Velothi Doors texture

Post » Tue May 17, 2011 12:42 pm

New modder alert... this is a first release so be gentle...

I wanted some really fine-looking doors to match the quality of AOF's Velothi textures. The small Velothi door in particular is everywhere: in tombs, in Velothi domes and throughout Vivec, so it is one you tend to notice. <_< The MW Visual Pack has some, but they are rather washed out and very oddly constructed - on the metal bands, the placing of the rivets (and their orientation, so the shadows were badly off) made no sense structurally. I also preferred the idea of OLD, long neglected doors, mainly for the tombs, therefore rustier metalwork seemed to be needed.

So some gratuitous texture abuse occurred. Original rust panel, wood and keyhole textures were from the Morrowind Visual Pack, although they aren't that recognisable any more... The retextures change normal internal doors and the big canton plaza doors in Vivec. It will also inadvertently change anything else that references the Velothi doorstrip texture (unlikely) and tx_keyhole_05, but probably for the better! :biggrin:

CS screenshots:
http://i-asm.com/Morrowind/Velothi_doors1.jpg
http://i-asm.com/Morrowind/Velothi_doors2.jpg
http://i-asm.com/Morrowind/Velothi_doors3.jpg
http://i-asm.com/Morrowind/Velothi_doors4.jpg

EDIT: OK, now I know why people keep saying the screenshots look worse than the game. :rofl: At least in the CS, the rust texture appears far less ugly.
EDIT2: Hmm, the actual screenshots are fine, it's Firefox that renders them crappily. :verymad: If you want a better look, download and don't view them in the browser.

Meshes are unchanged.

EDIT3: Updated to version 1.1 - changes are a better wood texture, a redesigned canton door side panel that respects what the mesh was doing (and not what the Visual Pack design did incorrectly) and an additional jail door texture that completes the overhaul.

Usage restrictions: none. If you like this, share with friends!
http://i-asm.com/Morrowind/VelothiDoors.7z

If there's useful feedback I may work on a Hlaalu door replacer.
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Stay-C
 
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Post » Tue May 17, 2011 2:19 pm

Great mod!
Thanks! :celebration:

Comparaison's screens:
http://img845.imageshack.us/img845/7275/comparaison01.jpg
http://img651.imageshack.us/img651/4748/comparaison02.jpg


Maube you can improved the wood texture on the doors?
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yessenia hermosillo
 
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Post » Tue May 17, 2011 11:05 am

Maybe you can improved the wood texture on the doors?


Yes, for the internal doors it gets smeared out because the door width is a lot wider than the texture. I might try and find an alternative for those.

One of the problems I'm starting to see more and more with these textures is the vastly different "grain" when they are put side by side, especially when the same mesh has folded a huge texture round a small detail (like the door handle) and spread an otherwise good, detailed texture out to ruin the aspect. This is partly a limitation of the texture sizes, but also sloppy skinning, especially when they are structural elements that will be next to each other. The large Velothi base textures are terribly compressed when they are wrapped around the door "hoods" in Vivec, really that should be set to a different, smaller texture so the grain appears consistent when the two are side-by-side.

Another instance of bad texture smearing/deforming is the cloth banners for traders/taverns - it would be great if someone could narrow the mesh width so that the banners are the same aspect ratio as the texture. I guess I need to learn mesh editing now...

Oh dear me, never mind the Hlaalu door, I've just taken a second look at the Redoran ones. :blink:
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Gen Daley
 
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Post » Tue May 17, 2011 12:24 am

Good job, Ian. I've always been partial to retex's that are true to the original. Very nice mod and I won't even say very nice for a first mod. It's good, regardless of how many you've made before.
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Nathan Barker
 
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Post » Tue May 17, 2011 4:39 am

You've done a good job. You should be proud. :celebration:
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 17, 2011 4:35 am

Good job!
Hope to see more from you :)
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NAkeshIa BENNETT
 
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Post » Tue May 17, 2011 5:54 am

Thank you all for the feedback.

Papil6n, I hope you like the improved wood texture in this new version. :biggrin:

Revised to version 1.1 - first post updated (with new CS screenshots). Changes: a much better wood texture, a redesigned canton door side panel that respects what the mesh was doing (and not what the Visual Pack design did incorrectly) and an additional jail door texture that completes the overhaul. I have discovered that the jail doors and Vivec trapdoors also benefit from this mod, as well as the Vivec sewer grates, which are now properly rusty. :goodjob:

http://i-asm.com/Morrowind/Velothi_doors2.jpg
http://i-asm.com/Morrowind/Velothi_doors4.jpg - looks good (or bad!) from a prisoner's POV... but Bethesda, why is there a keyhole on the INside? :confused:

Well, I meant to just change some Redoran doors after this, but I got badly sidetracked and the doors were the last thing to get done. I hope you like http://www.gamesas.com/index.php?/topic/1173802-redecorated-redoran/...
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Angela Woods
 
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Post » Tue May 17, 2011 6:01 am

It looks like the screws (nails? rivets?) are stretched, Ian.
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Mr. Ray
 
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Post » Tue May 17, 2011 10:40 am

It looks like the screws (nails? rivets?) are stretched, Ian.


Geez, some people are hard to please. Did'ja see the ones I replaced? :rofl:
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Nauty
 
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Post » Tue May 17, 2011 12:34 am

Nice one, good job! :)
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john page
 
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Post » Tue May 17, 2011 2:47 pm

I like the new wood texture more than the old wood texture definitely. If the textures are stretched anywhere its because of bad uv mapping on the meshes (lots of MW meshes have uv mapping problems I've been noticing lately). Great work on these doors though. :goodjob:
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Shannon Lockwood
 
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Post » Tue May 17, 2011 12:43 am

I like the new wood texture more than the old wood texture definitely. If the textures are stretched anywhere its because of bad uv mapping on the meshes (lots of MW meshes have uv mapping problems I've been noticing lately).


The hardest part is working in about 140% to 150% stretch so that the door mesh can be "shrunk" down properly to fit the actual width. That's why the rivets are still a bit out, I didn't compensate quite enough.I'm fussy in the extreme, but even I was OK with slightly oval rivets... :wink: Easily fixed. At least I work to wider so that it shrinks, where a lot of the Visual Pack textures are thinner and have to be expanded, losing detail. That's where objects stick out like a sore thumb next to ones that they really got great detail in the texture, like the Redoran walls.

I'm lucky that those doors were actually straight 1:1 maps to the mesh, where there is some very funky mapping going on in the Redoran door, for instance, because they changed the design to add steps inside taverns, losing about 1/3 of the door height... Never mind using an arched door pattern to map onto a circular trapdoor. :blink:

My gripe (now I am looking carefully at them) is the way that Bethesda used these tiles without a care for aspect ratio, so tiles that have been majorly squeezed to fit a space are used right next to ones that aren't, or are stretched the other way, ruining the joins with any sort of obvious pattern. So many of the architectural segments need rebuilding with unstretched meshes... :sad:
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Kayla Oatney
 
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