{RELZ] Texture Fix version 1.9

Post » Sun Sep 05, 2010 2:45 pm

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The Elder Scrolls III
MORROWIND:
Texture Fix 1.9

By Slartibartfast
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Index:
1. Description
2. Installation
3. Known Issues
4. Version History
5. Credits
6. Permissions

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1. DESCRIPTION

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This plug in gets rid of numerous seams that occur when landscape
textures fail to merge correctly due to the Morrowind engine being
incapable of seamlessly blending more than two types of land texture,
resulting in the transitions between different landscape types
appearing as abrupt lines and giving the landscape an unnatural
appearance.

The plugin alters land textures in 982 exterior cells across
the whole of Vardenfell in an attempt to tidy up the landscape whilst
the number of seams removed runs well into 4 figures (3 - 5,000 is
perhaps a fair guess).Texture fix removes seams created by your
Morrowind ESM but does not repair seams created by other peoples land
altering mods.

Texture Fix will be best appreciated by anyone using replacement land
textures as contrasts tend to be profound and seams stand out like a
sore thumb, whilst anyone using Bethesdas original fuzzy low-resolution
textures may find it difficult to identify seams and may find little benefit
from using 'Texture Fix'.

Before reporting problems with 'Texture Fix' please
ensure that any seams you encounter are not being created by any
town expansion, house mod, or other land altering mod in the vicinity
of any seams that you find.

Thankyou.

TIP OF THE DAY

If you make a mod that alters the land in any way and however small the change
then the landscape data for an entire exterior cell will be imported into your
mod complete with all the texture seams contained in the origianl game.
If you load up Texture Fix in the construction set when you make a mod that alters the
land in the original game then it will be the seamless landscape data from Texture Fix
that gets imported into your mod.Once finished you can remove the dependancy on Texture
Fix using a utility such as Wrye Mash as the relevent landscape data will be in your
mod and therefore Texture Fix will not be required for your mod to work.


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2. INSTALLING THE PLUGIN

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1. Copy the Texture Fix 1.9.esm into the 'Morrowind/Data' files directory

2. From the Morrowind Launcher, select Data Files and enable
'Texture Fix 1.9.esm'.

3. Start playing!

As landscape data is not stored in savegames, installing or uninstalling
this mod should not invalidate savegames.

If upgrading from an earlier version of Texture Fix there will be an
error message when you attempt to play a save game but this will disappear
once you have saved your game with a new version of this mod installed or
if you decide not to use this mod anymore then the error message will
disappear once you have saved without any version installed.


Version 1.9 is a standalone product that supersedes earlier versions of
this mod, all fixes to date are included and older versions of this mod
are not required and may be discarded.



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3. KNOWN ISSUES

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The land tile co-ordinates and elevations in 'Texture Fix' are the
same as in the Morrowind Esm, for this reason it is important that
'Texture Fix' loads before any land altering mod to ensure that any
alterations over write the references in 'Texture Fix'.The mod is
provided in esm format to help ensure that 'Texture Fix' loads before
all land altering esp's. If you are using a land altering mod in esm
format then you will need to ensure that 'Texture Fix' appears higher
in the load order else there will very likely be compatibiltiy issues
such as holes in the landscape appearing, and/or you will have static
items floating in the air or partially/fully submerged in the ground.

Installing replacement textures and/or land altering mods (including Texture Fix)
will very likely cause your maps to reset. This is because Morrowind
stores snapshots of your maps showing areas you have explored but
cannot adjust them if you change the shape or appearance of the
landscape and so it resets the maps and commences to record the areas
you explore with the new landscape data/textures you have newly installed.

Other than that i have been using variations of this mod for well over 5
year now, and in conjunction with many other mods including several
popular town expansion, housing and other land altering mods.
Providing that this mod loads BEFORE other land altering mods, then
there are no other problems that i am aware of.

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4. VERSION HISTORY

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1.0 Cleared a few thousand seams from across the whole of Vvardenfell
removing the majority of the most obvious seams from the game. All
areas had received a great deal of repair work and considerable checking
using the construction set as well as many hours of playtesting, though
nowhere could be considered finalised and completely seam free.


1.1 The esm file is simply an enhanced version of the 1.0 esm, eliminating
approximately 70 additional seams overlooked in version 1.0, Most of the
repair work in version 1.1 was done along the western coastal areas as i
am in the process of finalising each region with the Bitter Coast being
the first region to have been rechecked and the first to offer something
like completely seam free adventuring.In addition there have been many
subtle alterations mostly to improve the diversity of textures used and
also to improve the overall appearance in the general area of Balmora and
East of Seyda Neen.Gnisis has also had a significant repaint with most of
the scrub textures in town being replaced by dirt road textures which i felt
were more appropriate for a frontier town.

1.2 Version 1.2 completely supersedes earlier versions of this mod,altering
a few hundred land tiles and eliminating around 60 additional seams
mostly in the Ascadian Islands region and some in the Bitter Coast as well
as a few elsewhere as i attempt to finalise the mod, region by region.
Both the Bitter Coast and the Ascadian Islands regions should now offer
something very close to seam-free adventuring, whilst in all other regions
this mod drastically reduces the number of seams that you will encounter
on your travels.

1.3 Version 1.3 takes up where 1.2 left off. Another 50 seams (approx) were
removed from the West Gash region which means that you should now be
able to enjoy near/total seam free adventuring in the Ascadian Islands,
Bitter Coast and West Gash regions. In addition another 50 seams or so were
removed from the mountain regions in the general vicinity of Ghostgate
(more work there required) and a few seams were removed from the
Ashlands,mostly along the border with West Gash.

1.4 Around 50 seams were removed from the Ashlands to add it to The
Bitter Coast, Ascadian Islands and West Gash as regions that offer
something very close to completely seam free adventuring. In addition, more than
100 seams were removed from the Molag Amur region in preparation for
playtesting and finalisation.Approximately a dozen seams were removed from the
Caldera mine area and a similar amount removed from the border areas of
the Grazelands,Azuran Coast and Sheogorad which i noticed whilst working
on the Ashlands and Molag Amur.

1.5 Version 1.5 incorporates my attempt to finalise the 5 outstanding
regions not completed by version 1.4 which should mean that with this
mod installed you should now be able to enjoy near seam free adventuring
across the whole of Vvardenfell.

In excess of 200 additional seams were located and removed, primarily
from the Molag Amur,Azura Coast, Sheogorad and Grazelands regions, in
addition 20 more were removed from the Red Mountain region as
well as a few in other regions, some i found whilst re-checking previously
completed areas and some were brought to my attention by Xenomorph.net
which i subsequently repaired.

1.6 Just a small update in my quest for perfection.Version 1.6 gets rid
of a few seams, mostly in the Ascadian Islands Region. There has been
a minor reworking of landscape textures just south of the bandit cave in
Seyda Neen to rid the area of a seam reported by Telesphoros, a large
seam beneath the bridge from the mainland to Vivec's foreign quarter has
gone, two prominant seams a short distance SW of Pelagiad have been fixed,
two seams North of pelagiad (one on the lake shore and one underwater) have
been repaired.A seam at the side of the southernmost building in the Dren
Plantation, and another on the shorebank slightly NE of Dren have both gone,
and a seam in the sea due west of Hlorramoren has also gone.

1.7 Tweaks and Fixes by region.

Bitter Coast; Texture fix now fixes seams in muck ponds that occur because
the scum meshes were never correctly aligned, even if using seamless
scum textures,seams were still visible due to the misalignment. 6 ponds in
the region have so far been found with this problem though the majority were ok.
In the Seyda Neen area a seam has been fixed on the island due north of the
lighthouse and another on the road heading east towards Vivec. A seam concealed
beneath a scum mesh, causing the neighbouring land tiles to appear discoloured
has been fixed(thanks to Telesphoros for pointing it out), and a seam in the most
northern point of the region has also gone.

Ascadian Islands; Several alterations to the area near Pelagiad. To the south of
the town the diversity of textures used was improved by introducing another sand
texture in and on shores of the lake there and a seam also removed,
several coastal rock textures were replaced by grass to help make the area
around the lake look a little more natural.

West gash; A seam that was mostly concealed by rocks was fixed by the East wall
of Fort Moonmouth and another in the mountains dividing the West Gash and Bitter
Coast Regions. A couple of seams actually on the road heading north, due west of
Ald Ruhn were repaired and there has been a minor repaint on a small hill there
to get the road running around it rather than up the side. There have been many
alterations in the area north of Gnisis this was to improve diversity and
appearance by replacing some of the rock textures with scrub type textures and
improving the layout and appearance of the roads in that area.

Ashlands; Some of the textures inside the walls of Ald'ruhn and Maar Gan have been
changed to road textures help the towns look a little more urbanized, and the road
between Aldruhn and Fort Buckmoth has been restored to run very similarly to unfixed
Morrowind as it had temporarily been obscured due to the large amount of seam fixing
and repainting in earlier versions of Texture Fix. Quite a few Red Mountain Textures
around Fort Buckmoth have been replaced by Ashland textures to help the area blend in
better and a seam in the ash wilderness has also gone.

grazelands; A couple of seams in the Ahemmusa camp have been fixed.

1.8 Another 15 of Vvardenfells last remaining seams have been found
and removed and several areas of land have been repainted to improve the general appearance.

3 seams were removed from the main road in west gash heading north and
due west of Ald Ruhn, 4 seams were removed from the Ascadian islands NE ofVivec
2 seams were removed from within the boundaries of Dagon Fell,1 was removed
from beneath the tower at Vos, and a seam removed from under the courtyard
of Tel Vos that was discolouring the ground nearby, and a few seams were
removed from under the sea around the islands NW of Sadrith Mora,and a
couple of seams were removed from Molag Amur a short distance west of Arkhtand.

Several areas in the south of the Molag Amur region were repainted mostly to
reintroduce sulphur rock textures that can be found mostly around steam vents.
The area around Suran has been improved slightly particularly around the shores of
the lake with grass replacing some of the coastal rock, and the road heading southwards
into Molag Amur has had a small makeover. Finally the hillside behind the bandit
cave in Seyda Neen has been repainted so that it matches the rocks that are prominent
in the bitter coast region.

1.9. An incompatibility issue with Vality's Bitter Coast add on which caused an unsightly
but harmless tear in the landscape at the mouth of the Odai river has been fixed.
A few seams in the areas of the Caldera mine , sheogorad and West Gash have been fixed.
Areas in West Gash that had Morrowinds default earth texture applied have been painted
over so that better textures can be utilised.
The pond scum fix previously incorporated in Texture Fix has been seperated, so that this
mod is solely a land replacer for Morrowind, whilst correcting the alignment of scum meshes
rightly belongs in something like the 'Morrowind patch project' IMO.



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5. CREDITS

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Bethesda for making an excellent game.
The modding community for taking the game beyond excellent, and for suggestions
and reporting seams to make this mod better.
Ghostwheel for Testool used to remove GMST's
Wrye for Mash used to convert the ESP file to ESM format,add description and statistics
The Secret Masters for the Enchanted Editor used for removing junk I'd accidentally picked up.
Yours truly for being sufficiently obsessed to do this mod.


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6. PERMISSIONS

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Texture Fix is freely donated to the Morrowind community for you to do
with as you please.


Slartibartfast



http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7078&id=3843
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aisha jamil
 
Posts: 3436
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Post » Sun Sep 05, 2010 2:52 pm

Thanks for the release! Another essential mod updated.
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Philip Rua
 
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Joined: Sun May 06, 2007 11:53 am

Post » Sun Sep 05, 2010 1:39 pm

Love it when updates from old favourites just come out of nowhere. :D
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Maria Garcia
 
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Post » Sun Sep 05, 2010 12:35 pm

Looks great but I keep getting a file not found error when trying to DL it. :shrug:
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Sian Ennis
 
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Joined: Wed Nov 08, 2006 11:46 am

Post » Sun Sep 05, 2010 9:28 pm

Looks great but I keep getting a file not found error when trying to DL it. :shrug:

It usually takes a while for updates to become available on Fileplanet, it'll probably work in a few hours or so.
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Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Mon Sep 06, 2010 1:09 am

This is great! I only recently started playing around with texture replacers and the seams are horrible. This should fix that quite nicely. :)

Thanks for all your hard work. :D





KF
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Lauren Denman
 
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Post » Sun Sep 05, 2010 5:02 pm

Always nice to see the old essentials getting updates. :foodndrink:
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Mark
 
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Post » Sun Sep 05, 2010 3:15 pm

This recent resurgence of modders returning to older mods is awesome. Thanks for the hard work!

Great things are happening in the community because of modders like you.
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REVLUTIN
 
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Post » Sun Sep 05, 2010 12:59 pm

Got it. Thanks for this update. :twirl:
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Spooky Angel
 
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Post » Mon Sep 06, 2010 4:37 am

This is great! I only recently started playing around with texture replacers and the seams are horrible. This should fix that quite nicely. :)

Thanks for all your hard work. :D





KF

Wait, really? Wow. I guess this sort of thing is my pet peeve for MW.(I dont know how much time I have spent on textures, but its no small amount of time)

Nice to have an update for this.
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Laura Tempel
 
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Joined: Wed Oct 04, 2006 4:53 pm

Post » Sun Sep 05, 2010 9:54 pm

Can't imagine Morrowind without your fix, Slartibartfast! :thumbsup:
Thanks for making things..eermm.. so seamless! :celebration:
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Karine laverre
 
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Post » Mon Sep 06, 2010 3:48 am

Cheers for the responses folks, something i forgot to mention is that , a couple of years back there were a couple of threads on these forums , one started by Connary and one by myself where quite a few seams and other issues were reported. Connary's thread in particular was around for a long time as he was considering making Texture Fix 2 IIRC. Just so everyone knows, all the issues raised in those threads were invvestigated and whilst most seams were lighting seams or were being put in game by other mods, there were a few genuine ones that were fixed in this update. Skydyes suggestion to paint over the default vanilla earth texture was one of the ideas from those threads which has been addressed in version 1.9.


The war against texture seams continues...........

Suggestions for improvements and reports of texture seams are always welcome , so fell free to report anything here.
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Sheeva
 
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Post » Sun Sep 05, 2010 10:49 pm

Have you taken notice of this addition to version 1.8 that I just discovered on Morrowind Modding History?

http://mw.modhistory.com/download-13-5544

Kill all texture seams! Kill em'! DIE FETCHER!
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Rachael
 
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Post » Mon Sep 06, 2010 1:17 am

Slartibartfast1, thank you very much for Texture Fix 1.9.

I actually notice quite a few seams in Solstheim, even with your Bloodmoon Landscape Overhaul.
I'll report these if you like. Is ToggleDebugText the best way to get position info?

BTW will "Ebonheart Fix" http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8904 ever be incorporated into Texture Fix?
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Lisa Robb
 
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Post » Mon Sep 06, 2010 4:24 am

Have you taken notice of this addition to version 1.8 that I just discovered on Morrowind Modding History?

http://mw.modhistory.com/download-13-5544

Kill all texture seams! Kill em'! DIE FETCHER!



Thanks for that, i have downloaded it and will check the cells it affects but sadly there is no documentation with it to explain what if anything was altered / fixed.
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Dale Johnson
 
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Post » Sun Sep 05, 2010 4:54 pm

Yay! :clap: Thank you for updating this fantastic mod!
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ZzZz
 
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Post » Sun Sep 05, 2010 5:31 pm

Slartibartfast1, thank you very much for Texture Fix 1.9.

I actually notice quite a few seams in Solstheim, even with your Bloodmoon Landscape Overhaul.
I'll report these if you like. Is ToggleDebugText the best way to get position info?

BTW will "Ebonheart Fix" http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8904 ever be incorporated into Texture Fix?


Yes , please report seams on Solstheim here , i hope to release an update for the overhaul soon so any seams reported in the near future will be fixed.
As long as i am able to find any seams then any method will do , eg super written description , screenshots with some form of landmark in view, or you can hover your mouse over an object and type ORI on an object then take a screenshot.

I will very likely raise the land sligtly in selected places in Ebonheart so the castle walls meet the ground but land height changes will be minimal to reduce the likelihood of tears in the landscape when used in conjunction with land altering mods affecting the Ebonherat area, like there was with Vality's BC add on, if used alongside version 1.8 . So i expect any update of Texture to be compatible with but not incorporate the Ebonheart fix as most of that mod rightly belongs in the Morrowind patch project IMO.
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Rebecca Clare Smith
 
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Post » Sun Sep 05, 2010 3:07 pm

Thanks once again, Slartibartfast! This remains a must have :foodndrink:
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ijohnnny
 
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Post » Sun Sep 05, 2010 7:36 pm

I have been running 1.8 and switched to 1.9 and noticed that the world maps for all my characters have been screwed up with most of the fill removed. I am using MCP with the TR map expansion. Also, when I reverted to 1.8, everything was back to normal so no harm done but there does seem to be a problem with this release.
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Chantel Hopkin
 
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Post » Sun Sep 05, 2010 3:50 pm

I have been running 1.8 and switched to 1.9 and noticed that the world maps for all my characters have been screwed up with most of the fill removed. I am using MCP with the TR map expansion. Also, when I reverted to 1.8, everything was back to normal so no harm done but there does seem to be a problem with this release.




Sounds like a known issue that when you install mods that change the shape/appearance of the land , Morrowind doesn't automatically update maps with the new data , instead it resets the map for the exterior cells it detects are different to what is stored in your savegame. If updating from 1.8 to 1.9 then i would expect the fill to be removed aound the mouth of the Odai river , north of Seyda Neen and a lot in West Gash from Caldera all the way up to khuul , around Surran , dren plantation and the lake and a bit in Sheogorad south of Dagon Fel as these were the areas that were altered in 1.9. It can be annoying when your map resets but is harmless the fill should return once you have revisited those areas again. When i play Morrowind i am usually testing mods or fixing things as i go along so having a map virtually devoid of 'fill' is normal for me.
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Matt Gammond
 
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Post » Mon Sep 06, 2010 6:24 am

You can try Wrye Mash's 'update map' on your savegame..
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Crystal Clear
 
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Post » Mon Sep 06, 2010 7:25 am

If updating from 1.8 to 1.9 then i would expect the fill to be removed aound the mouth of the Odai river , north of Seyda Neen and a lot in West Gash....

Exactly so. Thanks for the explanation.
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Maria Garcia
 
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Post » Mon Sep 06, 2010 4:59 am

Awesome. Thanks for the update, Slartibartfast.

Looking forward to a Solstheim update. Are you going to add some fjords, y'know with all the "fiddly bits"
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Lyndsey Bird
 
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Post » Mon Sep 06, 2010 12:37 am

Yeah always great to see great mods beign updated...BTW have you noticed that old Morrowind will be 10 years old arround this thymanxt year...scary
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maya papps
 
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Post » Mon Sep 06, 2010 4:11 am

Nice you fixed that land tear :goodjob: I had that problem for so long and never knew what caused it.
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Ella Loapaga
 
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