[WIPREL] On The Rocks!

Post » Mon May 07, 2012 6:14 pm

Here's something I've been working on for a while. It is basically a pluginless replacer for the most neglected objects in the Morrowind world: the rocks. They're everywhere, there are hundreds of them, but there's still no replacer for them. Well, working on this I understood why: so many models to replace and a lot of hard fights against clipping.

All the rocks have:
- A more refined model (each rock is between 600 and 1000 polys)
- Ambient occlusion baked in Blender and applied as a detail map
- Bump map

Released modules: Bitter Coast, Azura's Coast, Grazelands, West Gash, Ascadian Isles, Red Mountain, shores
Download and screenshots: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763

As always feedback and comments are very welcome. :)
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Mon May 07, 2012 3:51 am

It is great, very well done, i like that you decide to make vertex paint by texture, this is very intresting way. Those textures made by Connary.
Here is some screens of meshes, i made, with AO map:
http://s003.radikal.ru/i202/1010/a1/b76c07601de3.jpg
http://s001.radikal.ru/i193/1010/56/8c12b5aeb720.jpg
http://s48.radikal.ru/i119/1010/43/f0324a180ace.jpg
http://i064.radikal.ru/1010/47/2d463914e1a7.jpg
http://s47.radikal.ru/i116/1010/69/8c085b0ae70d.jpg
http://s47.radikal.ru/i115/1010/b1/c85439fc42f6.jpg
http://s58.radikal.ru/i161/1010/91/ddf04b4beaab.jpg
http://s51.radikal.ru/i134/1010/fd/a10a1bcdafbd.jpg

Maybe some mossed rocks?
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Mon May 07, 2012 2:36 am

Very nice...they now fit really well in their environment. They practically have the same texture as the grass/moss from the BC texture pack i use. :goodjob:
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Mon May 07, 2012 6:07 am

These rocks are a great improvements, thank you!!! :bowdown:

There is a few screenshots of your rocks at Seyda Neen ;) =>
http://img706.imageshack.us/img706/3552/mgescreen6.jpg
http://img89.imageshack.us/img89/4900/mgescreen8.jpg
http://img831.imageshack.us/img831/5291/mgescreen9.jpg
http://img841.imageshack.us/img841/6787/mgescreen3.jpg
http://img232.imageshack.us/img232/7405/mgescreen2.jpg
http://img412.imageshack.us/img412/5291/mgescreen9.jpg
http://img704.imageshack.us/img704/800/mgescreen4.jpg


There is a few bugs at Seyda Neen (maybe the rocks are too big?) =>
http://img225.imageshack.us/img225/9137/mgescreen5.jpg
http://img209.imageshack.us/img209/6229/mgescreen1.jpg
http://img831.imageshack.us/img831/8843/mgescreen7.jpg
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Mon May 07, 2012 8:51 am

Looking good :) I didnt regenerate distant land to see the differences, seems like some are a little bigger, but it's still WIP so you probably know this already..
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Mon May 07, 2012 11:20 am

You know, I'd actually been thinking today that the rocks in Morrowind could do with some improvement, and then I see this... I'll give this a try.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Mon May 07, 2012 3:47 am

These are absolutely fantastic! Thanks for these, and I look forward to the rest. I've been saying for a while that rocks don't get the attention they deserve and you have adressed the issue perfectly.

Plus that means my Bitter Coast is fully modded. I have some hi-res ground textures, Vurt's trees and grass and now the rocks too. It looks stunning.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Mon May 07, 2012 4:07 pm

Thanks guys! :D
I'm working to solve the clipping problems...
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Mon May 07, 2012 7:53 am

Thanks guys! :D
I'm working to solve the clipping problems...

They look superb, I'll download as soon as you've solved the clipping issues :goodjob:
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Mon May 07, 2012 9:34 am

These rocks are a great improvements, thank you!!! :bowdown:

There is a few screenshots of your rocks at Seyda Nihyn ;) =>
http://img706.imageshack.us/img706/3552/mgescreen6.jpg
http://img89.imageshack.us/img89/4900/mgescreen8.jpg
http://img831.imageshack.us/img831/5291/mgescreen9.jpg
http://img841.imageshack.us/img841/6787/mgescreen3.jpg
http://img232.imageshack.us/img232/7405/mgescreen2.jpg
http://img412.imageshack.us/img412/5291/mgescreen9.jpg
http://img704.imageshack.us/img704/800/mgescreen4.jpg


There is a few bugs at Seyda Nihyn (maybe the rocks are too big?) =>
http://img225.imageshack.us/img225/9137/mgescreen5.jpg
http://img209.imageshack.us/img209/6229/mgescreen1.jpg
http://img831.imageshack.us/img831/8843/mgescreen7.jpg

Thanks for the screenshots - good testing too :)

@ _Taddeus_ Nice work - looking forward to your final release :)
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Mon May 07, 2012 11:47 am

These rocks are a great improvements, thank you!!! :bowdown:

There is a few screenshots of your rocks at Seyda Nihyn ;) =>
Spoiler

http://img706.imageshack.us/img706/3552/mgescreen6.jpg
http://img89.imageshack.us/img89/4900/mgescreen8.jpg
http://img831.imageshack.us/img831/5291/mgescreen9.jpg
http://img841.imageshack.us/img841/6787/mgescreen3.jpg
http://img232.imageshack.us/img232/7405/mgescreen2.jpg
http://img412.imageshack.us/img412/5291/mgescreen9.jpg
http://img704.imageshack.us/img704/800/mgescreen4.jpg

There is a few bugs at Seyda Nihyn (maybe the rocks are too big?) =>
Spoiler

http://img225.imageshack.us/img225/9137/mgescreen5.jpg
http://img209.imageshack.us/img209/6229/mgescreen1.jpg
http://img831.imageshack.us/img831/8843/mgescreen7.jpg

I have to add my thanks as well. :)

Taddeus those rocks look amazing! I /need/ those rocks now. ^^
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Mon May 07, 2012 4:14 am

I like this...a lot! Maybe, just maybe, you will continue all across the land, bringing realism to the world and ushering in the NEW STONE AGE.
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Mon May 07, 2012 4:32 am

This... Rocks? :D
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Mon May 07, 2012 5:10 am

Great work. This would've been on top of my list in case I ever went into modelling. I'll definetely check it out. Ambient Occlusion as a detail map sounds good, I'll have to have a look at that to see if it could add to my Vivec retexture
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Mon May 07, 2012 7:18 am

"The File you are trying to access is temporarily unavailable"

:cry:

Love the screens I saw of the meshes, and I agree, the vertex "painting" is brilliant! :thumbsup:
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Mon May 07, 2012 5:11 am

LoL the Seyda Neen Siltstrider needs to rebuild the platform. :)

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/MWScreenShot17.jpg
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Mon May 07, 2012 4:32 pm

LoL the Seyda Neen Siltstrider needs to rebuild the platform. :)

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/MWScreenShot17.jpg
Hehe, after a long struggle I think I overcome most of the clipping. I ran all around the Bitter Coast and couldn't find anything noticeable. Maybe there's still a mushroom slightly clipping with a rock in a remote corner, but there shouldn't be nothing major like the silt strider platform here...
Tomorrow I'll pack it up and upload Bitter Coast rocks to PES.

I like this...a lot! Maybe, just maybe, you will continue all across the land, bringing realism to the world and ushering in the NEW STONE AGE.
I've Azura's Coast in the works. However, I don't want to rush this too much. Slow and steady is the way to go! :turtle:
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Mon May 07, 2012 7:13 am

Great work. This would've been on top of my list in case I ever went into modelling. I'll definetely check it out. Ambient Occlusion as a detail map sounds good, I'll have to have a look at that to see if it could add to my Vivec retexture
Yes, baked AO it's a technique that has quite some potential, but you must use blender (or a similar 3d modeling software) to achieve this.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Mon May 07, 2012 6:32 pm

Yes, baked AO it's a technique that has quite some potential, but you must use blender (or a similar 3d modeling software) to achieve this.
Hmm. I think AO would be better suited as a Dark map then a detail map. Another interesting feature to note is that they can use separate uv mappings. So you can say have a small color map on a small uv map and a detail texture on a huge uv map. Or stuff like that.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Mon May 07, 2012 2:45 pm

Hmm. I think AO would be better suited as a Dark map then a detail map. Another interesting feature to note is that they can use separate uv mappings. So you can say have a small color map on a small uv map and a detail texture on a huge uv map. Or stuff like that.
Yes, in fact I'm using 2 different UV maps, one for the detail texture and another for the color texture.
I'm using a detail map since I'm sure that Morrowind engine draws it. I'm not sure it draws dark maps (I never tried) but I'll make a try.

EDIT: The forum and PES are incredibly slow for me these days. Is this a common problem or it's only me?
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Mon May 07, 2012 5:32 am

The forums here where quit slow for me yesterday, but now the pages load fast again.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Mon May 07, 2012 4:20 pm

Yes, in fact I'm using 2 different UV maps, one for the detail texture and another for the color texture.
I'm using a detail map since I'm sure that Morrowind engine draws it. I'm not sure it draws dark maps (I never tried) but I'll make a try.

EDIT: The forum and PES are incredibly slow for me these days. Is this a common problem or it's only me?
It does draw dark maps. I've tried it. I think you can even use both but you'll get problems if your textures have opacity/alpha map,

Another thing people don't really know is that you can use a projected light source and project a texture onto a 3d surface in a .NIF and MW renders it. It doesn't interact with other things in the engine but it can be used for a lot of things in-mesh so to speak.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Mon May 07, 2012 5:57 pm

Yes, baked AO it's a technique that has quite some potential, but you must use blender (or a similar 3d modeling software) to achieve this.


Sounds pretty complicated to me. I have never used blender or baked textures before. (Well, I tried a couple of times when I was 16, but that was a long time ago and I failed :D )

Why can't it just be as easy as adding the detail map inj NifScope? :)
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Mon May 07, 2012 1:08 pm

It does draw dark maps. I've tried it. I think you can even use both but you'll get problems if your textures have opacity/alpha map,

Another thing people don't really know is that you can use a projected light source and project a texture onto a 3d surface in a .NIF and MW renders it. It doesn't interact with other things in the engine but it can be used for a lot of things in-mesh so to speak.
These info could be useful, thanks for sharing them. :)

Sounds pretty complicated to me. I have never used blender or baked textures before. (Well, I tried a couple of times when I was 16, but that was a long time ago and I failed :D )

Why can't it just be as easy as adding the detail map inj NifScope? :)
Well, you can add the map in Nifskope, but you need a 3d modeling tool to draw it first. ;)
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Mon May 07, 2012 12:56 pm

I uploaded the Bitter Coast module on PES.
Link is pending, expect it in a few days. As soon as it's online, I'll update the opening post.

http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/OTR-BC01.jpg?t=1287159699
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Next

Return to III - Morrowind