[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 12:16 pm

Interesting, I should study their textures :) I should probably also take a look at their meshes and see how they make their trees etc, i could probably learn a thing or two.. if it's even possible to unpack and take a look at them in Blender.

Edit: hehe interesting idea! i should experiment a bit with it.. first i need to know at what distance they show up..
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Inol Wakhid
 
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Post » Thu Aug 12, 2010 2:21 pm

This funny named site has a nice tutorial.
http://www.poopinmymouth.com/tutorial/dds_types.html

This is terrible it that it doesn't contain any technical anolysis, just a how-it-looks commentary and quoting of compression details from other sources, which doesn't even try to be accurate. It's all just the same misconceptions being propagated again.

DXT1 has the exact same color quality as DXT3 and DXT5 since it uses the same compression for RGB. The latter two just add alpha in a choice of two encodings. DXT3 covers highly patterned alpha and DXT5 covers smooth alpha. If your texture has no alpha you're doubling the memory use by using DXT3/5.
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Gavin boyce
 
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Post » Thu Aug 12, 2010 11:57 am

I should say seemingly nice tutorial. Though the visual difference between DXT3/5 is very visible. Any grayscale alpha should use DXT5 instead, IMO.

@vurt,
you can open crysis pack files with winzip/7z/winrar as they are some zip file.


nvidia talks about mipmap filtering:
http://developer.nvidia.com/object/newsletter_tip_archive.html#21
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emma sweeney
 
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Post » Thu Aug 12, 2010 8:45 am

Any progress Vurt?

I refuse to play Morrowind until Solstheim is populated with your beautiful trees.! :ahhh:
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Donatus Uwasomba
 
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Post » Thu Aug 12, 2010 12:04 am

Nope sorry, kind of lost inspiration doing trees right now. But it usually comes back, eventually.
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Juan Suarez
 
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Post » Thu Aug 12, 2010 6:14 am

so no Grazelands tree replacer in the foreseeable future?
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Breanna Van Dijk
 
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Post » Thu Aug 12, 2010 5:50 am

Nope sorry, kind of lost inspiration doing trees right now. But it usually comes back, eventually.

I know how those ups and downs can be. Variation is needed, sometimes some irl stuff is the cure.

Just noticed you live in Sweden!

CoolT! Jag bor ocks? I Sverige. Haha... Vi ?r end? en del h?rif?n.
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Batricia Alele
 
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Post » Thu Aug 12, 2010 2:32 am

Vurt have you seen these posts in this topic => http://www.gamesas.com/index.php?/topic/1065893-relztamriel-rebuilt-antediluvian-secrets-4/page__st__120

grace to these mods your inspiration could return ? :D

I laugh. ;)
You should take a little time for you, with all that you brought to the community recently. :foodndrink: :hugs:
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Alexandra Ryan
 
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Post » Thu Aug 12, 2010 8:19 am

Great release. As always.
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His Bella
 
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Post » Thu Aug 12, 2010 10:09 am

coleman: Can't make an estimate, sorry.

papill6n: cool, i'm happy they seem to like it.

C_Mireneye: Ja, finns n?gra stycken :)
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asako
 
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Post » Thu Aug 12, 2010 3:21 am

coleman: Can't make an estimate, sorry.

papill6n: cool, i'm happy they seem to like it.

C_Mireneye: Ja, finns n?gra stycken :)



Lol massa svenskar tydligen :foodndrink:

Keep it coming!
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no_excuse
 
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Post » Thu Aug 12, 2010 8:14 am

v2.1:

* New models.
* Trees has fewer polygons than before. Should improve performance.
* More mip-maps for all textures, should reduce "shimmering" and could also improve performance.
* Animations are slowed down a bit.
* New textures for most models
* Mushroom textures included (thanks to AnOldFriend3 for making some nice adjustments to my textures!)
* UV-map fix for the big mushrooms (credits goes to Nich)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8190
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Euan
 
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Post » Thu Aug 12, 2010 3:28 am

Thanks for taking the effort to improve your mods Vurt, they're good but get even better in every update! :goodjob:
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Michael Korkia
 
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Post » Thu Aug 12, 2010 9:21 am

Thanks a lot for all your mods Vurt.
They are a great improvement for the game.
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Elizabeth Davis
 
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Post » Thu Aug 12, 2010 4:31 am

v2.1:

* New models.
* Trees has fewer polygons than before. Should improve performance.
* More mip-maps for all textures, should reduce "shimmering" and could also improve performance.
* Animations are slowed down a bit.
* New textures for most models
* Mushroom textures included (thanks to AnOldFriend3 for making some nice adjustments to my textures!)
* UV-map fix for the big mushrooms (credits goes to Nich)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8190

Congrats on the release. I have some criticism/testreport but I feel like an unappreciated jerk as writing it, so I'm holding it back.
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Yvonne
 
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Post » Thu Aug 12, 2010 9:17 am

I learn from constructive criticism, so i want to hear. I might not agree with you, but that's not a problem.
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Stephanie Kemp
 
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Post » Thu Aug 12, 2010 2:18 am

flora_tree_ai_06.nif is referencing vurt_pinebark.dds, which I don't believe is included. For now, I renamed and used vurtpinebark01.dds from your 1f release. Did I pick the right one, or is there some completely new retex that got omitted?
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Chantel Hopkin
 
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Post » Thu Aug 12, 2010 3:54 am

Thanks for reporting that.. strange that i missed it, even installed it on a fairly new install with all my old textures removed to see if i missed anything. It's a new texture.
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Donatus Uwasomba
 
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Post » Thu Aug 12, 2010 9:23 am

Well, things sure are different from 1f to 2.1. You've been busy!

Although I really like the overall feel that 2.1 brought to the Ascadian Isles, I think I prefer 1f. Just a few observations:

  • The texture for flora_tree_01 (the birch) has a very visible vertical seam.
  • I didn't care for one of the new trees (I forgot to use the console to identify which - sorry). It's a tall tree, mostly brown trunk, with foliage at the very top. Because the canopy was completely out of the player's usual FOV, it ended up looking like a telephone pole.
  • There is definitely some new clipping when using my edited version of Vality's AI .esp with these new trees. Hardly a big deal, but I invested a lot of time in eliminating said clipping, so I think I'm hypersensitive to it now.


In all, though, it's lovely. I do commend you on leaving prior versions available, which allows people to suit their own individual tastes as they see fit. And thanks again for all of your contributions - they have Morrowind looking beautiful!
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matt oneil
 
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Post » Thu Aug 12, 2010 5:43 am

Thanks for your comments.

I guess you mean the tall pine tree? Pine trees do look a bit like telefon poles, they're very straight trees, they look majestic at a distance though (where they instead are very visible). Maybe i could do something more interesting with the tree trunk.

Havent noticed the seam, i'll take a closer look. Too bad about the clipping, i actually installed your compability mod for the first time today to see how it looked, i really like it. I'll see if i can make the trees more compatible with it for the next release, so don't start remaking the mod ;)
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TRIsha FEnnesse
 
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Post » Thu Aug 12, 2010 4:54 am

Thanks for your comments.

I guess you mean the tall pine tree? Pine trees do look a bit like telefon poles, they're very straight trees, they look majestic at a distance though (where they instead are very visible). Maybe i could do something more interesting with the tree trunk.


Perhaps you could add some lower lying branches using alphas? I have seen this done before and it seems to look pretty nice. I cant find any reference images at the moment, though I am sure you know what I mean. :)
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A Dardzz
 
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Post » Thu Aug 12, 2010 10:33 am

hmm do you mean adding 2D branches? i don't think that'll look that good when you look up. The pine trees doesnt really have many dead branches on the lower parts of the stem, i've added dead stems just under the tree canopy though, which is usually how they look IRL.
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Heather Dawson
 
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Post » Thu Aug 12, 2010 1:19 am

hmm do you mean adding 2D branches? i don't think that'll look that good when you look up. The pine trees doesnt really have many dead branches on the lower parts of the stem, i've added dead stems just under the tree canopy though, which is usually how they look IRL.


Yes thats what I mean. :) Perhaps you could try rotating the planes to angle at some degree toward the ground/sky so that they are visible from afar and near or even under the tree.

As for pines not having branches on the lower parts of the trunk... I guess that depends what sort of pine tree you are talking about. :P

http://piaresquared.files.wordpress.com/2009/09/pines1.jpg

Remember this is just a game, no real need to be 100% true to the type of tree you are basing this off. ;)
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Trey Johnson
 
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Post » Thu Aug 12, 2010 2:10 pm

true :) the inspiration for this particular tree has been the ones we have around here. I don't think 2D branches would work that well, it'll look like paper clips, making straight branches isnt something very polygon intense either, so i might do that.
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u gone see
 
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Post » Thu Aug 12, 2010 11:05 am

I think my report is reported.(Missing brown texture, white trunk seam...)

I think, it could be because of the missing brown texture, new textures don't match the old ones. The sharpest looking one is white trunk and it has white(255) dots on it. And old trees have large cascaded leaves, which looked better than the new ones, imo. The thing is my only concern about 2.0 was some missing mipmaps. Other than that, 2.0 was nirvana for me. :flamed:

Don't take it as my final opinion though. I couldn't run distant land properly(which might be the problem on my hand, maybe I am not seeing what it had supposed to be looking) and I couldn't find time to test it more. First impressions can be inaccurate. :)
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Anna Watts
 
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