[WIPREL] On The Rocks!

Post » Mon May 07, 2012 8:24 am

Version 1.1a for the Grazelands is available up at PES now.

Can't wait to see the West Gash rocks. :biggrin:

Are you planning on redoing the Solstheim rocks after you finish all of Vvardenfell's rocks?
To tell the truth, West Gash rocks are nearly finished, I just have to add bump maps to them. They took me a lot of time because:
1) They're a lot (more than 20)
2) The arched rocks were not easy to map at first, they took me a lot of attempts
3) I had to update the old modules (done!)
4) I slowed down my work pace due to RL

However, I'm trying to add a bit of detail to the biggest rocks, to make them look better, so I'll need a few more time before the release.

And yes, I'll do Solstheim after Vvardenfell is done. :)
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Jessica Colville
 
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Post » Mon May 07, 2012 10:46 am

:celebration: :celebration:
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Taylor Tifany
 
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Post » Mon May 07, 2012 5:44 am

To tell the truth, West Gash rocks are nearly finished, I just have to add bump maps to them. They took me a lot of time because:
1) They're a lot (more than 20)
2) The arched rocks were not easy to map at first, they took me a lot of attempts
3) I had to update the old modules (done!)
4) I slowed down my work pace due to RL

However, I'm trying to add a bit of detail to the biggest rocks, to make them look better, so I'll need a few more time before the release.

And yes, I'll do Solstheim after Vvardenfell is done. :)
I believe the Ashlands might actually have more rocks involved with it than even the West Gash...mainly because it uses about 2-3 different rock types mixed together in most of its cells. Real life always takes priority as well, so I wouldn't worry about that slowing down your progress.

Solstheim's rocks are in bad need of a remake or even just uvmap fixes if worst comes to worst. While working on my snowy island I've noticed that about 80% of the rocks have a unvmapping problem of some kind on them somewhere. Solstheim definitely takes the cake though for the highest amount of rocks. With a rock count of 92 - not including the icehunk and snow meshes that are used in a similar manor to rocks around the place - it certainly would be best doing it last. :blink:
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George PUluse
 
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Post » Mon May 07, 2012 9:09 am

I encountered a strange prob: There seems to be a collision at the BC cave entrances. I need to use tcl to reach the door. Can anyone reproduce this?
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FITTAS
 
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Post » Mon May 07, 2012 6:55 am

To tell the truth, West Gash rocks are nearly finished, I just have to add bump maps to them. They took me a lot of time because:
1) They're a lot (more than 20)
2) The arched rocks were not easy to map at first, they took me a lot of attempts
3) I had to update the old modules (done!)
4) I slowed down my work pace due to RL

However, I'm trying to add a bit of detail to the biggest rocks, to make them look better, so I'll need a few more time before the release.

I'm more excited than I should be about rocks. You really stepped up the quality I felt with your Grazelands release :)
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joannARRGH
 
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Post » Mon May 07, 2012 6:32 pm

I encountered a strange prob: There seems to be a collision at the BC cave entrances. I need to use tcl to reach the door. Can anyone reproduce this?
anyone? it's a bit difficult at the moment to raid the caves...
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Kayla Oatney
 
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Post » Mon May 07, 2012 10:08 am

I'm more excited than I should be about rocks. You really stepped up the quality I felt with your Grazelands release :)
Thanks! :)

anyone? it's a bit difficult at the moment to raid the caves...
You're right. Somehow the collision on that mesh is wrong (don't know why since I didn't messed up with collision...).
However, I'm uploading a fixed version for BC and AC. Grazelands seem immune to the problem.
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Cathrin Hummel
 
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Post » Mon May 07, 2012 4:07 am

anyone? it's a bit difficult at the moment to raid the caves...
I have tested, and yes I'm stuck too >.<'
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kevin ball
 
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Post » Mon May 07, 2012 3:01 am

I've uploaded the fixed versions for BC and AC. Let me know if this solves the problem.
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Lisa Robb
 
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Post » Mon May 07, 2012 2:16 pm

You're right. Somehow the collision on that mesh is wrong (don't know why since I didn't messed up with collision...).
However, I'm uploading a fixed version for BC and AC. Grazelands seem immune to the problem.
:thumbsup:
I knew I could count on you!! :goodjob:

Thanks papill6n for checking!
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Chase McAbee
 
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Post » Mon May 07, 2012 2:40 am

I'm sorry, Taddeus. I'm getting "file not found" errors trying to d/l the updated files from PES.
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Dean Brown
 
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Post » Mon May 07, 2012 3:53 am

It always takes a little while for the updated files to become available after uploading them, the download should start working in a few hours or so.
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FLYBOYLEAK
 
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Post » Mon May 07, 2012 6:06 pm

Yep, that was it, povuholo. I went back today and they were there. Thanks! Taddeus, the new rocks look great. Definitely a sorely overlooked landscaping feature. The rocks fit in with a re-textured game so much better.
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Eddie Howe
 
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Post » Mon May 07, 2012 8:48 am

Thanks! I hope the collision bug is gone with the latest versions.
I worked quite a bit on this today and modeling on WG rocks is finished. I've to add the bunp maps, but if everything goes well you can expect a release tomorrow.
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Miragel Ginza
 
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Post » Mon May 07, 2012 5:32 pm

And here it is: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763
A few screenshots while you wait for PES to make it available:
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Gnisis.jpg?t=1300896447
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/WestGash.jpg?t=1300896444
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Khuul.jpg?t=1300896448
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Tomb.jpg?t=1300896445

The next region is: Ascadian Isles!

Bye :D
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Latino HeaT
 
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Post » Mon May 07, 2012 8:26 am

Wow!
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Liii BLATES
 
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Post » Mon May 07, 2012 6:21 pm

Awesome! I sure do love them rocks. :D
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Len swann
 
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Post » Mon May 07, 2012 12:56 pm

Awesome work!
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Eileen Collinson
 
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Post » Mon May 07, 2012 2:27 am

NICE!

Might one ask what sign replacer you're using? :)
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Laura Cartwright
 
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Post » Mon May 07, 2012 4:16 pm

oh. beautiful!

and the cave entrances work fine now!
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Marie
 
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Post » Mon May 07, 2012 1:17 pm

I love your rework of the landbridge mesh in Gnisis, Taddeus! Awesome work on this!
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Queen of Spades
 
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Post » Mon May 07, 2012 11:29 am

I've just uploaded the new module, Ascadian Isles, on PES. Just wait a little bit while they make the link available for download and you'll be able to grab it.

As always, a few screenies:
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/AI_01.jpg?t=1301068197
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/AI_02.jpg?t=1301068198
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/AI_03.jpg?t=1301068195
- http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/AI_04.jpg?t=1301068193

I've to thank Apel for allowing me to use the rock texture that will be in his upcoming AI retexture.

Might one ask what sign replacer you're using? :)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=133

and the cave entrances work fine now!
Ok, problem solved!

I love your rework of the landbridge mesh in Gnisis, Taddeus! Awesome work on this!
Thanks, I spent a lot of time on it. I redid it many times until I was satisfied with the result. :)
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xemmybx
 
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Post » Mon May 07, 2012 6:44 am

:o
More rocks!? You really are spoiling us!
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Life long Observer
 
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Post » Mon May 07, 2012 1:33 pm

I hates waiting . . . grumble . . .

They do look nice, Taddeus. I'll be on the edge of my seat until it is available. I am amazed that my FPS doesn't drop like a rock, but even though your replacements make a huge visual impact, they don't cause any noticeable negative effects.
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Albert Wesker
 
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Post » Mon May 07, 2012 11:57 am

http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_faille_de_louest.php :celebration:
Thanks _Taddeus_ for your wonderful mods!
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Katey Meyer
 
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