[RELZ/WIP]Better Meshes plus Optimization

Post » Sat May 28, 2011 10:23 pm

Alright, first release for this, expect more in the future though asthere are tons of meshes to do.(I am apparently not the only one doing this as I found out earlier today, difference is, the other guy hasnt really told many people about it, no I dont know how far along he is)

Version 1.0

===========================================================================
Table of Contents:
===========================================================================

1. Description.
2. Installation.
3. Full List.
4. Change Log.
5. Usage(yes, guy from MW Overhaul, you can include this)

===========================================================================
1. Description.
===========================================================================

A simple mesh replacer that replaces some of the older meshes in Morrowind
as well as some of the currently replaced meshes. Meshes in this pack which
replace current replacers will look just as good but will use alot less polys,
hence the name Optimization.
The new meshes fit seamlessly with the originals so no editing is needed.

I decided to do this after seeing how bad some of these are and have even done a couple meshes that have never been replaced before, 3 of them being the marshmerrow plants which have badly needed to be replaced before now. The two textures that come with this pack are needed and are not optional.

There are of course some screenshots so you can see just how things look.(yes I know the old and the new look like they are different sizes, they are not, I just couldnt get the same viewpoint when I took the sceenshots)

===========================================================================
2. Installation.
===========================================================================

To install, just copy the folder "Meshes" into your "Morrowind/Data Files"
folder and the folder "textures" to the same location.

No ESP is required.

===========================================================================
3. Full List.
===========================================================================
The list below is of every mesh that is being replaced.

Furn_Com_Stool_02
furn_com_barstool
furn_com_planter
furn_com_cauldron_01
furn_com_cauldron_02
Furn_Com_Table_05
furn_cushion_round_01
furn_cushion_round_02
furn_cushion_round_03
furn_cushion_round_04
furn_cushion_round_05
furn_cushion_round_06
furn_cushion_round_07
furn_com_lantern_hook
furn_com_lantern_hook_02

Below is just what numbers of polys are being added and saved. These are only to show what its like and wont be updated after this first release. If you do want to see the exact numbers for everything, they are in the readme.
1.Total original:2146polys
2.Total mine:26338polys
3.Total gained over originals:24192
4.Total from current replacers:51044
5.Total saved over current replacers:24706
((I might as well explain this out some as I know some people will
just not get it.
#3 is the total additional polys I have added to the meshes
#5 is the total number of polys that are being removed by
using my replacers instead of others))

Below are meshes which have never been replaced before but are now.
flora_marshmerrow_01
flora_marshmerrow_02
flora_marshmerrow_03
furn_com_chair_01

Total Original:671
Total mine:3257
Total Gained:2586

All this excludes bounding boxes which are usually no more then a couple dozen polys.

===========================================================================
4. Change Log.
===========================================================================

1.0:
Initial Release

===========================================================================
5. Usage.
===========================================================================

You can use these meshes in whatever you want, even other games, there is no
need to contact me. The only thing I ask is for you not to take credit for
something that isnt yours although you dont even have to list my name if you
dont want to.
While most replacers are simple modifications of the original meshes, my meshes,
while looking the same as the originals, are made completely from scratch and
include no part of the original meshes making them completely mine to do with
as I please.


Thanks to Bethesda for making the original models from which these were
based.

http://www.tesnexus.com/downloads/file.php?id=38170
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9126
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat May 28, 2011 6:05 pm

Now, this looks promising. I especially like the fact that you are using brand new meshes. Having played around with the original meshes as much as I have I keep coming to the conclusion that new meshes are needed, I am just too lazy to start things over from scratch myself. This is especially true when it comes to vertex coloration. The original bethesda meshes already have baked vertex coloration, so if you want to alter it further it applies the alteration on top of Bethesda's Coloration- this usually means that things end up looking too dark. I look forward to loading your meshes up in Blender and Nifskope (I like to peruse other modders meshes in order to learn new things). Will probably use some of these in my game as well, will mix and match with my own mod in my install. BTW what is the collision mode on these? I usually ditch the collision boxes of the original and use the triangles themselves (I don't like to see my character standing midair).

Ah- NVM- I reread your post and I see that you have indeed ditched the bounding boxes. I definitely will be using this I think, as current replacers are needlessly high poly.
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sat May 28, 2011 12:11 pm

Nice. I am going to keep trying to smooth meshes, but hopefully you will eventually make that work obsolete. *chuckle*
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat May 28, 2011 8:50 pm

Now, this looks promising. I especially like the fact that you are using brand new meshes. Having played around with the original meshes as much as I have I keep coming to the conclusion that new meshes are needed, I am just too lazy to start things over from scratch myself. This is especially true when it comes to vertex coloration. The original bethesda meshes already have baked vertex coloration, so if you want to alter it further it applies the alteration on top of Bethesda's Coloration- this usually means that things end up looking too dark. I look forward to loading your meshes up in Blender and Nifskope (I like to peruse other modders meshes in order to learn new things). Will probably use some of these in my game as well, will mix and match with my own mod in my install. BTW what is the collision mode on these? I usually ditch the collision boxes of the original and use the triangles themselves (I don't like to see my character standing midair).

Ah- NVM- I reread your post and I see that you have indeed ditched the bounding boxes. I definitely will be using this I think, as current replacers are needlessly high poly.


Actually I still have collision boxes with these, I never said I took them out, I just said the poly numbers didnt include them. I thought about taking them out entirely but since most arnt more then a couple dozen polys, I figured I might as well leave them in and ere on the side of caution so no one gets caught on these in some odd way. I figure there must have been some point for the originals so I left em.

One thing I did get rid of mostly is the vertex coloration. In fact only 3 meshes I remember I gave coloring with these both cauldrons and the planter but thats it.

If anyone wants to try I would appreciate someone comparing meshes from this to the same meshes from Mesh Improvements and seeing what the framerate impact is with one versus another to get a rough idea of just how much impact is had.(obviously you would have to put many of the same meshes down at once to feel and effect)
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Sat May 28, 2011 6:32 pm

Pretty neat!
It's okay for you if I include them in the next patch of Morrowind Overhaul?
Thanks ;)
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Sat May 28, 2011 9:23 pm

Pretty neat!
It's okay for you if I include them in the next patch of Morrowind Overhaul?
Thanks ;)


You did not read. haha

===========================================================================
Table of Contents:
===========================================================================

1. Description.
2. Installation.
3. Full List.
4. Change Log.
5. Usage(yes, guy from MW Overhaul, you can include this)

===========================================================================
1. Description.
===========================================================================


User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Sat May 28, 2011 8:35 pm

You did not read. haha

Lol, I didn't.
haha, thank you
keep it up :D
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Sat May 28, 2011 3:34 pm

IDEA

suggest make a better stairs meshes. the original stairs are too big. it need more stairs
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sat May 28, 2011 7:52 pm

PES link up

IDEA

suggest make a better stairs meshes. the original stairs are too big. it need more stairs


Hmm I will have to take a look.
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Sat May 28, 2011 2:27 pm

Thanks for doing these Tarius. I did have some problems with the UV maps on some of the models which i think may be caused by the texture replacer i am using which is based on MVP and mixed and matched with textures from a load of other replacers. I fixed these for personal use and have uploaded them here should anyone else find themselves similarly afflicted.



Screenshots


http://i70.photobucket.com/albums/i109/Slartibartfast_2006/cauldrons.jpg?t=1303722315

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/hooks.jpg?t=1303722522

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/cushions.jpg?t=1303722479


http://www.yousendit.com/download/VnBvTkZ0UnFCSm8wTVE9PQ?cid=tr-cv-web-stnd-dl-litesend-null-c-19072&s=19072
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Sat May 28, 2011 6:41 pm

Thanks for doing these Tarius. I did have some problems with the UV maps on some of the models which i think may be caused by the texture replacer i am using which is based on MVP and mixed and matched with textures from a load of other replacers. I fixed these for personal use and have uploaded them here should anyone else find themselves similarly afflicted.
http://www.yousendit.com/download/VnBvTkZ0UnFCSm8wTVE9PQ?cid=tr-cv-web-stnd-dl-litesend-null-c-19072&s=19072

thanks, i needed them, too :) nevertheless: good work, tarius.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sat May 28, 2011 11:47 am

Thats fine, but I looked at alot of the original textures to make sure things were ok so yes I expect that if you have anything which deviates from that it would cause problems.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Sat May 28, 2011 8:13 am

Hey, have you considered doing the armours? It would be great to have the smoothness and extra details of "Detailed Armor" without the incredible number of polygons. The gain in polygons would probably make these gains look like pocket change. *chuckle*

And thanks for the UV tweaks Slarty.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Sat May 28, 2011 8:06 pm

Hey, have you considered doing the armours? It would be great to have the smoothness and extra details of "Detailed Armor" without the incredible number of polygons. The gain in polygons would probably make these gains look like pocket change. *chuckle*

And thanks for the UV tweaks Slarty.


Thats the second request for armor I have had. If someone can give me a step by step instruction on how to bone a mesh(either blender or 3ds max), then I would probably do it. Otherwise I have to learn how to and I am not planning on doing that at the moment.(and no just posting video links and saying choose one of these, haha)

Yea, I hear ya on the armor tho, with peices being like 50k polys and stuff, you could actually hit the 1 million poly limit if you were to be a packrat and shove stuff into one cell. Assuming this limit applys to everything and not just statics. I think I saw one mesh, may have been a weapon replacer though, that had close to 100k polys; thats just rediculous. I only crank up the polys for roundness mostly to the point where you couldnt see the angles at normal visual range. I wish more people took into account this fact that after a certain point, roundness doesnt matter as you would be unable to inspect it that close in the game to begin with.(or unable under normal circumstances, if you are going to simply open the model up in a program or do some wierd positioning/viewing in game, then of course you would see angles)
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sat May 28, 2011 12:45 pm

Actually, I think that the only thing you have to do that for is the cuirasses - everything else can be done as normal. I'm sort of with you on the smoothness, but I think I like to be able to inpect at least a little bit closer than you do. *shrugs*
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sat May 28, 2011 6:07 pm

Thats the second request for armor I have had. If someone can give me a step by step instruction on how to bone a mesh(either blender or 3ds max), then I would probably do it. Otherwise I have to learn how to and I am not planning on doing that at the moment.(and no just posting video links and saying choose one of these, haha)


That's exactly the info I need for my body project too... so armour isn't out of the question for me to work on in future. :cool:
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sat May 28, 2011 12:17 pm

:foodndrink:
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am


Return to III - Morrowind