[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 12:10 pm

hay vurt have you seen the game called drakensang its got a really nice environment, do you think you could add some of the particle effects it has like better flys and what seems to be like those seeds things that are blowing in the wind and on occasion there are small dust like clouds along the floor on the dusty roads and various spores an such thay make the world seem more beautiful, you could add these effect to the grass . heres a example or though it maybe not be the best of this environment http://www.youtube.com/watch?v=V4EBoawQDbs what do you thinks is it something you can and would like to do?
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No Name
 
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Post » Thu Aug 12, 2010 5:17 am

AnOldFriend3; that's true.. i remember you quoting that earlier.

Speaker-60: i know very little about animations and particle effects, so i dont think i'll be doing anything like that. But who knows, if i keep my interest up i might learn to do something like that in the future.

Chakka: the textures can be named anything, the references to the textures are within the meshes, it has nothing to do with MGE or the .esp (which should now be deleted).


Myxale and others: thanks :)
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Phillip Hamilton
 
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Post » Thu Aug 12, 2010 9:03 am

Vurt, I gotta tell ya. I love the work you've put into all of this and it looks great so far. But I am not using this replacer for a few reasons:

1. The mod seems to replace the game's original mushrooms, which I simply can't live with
2. The trees you use in your newer additions of this mod are far too vibrant for my tastes: I would prefer foresty greens to perma-autumn
3. They are not "speed/billboard" trees like vality's and so don't fit in with any of the other replacers that I have.
4. Some of the trees seem far too wildly proportioned/far too tall

Just letting you know what I think. I have some ideas for you going forward regardless: the strongest point of your trees is that the leaves animate. You can make this stronger by talking with the guys in MGE about adding "leaf" support to their distant land. This would probably look best as billboarded leaves, but if you let leaves render strictly as distant land like grass, you can animate them per weather condition like Oblivion's trees, and that animation will carry on into distant land.

If you DO follow this course of action, you should add more shaking/swaying to the leaves instead of the slight "stretch" distortion you use now.
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Gemma Woods Illustration
 
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Post » Thu Aug 12, 2010 6:47 pm

Enzo Dragon:

1) yes the mod is a pure replacer, you've got to remove the meshes you dont like (in your case the Parasol meshes) yourself, which really isnt that hard. But like i've said previously, i'm going to split it up in three parts so it's easier for people who arent familiar with how to view models or what the model names are, so that those people can deselect instances of the mod much easier.

2) Like i've said a few times before, i think MW needs at least one vibrant/saturated place, and that place should be the Ascadian Isles. I don't like the idea that all of Morrowind should be all gloomy and dark, if it's like that you dont (i dont..) really appreciate the places that are really dark, like the ashlands. I personally enjoy games with much variety, and that's what im trying to create. My idea of Ascadian Isles is an enchanted, vibrant forest.

3) I dont like billboard trees for various reasons, i'm sticking with this method.

4) I dont agree, if you look at a real forest you'll see a wide variety of tree sizes, some are extremely tall (pine trees, for example, like in my mod) some are shorter. If you compare to the default trees some (two actually) of my trees are very tall, but i'm not really trying to recreate what Bethesda did, i'm doing my own thing. Again, i like variety :)


It would be nice if trees would animate in the distance, but that'd be a big performance hit i reckon, and my trees are a big performance hit already.
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lauren cleaves
 
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Post » Thu Aug 12, 2010 4:46 am

Vurt, I gotta tell ya. I love the work you've put into all of this and it looks great so far. But I am not using this replacer for a few reasons:

1. The mod seems to replace the game's original mushrooms, which I simply can't live with
2. The trees you use in your newer additions of this mod are far too vibrant for my tastes: I would prefer foresty greens to perma-autumn
3. They are not "speed/billboard" trees like vality's and so don't fit in with any of the other replacers that I have.
4. Some of the trees seem far too wildly proportioned/far too tall

Just letting you know what I think. I have some ideas for you going forward regardless: the strongest point of your trees is that the leaves animate. You can make this stronger by talking with the guys in MGE about adding "leaf" support to their distant land. This would probably look best as billboarded leaves, but if you let leaves render strictly as distant land like grass, you can animate them per weather condition like Oblivion's trees, and that animation will carry on into distant land.

If you DO follow this course of action, you should add more shaking/swaying to the leaves instead of the slight "stretch" distortion you use now.

I like the new mushrooms. They are quite alien and balance the earthly trees. I imagine this place as green where west gash is the autumn part. I hope we can get season support one day so we can have all kinds of colors. But until then this is nice, imo.

Tall trees are showing Morrowind's capabilities, showing uniqueness. Scaling wouldn't be a problem, I think.

Now the adding leaves support to MGE is a very nice idea. But the animation will be done in the shaders procedurally by programmers not Vurt. I hope to see this kind course of action too. If done we can add crysis like backlighting/translucency effects just for the fun of it. :)
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yermom
 
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Post » Thu Aug 12, 2010 12:21 pm

Enzo Dragon:

1) yes the mod is a pure replacer, you've got to remove the meshes you dont like (in your case the Parasol meshes) yourself, which really isnt that hard. But like i've said previously, i'm going to split it up in three parts so it's easier for people who arent familiar with how to view models or what the model names are, so that those people can deselect instances of the mod much easier.

2) Like i've said a few times before, i think MW needs at least one vibrant/saturated place, and that place should be the Ascadian Isles. I don't like the idea that all of Morrowind should be all gloomy and dark, if it's like that you dont (i dont..) really appreciate the places that are really dark, like the ashlands. I personally enjoy games with much variety, and that's what im trying to create. My idea of Ascadian Isles is an enchanted, vibrant forest.

3) I dont like billboard trees for various reasons, i'm sticking with this method.

4) I dont agree, if you look at a real forest you'll see a wide variety of tree sizes, some are extremely tall (pine trees, for example, like in my mod) some are shorter. If you compare to the default trees some (two actually) of my trees are very tall, but i'm not really trying to recreate what Bethesda did, i'm doing my own thing. Again, i like variety :)


It would be nice if trees would animate in the distance, but that'd be a big performance hit i reckon, and my trees are a big performance hit already.
1. Yeah, I am quite aware. I already checked it out, and knew enough to try it without your parasol meshes

2. Fair enough, I just wish there was some way to cycle seasons. To me, the vibrancy is a bit jarring. Of course, that's just me. I can certainly see where you are coming from. I am wondering, however, if you'd be willing to release older textures for the leaves, the ones you used in like version 2.

3. Again, I know where you're coming from. Billboarding comes with a lot of issues. I just don't think you're going to be able to get the same level of animation with your current approach to things, because now instead of simply animating the textures, you'll have to animate the entire tree and that's going to be awkward. Though I know first hand that this community is more than capable of making anything happen.

4. That's true: in many forests, especially the oldest temperate jungles, trees as tall or taller than the ones you've placed exist. But from my own experiences living in a rural environment, they don't occur as erratically as they seem to in your AI. That is, certain trees grow together/around each other.

As for the performance hit, my idea would render leaves in exactly the same way that distant land is already rendered (but I don't know anything), so anyone already using your trees, your grass, and MGE probably have the ~1 FPS to spare. (assuming it's possible in the way I am imagining)
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Rachel Hall
 
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Post » Thu Aug 12, 2010 11:49 am

I left a comment (well, lavish praise) over on PES but I ought to add one here - this mod makes the Ascadian Isles staggeringly beautiful, and in my opinion it fits very well with the lore / atmosphere of the games. I spent ages just wandering around the Ascadian Isles with my mouth hanging open going "Wow.... wow... just wow." My Morrowind game, thanks to MGE, Vality,& Connary & Vurt now looks more beautiful than the Shivering Isles in Oblivion which is quite a remarkable feat given that all these talented modders are working on an older game with certain limitations.

I also love that many of these trees now turn up in Tamriel Rebuilt - the glow at night mushroom trees add tons of atmosphere to the realm of the Telvannis.Now if I could just get your groundcover over there too my life would be complete. :)

Anyway - wonderful mod, congratulations!
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Robyn Howlett
 
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Post » Thu Aug 12, 2010 3:09 pm

Hi Vurt,

It's great that you have an esp-less version now, but unfortunately I have a big problem with it: in-game and in the CS, the trees and bushes look like http://i50.photobucket.com/albums/f332/ecucej/trees.jpg?t=1279459914. I'm pretty sure it's something to do with the bump maps, as I had the same problem with AOF's waterfalls until he fixed it. Why this happens on my computer and not other people's, I have no idea... :shrug:
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Monika Krzyzak
 
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Post » Thu Aug 12, 2010 9:22 am

Enzo Dragon: i might try doing another texture pack for it.. i really love working with textures, especially in Photoshop CS5 with the new HDR function..

Ygern: thanks, im happy you like it! yes, i should create grass for TR..

Helena, That's odd, especially that you get it in the CS (i just tested and i can see the bump maps in the CS like normal).. What graphics card do you have? And yes its the bump maps because the fir tree is unaffected in your screen, it doesnt use bump maps for the 2D leaves..

Do you know what AOF fixed? I guess i could PM him.
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Nicholas C
 
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Post » Thu Aug 12, 2010 6:23 am

I've got no problem with this. Don't know what's causing it though

You've really outdone yourself with this version vurt, just awesome. Especially the new flora. :)
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Lloyd Muldowney
 
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Post » Thu Aug 12, 2010 9:54 am

Helena, That's odd, especially that you get it in the CS (i just tested and i can see the bump maps in the CS like normal).. What graphics card do you have? And yes its the bump maps because the fir tree is unaffected in your screen, it doesnt use bump maps for the 2D leaves..

Nvidia GeForce 8600 GT. And http://www.gamesas.com/index.php?/topic/1051884-aofs-paint-bucket/page__view__findpost__p__16146287 the thread with the waterfall discussion - I think it was something to do with alpha channels?
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Katie Louise Ingram
 
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Post » Thu Aug 12, 2010 3:12 pm

Ok, thanks. I did what was suggested there..does this normalmap fix one of the trees? (cant remember if its used for more than 1 tree):

http://rapidshare.com/files/407653303/Vurt_AscadianLeaves2_NRM.dds
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stevie trent
 
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Post » Thu Aug 12, 2010 9:15 am

Nope, doesn't help :( I think the bump map needs an alpha channel that matches the one used for the main texture.
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Danny Warner
 
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Post » Thu Aug 12, 2010 4:05 am

aha.. then try this, http://rapidshare.com/files/407667362/Vurt_AscadianLeaves2_NRM.dds
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Darren Chandler
 
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Post » Thu Aug 12, 2010 7:57 pm

That fixes the problem with the solid planes, but now the leaves look 'white' when you view them from certain angles, like http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot027.jpg.
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Mrs. Patton
 
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Post » Thu Aug 12, 2010 6:52 pm

i have no idea what that is :/ i guess i'll remove the bump maps from the 2D planes and upload the meshes for people who have this problem.
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DAVId Bryant
 
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Post » Thu Aug 12, 2010 4:28 am

Well since everyone wants your trees but not everyone is down with MGE or MCP as quickly as they are with "graphic enhancers" maybe a version that doesn't require the bump mapping fixes of MGE isn't entirely a bad thing.
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Trish
 
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Post » Thu Aug 12, 2010 5:24 am

I removed the bump maps from the meshes that uses them on 2D planes and uploaded those.

DarkDiva: i really think people should be using the latest MCP, i wont encourage people to be lazy and not upgrade, it takes a minute or two of their lives, at most :) It should work even without MGE, to my knowledge..

edit: please report back if if works for you now Helena


edit 2: i just noticed that i somehow have managed to revert to an old version of the rocks where i didnt use my new UVmaps or even the different rock textures. Seems like i've even managed to save over the more recent version :facepalm:

I'll upload a new version which will use Nich's UV remapping on most rocks + they will have the different textures like they were supposed to. Also one rock had its collision removed, i'm fixing that too..
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Keeley Stevens
 
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Post » Thu Aug 12, 2010 8:40 am

I tried out 2.3, I like the look of the ground textures, they're a little brighter than Morrowind's default colour scheme but not so much that it's garish. The mushrooms look great too, the new colours are much more fitting than before. Just a couple of minor nitpicks though:

- a few of the textures used in the Ascadian Isles weren't included, will you be doing new versions of those too? I believe they are tx_ai_grass_01, tx_ai_mudflats, tx_ai_tilled_dirt_01 and tx_grass_rocky_01

- the clover texture is the only one I didn't like, maybe it would look better if there weren't quite so many flowers? At the moment it looks a bit too much like a flat painting rather than blending in with the rest of the ground textures. It's a shame Morrowind doesn't allow normal mapped terrain.
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Karine laverre
 
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Post » Thu Aug 12, 2010 9:32 am

edit: please report back if if works for you now Helena

Yup, removing the bump maps fixed the problem. Though I've just spotted from http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8190/1279334983_fullres.jpg that the 'white leaves' issue shows up even in your install (look at the bushes), so maybe it's not just my computer... :shrug:
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Queen
 
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Post » Thu Aug 12, 2010 11:40 am

I've been trying out the newer releases of this mod (for a while I've left it at a few revisions back), and I must say, the new mushrooms are really nicely done. Very stylish, and they look fantastic in game.

The only thing that really stuck out to me were the falling leaves -- at some points, they seemed good, but at others they looked a bit jumpy. Have you seen Korana's http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=28? There is a tree in there with falling leaves similar to what you're doing, I think; perhaps it will help to see another example of the effect.

Overall, fantastic work! I'm glad that I upgraded.
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Brooke Turner
 
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Post » Thu Aug 12, 2010 10:24 am

Yup, removing the bump maps fixed the problem. Though I've just spotted from http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8190/1279334983_fullres.jpg that the 'white leaves' issue shows up even in your install (look at the bushes), so maybe it's not just my computer... :shrug:


Yes, i was about to post that, i just noticed it myself hehe, the bushes (and some other things as well) are just overly reflective. I'll fix that for the next release.

NMZmaster: Yeah they're a bit jumpy. Animating things is still very new to me. i'll take a look at that mod.


dbankier: I'll add more ground textures, they're still WIP, i'll test removing the flowers from the clover texture.. to be honest i havent worked that much with the textures, they'll get better ;)
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Vickytoria Vasquez
 
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Post » Thu Aug 12, 2010 9:21 am

Vurt, I mentioned this elsewhere once (not the best place for it, obviously), but will the flora changes be compatible with Graphic Herbalism. I seem to remember ManuUser mentioning that he built it off Vanilla textures, so the harvested plants might look odd if you have replacers that effect the plants. Granted - I might be a fool, and this might just work out of the box (still haven't gotten to play a game with your mod yet installed), but if no would it be something you would consider covering since you are updating the flora in the areas these days too?
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Isabell Hoffmann
 
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Post » Thu Aug 12, 2010 8:30 pm

Red Eye, like i said previously, i'm not even sure i'm remaking all the flora.. If i do sure, i might look into it if this is one of the big mods that many people uses..

2.4 is up.

Changes since 2.3:

* Rocks now have 3 different textures. UVmapping on most meshes from Nich's UV corrected rocks, thanks AOF for the tip.
* Flora_tree_ai_06 remodelled (the tall/thin pine tree)
* Retextured Netch creatures. Uses bump mapping and texture effects.
* Tweaks to various things that looked too shiny/bright.
* New Clover texture (no flowers this time)
* Fixed the Normal maps for people having problems (GeForce owners?) with the alpha channel.
* Various tweaks and fixes.


http://piclair.com/data/lp7zz.jpg
http://piclair.com/data/efxtm.jpg
http://piclair.com/data/0owwb.jpg
http://piclair.com/data/mxvz0.jpg
http://piclair.com/data/96v1p.jpg
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Gill Mackin
 
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Post » Thu Aug 12, 2010 2:11 pm

That was quick - great job..
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Carolyne Bolt
 
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