[RELz] [Semi-WIPz] Techno Industrial Dwemer Retexture Beta 2

Post » Sun Jan 23, 2011 2:52 pm

[RANT]First off, I would've gone back and used the original topic if it's still here (which it could be), but these forums have a "search flood control" system which counts EVERY PAGE OF RESULTS as a NEW SEARCH. Therefore, if what I'm looking for isn't on the page I'm looking at now I have to wait a whole minute before I can check another page of results. Adding to the nuisance is the fact that it's showing individual posts I've made instead of just topics I've started (I think there at least used to be a feature where I could just search for topics I started but I can't seem to find that). It seems like the semi-recent changes that have been made to the forums system still have numerous bugs to be ironed out and honestly I'm not entirely sure what was wrong with the original forums arrangement to begin with (I'll admit the compartmentalization based on game series is an improvement however).[/RANT]

Okay, that little rant out of the way, I've decided to just release everything I've put together so far updating my original beta of the Techno Industrial Dwemer Retexture, whose point is to make the Dwemer textures look even more technologically advanced than they did originally.

The main thing that I believe is updated here are the icons for the various Dwemer items-I think I've covered them all but I'm not entirely sure. Also, I've included a Dwemer satchel replacer as an optional add-on.

http://modprojects.deejaygamer.com/scifidwemer/satchel-screenshot.jpg


There are also three ESPs which are also explained in the Read Me file.

Trailers:

http://www.youtube.com/watch?v=fWh-jOuy2TI
http://www.youtube.com/watch?v=nqFNN4fSByM
http://www.youtube.com/watch?v=Lh3WhUOvUS8

Creature Screenshots:

http://modprojects.deejaygamer.com/scifidwemer/dwemercreature00.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature01.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature02.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature03.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature04.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature05.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature06.jpg
http://modprojects.deejaygamer.com/scifidwemer/dwemercreature07.jpg

Read_Me:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|++++++++++++++++++++++/READ ME\++++++++++++++++++++++||/\/\/\/\/\Techno Industrial Dwemer Retexture/\/\/\/\/||-----------------Created By DJGamer------------------|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~??????????????????-[BETA VERSION 2]-???????????????????[-{Description}-]This started out as a little project that I might've used as a new tileset in Otherworldly Goods and/or the Biomechanical Race mods, but a couple people said it'd be cool to release it as a separate retexture pack for all Dwemer Ruins.This retexture pack contains several meshes, for two reasons-one, there are parts of the Dwemer textures that are normally shared with other parts of the Morrowind world-in order to prevent for instance an eggmine texture being changed everywhere in the game, I created a new texture and then changed the property in the mesh to point to that new texture.  The second reason is because I use a lot of glow-mapping and some pseudo bump-mapping, which requires new properties to be added to the meshes.  It does mean an increased file size, but it also means everything looks more awesome and unique. Also, the Dwemer helmet has been "remeshed" with new parts in order to make it look more interesting, at some point I intend to release a separate version of this with only the new helmet-perhaps even as a separate item.This is the beta test-although everything should probably work correctly, I want to make absolutely sure.  The thread you likely found the download for this mod from has more details about the Beta-Testing process and a claim system involving inspections of all the Dwemer ruins.[-{Installation}-]It should be pretty simple.  Just copy the Data Files folder over the Data Files folder in the Morrowind directory, which should be something like:C:\Program Files\Bethesda Softworks\MorrowindOR for 64-bit versions of Windows:C:\Program Files (x86)\Bethesda Softworks\MorrowindSay yes to any folder or file overwriting notifications.[-{Uninstallation}-]A bit of a trickier proposition.  Since this is a retexture pack, you can't just remove it from the game be deactivating an .esp.I recommend using Yacoby's Texture Manager Program: http://yacoby.silgrad.com/MW/Mods/TextureManager.htmI haven't tried it myself but it should work fairly well for at least getting rid of the textures, although the meshes may be a bit trickier.It's best to keep a back-up of this archive somewhere where you can find it and use it as a reference for finding the textures and meshes which this mod installs.[-{Description of ESPs}-]TIDR - Red Lights MW.esp: Since the retexture changes the color of the texture for Dwemer lights to red, this plug-in will change all the lights in the Dwemer ruins of vanilla Morrowind to be red as well.TIDR - Red Lights TR.esp: If I recall correctly, this plug-in is for the Tribunal expansion and not Tamriel Rebuilt, since Tribunal adds some new Dwemer light meshes whose data needs to be changed. I made it a seperate ESP so as to make the modifications compatible regardless of whether or not you have the Tribunal expansion. This mod should only effect the lights Tribunal adds, so still use the MW EsP alongside it.TIDR - Toxic Waste.esp: This in-particular is purely optional.  It changes all the lava pits in the Dwemer ruins into "toxic waste" with a green glow.  The process is obviously a bit more involved since I need to replace the lava meshes in Dwemer ruins without replacing them elsewhere.  It's more a mater of taste whether you prefer keeping the original lava or not of course as well.[-{Compatability & Requirements}-]Technically, this texture pack can be used without Tribunal, however it does include some meshes/retextures of items from it, but none of them will actually appear in your game unless you own Tribunal and have it installed and running.I was going to work a bit on compatability with Greater Dwemer Ruins but since as of right now I can't get MW to work on my laptop (although I might try my desktop computer) that may be on hold indefinately (although I suppose I could still work on retexturing the meshes themselves).[-{Credits}-]Retexturing and Remeshing by: DJGamerTextures from:http://hfx.planetquake.gamespy.com/textures.htmlhttp://www.simonoc.com/pages/materials/tptechno/index.htm& 3D Total TexturesModified by DJGamerSpecial Thanks to: Valtiy7, Midgetalien, Aukalakaus, and Sabian7.Beta-Testers will be mentioned in the final release.[-{Contact}-]You can e-mail me: deejaygamer@gmail.comOr you can find me on the gamesas forums under the username DJGamer.[-{Permissions}-]Please do not use anything from this retexture pack for your mods-I may be releasing a modder's resource edition of this mod in the near future.If you'd like to help me "finish" this mod (particularly adding GDR compability)-please contact me about it.


There's also a separate read me for the satchel, but I won't post that here. The main thing to know about that is I'm not sure if I've got the sub-directory for the mesh correct since I don't have Tribunal installed right now due to being unable to get MW to run on my laptop atm. It also doesn't have a custom icon for it yet for similar reasons.

Downloads:
http://modprojects.deejaygamer.com/infusions/pro_download_panel/download.php?did=9
http://www.tesnexus.com/downloads/file.php?id=34851
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8733

I think I'd already walked through all the Dwemer ruins myself to test them out at one point, minus GDR.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sun Jan 23, 2011 5:36 am

Hell yeah!!!!

firstly, its good to see you about DJGamer!

Secondly - Its good to see you didnt give upon this mod :D

I remember you working on this waaayyyyyyyy back, so congrats on sticking with it :foodndrink:

As always it looks great, gonna give it a download and look at it in more depth.

Thanks for sharing,

=MA=
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sun Jan 23, 2011 3:43 am

Hell yeah!!!!

firstly, its good to see you about DJGamer!

Secondly - Its good to see you didnt give upon this mod :D

I remember you working on this waaayyyyyyyy back, so congrats on sticking with it :foodndrink:

As always it looks great, gonna give it a download and look at it in more depth.

Thanks for sharing,

=MA=


Yeah, well as I recall I actually had most of the stuff in this pack "finished" probably almost a year ago now-I just didn't release it because I guess I was waiting to finish all the other little bits. I can't remember if there was anything else that needed doing besides a GDR patch or maybe there might've been some icons I still hadn't done yet. I just remembered about it recently since I've been doing some story/website work for Province: Cyrodiil and decided I should go ahead and just release what I've got done already.

I might do some updated trailers if I can get MW to run on my desktop computer. The ones that are up now look to be at the lowest resolution YouTube has to offer. lol
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sun Jan 23, 2011 2:26 am

It looks like mah dwemers are going to have a new look! Great job DJ :goodjob:
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Sun Jan 23, 2011 3:21 am

http://modprojects.deejaygamer.com/scifidwemer/dwemercreature01.jpg right here, is what makes me want to use it! Awesome job on this DJGamer!
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Sat Jan 22, 2011 11:41 pm

DJGamer, I'm going to be straight with you: These textures are not very good.

It's not the idea, your idea is solid. It's not your skill, you obviously know how to make good textures and these textures have potential to be good.

The problem with -most- of these textures is pretty simple. They're simply far far far too low resolution, at least most of them. I looked through some of the files, and so far I've only found one texture that is 512x512. The rest are sub 256x256.

If you want this pack to shine outside of vanilla Morrowind, you're gonna need to bump up the resolution and re-do all of these textures to be at least 512x512 (but I would recommend something more along the lines of 1024x1024) so that the detail you've imagined for all of these textures can really come through in game.

Right now, I wouldn't use this pack even though I love the concept. Obviously, it's up to you what a good resolution is and I'm certainly not making any demands, I just figured I'd throw my two cents in. If you like how things are now, there isn't any reason to change it!
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sun Jan 23, 2011 9:38 am

DJGamer, I'm going to be straight with you: These textures are not very good.

It's not the idea, your idea is solid. It's not your skill, you obviously know how to make good textures and these textures have potential to be good.

The problem with -most- of these textures is pretty simple. They're simply far far far too low resolution, at least most of them. I looked through some of the files, and so far I've only found one texture that is 512x512. The rest are sub 256x256.

If you want this pack to shine outside of vanilla Morrowind, you're gonna need to bump up the resolution and re-do all of these textures to be at least 512x512 (but I would recommend something more along the lines of 1024x1024) so that the detail you've imagined for all of these textures can really come through in game.

Right now, I wouldn't use this pack even though I love the concept. Obviously, it's up to you what a good resolution is and I'm certainly not making any demands, I just figured I'd throw my two cents in. If you like how things are now, there isn't any reason to change it!


Well, if you look at the read me file you'll see that the bulk of the textures are actually from here: http://hfx.planetquake.gamespy.com/textures.html

Edit: Sorry, I guess the site may have disappeared. I'm sure you can take my word that I can't take credit for most of the original textures. lol

As I recall however the textures were posted specifically for use in mods and such and I've given proper credit as well.

I simply modified some of them and choose how to arrange them on the meshes-which is a bit of a task in itself. I'm of course quite capable of producing textures from scratch and actually I suppose that given a bit of time I could probably take the existing textures I could increase their resolution, sharpen them up and use various photographic sources to add further detail. I might actually do something like that at some point. Right now however the textures look alright, have a fair amount of detail comparable to, as you said, vanilla MW and give a fresh new look to the Dwemer ruins that still manages to retail most of the "steam punk" feel. Also, it's not a bad thing to have lower resolution textures since they'll load faster and be easier on lower end machines while still providing a fair amount of "eye candy".

Edit: On second thought I'm not sure if this would be possible with certain textures such as the armor for instance. In those cases there's perhaps too much "fine detail" that would be difficult for me to replicate. In other words, I'm not sure if I want to do it with textures which would take more effort than they're worth to enhance, especially when I'm fairly satisfied with most of the textures just as they are.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sun Jan 23, 2011 9:47 am

I'm fairly satisfied with most of the textures just as they are.
Hey, man. That's all that matters! :3
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Sun Jan 23, 2011 1:42 am

Okay, I've found my Tribunal disc and confirmed the location of the Dwemer satchel mesh and figured out the file name and location for the icon-I'll whip up the icon quick, update the RAR file, and release a smaller "patch" version that will just add the icon.

Edit: http://modprojects.deejaygamer.com/tdir-satchel_icon.rar

Of course only use it if you're using the optional satchel replacer.

I've also uploaded an updated version of the mod itself with the icon included so if you're downloading it new at this point you won't have to worry about the patch.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Sun Jan 23, 2011 11:57 am

Okay, I've found my Tribunal disc and confirmed the location of the Dwemer satchel mesh and figured out the file name and location for the icon-I'll whip up the icon quick, update the RAR file, and release a smaller "patch" version that will just add the icon.

Edit: http://modprojects.deejaygamer.com/tdir-satchel_icon.rar

Of course only use it if you're using the optional satchel replacer.

I've also uploaded an updated version of the mod itself with the icon included so if you're downloading it new at this point you won't have to worry about the patch.

Thanks for the patch :)

I had a play through, using the mod as a replacer - as intented -, and no errors so far :) The ruins feel more, alien and new, like they did when I frist ever played morrowind! So its good to have that feeling back :D, as well as having some pretty nifty dwemer centrurions to fight!!
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Sun Jan 23, 2011 8:45 am

Feel free to post screenshots and/or YouTube videos of your journeys through the retextured ruins, particularly since I presently can't play Morrowind on my laptop to take screenshots myself (although I'm planning on trying to install it on my desktop computer in the near future).
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Sun Jan 23, 2011 2:00 am

Okay, I've got MW set up on my desktop computer and I played it a bit (3-5 FPS average outdoors, 60 FPS indoors-it's really the difference between the two that's a bit jolting. lol). I went to Arkgnthand (hope I spelled that right) and took a few screenshots while doing the Main Quest "favor" there. I didn't document the entire ruin but I've got some nice exterior screenshots and one interior screenshot. I'll take some more later. I've also put together a nice "frame" for the screenshots. :D

http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_001.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_002.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_003.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_004.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_005.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_006.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_007.jpg

The last two are just reworked versions of ones I've already posted, but they're still pretty awesome. lol

I also plan to try getting some screenshots from Dagoth Ur as well since it's basically the largest and most elaborate ruin in the game.

The last thing I'll probably get screenshots of will be the one from Tribunal because I'll have to play through the quest a bit to get to it (although I think I could just toggle collision and cheat my way there lol).

I'll probably be releasing another patch since while playing I discovered there are still a few miscellaneous objects that don't have new icons for them yet. :(

Edit: I've finally set up my Mod Project's site with a proper CMS so you can check out the screenshots in a gallery: http://modprojects.deejaygamer.com/photogallery.php?album_id=1

I'll be adding a custom theme to the site probably sometime tomorrow (well technically much later today at this point), right now I'm taking a break and probably going to be getting some sleep shortly.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sun Jan 23, 2011 9:56 am

Okay, I've got MW set up on my desktop computer and I played it a bit (3-5 FPS average outdoors, 60 FPS indoors-it's really the difference between the two that's a bit jolting. lol). I went to Arkgnthand (hope I spelled that right) and took a few screenshots while doing the Main Quest "favor" there. I didn't document the entire ruin but I've got some nice exterior screenshots and one interior screenshot. I'll take some more later. I've also put together a nice "frame" for the screenshots. :D

http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_001.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_002.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_003.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_004.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_005.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_006.jpg
http://modprojects.deejaygamer.com/scifidwemer/tidrscreen_007.jpg

The last two are just reworked versions of ones I've already posted, but they're still pretty awesome. lol

I also plan to try getting some screenshots from Dagoth Ur as well since it's basically the largest and most elaborate ruin in the game.

The last thing I'll probably get screenshots of will be the one from Tribunal because I'll have to play through the quest a bit to get to it (although I think I could just toggle collision and cheat my way there lol).

I'll probably be releasing another patch since while playing I discovered there are still a few miscellaneous objects that don't have new icons for them yet. :(

Edit: I've finally set up my Mod Project's site with a proper CMS so you can check out the screenshots in a gallery: http://modprojects.deejaygamer.com/photogallery.php?album_id=1

I'll be adding a custom theme to the site probably sometime tomorrow (well technically much later today at this point), right now I'm taking a break and probably going to be getting some sleep shortly.



ho-ly-[censored]. Its like Las Vegas in the middle of morrowind xD
but anyways, it looks freakin amazing. love it. Its about time a good dwemer texture replacer. Looks really technological, instead of made by brutes with brains. i hope your planning to make more mods like this in the near future :D
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Sun Jan 23, 2011 9:07 am

ho-ly-[censored]. Its like Las Vegas in the middle of morrowind xD
but anyways, it looks freakin amazing. love it. Its about time a good dwemer texture replacer. Looks really technological, instead of made by brutes with brains. i hope your planning to make more mods like this in the near future :D


I'm thinking of taking the resources I designed for Sotha's Grid (a retexture of the Clockwork City tileset with a Tron-esque feel) and make it into a basic retexture pack instead of a mod that adds a new dungeon/quest.

Instead it would include a mod that revises some of the dialog in the Tribunal main quest to describe the Clockwork City as an artificial reality-type thing that Sotha Sil constructed.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sun Jan 23, 2011 1:06 am

an alien-like dimension, close to a deadric realm. =P good luck!
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sun Jan 23, 2011 12:27 pm

Slightly off-topic but here's a gallery of images from the Sotha's Grid project: http://modprojects.deejaygamer.com/photogallery.php?album_id=2

There's some of a number of screenshots I dug up from my old Photobucket account. Expect to see more TIDR screenshots as well.

It's somewhat relevant as it may be what I end up picking up after I finish this up. It also has a similar "idea" to it. It takes an old familiar dungeon tile set and retextures it to make it "new" and interesting again. It's a little less ambitious since it's technically only a single dungeon this time but more because I'll probably also be modding the game itself a bit to explain the changes.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Sun Jan 23, 2011 11:24 am

hmm. maybe you could provide a modder's resource for Sotha's grid project? im sure people will find a use for it, other than just for sotha sil.
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Sun Jan 23, 2011 7:50 am

Some screenshots of the various items:

http://modprojects.deejaygamer.com/images/photoalbum/album_1/tidrscreen_008.jpg
http://modprojects.deejaygamer.com/images/photoalbum/album_1/tidrscreen_009.jpg
http://modprojects.deejaygamer.com/images/photoalbum/album_1/tidrscreen_010.jpg

Note: The items aren't intended to be "in-scale" relative to each other. At some point I'll probably add a collection of the items in-game to show what they actually look like next to each other.

I also just remembered the one major hurdle to retexturing the Clockwork City tileset-the activators have so many danged COLLISION BOXES on them and I can't make them invisible in NIFSkope without deleting them. And since retexturing is going to mean altering the mesh to add glow maps and such I can't just delete them because I have to save them with the glow maps.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Sun Jan 23, 2011 3:22 am

was this included in the download? xD those look pretty amazing.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Sun Jan 23, 2011 7:49 am

was this included in the download? xD those look pretty amazing.


Yeah, and I think they've all got custom icons. Hopefully the only things that are missing are just a few of the icons for miscellaneous items. That just means when you pick the item up and look it in your inventory the icon doesn't reflect the new "look' of the object.

I'll probably be putting together another "collage" featuring all the enemy types as well.

For Sotha's Grid I think I may have to make a record of each of the "TriShapes", delete the collision boxes then go and "re-retexture" the mesh with the collision boxes back. This is probably a major part of the reason why there aren't any retextured for the Clockwork City-well that and it's a one-off dungeon from an expansion pack.

Edit: Okay, turns out there are a total of nine icons I need to replace. I might do the same thing I did with the satchel and release both a patch and updated version of the mod itself. I think once I've got that done it should actually be ready for a proper release I should think-although that may depend on the policies of PES and TES Nexus as to whether or not I should be able to include all the Tribunal stuff in the same file or instead separate it out. I might try separating it out just to be careful about it, though. It'll be a bit tricky in any case since I'm not 100% sure which meshes/textures came from which. lol

Note: I just figured out that I'd placed some of the textures into the "a" meshes folder, probably for the sake of icon generation. In order to fix this, you'll need to go into your data files Meshes\a and just delete any textures you find in there. They're completely useless and just taking up space on your hard drive. The updated version of the beta won't have these files in it obviously but the patch won't be able to "remove" them either, so you'll have to do that yourself. Sorry about that.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sun Jan 23, 2011 6:09 am

Finally it's here!

http://modprojects.deejaygamer.com/downloads/tidr-iconpatch.rar

I probably wont' upload a "fixed" version of the beta since I think I'll be getting to work on setting up the files for an "official" and "full" release which will be divided up between the vanilla Morrowind and Tribunal meshes and textures just to be safe. That'll probably take awhile so I might save that for after I get back from work today.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Sun Jan 23, 2011 8:11 am

Okay, I'm triple-posting here just because this is a fairly major update and the thread is already on page 2.

Here's the "final version" of the mod. The only change I might consider doing is having an alternate icon for the Dwemer Helmet for if you don't have Tribunal or for some reason don't want to use the optional replacer.

I'd like to wait until a few people have tested it out so I can be sure I've got it all set up correctly before uploading it to any major mod sites.

http://modprojects.deejaygamer.com/infusions/pro_download_panel/download.php?did=2
http://modprojects.deejaygamer.com/infusions/pro_download_panel/download.php?did=3

No need for patching for these ones just be sure to overwrite any files, particularly the optional helmet which wasn't originally optional. I tweaked the mesh a bit to partially cover up a bit that didn't have a "face" on it. If anyone knows anything about altering meshes and can fix the "visor" piece so that the open part doesn't show that would be great. What I've done as a hopefully temporary measure is put a rectangle-shaped trishape over it but it doesn't quite have the same shape. Contact me if you think you might fix it so I can show you the problem more specifically. I don't think I've described it that well here. lol

Anyway, once I'm fairly sure that everything is at least in the right place I'll start uploading it to at least PES and TESNexus. Feel free to recommend other places I might upload it to as well.

Here's a list of things that I've fixed/changed in the current version:

  • Deleted a bunch of texture files I accidentally left in one of the Meshes folders.
  • Fixed the texture for Yagram-I'd experimented with having "holes" in his cheeks with electronic bits showing through-it didn't really look that good, however-so I'm sticking with the glowing eyes.
  • The Dwemer Helmet is now in the Tribunal pack as an optional add-on. Note that the icon included in the vanilla pack still reflects this alternate version whether you're using it or not-I may create a "vanilla helmet" icon if there's demand for it.
  • Speaking of which, I have separated the pack out into parts for Vanilla Morrowind and Tribunal. This is to make it more likely to be uploaded to mod sites without compatibility issues, additionally it makes it easier for those who don't have Tribunal to just download the vanilla pack without all the extra files from Tribunal.
  • All the new icon replacements from the recent patch are included as well.

User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Sun Jan 23, 2011 3:33 pm

Okay, I believe I may now be ready for an official release-I'm still a bit paranoid so I might wait until tomorrow or later today to upload it to PES and Elder Scrolls Nexus but capturing the video for this trailer allowed for some fairly thorough testing: http://www.youtube.com/watch?v=Lh3WhUOvUS8

I've also put both parts of the mod onto a single download page-although the "download" button will only take you to the Vanilla pack (I'm using the "archive" feature to do this), there are links for both packs below that button.

http://modprojects.deejaygamer.com/infusions/pro_download_panel/download.php?did=9
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sun Jan 23, 2011 4:47 am

Lol this is really cool! :D

What resolution are you using for textures? I'm having a bit of High-res mania :P
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Sun Jan 23, 2011 10:47 am

Lol this is really cool! :D

What resolution are you using for textures? I'm having a bit of High-res mania :P


I mentioned this before but most of the textures are fairly low resolution-about 256 pixels. This is mainly because a lot of the textures I used were originally designed for Quake modding and if I wanted to increase the resolution I'd have to find some additional textures to help increase the detail. At some point I might do that with at least some of the textures but presently I'm satisfied with them as they are. This mod is more about the "quality" of the pixels than the "quantity". lol
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Next

Return to III - Morrowind