Bigger, better, meshes?

Post » Sat May 08, 2010 9:03 am

I hate to start a topic on this, but I feel that I'm forced to.

So My Morrowind looks great, but it's all so blocky. I've gone through countless threads to try and find a project that has replaced a bunch of meshes, but the only one I can find replaces miscellaneous objects.

Can anyone help me out?
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Lory Da Costa
 
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Post » Sat May 08, 2010 11:34 pm

If not misc object, what were you looking to replace? The architecture looks pretty good to me. For meshes I use a mixture of "Mesh Improvements", "Morrowind 2009", and "Better Items" with some texture alterations. Oh, and "Better Skulls", of course.
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NIloufar Emporio
 
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Post » Sat May 08, 2010 12:02 pm

MW game engine is a limitation. I tried to use relatively high polygon meshes for armor/clothes/bodies – the fps drop was dramatic on a rig that is able to tolerate high OB graphic settings.

:)
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saxon
 
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Post » Sat May 08, 2010 3:34 pm

Shame. Most of the mesh improvements are nice, but I thought I could get more.

Guess I was a little too greedy when I wanted Oblivion/Fallout 3 meshes. :P

And thanks for the better skulls link. I saw it, but never downloaded it. Glad I did, though.

Thanks for the help guys!
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Auguste Bartholdi
 
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Post » Sat May 08, 2010 4:57 pm

Shame. Most of the mesh improvements are nice, but I thought I could get more.

Guess I was a little too greedy when I wanted Oblivion/Fallout 3 meshes. :P

And thanks for the better skulls link. I saw it, but never downloaded it. Glad I did, though.

Thanks for the help guys!


You might be surprised. While the average poly count is higher on Ob/FO3 meshes, it's not as much higher as you would expect. The biggest difference is in the architectural set-pieces. Rather than construct them of blocks, like Morrowind, the pieces are all in one mesh. Standard bits like furniture, clutter, etc. is about the same as near as I can tell. The total poly count in a cell is generally higher, as would be expected, but it's still not super-high. What is done, instead, is a much more thorough use of bump-mapping. Nearly every mesh has a standard texture, and a bump map. This gives the impression of a higher poly count without the sacrifice to frame rate.

Supposedly MW also supports bump mapping, but I've failed to see any real difference with and without the maps.
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Emily Jones
 
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Post » Sun May 09, 2010 12:04 am

You might be surprised. While the average poly count is higher on Ob/FO3 meshes, it's not as much higher as you would expect. The biggest difference is in the architectural set-pieces. Rather than construct them of blocks, like Morrowind, the pieces are all in one mesh. Standard bits like furniture, clutter, etc. is about the same as near as I can tell. The total poly count in a cell is generally higher, as would be expected, but it's still not super-high. What is done, instead, is a much more thorough use of bump-mapping. Nearly every mesh has a standard texture, and a bump map. This gives the impression of a higher poly count without the sacrifice to frame rate.


That's true, actually, I'm sure the polygon count of meshes in Fallout 3 and Oblivion is higher than Morrowind, but mostly they look so much better due to lighting and shader effects not used in Morrowind.

Certainly, I'd say that a lot of Morrowind mods that introduce more detailed models have much larger meshes than those in Oblivion.

But in any case, as to the subject of the topic, I don't know of any replacers for things like architecture that use more detailed models, but if you want more detailed armor, a number of sets in the game are covered by the mods http://www.gamesas.com/index.php?/topic/1028129-better-armor-from-hedgehog-12/. Not every set is covered yet, but they do accomplish the goal of replacing the models in question with new meshes instead of just using new textures. And since there are different packs for each set you can choose only the ones you like.

As a whole, though, I suppose most modders find it easier to just make new textures, and a lot of those textures look very nice, but it's gotten to the point where no matter how sharp you make the textures, you can't diguise the fact that the models underneath are quite blocky and that the game's graphics are still very dated.
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BaNK.RoLL
 
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Post » Sat May 08, 2010 7:40 pm

The problems are coming not from static models (but see what is happening in Expanded Balmora, zillions of collision structures) but mainly from skinned animated high polygon meshes with detailed textures. Every addition of such NPC in a game scene causes significant fps drop.
MW bumps are very different (technically and in the result) from OB as well as from Gamebryo normals and parallax maps. They (MW bump maps) are used only in “combination” with NiTextureEffect nodes.

Definitely, HedgeHog’s staff is a great suggestion (his models are not always skinned).

:)
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Leilene Nessel
 
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