[WIP/REL] On The Rocks!

Post » Sat May 28, 2011 8:53 am

Ascadian Isles is downloadable now. YAY!
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Umpyre Records
 
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Post » Sun May 29, 2011 12:01 am

what ??? already ? yessssssss :celebrate:
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Pants
 
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Post » Sat May 28, 2011 1:57 pm

Hey, great work on the rocks. Could you possibly have a single download for all the packs together please? Its hard keeping up with all these updates for the different packs. haha Or scratching that simply mark the date when a particular pack was last updated.
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Sammi Jones
 
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Post » Sat May 28, 2011 8:58 am

Thanks, everyone! I think I'll do Red Mountain rocks next.

Hey, great work on the rocks. Could you possibly have a single download for all the packs together please? Its hard keeping up with all these updates for the different packs. haha Or scratching that simply mark the date when a particular pack was last updated.

You're right, the modules are starting to grow in number. I'll try to put a "last updated" date from now on.
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josie treuberg
 
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Post » Sat May 28, 2011 5:59 pm

Hello Taddeus, aim very happy that you include mine rock texture in AI part of your mode. Thank you.
http://img849.imageshack.us/img849/2231/fixx.jpg, when iam moving mesh, the bump effect lost, its all because nithrishape and texture effect havent supported node, on wich depend bump.
You just need to add zero node, and insert your node in this node, and bug will lost.
http://img94.imageshack.us/img94/4926/fixx2.jpg
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Ria dell
 
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Post » Sat May 28, 2011 12:14 pm

Hello Taddeus, aim very happy that you include mine rock texture in AI part of your mode. Thank you.
http://img849.imageshack.us/img849/2231/fixx.jpg, when iam moving mesh, the bump effect lost, its all because nithrishape and texture effect havent supported node, on wich depend bump.
You just need to add zero node, and insert your node in this node, and bug will lost.
http://img94.imageshack.us/img94/4926/fixx2.jpg

Thanks for the report. :)
If I understand well, the bump map disappears only when you move a rock. If so, the problem can only be encountered in the Construction Set, right?
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Kanaoka
 
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Post » Sat May 28, 2011 12:42 pm

If I understand well, the bump map disappears only when you move a rock. If so, the problem can only be encountered in the Construction Set, right?

If someone will move mesh in game by script, bump will lost. And i dont know what will happend with additionals plugins with moved meshes, i didnt test this.
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Eduardo Rosas
 
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Post » Sat May 28, 2011 8:37 pm

Ok, I'll make some tests in the next days, as soon as I'll be back to my main pc.
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Ebou Suso
 
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Post » Sat May 28, 2011 10:38 pm

I've noticed that same bump map vanishing problem in the CS for a while also, but not just for these rocks. The same thing happens to Vality's Ice Caverns Enhanced mesh replacer as well in the CS when the meshes are moved. I assume if a bump mapped rock was scripted to fall it would lose the bump map in game once it moves from its original position, but when the game is reloaded it would have the bump map back while being in its new position - basing this on the CS because the bump effects come back if you save and reload the esp after having moving the objects. I know absolutely nothing about scripting so haven't bothered trying to test it in game. You could probably bump map some random misc. item though, plop it down in the census and excise office, and then move it to see what happens as a test.
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Cameron Garrod
 
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Post » Sat May 28, 2011 9:56 am

Yes, I tried it and the bump effect disappears if I move the rocks in the CS. I intend to fix this bug, but since it's a bug that you have extremely low chances to encounter while playing (I can't think of any in-game moving rock), I'll do it after a few more replacement packs. The new packs will come with "move proof" bump maps, so it will be only a matter of fixing the old modules in the end.

Anyway, I'm working on the next region (Red Mountain) and here are a couple screenshots. Only 10 rocks out of 24 have already been remodeled, but you can get an idea of the general look.
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/rm_wip_01.jpg?t=1301659216
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/rm_wip_02.jpg?t=1301659215
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yermom
 
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Post » Sat May 28, 2011 9:19 am

You work really fast, Taddeus!
Only thing I can take issue with would perhaps be the redness of the texture. Looking perfect otherwise! :)
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Jessica Lloyd
 
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Post » Sat May 28, 2011 3:57 pm

You work really fast, Taddeus!
Only thing I can take issue with would perhaps be the redness of the texture. Looking perfect otherwise! :)

Glad you like it. :)
Regarding the texture, I thought "For the Red Mountain I need a red texture!". So I searched for one and used it for the first rocks (the ones you see in the screenies). But in the end I didn't really liked how it blended with the surroundings, so I switched to a more neutral dark gray which fit better with the terrain and other rocks. I'll post screenshots with this new texture soon, I'm reinstalling MW now...
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YO MAma
 
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Post » Sat May 28, 2011 8:46 am

Great work Taddeus!
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Nitol Ahmed
 
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Post » Sat May 28, 2011 9:47 pm

Some new shots for the Red Mountain rocks. As you can see, I replaced the old reddish texture with a dark gray one, which looks much better in my opinion. The rocks are still a bit rough and I've to make adjustments to the UV proportions, so the rocks you see in these screenies are just to give you an idea of what you'll get at the release. They're not bump mapped either.
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS01.jpg?t=1302792788
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS02.jpg?t=1302792788
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS03.jpg?t=1302792786

I'm at 16/24 rocks modeled, but I think I'll have to redo all of the ambient occlusion maps, so there's still quite a bit of work to be done before this module sees the light.

Bye :)
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Eilidh Brian
 
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Post » Sat May 28, 2011 6:56 pm

Amazing works!
Thanks for all your hard works. :thumbsup:
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Rich O'Brien
 
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Post » Sat May 28, 2011 12:09 pm

Amazing works!
Thanks for all your hard works. :thumbsup:

Thanks! I'm at 21/24 rocks now... :)
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Sarah Knight
 
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Post » Sat May 28, 2011 8:38 pm

Rocks look awesome Taddeus, downloaded already, cant wait for the complete set :)

One question though, the three rocks "ex_t_rock_coastal_01/2/3" are flat on the top, and alot of people use them as paths and such. Im just curious if you have done them the same, ive looked in the screenshots but i can't seem to see any flat topped looking ones. Just curious. Keep up the great work :thumbsup:

edit: My bad, just checked it out in game, looks great! Ignore what i said
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 10:49 am

Module 7: Red Mountain on the Rocks is out!! :D
You can find it on the usual PES page, just wait a little for the download link to become available.

Some screens:
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS04.jpg?t=1303341447
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS14.jpg?t=1303341434
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS10.jpg?t=1303341440
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS11.jpg?t=1303341436
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS06.jpg?t=1303341443
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS09.jpg?t=1303341438
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS05.jpg?t=1303341444
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/SS07.jpg?t=1303341440

The rocks of this module don't have the bump map bug that Apel mentioned in a previous post. I'll remove the bug from the already released modules with time. However, I want to remember that the bug is not noticeable in game as long as I know.

@Super-Naut: I'm trying to keep my rocks as close as possible to the original shape. In fact, a big part of the work is to ensure that there aren't clipping or overlapping problems between my rocks and other elements of the game world. Speaking of the flat rocks in particular, I took great care while building them and tested them a lot. It seems to me that guards and other NPC tend to walk freely on my flat rocks, where with the vanilla rocks they happened to become struck. In this sense, you can think of my replacer as a kind of "fix" for the walk paths. :)
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Krystina Proietti
 
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Post » Sat May 28, 2011 2:58 pm

:ahhh: they are incredibly beautiful!!! ^_^

can't wait to dl them.
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Queen Bitch
 
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Post » Sat May 28, 2011 6:06 pm

Oh thanks!!!!!

Thank you again for all your hard work! :tes:


[Edit] you have forgot to include the meshes: terrain_rock_rm_16.nif
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 10:52 am

Thanks! :)
The mesh number 16 is not included because it's not used in game (or at least I wasn't able to found it in the CS).
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C.L.U.T.C.H
 
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Post » Sat May 28, 2011 3:03 pm

maybe it's used by modders?
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Penny Courture
 
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Post » Sat May 28, 2011 12:33 pm

maybe it's used by modders?

Yes, but for now I'm concentrating on rocks used in game.
I'm planning to build the unused meshes too (they're 3 or 4 until now), but they've a low priority and so they'll be released after the main package is complete. Speaking of which... I just realised that there are only two regions to go: Molag Amur and Ashlands. I think I'll go for Ashlands first.
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Angel Torres
 
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Post » Sat May 28, 2011 5:38 pm

Yes, but for now I'm concentrating on rocks used in game.
I'm planning to build the unused meshes too (they're 3 or 4 until now), but they've a low priority and so they'll be released after the main package is complete. Speaking of which... I just realised that there are only two regions to go: Molag Amur and Ashlands. I think I'll go for Ashlands first.


don't forget the massive undertaking that is solstheim. :whistling:
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The Time Car
 
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Post » Sat May 28, 2011 11:43 pm

Yes to remake rocks for Solstheim would be fantastic!
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Tanya Parra
 
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