[RELz]Tamriel Rebuilt - Antediluvian Secrets #4

Post » Wed Sep 22, 2010 2:30 pm

Will there be a high-res version of the textures released?
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Devin Sluis
 
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Post » Wed Sep 22, 2010 2:26 pm

Will there be a high-res version of the textures released?


What you see is what you get. A lot of our textures (mostly ones made more recently than others) are already high resolution by necessity, such as the textures on our cliff meshes. But we don't have two separate versions of each texture, that's not within the scope of our project. Our meshes that use existing textures will be covered by high resolution texture replacers that replace those textures, though.
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Andy durkan
 
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Post » Wed Sep 22, 2010 2:42 pm

What you see is what you get. A lot of our textures (mostly ones made more recently than others) are already high resolution by necessity, such as the textures on our cliff meshes. But we don't have two separate versions of each texture, that's not within the scope of our project. Our meshes that use existing textures will be covered by high resolution texture replacers that replace those textures, though.


Yeah, I was just worried that the new architecture would be as low-res as vanilla morrowind so they blend in proper. If they are painfully low-res, I can always tidy them up myself! :celebration:

How are the trees working by the way? I use Vurt's trees, so will they show up where appropriate on future releases, or are there new TR trees?
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Brooks Hardison
 
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Post » Wed Sep 22, 2010 12:43 pm

Screenshots look fantastic. Really looking forward to the upcoming releases.
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Emily Graham
 
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Post » Wed Sep 22, 2010 2:13 pm

Aside from the N'dib pack, we only use Bethesda's trees. I'm not familiar with Vurt's trees, but we don't use anything like Vality7's grass or swamp modifications.
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Budgie
 
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Post » Wed Sep 22, 2010 4:36 pm

@Haplo: http://www.gamesas.com/index.php?/topic/1068976-relzvurts-ascadian-isles-tree-replacer
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Beat freak
 
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Post » Wed Sep 22, 2010 8:56 am

Aside from the N'dib pack, we only use Bethesda's trees. I'm not familiar with Vurt's trees, but we don't use anything like Vality7's grass or swamp modifications.


It′s a tree replacer, so it will replace your trees automatically as long as they are vanilla.
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Barbequtie
 
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Post » Wed Sep 22, 2010 5:16 am

It′s a tree replacer, so it will replace your trees automatically as long as they are vanilla.


Then it will replace all of the trees we use, except for N'dib trees, which are of a unique type, size, and texture anyway.
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Sherry Speakman
 
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Post » Wed Sep 22, 2010 11:20 am

It′s a tree replacer, so it will replace your trees automatically as long as they are vanilla.

Actually Vurt's replacers are esp-based and will only replace the trees from vanilla Morrowind and not the ones added by mods like TR.
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Jason Rice
 
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Post » Wed Sep 22, 2010 7:50 am

Actually Vurt's replacers are esp-based and will only replace the trees from vanilla Morrowind and not the ones added by mods like TR.


Well, I guess that means We'll have to ask Vurt to do some work adding tress and grass to the region after it's released! :foodndrink:

Vurt would probably get a kick out of generating grass anyways.
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Daniel Brown
 
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Post » Wed Sep 22, 2010 5:13 pm

Actually Vurt's replacers are esp-based and will only replace the trees from vanilla Morrowind and not the ones added by mods like TR.


Oh yes, sorry. In the beginning it wasn′t esp-based, he changed it later so that it wouldn′t affect trees added by mods. I overlooked that.
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Ladymorphine
 
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Post » Wed Sep 22, 2010 8:10 pm

I am fairly sure they can be made pluginless by deleting the vurt portion of the mesh names though.
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Tinkerbells
 
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Post » Wed Sep 22, 2010 5:48 am

Just thought I'd post some screenshots from Map 4 (Heartland) that I took the other day.

http://img443.imageshack.us/img443/3052/mgescreenshot7.jpg

http://img714.imageshack.us/img714/9812/mgescreenshot6.jpg

http://img443.imageshack.us/img443/9532/mgescreenshot5.jpg

More screenshots yet to come...
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Amanda Furtado
 
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Post » Wed Sep 22, 2010 4:42 am

Just thought I'd post some screenshots from Map 4 (Heartland) that I took the other day.

http://img443.imageshack.us/img443/3052/mgescreenshot7.jpg

http://img714.imageshack.us/img714/9812/mgescreenshot6.jpg

http://img443.imageshack.us/img443/9532/mgescreenshot5.jpg

More screenshots yet to come...


Hey, looking good again!

I was wondering, why is there a massive ashlands section on the mainland? Are there a series of volcanos in the area like Dagoth Ur?
Also, are you using the amazing Tribunal plants found in Mournhold? They would look gorgeous out in the wild. And if your quote is from lovecraft, It's badass :)
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Katey Meyer
 
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Post » Wed Sep 22, 2010 6:15 am

The way I understand it, these ashlands are a massive dustbowl: they caught a load of ashfall last time Vvardenfell erupted, and the wind simply hasn't been able to get rid of it due to surrounding mountain ranges. I've seen the plants from Tribunal used around the place, couldn't exactly tell you where. And my sig quote is from the 36 Lessons of Vivec :P
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Ross Zombie
 
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Post » Wed Sep 22, 2010 7:30 am

http://img443.imageshack.us/img443/3052/mgescreenshot7.jpg

Amazing - Could possibly be one of my new favourite places just based on appearance.
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Nikki Hype
 
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Post » Wed Sep 22, 2010 2:21 pm

Just thought I'd post some screenshots from Map 4 (Heartland) that I took the other day.

http://img443.imageshack.us/img443/3052/mgescreenshot7.jpg


Nice! :celebration:

Is that snow on top of the hill with the dwemer ruin?
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remi lasisi
 
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Post » Wed Sep 22, 2010 7:28 am

Nice! :celebration:

Is that snow on top of the hill with the dwemer ruin?


It is indeed. The Velothi Mountains are quite high.
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Brooks Hardison
 
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Post » Wed Sep 22, 2010 9:18 am

Kudos to the TR team. Keep up the great work. Am saving a separate install for all the TR goodness.

Thank you
kwm
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:)Colleenn
 
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Post » Wed Sep 22, 2010 5:13 pm

Here's some more screenshots, this time from lands much closer to release, in the Lan Orethan forest of our Sacred East and Almalexia Releases:

http://img168.imageshack.us/img168/642/mgescreenshot13.jpg

http://img192.imageshack.us/img192/4826/mgescreenshot12.jpg

http://img199.imageshack.us/img199/5951/mgescreenshot14t.jpg

http://img130.imageshack.us/img130/1365/mgescreenshot15.jpg

http://img33.imageshack.us/img33/1993/mgescreenshot24f.jpg

http://img85.imageshack.us/img85/332/mgescreenshot25.jpg

http://img202.imageshack.us/img202/3069/mgescreenshot23.jpg

All screens were taken with no mods beyond the WIP file itself, MGE and Phal's Water Shader.
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Emily Martell
 
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Post » Wed Sep 22, 2010 8:17 pm

http://img85.imageshack.us/img85/332/mgescreenshot25.jpg

Excellent, I've always wanted to visit this place after reading The Poison Song.

Will it possibly have an area littered with skeletal House Dagoth corpses?
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Jack
 
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Post » Wed Sep 22, 2010 3:52 pm

Will it possibly have an area littered with skeletal House Dagoth corpses?


Though I won't say anything, I do encourage thorough exploration of the island.
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Jeff Turner
 
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Post » Wed Sep 22, 2010 9:48 am

I apologise if this sounds picky, as I know your team is working hard and achieving amazing things, but:
Could you possibly revise your policy on landscape texturing? At the moment, you guys mix up west gash grass next to grazelands mud, etc, which works alright with the default textures as they are so low rez they all blend in. However, with texture replacers the difference can be quite jarring, and impossible to fix short of making sure your grazelands grass looks like your alacadian grass and your west gash grass, which isnt much fun.
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A Lo RIkIton'ton
 
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Post » Wed Sep 22, 2010 4:03 pm

I just would like to say you guys did a great job. I've done most of the quests and if there are any bugs should i report them to this thread? I just noticed small little bugs with some of the quests. Nothing major. Also, i just got around to exploring some of the ruins of Kemel-Ze. It's the largest dungeon in the entire game by far. Kind of reminded me of the old days of daggerfall where i would be exploring a dungeon for 2+ hours! Great job with that!
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oliver klosoff
 
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Post » Wed Sep 22, 2010 7:04 am

I apologise if this sounds picky, as I know your team is working hard and achieving amazing things, but:
Could you possibly revise your policy on landscape texturing? At the moment, you guys mix up west gash grass next to grazelands mud, etc, which works alright with the default textures as they are so low rez they all blend in. However, with texture replacers the difference can be quite jarring, and impossible to fix short of making sure your grazelands grass looks like your alacadian grass and your west gash grass, which isnt much fun.


Unfortunately TR doesn't take in to account other mods, such as texture replacers. There are so many out there that it would be impossible to find them all, let alone pick which ones we should account for.

I just would like to say you guys did a great job. I've done most of the quests and if there are any bugs should i report them to this thread? I just noticed small little bugs with some of the quests. Nothing major. Also, i just got around to exploring some of the ruins of Kemel-Ze. It's the largest dungeon in the entire game by far. Kind of reminded me of the old days of daggerfall where i would be exploring a dungeon for 2+ hours! Great job with that!


If you have any bug reports, please visit our forum and report them in the appropriate threads there. You don't have to register to post error reports.
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Ashley Clifft
 
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