[REL] Vivec Bump Maps

Post » Sat May 28, 2011 1:02 pm

Well i am still quit busy finding and installing mods for my new game so it still may take a few days before i can start playing again. But once i do start to play again i will certainly let you know if things work good or if strange things happen. :)
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Cool Man Sam
 
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Post » Sat May 28, 2011 12:04 pm

Thank you for these - I very much like the screenshots, and will try these out in-game.
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Taylah Haines
 
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Post » Sat May 28, 2011 5:07 am

Biont, the latest version works like a charm on my game. You did a fantastic job with these. Would love to see some bumpmaps on other popular texture replacers. Darknut's dwemer ruins, perhaps? :disguise:
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Epul Kedah
 
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Post » Sat May 28, 2011 12:49 pm

Biont, the latest version works like a charm on my game. You did a fantastic job with these. Would love to see some bumpmaps on other popular texture replacers. Darknut's dwemer ruins, perhaps? :disguise:


Oh I'm glad to hear it works now.
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Pumpkin
 
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Post » Sat May 28, 2011 4:44 pm

This is weird i just went to Vivec to see how it looks and i get these warnings?

Spoiler
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_01.NIF" tex not found "tx_waterfall_ref.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_01.NIF" tex not found "tx_waterfall_02_nm.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_01.NIF" tex not found "tx_waterfall_01_nm.dds"!
Texture Load Error!: tx_waterfall_ref.dds
Texture Load Error!: tx_waterfall_02_nm.dds
Texture Load Error!: tx_waterfall_01_nm.dds
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_C_02.NIF" tex not found "textures\tx_block_adobe_redbrown_01_g.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_C_02.NIF" tex not found "textures\tx_block_adobe_redbrown_01_nm.dds"!
Texture Load Error!: textures\tx_block_adobe_redbrown_01_g.dds
Texture Load Error!: textures\tx_block_adobe_redbrown_01_nm.dds
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_C_04.NIF" tex not found "textures\tx_block_adobe_redbrown_01_g.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_C_04.NIF" tex not found "textures\tx_block_adobe_redbrown_01_nm.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_05.NIF" tex not found "tx_waterfall_ref.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_05.NIF" tex not found "tx_waterfall_02_nm.dds"!
TES3Stream Warning: Model "Meshes\x\Ex_Vivec_waterfall_05.NIF" tex not found "tx_waterfall_01_nm.dds"!
Texture "tx_waterfall_02_nm.dds" count 3.
Texture "tx_waterfall_ref.dds" count 3.


All the nif files exist...but none of the textures mentioned, not in your download nor any where else on my hard drive? Did i do something wrong here?

Warnings aside, it does look good. :)
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Clea Jamerson
 
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Post » Sat May 28, 2011 5:34 am

All the nif files exist...but none of the textures mentioned, not in your download nor any where else on my hard drive? Did i do something wrong here?

Warnings aside, it does look good. :)


Sorry, my mistake. I accidentially included the meshes from AOF's waterfalls which I have installed. So you either install those or delete the ex_vivec_waterfall_* nifs.

I just uploaded an update which includes the missing adobe_redbrown textures.
I also resized some textures and compressed all of them so the mod is now much smaller than the previous version.
Also included is a new envmap which enhances the bump effect a bit but also makes some parts a fair bit too glossy for my taste. That's one of the things that still needs tweaking.
http://img833.imageshack.us/img833/3341/morrowind49.jpg.


Check the OP for the updated links

(if you update, you might want to back up the old vivec_reflection.dds in case you don't like the new environmanet map)
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мistrєss
 
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Post » Sat May 28, 2011 8:21 am

Check the OP for the updated links


Thanks for the quick reply Biont, i will download the new version. :)

EDIT: No more warnings now and it looks really good. :goodjob:
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Lew.p
 
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Post » Sat May 28, 2011 8:52 pm

Got some feedback, biont. The reflect maps on the "ground" of the cantons look really bad at extreme angles I am sorry to say. Also, you need to apply these to the molag-mar model.
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Emily Rose
 
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Post » Sat May 28, 2011 6:36 am

Got some feedback, biont. The reflect maps on the "ground" of the cantons look really bad at extreme angles I am sorry to say. Also, you need to apply these to the molag-mar model.


I do not know about the floors but as far as Molag Mar...well i can definitely see parts that show Bionts work?

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot03.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot04.jpg
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Paula Ramos
 
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Post » Sat May 28, 2011 11:39 am

I do not know about the floors but as far as Molag Mar...well i can definitely see parts that show Bionts work?

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot03.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot04.jpg



Thanks for the screens, I always wanted to check there. Guess I probably should to those meshes too, right? :obliviongate:
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 8:25 am

Thanks for the screens, I always wanted to check there. Guess I probably should to those meshes too, right? :obliviongate:


Your welcome. :)

It would be nice, it is a Velothi canton. Leaving it out as the only canton in Morrowind that does not have the full bump map look would be a shame i guess.
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Trevor Bostwick
 
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Post » Sat May 28, 2011 7:25 am

Sorry Biont but i found another thing.

TES3Stream Warning: Model "Meshes\x\Ex_Vivec_prisonmoon_01.NIF" tex not found "textures\tx_moon_base_01_g.dds"!TES3Stream Warning: Model "Meshes\x\Ex_Vivec_prisonmoon_01.NIF" tex not found "textures\tx_moon_base_01_nm.dds"!Texture Load Error!: textures\tx_moon_base_01_g.ddsTexture Load Error!: textures\tx_moon_base_01_nm.ddsTexture Load Error!: textures\tx_moon_base_01_g.ddsTexture Load Error!: textures\tx_moon_base_01_nm.ddsTexture Load Error!: textures\tx_moon_base_01_nm.ddsTexture Load Error!: textures\tx_moon_base_01_g.dds

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Lori Joe
 
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Post » Sat May 28, 2011 6:34 pm

Maybe its because an normal map texture = zzzzzz_NRM.dds ??
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Fam Mughal
 
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Post » Sat May 28, 2011 6:22 pm

I do not know about the floors but as far as Molag Mar...well i can definitely see parts that show Bionts work?

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot03.jpg

http://i176.photobucket.com/albums/w172/Illius_photos/MW%20Mod%20try/MWScreenShot04.jpg
Yeah, there are parts. The canton itself is not all one mesh, it's a few, but the main block is what Biont needs to do.

Biont, remember when I showed you that screen with the cantons all crazy and white, but only specific ones? I use an open-top canton mod for vivec that swaps out many cantons (All but foreign and arena) for the Molag-Mar model. That's why only a few were white. :3
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Claire Jackson
 
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Post » Sat May 28, 2011 8:27 pm

:rolleyes: Sorry about the moon_base textures. I'll include them in the next update.
If I got the time, I'll do Molag Mar today and post the update pretty soon.

Thank you very much for your feedback
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Robert Jr
 
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Post » Sat May 28, 2011 6:18 am

:rolleyes: Sorry about the moon_base textures. I'll include them in the next update.
If I got the time, I'll do Molag Mar today and post the update pretty soon.

Thank you very much for your feedback


Your welcome, and take your time. No need to hasten things. :)
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SaVino GοΜ
 
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Post » Sat May 28, 2011 1:35 pm

Okay I just finished the main canton and the upper plaza of Molag Mar. I'll update the first post with the new download link

@Enzo Dragon: If it looks bad, there's not much I can do about it, I'm afraid. If it looks awful, I might have forgot to set the filter type. That sometimes happens and really needs to be fixed. Vivec Foreign quarters suffered from this and should be fixed with the update.
My new textures might also help when I release them. (I'm even thinking about a 2048 texture for the floor because my 1024 one still looks pretty blurry)

Concerning your mod: Does that mean it should work now that the molag mar model is included or does it mean that everything's going to be glitchy in your install now? :)



Oh and since I mentioned my textures anyway: What do you think? Should those be included in this mod (probably needs a better name then) or should I release it as a separate mod which requires this one?
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Roberto Gaeta
 
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Post » Sat May 28, 2011 5:23 am

Okay I just finished the main canton and the upper plaza of Molag Mar. I'll update the first post with the new download link

@Enzo Dragon: If it looks bad, there's not much I can do about it, I'm afraid. If it looks awful, I might have forgot to set the filter type. That sometimes happens and really needs to be fixed. Vivec Foreign quarters suffered from this and should be fixed with the update.
My new textures might also help when I release them. (I'm even thinking about a 2048 texture for the floor because my 1024 one still looks pretty blurry)

Concerning your mod: Does that mean it should work now that the molag mar model is included or does it mean that everything's going to be glitchy in your install now? :)



Oh and since I mentioned my textures anyway: What do you think? Should those be included in this mod (probably needs a better name then) or should I release it as a separate mod which requires this one?
Woo! Glad you included the upper plaza and the canton, sir.

Since the Molag Mar model is included, the mod should look as you intended vivec to look, now. http://archibald-tk.deviantart.com/art/Vivec-Open-Air-Plazas-Beta-0-6-128876995?q=sort%3Atime+gallery%3Aarchibald-tk&qo=2 is the mod I am talking about, by the way.

As for your textures, what do you mean? I'm confused.
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Talitha Kukk
 
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Post » Sat May 28, 2011 5:51 pm

Oh sorry, I forgot to provide a link.


I'm making new, high resolution textures from scratch. There's still lots of stuff to do, but it's progressing nicely. I hope that this texture pack will look alot nicer than the generic bump effect in this mod.
And even if it doesn't, it's still at a higher resolution :)


http://img19.imageshack.us/gal.php?g=morrowind63.jpg http://img230.imageshack.us/gal.php?g=morrowind72.jpg (I already posted these in the wip-thread)

The second gallery is more up to date, but the first one shows the new floor texture better :)




Edit: Oh and I should give this mod a try. Looks great. The rest of the houses are next on my list anyway, since the interior plazas (->the domes) in vivec seem to be one big mesh so they could easily be converted as a first step towards interior bump maps :)
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Cody Banks
 
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Post » Sat May 28, 2011 9:42 am

@Biont: Those textures look great because of how high-res they are and because of the superb mapping you have done on them, but they look like a pretty drastic departure from the vanilla textures to me from those screens.

What textures do you intend to use for bump-mapping in the rest of the great houses?~
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Solène We
 
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Post » Sat May 28, 2011 10:55 am

AOF's textures if they exists!!!
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Antony Holdsworth
 
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Post » Sat May 28, 2011 10:43 am

I do love An Old Friend's textures, he is a fantastic artist. I do wish that he had done them in a higher resolution, however: his current sets do leave room for wanting in the size department.
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Jennifer Munroe
 
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Post » Sat May 28, 2011 3:45 pm

AOF's textures if they exists!!!


I'm sorry, what do you you mean by that?


@ Enzo Dragon: Well, I try to stick to AOF's textures in terms of color palette and layout as I think they're a great basis and they already look pretty different from the vanilla textures.
Doing something "based on" AOF's wonderful textures automatically sets pretty high goals, though and I have a hard time recreating that organic look. But I'll try my best. I'm definetely not done with the existing textures (maybe with the floor texture, but who knows)
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Emily Martell
 
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Post » Sat May 28, 2011 6:09 pm

Biont =>
What textures do you intend to use for bump-mapping in the rest of the great houses?~


:rolleyes:
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-__^
 
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Post » Sat May 28, 2011 9:29 pm

Biont, for some reason, installing your latest release with the Molag Mar cantons has made several interiors revert back to vanilla textures.
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Naazhe Perezz
 
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