[RELz] UC: Nature

Post » Mon Nov 28, 2011 2:09 pm

Is there a reason this comes with an .esm instead of an .esp? I can't translate those with the german translation tool :/
I will send you the .esp version, then you will need to send me the translated version and I will convert it back into an .esm. Or, if you know how to use Wrye Mash, you can do it yourself rather easily. Just right click the .esm and you can convert it to an .esp.

The mod is an .esm because the Texture Fix and Bloodmoon Overhaul should always load first to avoid conflicts with mods that change landscape. The other parts of the mod don't need to be .esm format, but I think it's for the best that all the UC packs come with only one plugin file to make them as streamlined as possible.

Nope, connary's textures are out from my package since the beta, I'm using other textures now :)

Would you mind telling me what you use for Grazelands then, my good fellow?
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Melis Hristina
 
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Post » Tue Nov 29, 2011 1:29 am

I think it use a mix from my mod?
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Catherine Harte
 
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Post » Tue Nov 29, 2011 1:59 am

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

Probably because the texture fix mod esm's are combined with the other mod esp's or whatnot. That's my guess anyway.

Edit: Late reply is late. I was working on cluttering up a house for Pelagiad Renewed and forgot to hit the add reply button for my post. <_<
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Chris BEvan
 
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Post » Mon Nov 28, 2011 6:25 pm

I will send you the .esp version, then you will need to send me the translated version and I will convert it back into an .esm. Or, if you know how to use Wrye Mash, you can do it yourself rather easily. Just right click the .esm and you can convert it to an .esp.




I did not know this was possible. I used Wrye Mash on my last English MW install and was pretty happy with it. I'm not using it now, since I mostly use graphic replacers with my German steam version, but I'll give it a shot.
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Elina
 
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Post » Mon Nov 28, 2011 11:49 am

I did not know this was possible. I used Wrye Mash on my last English MW install and was pretty happy with it. I'm not using it now, since I mostly use graphic replacers with my German steam version, but I'll give it a shot.

Alright, Biont. Let me know if you would rather I just send you the .esp.
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Lalla Vu
 
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Post » Tue Nov 29, 2011 3:27 am

Alright, Biont. Let me know if you would rather I just send you the .esp.



I think it worked. Wrye Mash spat out some error messages, but they didn't seem to be directly related to the plugins and it converted them anyway. I can upload my .esm (and the esp from the armory pack) if you want.

What I didn't think of: This has overwritten some of the Telvanni textures I'm working on, namely the bark and parasol texture. I can send you those, if you'd like to use them. If you'd like to use my Telvanni retexture at a later point, it would probably be a good idea in general, as that would avoid conflicting textures
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Multi Multi
 
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Post » Mon Nov 28, 2011 12:57 pm

If you want to send them my way, I'd be happy to include them.

Did you base the Parasol textures on Nich's fixed UV tree mesh?
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AnDres MeZa
 
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Post » Mon Nov 28, 2011 10:04 pm

If you want to send them my way, I'd be happy to include them.

Did you base the Parasol textures on Nich's fixed UV tree mesh?

The UV fixed on these Nich fixed meshes are the ones at the branch's junction on the parasol's trunk, nothing to do with Telvanni stuffs ^^
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Music Show
 
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Post » Mon Nov 28, 2011 7:12 pm

The UV fixed on these Nich fixed meshes are the ones at the branch's junction on the parasol's trunk, nothing to do with Telvanni stuffs ^^
Right, but the trees share textures with the telvanni stuff.

I am sure it will come out fine either way. The textures generally just look nicer on Nich's fixed meshes even if the textures weren't made with those UVs in mind.
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Richard
 
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Post » Mon Nov 28, 2011 7:31 pm

Whatever the texture will be, there is nothing really big who has been changed in the Uvmap of the Parasol's trees.
So not need to think about compatibility with Nich's Parasol trees, because they are the same that the vanilla ones ^^ (just somes little little tweaks was made on their UVmaps).


Ah alright, more in general the Bark textures used on the Telvanni's set need to be look good on the Parasol's tree too?

If ever the bark texture used by Biont on his Telvanni's set doen't look good for the Parasol's trees, the more simple is to change the bark texture's name in the Parasol"s trees with something like Tx_bark_01.dds.

Because Bethesda share textures between many models, limiting the creativity I think.
Like that this prevent Biont to be limited with his creativity :D
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katie TWAVA
 
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Post » Mon Nov 28, 2011 7:58 pm

If anything, I used Plangkye's meshes, but I don't think those included the parasol trees. We'll see how it looks. Knots, I'll send you a pm with a link to my stuff
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Kate Norris
 
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Post » Mon Nov 28, 2011 11:32 pm

I'm glad Knots finally found the time for something like this.

So....I followed your mod list almost to a T back in July. Is it safe to drag/drop/replace my existing stuff with this new pack or would I be a lot better off just picking out specific things?
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Sian Ennis
 
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Post » Mon Nov 28, 2011 6:53 pm

Wow, those pictures look so awesome! Would you be willing to let KINGPIX use this as one of the visual options in the MGSO mod? He currently has Vurt and Vality options to choose from. It'd be great to have yours in there as well.
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sw1ss
 
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Post » Mon Nov 28, 2011 7:45 pm

snip

Stuff looks good in game. I'm going to hold off on including the parasol caps though, and it would be nice if they were paler to look closer to the originals. The main reason I am holding off on them though is because you didn't send me caps for all of the various different parasol trees, only the big ones.

The rest of the textures you sent me will be in the next update which I am hoping to get out by tonight.

snip

Definitely drag and drop, there is stuff in these packs that was never in the guide before I got into doing this. Don't forget to grab UC: Armory as well, it's got a lot of nice things my guide didn't used to have, too.

Upgrading to the UC packs from older versions of my guide should be safe and clean in general.

Snip

If there is anything in this pack KINGPIX would want to use but isn't using already, he would only need to get permission to use it from the original authors on his own. I can't give him permission myself, but if I could I would.
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Deon Knight
 
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Post » Mon Nov 28, 2011 9:57 pm

Oh, just something I noticed a while back. Some of the plants have white outlines around the leaves, such as bloodinfested's ferns and the ivy that's included - there are more, but I can't remember them all. I told bloodinfested about it a while back - never got a reply. The outlines make the plants look like white blobs when seen from a distance.
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Nikki Morse
 
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Post » Tue Nov 29, 2011 2:09 am

Can you give me a list? I haven't noticed anything like that and I play all the time
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Danny Blight
 
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Post » Mon Nov 28, 2011 10:50 pm

Yes me too I have seen this in MGSO, so I have reworked all the flora meshes of the game and applied to the NiAlphaProperty a flag to 4845 and a treshold of 192 to remove the whites outlines ^^
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e.Double
 
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Post » Mon Nov 28, 2011 8:01 pm

Yes me too I have seen this in MGSO, so I have reworked all the flora meshes of the game and applied to the NiAlphaProperty a flag to 4845 and a treshold of 192 to remove the whites outlines ^^

That's what I thought it might be. TR's trees had similar problems I was able to fix. Or, well, actually they technically still do since Haplo hasn't updated TR_Data in so long. :sadvaultboy:

I think I may not be seeing the white outlines on certain meshes because I play with XE? I know 178 and XE handle alpha slightly differently from each other.
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Mylizards Dot com
 
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Post » Mon Nov 28, 2011 7:02 pm

Yes MGE XE handle differently the alpha channels and the transparency of the meshes in general.
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Ryan Lutz
 
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Post » Mon Nov 28, 2011 8:39 pm

The main reason I am holding off on them though is because you didn't send me caps for all of the various different parasol trees, only the big ones.


Yeah it's annoying that the Telvanni exteriors share so much with the nature textures. To do it properly, I'd have to take care of a large portion of the nature stuff around telvanni architecture as well. We'll see about that :) It's not that they wouldn't cry for bump maps as well
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Adriana Lenzo
 
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Post » Tue Nov 29, 2011 2:49 am

Yeah it's annoying that the Telvanni exteriors share so much with the nature textures. To do it properly, I'd have to take care of a large portion of the nature stuff around telvanni architecture as well. We'll see about that :) It's not that they wouldn't cry for bump maps as well

Why just create new textures only for Telvanni's architecture ^^ like 'Tx_TELV_XX_.dds' or 'Tx_XX_TELV.dds' ?
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Penny Wills
 
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Post » Mon Nov 28, 2011 3:48 pm

Why just create new textures only for Telvanni's architecture ^^ like 'Tx_TELV_XX_.dds' or 'Tx_XX_TELV.dds' ?


Would still look out of place if you're using different textures for the rest of the mushrooms. At least I would imagine that
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Anna Krzyzanowska
 
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Post » Mon Nov 28, 2011 2:35 pm

UC Nature has been updated to 1.2.
-Biont's textures are now included
-Balduran's Pond Scum is also now included

Planned for 1.3
-Fixed tree placement in some areas, esp Grazelands
-Fixed alphas for some plants (will need to play the game in 0178 to see which)

No longer planned
-Color matched textures to vurt's grass; Vurt's updated Groundcover takes care of this issue nicely (thank you, Vurt!)

Other notes
-Not sure how to go about integrating the german release. The biggest problem here is that I plan to change the .esm significantly in the next release, which means the .esm Biont sent me won't be worth much soon. The .esm will probably get its last significant changes for awhile once Taddeus releases his next version of On the Rocks, though.
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R.I.P
 
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Post » Mon Nov 28, 2011 11:49 am

That's what I thought it might be. TR's trees had similar problems I was able to fix. Or, well, actually they technically still do since Haplo hasn't updated TR_Data in so long. :sadvaultboy:

I think I may not be seeing the white outlines on certain meshes because I play with XE? I know 178 and XE handle alpha slightly differently from each other.

Did you send the TR team those meshes you updated or did you keep them just for your own game?
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Eibe Novy
 
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Post » Mon Nov 28, 2011 3:21 pm

Did you send the TR team those meshes you updated or did you keep them just for your own game?

he kept them for himself because he's so geedy.
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Bereket Fekadu
 
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