[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 7:02 pm

Well I was just going to pop in and say I managed to try it and it's truly lovely but I see there's a new version out again. Might I suggest, since this goes so far beyond just trees now, that it might be time for a name change as well?

Well I'm off to grab a copy of the latest version then, see if I can update cleanly now that I can't use wyre mash - long story :shrug:
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Steven Nicholson
 
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Post » Thu Aug 12, 2010 5:23 am

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..

Ahhh, sorry about that, must have missed your reply to it - did not mean to be a bother.

I really can't wait to try these out in game - I do need to make a play install, and soon :)
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Ridhwan Hemsome
 
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Post » Thu Aug 12, 2010 6:31 pm

A new version already? You sure do work fast vurt. :goodjob:

Here are just a few things I noticed while messing around in the CS earlier. Figured I'd look at all the new stuff while I had the CS open. :ninja:

-terrain_rock_ai_12 has that pixelation issue that I saw on that other rock you fixed
-flora_tree_ai_01 has that same pixelation problem, but just on the branches. This tree also a texture seam going up most of its trunk.
-flora_tree_ai_02 seems to have some sort of a brightness issue where the lower part of the trees trunk is darker than the tops
-flora_tree_ai_06 has a texture seam around the bottom of the tree right above the big mess of roots. I also found a part of this tree above ground on the path to the boat travel npc near Vivec (the boat npc near the silt strider npc)...only mentioning this since your focusing on this as an espless replacer now, otherwise I wouldn't have bothered saying anything.
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KIng James
 
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Post » Thu Aug 12, 2010 12:05 pm

Thanks for reporting the pixelation and brightness issue :)

About the seams its not much i can do about it. Perfect UV-mapping is really only possible on trees generated completely by a tree generator, if you then make changes to it (which i like doing) you mess it up.. I can choose between really drawn out textures or seams that you only really notice if you examine the trees very closely (too closely! :D )

I wish Bethesda would have stuck flora_tree_ai_06 down the same amount on all trees, sometimes the roots are too visible (looks bad) sometimes the tree is stuck too deep (also ugly and makes it look like a telephone pole more than a tree). I might end up with a .esp where i fix things like that heh, for now it's not much i can do, i changed the z axis to a value that seems to look decent on most trees.


DarkDiva: it's been called "Vurt's Ascadian Isels Mod" for the 2 latest versions. I'll update it on the PES main page for the mod too..
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matt oneil
 
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Post » Thu Aug 12, 2010 2:43 pm

Do the newest meshes work with Vality's AI mod, or are they still too different in size and scale?
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City Swagga
 
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Post » Thu Aug 12, 2010 1:25 pm

Hey vurt, some of the tall pine trees float quite drastically. You'll notice which one if you poke around in the CS :angel:
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CHARLODDE
 
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Post » Thu Aug 12, 2010 8:09 pm

So in my 2 week absence Vurt updates this mod 4 times? No surprise there. Nice work! :D
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Mr. Ray
 
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Post » Thu Aug 12, 2010 5:13 am

matilija: i don't think so.. I've been thinking about doing my own version. But do people really want that, i mean will people even use it? I bet Vality's mod (that adds a LOT of trees and bushes) must kill at least another 5-10 FPS, i'd be down to maybe 10 FPS and i have a decent setup (4GB ram, 4870x2, 4.2GHz C2D)... It'll be on the verge of being unplayable on most setups i think :/

trancemaster: yeah its a trade-off, its not perfect.. i can sink them further down the ground to fix problems on a few trees, but most trees will instead look worse.. In-game i don't think i've seen any floating trees (at least nothing drastic) i have grass on though so maybe it hides it. I'll see what i can do..
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Julia Schwalbe
 
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Post » Thu Aug 12, 2010 1:58 pm

I like what you did with the Ascadian Isles, it really makes it feel alive. I especially love what you did with the Netches, I stopped to stare at them for a while when first encountering them ingame.

I encountered quite a few cases of the flora_tree_ai_06 floating though, I'll hope you make an esp later to fix that.
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Sophie Miller
 
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Post » Thu Aug 12, 2010 4:41 pm

I'll just lower the z-axis for that tree. 2.4a will be up in a little while. I noticed that the bushes looked really odd too, at least with the new MGE updates from Phal, which didnt like the alpha flag being set to 4844.

Edit:

Uploading 2.4a

Changes since 2.4:


* lowered flora_tree_ai_06, it should no longer float. i hope.
* flora_bush_01 changed alpha flags, new MGE "patches" didnt like 4844, reverting back to 4845
* pixelation fix on terrain_rock_ai_12
* flora_tree_02 had too shiny branches
* pixelation fixed on flora_tree_ai_01


(and no, im not participating in "world record in most updates in the shortest amount of time", but i probably should..)
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rolanda h
 
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Post » Thu Aug 12, 2010 8:44 am

A little problem with one of the trees.

http://i28.tinypic.com/2d0l5z9.jpg

Normally you don't see this, but when you have the sun shining from the other side of the tree and are using Phal's sun shafts (the latest beta version anyway) you see these borders around the flora_tree_ai_04 tree. I haven't noticed it on other trees.

I was using 2.4 here.

Other than that I can only say

http://www.tesnexus.com/imageshare/images/57416-1279661654.jpg http://www.tesnexus.com/imageshare/images/57416-1279661467.jpg
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Ann Church
 
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Post » Thu Aug 12, 2010 10:20 am

yes the sunshaft shader does that, i had it on the default morrowind meshes too, looks ugly.. asked about it in the MGE thread yesterday.
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Hannah Whitlock
 
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Post » Thu Aug 12, 2010 4:53 pm

DarkDiva: it's been called "Vurt's Ascadian Isels Mod" for the 2 latest versions. I'll update it on the PES main page for the mod too..


Well that explains it, I tend to go to PES for these and since the thread is well over 200 when the new one is made it'll help drum in the new name so I don't forget it.
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James Smart
 
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Post » Thu Aug 12, 2010 3:18 pm

Post limit.
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Hannah Barnard
 
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