[WIP] On The Rocks Optimised

Post » Thu Apr 02, 2015 3:30 am

First of all. Big thanks to Taddeus for making the improved meshes in the first place. Also, thanks for allowing me to make my own version of them.

So, decided to pick up where I left off with this mod. It's nice to have options n all.

What does this mod do?
The aim of the mod is to keep the nice new shape of the rocks that Taddeus made
Removing the texture effects which cause a sort of shrink wrap effect.
Decrease the poly count on all meshes by roughly 70%
Add simplified collision to the meshes instead of using per face collision. (This should prevent you from getting caught in certain circumstances.)


Installation
It is worth noting that this mod doesn't require the original On The Rocks mod by Taddeus.
It is recommended that you first uninstall that before using this.
The reason for this is, not all the meshes included in the original mod are included in this version.

The reason why they arent included here is because they were simply vanilla meshes with the texture effects applied. (No sense in me including vanilla meshes)

Excluded Meshes

Spoiler
Ashlands
x\ex_AL_cave_entrance_01.nif
x\terrain_ashmire_01.nif

Bloodmoon
x\ex_bm_tomb_door_XX.nif
f\act_bm_stone_beast_01.nif
act_bm_stone_earth_01.nif
act_bm_stone_sun_01.nif
act_bm_stone_tree_01.nif
act_bm_stone_water_01.nif
act_bm_stone_wind_01.nif
bm_ex_ice_exit02_dirt.nif
bm_ex_ice_exit03_dirt.nif
bm_ex_ice_exit04.nif
bm_ex_ice_exit05.nif

Molag Amur



***I will update this list***



Download
http://www.nexusmods.com/morrowind/mods/43075/?

Morrowind Modding History (when i remember what email/password i used)


Progress
So far I have completed the following regions rocks.
Ascadian Isles
Azuras Coast
Bitter Coast
Graxelands
Shores
West Gash

I have yet to do these.
Ashlands
Red Mountain
Molag Amur

I am aware of a few issues with some of the meshes I have done previously. I will get to those as soon as I've done the remaining regions

I will update this section as I progress.


Feedback
Of course, really appreciate any feedback and/or suggestions you have to offer.
Any issues with collision, say you are floating on a rock or sinking through it. Let me know.

User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Wed Apr 01, 2015 9:38 pm

So... The reason I stopped working on these was because I wasn't sure how to go about the rest of the meshes.

The other meshes, namely the ashlands ones, use two textures, and they look unsightly http://i.imgur.com/6YFg3Ok.png

Like I said, I wasn't sure how to go about it. Still not 100%.

Should i UV map them in such a way that this is hidden from sight as much as possible (Time consuming)

or

Do I remove the second texture and just use the base texture, and UV Map it with just the single texture. http://i.imgur.com/J9fuAKn.png

or

Should I UV Map them with a single texture, but more like the vanilla version. http://i.imgur.com/q7yxC1T.png (Basically the dusty bit at the bottom)

Really appreciate your opinions. Cheers all!

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Cody Banks
 
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Post » Thu Apr 02, 2015 8:44 am

I just wanted to ask regarding the installation - you mentioned OTR is not required. So none of the textures there are needed? I wasn't sure when I downloaded your optimised version, so I use meshes from yours plus textures included in original OTR.

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Stat Wrecker
 
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Joined: Mon Sep 24, 2007 6:14 am

Post » Thu Apr 02, 2015 3:14 am

Exactly, none of the textures from the original mod are required.

If you like the diffuse maps Taddeus included however, you can feel free to use them.

The other textures included are Ambient Occlusion and Normal Maps. Which is what this mod removed.

You can see http://i.imgur.com/9HOxl7f.png. Which textures I mean.

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Tracy Byworth
 
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Post » Thu Apr 02, 2015 1:58 am

Okay, thanks for explanation! :)

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Neil
 
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Joined: Sat Jul 14, 2007 5:08 am

Post » Thu Apr 02, 2015 1:43 am

Still trying to decide the best way to go about doing these.

http://i.imgur.com/RJnSWlj.png

This one has had the poly's cut down 70%. The two textures applied and lined up where they meet to create the continued texture appearance.

More like the vanilla ones.

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jasminĪµ
 
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Joined: Mon Jan 29, 2007 4:12 am

Post » Thu Apr 02, 2015 1:29 pm

Maybe is just me, but the picture is so dark I can't really see a thing...

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sunny lovett
 
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