[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 12:24 pm

When i make the trees i try to look at how the colors matches and how they complement each other + shapes and often forget things like mipmaps and seams heh. Cascaded leaves, yes i think i know which ones you mean, might bring it back on 1 tree for the next release if i can color match it to the new leaves colors..
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DAVId Bryant
 
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Post » Thu Aug 12, 2010 1:26 pm

Thanks for the update, vurt :thumbsup:
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LuCY sCoTT
 
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Post » Thu Aug 12, 2010 1:07 am

sorry about the missing texture.. i was going to update it but im kind of close to another release (which will include the Parasol mushrooms). The tall pine tree is also updated and have more branches, someone told me they looked too much like telephone poles :D
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carla
 
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Post » Thu Aug 12, 2010 4:09 am

v.2.2:

Changelog:

* Parasol trees replaced. Glows in the dark from bump and glow maps + lights (thanks to Tetchy for the .esp help). All parasol trees has particle effects (falling spores, hovering flies).

* Particle Effects for Vurt_flora_tree_01, 02, 03 (falling leaves).

* Fixed the missing bark texture for Vurt_flora_tree_ai_06.nif.

* More (lower) branches for Vurt_flora_tree_ai_06.nif.

* Fixed UV mapping on Vurt_flora_tree_01.nif

http://www.tesnexus.com/downloads/images/29341-1-1277346643.jpg


Making the archive and uploadig after i've posted this.
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Elina
 
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Post » Thu Aug 12, 2010 9:31 am

Woo, now I can get into some serious Morrowind(ing)? Cheers for the update vurt, much appreciated. :thumbsup:

Edit: 1 small thing, I notice that through distant land generation with MGE, every tree in-game such as those in Solstheim that shouldn't look like your trees has their LOD generated as your trees anyway.
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Claire Lynham
 
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Post » Thu Aug 12, 2010 12:30 pm

Wow, awesome work. Thanks for all the effort!


-kwm
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Claire Lynham
 
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Post » Thu Aug 12, 2010 4:43 pm

This is crazy. Good job! :D
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Crystal Birch
 
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Post » Thu Aug 12, 2010 12:53 am

Amazing job Vurt. Huge quality improvement on all textures. And those spores, I thought of single squares with glows not the real thing! And there is serious infestation going on in AI. Lord Vivec must look into this. Only thing you need is a better falling down leaves animation.

:tops:
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Marguerite Dabrin
 
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Post » Thu Aug 12, 2010 1:55 am

I'm still trying to figure out the particle effects. I have a few useful ones, like a flying effect in a straight (somewhat) line over a larger distance, it could probably be used for birds, bats etc (would look decent at a distance i think).


CoolShady: hmm that's strange, I have to look that up.
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carley moss
 
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Post » Thu Aug 12, 2010 3:09 pm

Vurt => have you seen my post ? http://www.gamesas.com/index.php?/topic/1086326-wipz-relz-vurts-groundcover/page__st__100__p__16080041&#entry16080041
:angel:
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Melly Angelic
 
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Post » Thu Aug 12, 2010 10:56 am

This is an excellent idea! I really love how Morrowind is evolving - there are some directions I was afraid MW wouldn't go anymore, but apparently people still do care about the trees. :)

However, I really do think the animation for the leaves should be slowed down considerably. While it's obvious they're moving, the trees look more like they're breathing than swaying. I think slowing the animation would help remedy this.
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Frank Firefly
 
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Post » Thu Aug 12, 2010 1:12 am

Yeah i know about the leaves, the speed is set to it's lowest (0.0001) but it's still too fast, i slowed down the gravity too, so i dont know.. But i'll keep on testing.

I've slowed down the animation of the trees quite a bit since the first release, slowing it down even more and you would have to look really hard to see that they are even moving (i've tested), because the more you lessen the speed the more you lessen how much they move. The particle generator is limited, and so are my skills with it ;)
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RAww DInsaww
 
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Post » Thu Aug 12, 2010 6:16 am

Wow, that looks amazing!
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NeverStopThe
 
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Post » Thu Aug 12, 2010 4:49 am

Alright, i manged to fix the falling leaves animations. It'll look better for the next release, it's slower and they fall more unevenly, they shouldn't stop animating in mid-air either (not tested in-game yet).

I'm thinking that i could attach a sound to the mushrooms with flies too..


These are the first 3D models that i've "hand modelled" (i've always used NGplant before) so hopefully the shrooms (and the trees) will get better from now on. I've discovered how amazingly fun Bezier curves is to play with :)
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Robert Jr
 
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Post » Thu Aug 12, 2010 5:06 pm

Another great release! Thumbs up :goodjob:

Some thoughts though:
* I really dislike the lime-green mushrooms hehe. Perhaps they're to colorful, a darker tone would fit better
* Perhaps you could decrease the amount of fireflies a bit. They're great, but too many atm.

Just my opinion ofc.

:bolt:
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Francesca
 
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Post » Thu Aug 12, 2010 5:09 am

Thanks for the suggestions. I already have a dark green colored mushroom (the one with flies, which turns blue at night). At night there's blue, red/purple and light green which really glows compared to the other two, i wanted that for variety. But im sure its gonna be the same as with my trees, eventually i'll find other colors, and shapes ;)

edit:

Also, the lime green is also the closest to the color of http://www.pinktentacle.com/images/glowing_mushrooms.jpg, that's why i like it..
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Andrew Tarango
 
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Post » Thu Aug 12, 2010 5:55 am

CoolShady: hmm that's strange, I have to look that up.

Would appreciate it if you did. In saying that, it could be some weird glitch on my end. Let me know if you need any info.
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[ becca ]
 
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Post » Thu Aug 12, 2010 2:45 pm

you're right.. i placed default trees around Pelagiad, and they are rendered as my own trees, but not only in the distance.

Haven't got a clue what it could be :/ I'll have to try to recreate the .esp.

Edit: I'm wondering if this method has ever worked, i used an old .esp (1f) and it'll still would render the trees as my own instead of default trees. Kind of strange that no one has reported this before, 1f is what, like 5+ months old or something.
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Sian Ennis
 
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Post » Thu Aug 12, 2010 1:55 am

Maybe there is some common item between all the trees which makes the engine render them as your replacement ones?
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Talitha Kukk
 
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Post » Thu Aug 12, 2010 12:46 pm

Nice to see the update, thanks vurt :thumbsup:

I'm no expert but it looks like in your ESP you've changed the vanilla game statics (e.g. flora_tree_ai_01) to point to your meshes (e.g. f\Vurt_flora_tree_01.nif) rather than creating statics with new IDs and removing the vanilla game ones. I bet that's why MGE's rendering your models. But yeah, not in the loop that much these days...
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Stat Wrecker
 
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Post » Thu Aug 12, 2010 5:35 pm

Ok, I played this mod and here's my criteria. First, Vurt, in general, you have done a heck of a job. I like your vision of the Ascadian territory specially the mushrooms trees which you have brought them to the next-gen spotlight, but more importantly, you have made the mushrooms trees magical yet mysterious just like traditional fantasy folklore. They're a world into themselves. Now, having said that, here's what I didn't like. Though, it's perhaps a matter of taste(and you know how that goes) First, the falling leaves that I saw were falling unrealistically in a straight or oblique direction like if the trees were shooting out a row of leaves. I was expecting the leaves to fall in a zig-zag manner of sort falling at a distance from each other and not moving in a row. Secondly, the leaves of most trees look too bright at night which in my opinion clashes for attention with the wonderful glow map mushrooms. The "yellow" mushroom tree is a bit too bright making the white spots details on them drown in the saturated glowiness. I believe the "brown" mushroom tree has the right atmosphere in that it has a more subtle glow which lets the white spots detail on them shine like little lights. Also, the fireflies that are emanating from the mushroom trees is a bit excessive. Cutting them to half would be nice. And it seems, I could be wrong, all the yellow mushroom trees have the same amount and animation of fireflies like if they were an extra appendage of the tree. Making them appear in random mushroom trees would be nicer or simply put the fireflies on a few mushroom trees. Finally, the pine tree was the only tree that felt a bit out of place since they remind me so much of Solstheheim(however that is spell) and seeing it in the mix with the magical mushrooms kind of makes it out of place like the Eiffel Tower in a amazon jungle.


If you decide to change something, please, if anything, change the way the leaves fall.
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Dark Mogul
 
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Post » Thu Aug 12, 2010 11:41 am

..
If you decide to change something, please, if anything, change the way the leaves fall.

He is experimenting with those, give him some time. Look at this:
http://www.youtube.com/watch?v=o7jCy0UsfF4

I love how vurt can come up with something better all the time. I can't imagine how AI will look after 10 updates. :P

I'm not sure about particle emitters capabilities, but isn't there an area emitter? You can also position it inside the mushroom for example, that kind of clipping won't be a problem.
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Alyna
 
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Post » Thu Aug 12, 2010 3:24 pm

Lorca, i really like when people can give constructive comments, so thanks :)

The pine trees, hmm, they mixed well with my Fly Argic mushroom (since those live in synergy with pine trees, they look natural together, too). I like pinetrees because they add a bit of "dark forest" feel to it, i don't envision it as a amazonas jungle, more as a place where everything kind of comes together, a bit of mix from Solstheim's greener parts and even a bit of West Gash (well, i have at least one yellowing tree).

I have less fireflies now, i'll reduce them even more i think.. i tend to go over the top when i discover something new.

Too bright leaves at night? Hm, i'm not sure if i think they look too bright, the moon should lit the tree tops at least.. not much i can do about it, i could make them much darker but they'd be too dark during the days.

Everything in my ascadian isles mod is now bump mapped, the mushrooms has gone though a overhaul too, the colors are a bit more muted (it looks more like MW now and less like WoW ;) )


http://piclair.com/data/l10lx.jpg
http://piclair.com/data/4i8ur.jpg
http://piclair.com/data/tiyrb.jpg <-- old, the mushroom cap color is now a bit more muted
http://piclair.com/data/i99s2.jpg

vtastek: yeah there's an area emitter, there's also gravity to play with.

I think i should hand place the fire flies instead and maybe add a few butterflies while i'm at it.

Maybe some people think it's too bright/happy, but i think the key is to really mix the themes. If you only go with a dark theme you'll not appreciate places like Red Mountain or the Ashlands as much, they won't seem that dark either because everything else is dark and gloomy as well..
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Mandi Norton
 
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Post » Thu Aug 12, 2010 7:21 am

Vurt, I know you probably get this all the time, but have you considered retexturing Vality's bittercoast trees, I would love to get some bump mapped and higher rez textures, I love his mod too much to eliminate it but its beginning to look a tad dated next to some of your newer stuff.............. :X
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Oyuki Manson Lavey
 
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Post » Thu Aug 12, 2010 7:52 am

Vurt, I know you probably get this all the time, but have you considered retexturing Vality's bittercoast trees, I would love to get some bump mapped and higher rez textures, I love his mod too much to eliminate it but its beginning to look a tad dated next to some of your newer stuff.............. :X

I was wondering when this would get around to happening :P

Gonna need to get a build set here soon so I can check these out in game, see how they blend with the textures I have around.

Anyways, looks great Vurt!
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Hot
 
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