[WIP / RELz] Vurt's Groundcover

Post » Sat Dec 10, 2011 10:44 am

:foodndrink: Thanks !
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M!KkI
 
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Post » Sat Dec 10, 2011 2:23 pm

2.3a released.

Thanks for all suggestions.. what seems to work best (for me) is to look from the underside and then drag to mark the affected area, then alt de-click things that shouldnt be removed (probably not necessary, like Knots pointed out).

Artaios: yes the center was really clean already.

I've done further cleaning up in Balmora, Seyda Neen and Caldera. In Balmora you should see a 2-3 FPS gain at least (tested before / after our cleaning up) with 100% generated grass.

I can report that Balmora looks 100% better! Thanks. I will check the other areas and report any problems found.
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Lindsay Dunn
 
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Post » Sat Dec 10, 2011 9:36 am

I am futher improving upon your version, Vurt, just so you know. There were still two houses that had grass underneath them, for example.
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Gen Daley
 
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Post » Sat Dec 10, 2011 8:22 am

This looks outstanding, Vurt. Thanks for sharing.
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christelle047
 
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Post » Sat Dec 10, 2011 12:12 am

Helnim in TR ends up getting grassed to all hell, for example, so I just go into the editor and delete the whole town.


I just tried this.. worked great for Balmora, it's still visible in the distance. Then i tried it for Seyda Neen, it wouldnt render it the distance. I remember that i've noticed this behaviour before, with Vality's grass .esp, he have (accidentaly) removed some trees in his .esp, took me ages to understand why they wouldnt render in the distance until i disabled his .esp. So i wouldnt really recommend this method since it seems unreliable if it will work or not.


Artaios: That's great :)
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Doniesha World
 
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Post » Sat Dec 10, 2011 5:51 am

Thanks again for the update! The video is outstanding!
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Kate Norris
 
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Post » Sat Dec 10, 2011 3:23 pm

Hi Vert,

Just to say that I'm impressed with your tree mods, installed them all last night. So once I get my setup sorted out, I can't wait to see your grasses too. Really loved the optional WG foresty meshes. What a clever idea to use those boring root meshes to make the area more lush. With grass landscape, those roots are pointless as most would not be seen.

While this isn't the topic, there were two things about the trees. I found between two of the replacers used 2 different textures for the same texture. From memory one of the BC barks. One was slightly larger file size then the other. I didn't check what the visual difference was.

One of the BC bark texture replacements really stood out like a sore thumb though, and I had to revert to my original. It was a yellow moss colour, which I think was for just old rotten stumps, but some trees also use that texture. Was a bit of a shock when I loaded up my daedric realms mod, went to coldharbour which uses clones of vanilla MW meshes and texture paths, to suddenly see all these bright yellow trees over the place in my dark brooding landscape!
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liz barnes
 
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Post » Sat Dec 10, 2011 10:40 am

The problem with the roots is that they're rotated in so many different ways that the trees are sometimes laying down, or that there's 2-3 trees in the exact same spot almost, so i'm working on that now doing a .esp for this region which will add unique trees and also feature much better placement of those 'root' trees.

Yes that texture is supposed to be for a swampy area and will obviously look out of place if another mod is using the same texture / path for other regions, i should have used a unique file name though..
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Raymond J. Ramirez
 
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Post » Sat Dec 10, 2011 7:13 am

The problem with the roots is that they're rotated in so many different ways that the trees are sometimes laying down, or that there's 2-3 trees in the exact same spot almost, so i'm working on that now doing a .esp for this region which will add unique trees and also feature much better placement of those 'root' trees.

Yes that texture is supposed to be for a swampy area and will obviously look out of place if another mod is using the same texture / path for other regions, i should have used a unique file name though..


Lol.. It was a pain in the ass to remove/relocate the trees for Rebirth (especially in WG), but it was worth it. Can't wait for the new trees! :P

EDIT: oohh noticed you've updated the mod on PES! Way to go! :foodndrink:
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XPidgex Jefferson
 
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Post » Sat Dec 10, 2011 1:15 am

Not sure if you're still having problems with selecting and deleting grass clumps. What I've done in the past is to just load up the grass plugin and click and drag over areas where I don't want grass to be and then pressing the delete key. Doesn't matter if trees, buildings or anything else get deleted as...

When I've tidied up the grass .ESP I'll process it in tes3cmd using, for example:
tes3cmd delete --instance-no-match Vurt_GRS_ "Vurt's Groundcover - Solstheim [Lush version].esp"
Basically, anything in the plugin that doesn't match the name of your grass objects (which in that plugin all begin with "Vurt_GRS_") is removed from the plugin.

So, all evidence of my messing editing is removed and only grass is affected by it.

One thing though: I did need to add dependencies to the Bethesda ESMs before tes3cmd would process it (and the Tamriel Rebuilt ESMs for mods that add grass to TR; not sure if you've made one of those...)
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Matthew Barrows
 
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Post » Sat Dec 10, 2011 3:21 am

That's extremely useful Dragon32 :) noticed that quite a few objects were deleted by mistake, mostly just minor stuff that arent visible in the distance, but i'll fix it for the next release..

I'll also create a tutorial so that modders (and others) can make the groundcover mod compatible with their mods.
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Jesus Duran
 
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Post » Sat Dec 10, 2011 7:22 am

Hmm so i just installed this, and when i walk down the steps from the silt strider in balmorra there is grass sticking out of the steps to the bottom right, and some on the walkway by the river. Could i just have installed it wrong?
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Rudi Carter
 
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Post » Sat Dec 10, 2011 9:09 am

No there's probably still some areas that arent perfect.
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Beat freak
 
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Post » Sat Dec 10, 2011 2:12 am

No there's probably still some areas that arent perfect.


Well i installed the previous version of this a few days ago without the yellow flowers just the white in west gash and it wasn't like this, and now with the update today it is :)

Also the density of the grass in bitter coast is a framerate killer, and i have density of 65 right now.

UPDATE: Sorry false alarm :), had a few extra grass esp's active, creating giant overlapping areas of massive grass, balmorra is clean as a whistle and looks amazing, bitter coast framerate back to normal.
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sara OMAR
 
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