[REL] A Strange Plant

Post » Tue May 21, 2013 9:00 am

Mod updated:


SCREENSHOTS
http://morrowind.nexusmods.com/mods/images/42009-1-1364143963.jpg
http://morrowind.nexusmods.com/mods/images/42009-2-1364143963.jpg
http://morrowind.nexusmods.com/mods/images/42009-3-1364143964.jpg
http://morrowind.nexusmods.com/mods/images/42009-4-1364143965.jpg
http://morrowind.nexusmods.com/mods/images/42009-5-1364143965.jpg
http://morrowind.nexusmods.com/mods/images/42009-1-1364144092.jpg
http://morrowind.nexusmods.com/mods/images/42009-2-1364144093.jpg
http://morrowind.nexusmods.com/mods/images/42009-3-1364144094.jpg
http://morrowind.nexusmods.com/mods/images/42009-4-1364144095.jpg
http://morrowind.nexusmods.com/mods/images/42009-5-1364144095.jpg
http://morrowind.nexusmods.com/mods/images/42009-1-1364144478.jpg
http://morrowind.nexusmods.com/mods/images/42009-2-1364144478.jpg


Now I am finally realy happy with this mod! I think its a rather important update as the mod is a good bit more polished and believeable now. I consider it finished until OpenMW 1.0.

Let me know if you like the new dialogue, I hope Erlandil is a bit more interesting now (I don't want to go over the top tho). Propably not much feedback will be posted but please consider to report any bugs or improveable stuff to me. Thanks!
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Rebekah Rebekah Nicole
 
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Post » Tue May 21, 2013 10:46 am

A good mod just became even better. Downloaded!
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Scared humanity
 
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Post » Tue May 21, 2013 4:44 am

Oooh, this sounds interesting, just downloaded, thanks for the release. I love new stuffs in my game.
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Quick Draw
 
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Post » Tue May 21, 2013 2:21 am

Yes a very interesting mod...although to me it seems very odd to have so much of the plant's roots above ground in your screenshots.
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~Sylvia~
 
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Post » Tue May 21, 2013 1:11 am

Have fun Denina & Jekub!

Those leaves above the ground are kind of a characteristic of the Nirnroot as I understand it.

Oblivion: http://images.uesp.net/a/ac/OB_Flora_Nirnroot_Plant.jpg
Skyrim: http://images.uesp.net/4/4a/SR-flora-Nirnroot.jpg
PeterBitt: http://morrowind.nexusmods.com/mods/images/42009-2-1364144478.jpg

Seeing those pictures again, I feel that I like my model better than the one from Oblivion but the Skyrim version still looks more natural than mine. I am an idiot and somehow lost my PSDs for all the textures in this mod, maybe I will at least re-model and re-texture the roots as they are clearly better looking the way they are made in Skyrim. Looking closely at the leaves I see that I didn't have very much practice in drawing with a tablet at this time (all textures are hand-painted from scratch) - maybe the whole model will get a overhaul in the future.
Also when I look at Oblivion Nirnroot I understand that the modelled roots are made as a workaround for that engine limitation with alpha-gradients and the water surface. Maybe I try and create model like that at some point, too. Sorry for annoying everybody with this old mod over an over again, but I can't let it rest until I am happy with it.

Well, thanks for the feedback! Makes me think about stuff that I otherwise would'nt think about ... wich is kinda the goal of feedback - it works!
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Anna S
 
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Post » Tue May 21, 2013 9:18 am

Thank you for the pictures of the plant for Oblivion and Skyrim (neither of which I have ever played, nor own). Seeing those makes me understand why you made it the way you did. Although I still say seeing the roots above ground looks odd...lol.
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John N
 
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Post » Tue May 21, 2013 12:02 am

Awesome, I love this mod.

Could we please update the root at P:C to have your new textures and sound?
Cheers.
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hannah sillery
 
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Post » Tue May 21, 2013 3:07 am

It's an odd plant after all

In version 1.2 the model is not changed very much, apart from tweaked texture sizes and sharper mip-maps. You guys are free to pick what you need from the mod and I will make sure to let you know once I re-worked the model.
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ZzZz
 
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Post » Mon May 20, 2013 10:27 pm

I am currently working on two completely new Nirnroot models; a "vanilla friendly" and a high-def version. Both will use the same texture but with differences in how the roots are designed.

Here are some very early work in prograss pictures for the vanilla friendly version:
http://www10.pic-upload.de/26.03.13/6816fkxlducq.jpg
http://www10.pic-upload.de/26.03.13/pbghs2nbd5mc.jpg
http://www10.pic-upload.de/26.03.13/a98fz9k3zer1.jpg
http://www10.pic-upload.de/26.03.13/26ikv5v95xb5.jpg
http://www7.pic-upload.de/26.03.13/hgl4bapqpkz.jpg

You can see that I down-scaled the textures for the ingame models, looks like I need to make the root texture even smaller (the low-res versions need more work that simply downscaling anyway). The original textures are created in very high resolution as you see in the render shots. The leaf texture is painted from scratch (not finished yet), the root textures use the vanilla bark texture as base (also not finished).

The reason for that http://images.uesp.net/a/ac/OB_Flora_Nirnroot_Plant.jpg style Nirnroot is a engine limitation wich basicly causes transparency with soft edges to turn invisible when placed in water. To avoid that you have to use a transparency setting wich makes the edges very sharp (regardless of resolution) or, like I just did, use modelled roots without transparency. My hope is to have a version of the Nirnroot that blends in better with other vanilla plants. The root mesh is supposed to be low-poly but it can look better than it currently does.

When this version is done, I will try and make the roots like in http://images.uesp.net/4/4a/SR-flora-Nirnroot.jpg. Thats the same technique wich I used for http://morrowind.nexusmods.com/mods/images/42009-2-1364144478.jpg but the way the roots are designed and placed in Skyrim is way cooler.
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Jonathan Egan
 
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Post » Tue May 21, 2013 7:23 am

I actually really like the Oblivion style version you've made. I think it fits very well with the style of other plants in Morrowind. Looking forward to the update PeterBitt!
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Amy Siebenhaar
 
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Post » Tue May 21, 2013 12:17 pm

Thank you Melchior for taking the time to comment on this! Good to know that I am on the right way for a rather vanilla friendly model.
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Ray
 
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Post » Tue May 21, 2013 11:22 am

I too like that new set of pictures for your oblivion style.
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Julie Serebrekoff
 
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Post » Tue May 21, 2013 8:57 am

Those new textures look really nice! I still like the Skyrim root style better though.
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Ronald
 
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Post » Mon May 20, 2013 11:17 pm

Me too, at least when the model is viewed alone or in Skyrim. Personaly I will use the low-def version in my game but as I have so much fun with this modelling/texturing activity recently, I will make that skyrim-root version too. Also the Skyrim style version is easier to make for me as its just some slightly transformed planes sticked together with no unwrapping involved and painting roots is pretty much what wacom tablets are made for - its great fun!
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Steve Fallon
 
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Post » Tue May 21, 2013 9:15 am

I have a small problem with the way the nirnroot looks. Take a look - it seems that something is off with transparency at the roots:

http://www.mediafire.com/view/?c7tn9m45pet9w20

I've tried reinstalling the mod a few times, checked that all the files are in the folder, even opened the nirnroot model in nifscope and it looks the same there, with semi-transparent boxes around the root .

If anyone has any idea how to fix this, I'd be grateful .
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Vera Maslar
 
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Post » Tue May 21, 2013 6:10 am

Wow, I forgot to save those textures with alphas

Get the correct textures here:
http://www.sendspace.com/file/rpo0b5

Thank you a LOT for pointing that out rheia!
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Rachel Cafferty
 
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Post » Tue May 21, 2013 12:17 pm

Hey, no problem at all! Thank you for responding so fast, and thank you for the mod!
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helliehexx
 
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Post » Tue May 21, 2013 2:06 pm

Hello PeterBitt. Thank you for the mod, though I have to admit that I have never found all the plants. The plant looks like a solid block when I try to walk over her. Is it possible to change it?.
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Siobhan Wallis-McRobert
 
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Post » Tue May 21, 2013 9:07 am

The same issue that rheia reported 3 posts above yours?
Or do you mean the collision and that you can't walk through it?
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Tikarma Vodicka-McPherson
 
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Post » Tue May 21, 2013 8:31 am

It is for the collision. The textures are not a problem, because I replaced them with those of the previous version.
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Elle H
 
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Post » Tue May 21, 2013 4:57 am

Mmh actually I think I did not manage to remove the collision for this model as soon as I set it as container.

Anybody else knows the trick?


BTW this mod is officially Vivec-approved http://morrowind.nexusmods.com/images/4381248-1365767604.jpg
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Camden Unglesbee
 
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Post » Tue May 21, 2013 11:52 am



The collision must be not set up properly in Nifskope.

Let me check the nif....


EDIT: Doesn't have any NCO entry at all, no wonder it doesn't work. I cannot test myself, cause my old laptop doesn't run MW. Try this one, don't forget to get rid of the "_new"!


http://www.file-upload.net/download-7459005/ASP_Mesh_Plant_new.nif.html
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Hazel Sian ogden
 
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Post » Tue May 21, 2013 8:10 am

How nice of you ThatGuyFromBlade, this is very much appreciated!

This was my first mesh for MW so I didn't know anything about NifSkope (still don't know much) and I simply forgot that I intended to remove that collision

Guess another version update is needed, I will do that later as everybody can grab it from ThatGuy's link.
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vicki kitterman
 
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Post » Tue May 21, 2013 5:01 am

No prob, took less than a minute. I suggest someone does test it first though.
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^_^
 
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Post » Tue May 21, 2013 9:30 am

Yep I will do that before I reupload the mod.
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Melanie
 
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