[WIP/REL] On The Rocks!

Post » Sat May 28, 2011 9:38 pm

Thanks Azura's Coast :
http://img833.imageshack.us/img833/8843/mgescreen7.jpg
http://img843.imageshack.us/img843/5291/mgescreen9.jpg
http://img140.imageshack.us/img140/3552/mgescreen6.jpg
http://img802.imageshack.us/img802/9137/mgescreen5.jpg
http://img40.imageshack.us/img40/800/mgescreen4.jpg
http://img301.imageshack.us/img301/7405/mgescreen2.jpg
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sat May 28, 2011 10:19 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?

Each region has different models, that's why it takes a few days between a module and the following.

Grazelands are coming along well. I completed the models, now I'm tweaking them to fix a few clipping issues and then I'll have to add bump maps. I expect to release them at the beginning of next week.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sat May 28, 2011 9:29 pm

This is your mod translate into French like promise :P
=> http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_cote_dazura.php
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Sat May 28, 2011 9:54 pm

Grazelands are coming along well. I completed the models, now I'm tweaking them to fix a few clipping issues and then I'll have to add bump maps. I expect to release them at the beginning of next week.

I look forward to it with great anticipation.
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sat May 28, 2011 8:30 pm

Grazelands are up on PES. :)

Next: Coastal Rocks!
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sat May 28, 2011 2:23 pm

Thank you !!! :celebration:
The Coastal Rocks will be so a visual improvements!!! :shocking: :shocking:

http://img264.imageshack.us/img264/8509/mgescreenshot1.jpg
http://img28.imageshack.us/img28/9448/mgescreenshot2.jpg
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sat May 28, 2011 8:36 am

_Taddeus_ after i installed your Grazelands rocks i immediately missed my old rock textures...for about 2 seconds. :D

Thanks for the GL rocks. :foodndrink:
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sat May 28, 2011 11:16 pm

:foodndrink: http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_region_des_grandes_patures.php
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Sat May 28, 2011 11:06 pm

What ground replacer do you use Taddeus?
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat May 28, 2011 5:22 pm

http://img264.imageshack.us/img264/8509/mgescreenshot1.jpg

All of those rocks look awesome, except for the one in the water.


Oh wait.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Sat May 28, 2011 7:32 pm

All of those rocks look awesome, except for the one in the water.


Oh wait.

:D
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Sat May 28, 2011 2:58 pm

Thanks everyone for the positive feedback. :)
As always, if you find a rock clipping bad with the environment, tell me where it is so that I can correct it.

:foodndrink: http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/rochers_de_la_region_des_grandes_patures.php

Thanks!

What ground replacer do you use Taddeus?

I have Morrowind Visual Pack 3 and Connary textures on top of it.

All of those rocks look awesome, except for the one in the water.

Oh wait.

Hehe, at a certain time I tried to remake even that type of "rock", but I can't seem to export animations correctly from blender. :brokencomputer:

A little preview on coastal rocks:
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coastal01.jpg?t=1288187574 - the great rock (clear) is mine, the little one (dark) is vanilla, I'm working on matching the vanilla color and improving the bump map
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coastal02.jpg?t=1288187573
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Sat May 28, 2011 9:09 am

Splendid! :shocking: :shocking:
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Sat May 28, 2011 9:20 pm

These coastal rocks are giving me a few problems. They're only 5, but are more complex than the other I did until now. However, even if slowly, I'm proceeding.

http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coastal03.jpg?t=1288300269
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coastal04.jpg?t=1288300274
http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coastal05.jpg?t=1288300274

:D
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat May 28, 2011 1:06 pm

Those coastal rocks are looking good. Are you ever going to do TR rocks? They're starting to look really ugly next to these.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat May 28, 2011 4:15 pm

Those coastal rocks are looking good. Are you ever going to do TR rocks? They're starting to look really ugly next to these.

Thanks! :)
Well, I don't know much about TR rocks. If they're retextures of vanilla rocks, they can be done pretty quickly, but if they are new models they'll require some work. However, before thinking to TR, I've to finish Vvardenfell and Solstheim.
And should I do interior rocks too?

Coastal rocks are progressing. I've the models and have textured them, but I've a little collision problem with one of the rocks and then I must apply the bump maps.
The project will be in stand-by for the next few days since I'm going out for a brief holyday! :celebrate:
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sat May 28, 2011 4:38 pm

And should I do interior rocks too?

Why not? :D

Thanks in advance! :P
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Sat May 28, 2011 8:06 am

should I do interior rocks too?

Vanilla cave rocks in many cases looks out of place. Fortunately Slartibartfast's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8656 fixed this problem. Even better rock models that match their surroundings? That would be great :)
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sat May 28, 2011 11:11 pm

Taddeus, would you also be able to retexture Static: furn_coalpile00 & furn_coals_hot & Furn_De_Firepit_01 & furn_anvil00? I don't recall Connary or anyone else redoing those textures.
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Sat May 28, 2011 9:26 pm

You'd have to be pretty careful with interior rocks because it would be much easier to accidentally have an 'improved' mesh block a path. Caves can be pretty narrow at times.

But yes if you can do it and have them match the type of cave they're in (won't be pluginless then though) that would be great. :D
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Sat May 28, 2011 8:36 am

You'd have to be pretty careful with interior rocks because it would be much easier to accidentally have an 'improved' mesh block a path. Caves can be pretty narrow at times.

But yes if you can do it and have them match the type of cave they're in (won't be pluginless then though) that would be great. :D



This is true. Perhaps you could keep the original collision data or something as a precaution.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat May 28, 2011 5:45 pm

Vanilla cave rocks in many cases looks out of place. Fortunately Slartibartfast's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8656 fixed this problem. Even better rock models that match their surroundings? That would be great :)

Yes, before redoing the interior rocks I should look at Slartibartfast's fix to see how the two mods can work togheter. As always, I'll try my best to mantain compatibility.

Taddeus, would you also be able to retexture Static: furn_coalpile00 & furn_coals_hot & Furn_De_Firepit_01 & furn_anvil00? I don't recall Connary or anyone else redoing those textures.

I can try, but you'll have to wait until the rocks are done. This means a looooong time...

You'd have to be pretty careful with interior rocks because it would be much easier to accidentally have an 'improved' mesh block a path. Caves can be pretty narrow at times.

But yes if you can do it and have them match the type of cave they're in (won't be pluginless then though) that would be great. :D

I'll have to be careful with interior rocks because of collision and because often they've objects on them. I've to mantain the upper part of the rock similar to the original or those items will float in the air.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat May 28, 2011 8:37 am

Just posting to say that all your rocks looking really great, excellent!

I am eagerly waiting snowy rocks for Sostheim, but for sure there is no need to rush for this.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Sat May 28, 2011 4:24 pm

And the 4th module, shores on the rocks, is out on PES! :)
A couple screenshots: http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coast2.jpg?t=1288993760 and a http://i794.photobucket.com/albums/yy227/_Taddeus_/Morrowind%20Mods/Coast1.jpg?t=1288993756.

Next: West Gash.
This will require some time, though, because I want to fix some small things in the already released modules and work a bit on a new NoM mini-patch.
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Sat May 28, 2011 11:03 pm

Those flat rocks are obseenly (how do you spell that?) cool. I'll be downloading this tommorow.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

PreviousNext

Return to III - Morrowind