[WIPREL] On The Rocks!

Post » Mon May 07, 2012 3:53 pm

Is this a pure replacer using similar sizes of the original rocks? I really would hate clipping issues :P

Bad-ass looking rocks though!
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Sabrina Schwarz
 
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Post » Mon May 07, 2012 10:05 am

Wow, I love all these improvements to Morrowind that've been popping up recently. Nice work Taddeus!
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Sanctum
 
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Post » Mon May 07, 2012 6:16 pm

Well, you can add the map in Nifskope, but you need a 3d modeling tool to draw it first. ;)

So what exactly do I need blender for? Why can't I create one in Photoshop? :confused:
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RUby DIaz
 
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Post » Mon May 07, 2012 2:31 pm

So what exactly do I need blender for? Why can't I create one in Photoshop? :confused:
AO rendered by a 3d program is basically a cavity map. You could try to mimic it in Photoshop of course but changes are very likely that you won't come close to the same results. There's some very fine precision that goes into these maps.

Good luck trying! Also when you bake an SSAO map it will figure out how it fits together with the uvmnapping. If you do it manually you have to kinda figure outr yourself where everything goes. This can get really messy on some meshes. Rocks should be fine tho. You'd still have to manually figure out where there's caveties.
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Emily Martell
 
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Post » Mon May 07, 2012 2:59 pm

So what exactly do I need blender for? Why can't I create one in Photoshop? :confused:

One trick I use for creating a pseudo AO is by rendering out a normal map, desaturate and then adjust the birghtness and contrast, shadows and highlights, levels, and the like. This method will also add depth and detail, however it isn't quite the same as a real AO map, hence the word "pseudo."

You could also try xnormal, free program. Xnormal can render out several different types of maps including AO maps.





BTW it is about time somebody redid the rocks. I was going to a while ago but lost interest. :S
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gary lee
 
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Post » Mon May 07, 2012 12:38 pm

Thanks everyone for the feedback. :)

Part 1 (Bitter Coast) is online at PES. I updated the opening post with the link.
Coming from the beta, you'll notice changed meshes and a more subtle bump effect.

Is this a pure replacer using similar sizes of the original rocks? I really would hate clipping issues :P
The size of the new rocks is similar to the old ones to avoid clipping. Clearly, the new rocks have a much more complex shape, with bumps and cavities. It wasn't easy to obtain a good result, especially in the Bitter Coast, where the rocks have so many items very close to them.
If you notice any big clipping problem, tell me so that I can fix it.
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An Lor
 
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Post » Mon May 07, 2012 6:47 am

Finally I can have a look at this.

Looks fantastic. Great work!
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Matt Bigelow
 
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Post » Mon May 07, 2012 3:43 pm

First, I love these new rocks. Are you going to allow these to be used as resources?

Second, does MW actually do anything with normal maps? I've tried using them on meshes, and I couldn't tell that they were doing anything at all. I've become convinced that the MW engine doesn't process them - but maybe I'm doing it wrong.
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Emily Jeffs
 
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Post » Mon May 07, 2012 6:27 am

First, I love these new rocks. Are you going to allow these to be used as resources?

Second, does MW actually do anything with normal maps? I've tried using them on meshes, and I couldn't tell that they were doing anything at all. I've become convinced that the MW engine doesn't process them - but maybe I'm doing it wrong.


Normal map used as a bump map, yes(must have your .exe patched by one of the newer versions of the MCP for this to work), as long as the base ninode also has a reflection map used as a texture effect.
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Andrew Lang
 
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Post » Mon May 07, 2012 4:10 pm

I don't know if anyone said this yet, but there is a rock sticking out of the door to Assemanu...east of Seyda Neen. You can still open the door to enter Assemanu, I believe.
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Michael Russ
 
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Post » Mon May 07, 2012 6:09 pm

Is this mod compatible in some way with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7588 or your mod is replacing all the rocks meshes? If I am do not misunderstand, Correct UV rock is just fixing the UV and On the Rocks! replace rocks with better models and correct UV I suppose ?

Very good idea anyway!
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Jonathan Braz
 
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Post » Mon May 07, 2012 4:49 am

Is this mod compatible in some way with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7588 or your mod is replacing all the rocks meshes? If I am do not misunderstand, Correct UV rock is just fixing the UV and On the Rocks! replace rocks with better models and correct UV I suppose ?

Very good idea anyway!
On the Rocks! => They are news models of rocks, thus they don't have bad UVs ;)
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Chavala
 
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Post » Mon May 07, 2012 11:03 am

First, I love these new rocks. Are you going to allow these to be used as resources?

Second, does MW actually do anything with normal maps? I've tried using them on meshes, and I couldn't tell that they were doing anything at all. I've become convinced that the MW engine doesn't process them - but maybe I'm doing it wrong.
Yes, of course you can use them as a resource in your mods.
As for normal maps, try opening one of my rocks in nifskope and take a look at it. As you can see I added the normal map as a bump map AND added to the same NiNode a NiTextureEffect.

I don't know if anyone said this yet, but there is a rock sticking out of the door to Assemanu...east of Seyda Neen. You can still open the door to enter Assemanu, I believe.
Thanks, I'll check this out.
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!beef
 
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Post » Mon May 07, 2012 5:21 pm

Module 2 (Azura's Coast) is online! :)
The link is in the opening post.

Next I have to fix a couple small things in Bitter Coast and then I'll move to the Grazelands. :ahhh:
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Eibe Novy
 
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Post » Mon May 07, 2012 12:42 pm

Module 2 (Azura's Coast) is online! :)
The link is in the opening post.

Whoo Hoo :clap:

Thank you for another release _Taddeus_.
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Mariana
 
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Post » Mon May 07, 2012 4:25 am

This is your mod translate into French like promise :P
=> http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_cote_de_la_melancolie.php
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sally coker
 
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Post » Mon May 07, 2012 6:42 pm

Module 2 (Azura's Coast) is online! :)
The link is in the opening post.

Next I have to fix a couple small things in Bitter Coast and then I'll move to the Grazelands. :ahhh:
WHOOPEE!!!!!!!
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Angela Woods
 
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Post » Mon May 07, 2012 7:32 am

Bitter coast version 1.1 is out on PES. In this update I fixed a rock clipping through a door and improved the bump maps.
And now... to the Grazelands!! :shifty:

This is your mod translate into French like promise :P
=> http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_cote_de_la_melancolie.php
Fantastic! :)
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Hilm Music
 
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Post » Mon May 07, 2012 6:31 am

Cool :) Azura's Coast has like trillions of rocks, so it should really make a difference there, i actually did a bump mapped rock replacer (unreleased) a few months ago for that region, but i think i only did like 2 rocks to see how it looked. Will be interesting to try this..
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Camden Unglesbee
 
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Post » Mon May 07, 2012 6:34 pm

The new bump mapped BC rocks are especially great to use around waterfalls, since they have a slightly damp look to them provided by the reflection map, its very awesome imo!
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Trevi
 
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Post » Mon May 07, 2012 3:23 pm

Azura's Coast? Nice. My most anticipated has to be the Grazelands though. I love that place. And now with this and Vurt's...
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Laura Hicks
 
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Post » Mon May 07, 2012 4:36 pm

Geology...is RAD!!!!
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Bitter End
 
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Post » Mon May 07, 2012 3:07 am

I have just one complaint about the Azura's Coast pack - why were the two menhirs (ex_t_menhir_01 and ex_t_menhir_L_01) omitted? There are thousands of these placed throught the entire region (and Sheogorad)...

Other than that, these are great! :trophy:
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Scared humanity
 
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Post » Mon May 07, 2012 1:16 pm

I have just one complaint about the Azura's Coast pack - why were the two menhirs (ex_t_menhir_01 and ex_t_menhir_L_01) omitted? There are thousands of these placed throught the entire region (and Sheogorad)...

Other than that, these are great! :trophy:
These will be added in another module, along with other coastal rocks. :)
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Oceavision
 
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Post » Mon May 07, 2012 1:20 pm

Taddeus...I have only been exploring the rocks in BC. I just wondered....are you making them all the same type or different types for each region?
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Karen anwyn Green
 
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