mods ;)
By the way have you liked the pack?
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Neko Jenny
 
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Post » Tue Nov 29, 2011 1:15 am

Knots => for all the grounds textures that I have sent to you, no ones are from Connary's mods ;)
By the way have you liked the pack?

I have not had a lot of time to play, but tonight (in five minutes probably) I will look at them all. I'll PM you about it. Sorry I'm such a slowpoke. <3
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pinar
 
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Post » Tue Nov 29, 2011 2:03 am

Ah i see. Well i might look into it later on. It's problematic because the grasses has to look good on many different kinds of ground textures, since they're sometimes not locked to a specific region (which is the case with this grass). If i make it brighter it would instead look unnatural in another region at some places.
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Suzy Santana
 
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Post » Tue Nov 29, 2011 12:30 am

Ah i see. Well i might look into it later on. It's problematic because the grasses has to look good on many different kinds of ground textures, since they're sometimes not locked to a specific region (which is the case with this grass). If i make it brighter it would instead look unnatural in another region at some places.
Yeah, I noticed.

I reverted back to Groundcover 1.x in my current game, but I think a better solution would be to use photoshop's color match or something on the Grazelands ground textures. I may end up experimenting with that myself at some point, though I'd be interested to hear if there is a better approach.
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Taylor Tifany
 
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Post » Mon Nov 28, 2011 1:51 pm

yeah color match is great, i use that a lot, sometimes i put it to 50% or so, sometimes you have to experiment with color matching from smaller sections. But again, it could look good in that region but could make it looking awful in other regions, so it requires a lof of testing..
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Trevi
 
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Post » Mon Nov 28, 2011 4:10 pm

I meant that I would be editing the ground textures and leaving the grass textures dark!
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Isaiah Burdeau
 
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Post » Tue Nov 29, 2011 12:39 am

Ah, yes that will work and will be easier too.
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steve brewin
 
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Post » Mon Nov 28, 2011 11:18 pm

Hi Vurt, happy to see you here :foodndrink:
Have you plan to update a fix for your Groundcover mod, because of the pieces of textures floating in the air? (I have told you this in the past in a message ^^)

Knots => All the textures that I have included in the MGSO french version are vanilla-friendly and so = same colors ;)
So maybe just have a animated grasses pack which will would match the vanilla grounds colors ^^
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Jessica Stokes
 
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Post » Mon Nov 28, 2011 11:35 am

@papill6n
Even though the textures you have done are supposed to be as close to vanilla as possible, it seems as though Vurt's latest grass textures are based around Connary's ground textures specifically so I sort of doubt they will match up color-wise. Connary's Grazelands are quite a bit darker than vanilla if I remember correctly.

I am regenerating my distant land right now with the ground tex you sent me and Vurt's less branchy ashland trees so I can test them both out at once like I promised I would!
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Wayne Cole
 
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Post » Mon Nov 28, 2011 5:59 pm

^^
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Dina Boudreau
 
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Post » Mon Nov 28, 2011 6:54 pm

Hi Vurt, happy to see you here :foodndrink:
Have you plan to update a fix for your Groundcover mod, because of the pieces of textures floating in the air? (I have told you this in the past in a message ^^)


Wasnt that fixed in the update i did just some week after releaase, i'm pretty sure, but i cant remember.. I haven't seen any floating pieces on my install with the latest Groundcover at least.
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Rhiannon Jones
 
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Post » Mon Nov 28, 2011 12:14 pm

If I'm not mistaken, KINGPIX is using Connary's Grazelands for MGSO which if I recall correctly he said he would be phasing out by the next MGSO full version update in order to be in line with Connary's wishes that his work not be included in any compilations.

I can't use them for UC: Nature, anyway. I've tried several times to get a hold of Connary but he hasn't ever replied to me and I rather doubt he'd give me permission to use his work anyway based on his stance on such things in the past.


I wouldn't even bother, he messed me up with a mod with over 60 cells done based on his textures after giving me the permission 2 days before his mental break, so if he didn't care about [censored] up someone that badly, he probably won't care about this either.

And I usually don't like compilations, but I gotta admit I like 90% of what you did there, aside from few bad matches, really nice work man! Hope to see other compilations of yours. :foodndrink:

Also, where the heck do you people find all those high res terrain textures, I never stumble upon any good ones <_<
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lucile
 
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Post » Mon Nov 28, 2011 11:37 am

Can you give me some specifics on the "bad matches"? I am absolutely interested in improving this pack, so this goes for anyone; please don't hesitate to voice your opinions on things. What has already been said in this thread has gotten me working on update #1, which won't take very long for me to prepare.

That's the up side of doing small packs like this, after all.

I believe I can put together good packs without having to use Connary's textures. Honestly the only textures of his I have yet to find suitable replacements for are his Redoran tex. Feel free to suggest some, I'm sort of sitting on the Architecture pack right now making sure I have my crap together.
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Rebecca Clare Smith
 
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Post » Mon Nov 28, 2011 12:50 pm

Can you give me some specifics on the "bad matches"? I am absolutely interested in improving this pack, so this goes for anyone; please don't hesitate to voice your opinions on things. What has already been said in this thread has gotten me working on update #1, which won't take very long for me to prepare.

That's the up side of doing small packs like this, after all.

I believe I can put together good packs without having to use Connary's textures. Honestly the only textures of his I have yet to find suitable replacements for are his Redoran tex. Feel free to suggest some, I'm sort of sitting on the Architecture pack right now making sure I have my crap together.


Nothing big, I think most if not all was mentioned (aka the yellow plant in Ashlands and few grass/terrain color matching).
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Dina Boudreau
 
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Post » Mon Nov 28, 2011 10:28 pm

I believe I can put together good packs without having to use Connary's textures. Honestly the only textures of his I have yet to find suitable replacements for are his Redoran tex. Feel free to suggest some, I'm sort of sitting on the Architecture pack right now making sure I have my crap together.

Well, there's the http://www.gamesas.com/index.php?/topic/1173802-redecorated-redoran/ retexture for the Redoran architecture. I'm not sure how vanilla friendly it is, but It's currently my favorite retexture for the Redoran buildings.

Anyway, nice work on this nature retexture pack so far.
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Lindsay Dunn
 
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Post » Mon Nov 28, 2011 9:13 pm

Alright, here's a list of things coming to 1.1
-Better ash grass texture that matches its name
-Darker signs
-Tweaked and changed landscape textures in some areas
--BC, GL, and AL will be significantly changed from this

I should have this up sometime around 2am EST.

Planned for 1.2
-Color matched ground textures for vurt's grazelands grass
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Steven Hardman
 
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Post » Mon Nov 28, 2011 4:11 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=302936&id=7258 added particles to the giant mushrooms, I don't think he used Nich's re-mapped meshes though. I tried to work out how to transfer the particle effect from Hollow_FANG's models to Nich's but ran up against the barrier of me svcking at NIFSkope.

Have you included lava? Both http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6939 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8101 have versions. A combo of glow and particles would be cool, I'd have a go but see above.
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Bellismydesi
 
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Post » Mon Nov 28, 2011 6:43 pm

The update is live, with many new textures thanks to papill6n in the grazelands and bitter coast region, as well as a couple of the ashlands textures. I have also modified the ash grass static meshes, there shouldn't be any green anymore on them.

The glowmaps on the signposts have also been toned down so they shouldn't appear to be glowing at night anymore. The signposts still have glowmaps; this is to improve readability on them at night. They do not appear as though they are glowing and you shouldn't be able to tell unless you know what they look like without the maps applied.

@Dragon32
Lava is already included, and so is smoke. All thanks to the masterful Vurt. I might look into adding the particle effects, we'll see.
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loste juliana
 
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Post » Mon Nov 28, 2011 12:54 pm

Rhymer's comberry replacer has a bunch of http://i219.photobucket.com/albums/cc24/Syrcanus/misaligned.jpg. I sent him a PM a few months ago regarding this and his unreleased much lower poly version of the heather plant, but never got a reply. Would be awesome if someone could fix the misaligned berries.

There's also a vurt_UniCy01 tree in cell -4, -8 that isn't placed far enough in the ground. The tree is in the water across from Samarys Ancestral Tomb
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Svenja Hedrich
 
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Post » Mon Nov 28, 2011 8:03 pm

Thanks for the input, Syrcanus. I never noticed the misaligned berries.

Keep the floating tree reports coming. Since this mod is a unified .esm, I have been thinking about fixing a lot of the floating trees (especially in the grazelands) myself. I'll do all the trees I am aware of in v1.2, same update I plan on including the colormatched ground textures for vurt's grazelands.

I am uploading a bugfix right now to the voodooshader servers. Apparently there was an issue with missing glowmaps in the bittercoast causing errors at game load. I have almost certainly fixed this issue, the upload will be done uploading in 20 minutes as of posting.
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Jerry Cox
 
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Post » Tue Nov 29, 2011 12:20 am

Thanks for the update!

Btw who did the following textures?

tx_bc_bark_01
tx_bc_bark_02
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Allison Sizemore
 
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Post » Mon Nov 28, 2011 4:52 pm

I assume it was Papill6n, since it was in a pack he sent me.

I may end up updating again tonight to include http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9351
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Karine laverre
 
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Post » Mon Nov 28, 2011 7:39 pm

If I'm not mistaken, KINGPIX is using Connary's Grazelands for MGSO which if I recall correctly he said he would be phasing out by the next MGSO full version update in order to be in line with Connary's wishes that his work not be included in any compilations.

Nope, connary's textures are out from my package since the beta, I'm using other textures now :)
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Luis Longoria
 
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Post » Tue Nov 29, 2011 2:48 am

Is there a reason this comes with an .esm instead of an .esp? I can't translate those with the german translation tool :/
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Karen anwyn Green
 
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