New Graphical Modding wth MCP

Post » Thu Nov 04, 2010 4:57 pm

I find it a bit strange on Indoril armor, but it would look very nice on things like steel.


I always imagine the Indoril is made of some sort of gold like material though I am sure according to lore its not. :D Indoril has always been my favorite original armor and I like to make it look nice. :shifty:


this looks incredible! though it would fit even better to steel or imperial armour.
besides that, the waterfall in the background looks incredible, too! where can I get that from?


That is something I did months ago and never released. I was never satisfied with the reflection map and haven't really messed with it for a while.



Also I wanted to thank Hrnchamd and anybodyelse involved with this project. With these graphical fixes and MGE Morrowind has the potential to become exceptionaly beautiful, not to mention all the other fixes and tweaks that MCP does. :goodjob: :icecream:
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ONLY ME!!!!
 
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Post » Thu Nov 04, 2010 4:10 pm

i know your not happy with it but would you conciser releasing it as a resource at least, its so [censored] amazing
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Bones47
 
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Post » Thu Nov 04, 2010 2:03 pm

I got totally distracted by that waterfall. :P


Me too, never wanted a drink of water so bad in my life.
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Yung Prince
 
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Post » Thu Nov 04, 2010 2:14 pm

Lol, same here! That water fall looks better than anything out there.
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Da Missz
 
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Post » Thu Nov 04, 2010 11:59 am

Wow, this sounds pretty epic!
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Harry Hearing
 
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Post » Thu Nov 04, 2010 11:05 am

man, i tried for ages to find some tutorials for glos maping, bumb mapping, and reflections but couldn't find any and i would really like to where did you guys learn to do it? gosh i'm asking for a lot of tutorials for modeling today
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IM NOT EASY
 
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Post » Thu Nov 04, 2010 11:30 pm

man, i tried for ages to find some tutorials for glos maping, bumb mapping, and reflections but couldn't find any and i would really like to where did you guys learn to do it? gosh i'm asking for a lot of tutorials for modeling today

I'm not sure how many tutorials for making the maps exist. I guess once you know what they are, they expect you know how to make them. Of course, knowing what they are does explain how pretty well... :P

For gloss maps, it's simple a grayscale texture (or color in RGB, power in A) that dictates how glossy a part of a mesh should be. For bump-maps, it's simply a compressed copy of surface normal offsets, usually generated from a higher-poly model or running a modified emboss filter over the texture. For reflections, it's a light probe or fish-eye image of the surrounding, or any kind of spherical metallic texture. The exact image depends on what effect you want, of course. I explained them all in a bit more detail somewhere, possibly the GHF version of this thread. Lemme see if I can find that...
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Genevieve
 
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Post » Thu Nov 04, 2010 7:27 pm

hahaha. it does help when u know what they are :facepalm: i feel like a complete amature............(even though i've only released 1 mod anyway.....so i sorta am) i know roughly how to do most of that except reflection's, i'm just asking this as i want to do what Aof did but with a certain other armor (i'm not saying until i've done :ninja: )
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T. tacks Rims
 
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Post » Thu Nov 04, 2010 10:56 am

Me too, never wanted a drink of water so bad in my life.


Add me to the list!
Nice effect on the armor too :)
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Julie Ann
 
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Post » Thu Nov 04, 2010 6:16 pm

hahaha. it does help when u know what they are :facepalm: i feel like a complete amature............(even though i've only released 1 mod anyway.....so i sorta am) i know roughly how to do most of that except reflection's, i'm just asking this as i want to do what Aof did but with a certain other armor (i'm not saying until i've done :ninja: )


I think Peachy pretty much summed it up but....Reflection maps can be made from any sort of image really. What I am currently using for the armor reflection map is a slightly modified photo of a bubble. :frog:

Adding reflection maps to a model can be a big pain in nifskope though. Like I told Vurt in another thread, I basically just open up one of Painkillers coin models and rip the bits I need and paste it onto my models. :hehe:



EDIT: Oh and I will finish up the waterfall's at some point. :foodndrink:
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katsomaya Sanchez
 
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Post » Thu Nov 04, 2010 8:05 pm

Yay! Then it's a mod and not just your awesome system and mge settings? Want!!!!!!
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Riky Carrasco
 
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Post » Thu Nov 04, 2010 8:03 pm

thanks for explaining that i'll get around to doing it some time :drool: when i get the spare time, at the moment i'm just practasing making decent textures (i still svck :glare: )
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Jessica Thomson
 
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Post » Thu Nov 04, 2010 1:28 pm

Any chance to add compatibility with shadows? As I recall, Vality did some experiments with adding shadows to meshes but Morrowind will only use them if the mesh is used on a creature. Perhaps this could be a simple fix? It would certainly make the game look awesome.
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Prohibited
 
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Post » Thu Nov 04, 2010 8:38 pm

I just couldn't resist tweaking them a bit :)

http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2119-45-43-16.jpg

It needs some gloss and I'm looking for a good texture. Perhaps I'll end painting one :)
It's a beginning and, for my taste, better than vanilla :intergalactic:
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Auguste Bartholdi
 
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Post » Thu Nov 04, 2010 8:14 pm

While good examples are appreciated, please limit your posts to discussing modding technique or artistry relating to the new MCP features. Start a new thread if you wish to talk about other things, feature requests, or beg for releases.
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Marie
 
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Post » Thu Nov 04, 2010 3:50 pm

While good examples are appreciated, please limit your posts to discussing modding technique or artistry relating to the new MCP features. Start a new thread if you wish to talk about other things, feature requests, or beg for releases.


Upcoming comments about that in another thread if necessary, sorry.
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Sammie LM
 
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Post » Thu Nov 04, 2010 7:30 pm

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4


Is there any chance to get this wonderfull armor? I like it a lot and looking forward to try it in game. Have you thought of a release?
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Vincent Joe
 
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Post » Thu Nov 04, 2010 6:09 pm

Is there any chance to get this wonderfull armor? I like it a lot and looking forward to try it in game. Have you thought of a release?


While I can appreciate every-bodies interest in the armor and waterfall, Hrnchamd is right. Ever since I posted that video it seems this thread has gone off the the rails. I will be starting a "no obligation" "Show us what your working on thread" for anybody in the community to show everybody what they are up to.


Hrnchamd, I am sorry, I did not intend for the video to derail your thread. I meant only to show an example of what is possible thanks to MCP and all your hard work. Thank you again Hrnchamd. :goodjob:
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Alyce Argabright
 
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Post » Thu Nov 04, 2010 11:49 pm

I have the following question. It is possible to change height and weight of a MW race. How this is actually achieved on the game engine level? Many modern MMO games have an option: body sliders for character customization. I have no clue haw this is made (morphs or animation scale keys for certain bones). Do you think that something similar could be realized in the frame of the project? I understand that MCP has “endogenous” “natural” limitations. My curiosity is simply theoretical.
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Conor Byrne
 
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Post » Thu Nov 04, 2010 11:28 pm

I have the following question. It is possible to change height and weight of a MW race. How this is actually achieved on the game engine level? Many modern MMO games have an option: body sliders for character customization. I have no clue haw this is made (morphs or animation scale keys for certain bones). Do you think that something similar could be realized in the frame of the project? I understand that MCP has “endogenous” “natural” limitations. My curiosity is simply theoretical.


Do you know of this mod for Oblivion: http://www.tesnexus.com/downloads/file.php?id=29853? Video http://www.youtube.com/watch?v=VZW_3EIlHqk. I don't know how it works or whether or not it's possible to do for MW, just thought i'd bring it up.
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biiibi
 
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Post » Thu Nov 04, 2010 12:24 pm

I have the following question. It is possible to change height and weight of a MW race. How this is actually achieved on the game engine level? Many modern MMO games have an option: body sliders for character customization. I have no clue haw this is made (morphs or animation scale keys for certain bones). Do you think that something similar could be realized in the frame of the project? I understand that MCP has “endogenous” “natural” limitations. My curiosity is simply theoretical.

Yeah, in Morrowind the engine sets height and weight with a scale key on the animation root. It would be possible to set it per NPC through the NPC's animation controller, the main problem is tools for creating, loading, and storing extra information like that in a compatible way.
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gemma king
 
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Post » Thu Nov 04, 2010 10:56 am

Yeah, in Morrowind the engine sets height and weight with a scale key on the animation root. It would be possible to set it per NPC through the NPC's animation controller, the main problem is tools for creating, loading, and storing extra information like that in a compatible way.

I would like to ask if it is possible to blend the animation keyframes. Modern titles(modern than Morrowind) are using vertex shader animation blending. Would it increase existing animation quality? Is it feasible?
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Joe Alvarado
 
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Post » Thu Nov 04, 2010 2:23 pm

It's already blending keyframes. What do you really mean?
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Dustin Brown
 
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Post » Fri Nov 05, 2010 2:23 am

It's already blending keyframes. What do you really mean?

I didn't know that. They get really choppy in distance and low FPS. So why they look terrible then?

PS. Yes, I like Morrowind animations, I just found them choppy. Maybe I don't understand animation. But I did my fair share of dinosaur animations back then with 3DSMAX. So, what is wrong with them? Sure they are not Uncharted quality but how many games use advanced animations.
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Robert Devlin
 
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Post » Fri Nov 05, 2010 1:36 am

I am not an expert in shaders, but as far as I understand in order to animate vertex position on a screen with shaders this feature should be incorporated in the game engine and have a serious chunk of codes per specific mesh/actor or group of actors. Animated shaders in this case are used together with bone animation for better bending/morphing (MW and OB engines do not support skin gizmos). I am talking exclusively about bone animation, and not about something like sea waves and water that ripples. MW and OB do not have kfm files that contain animation blending parameters specified by an animator in the process of working with animations (engine package has standalone software for that e.g. AnImmerse in older versions). So, in case there is any blending of skeletal animation IMHO it is achieved solely via game engine programming.

Yeah, in Morrowind the engine sets height and weight with a scale key on the animation root. It would be possible to set it per NPC through the NPC's animation controller, the main problem is tools for creating, loading, and storing extra information like that in a compatible way.


Hence, MW game engine set these parameters globally, not on per animation level. This means that without external coding such feature cannot be achieved. On NPC animation level Dirnae (discoverer) and I have already tested that.
OB has a separate skeleton nif for a specific race or NPC (it was changed in the recommended OB mod). MW does not have that: skeleton structure is stored in x.nifs (base or NPC attached) that is dynamically used by the game engine. So, OB approach is not applicable in MW.

:)
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Leilene Nessel
 
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