[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Wed Aug 11, 2010 6:36 pm

best AI tree replacer i have seen, are you working on other region trees?

also the reduced version is missing a texture: "Meshes\f\Flora_tree_AI_06.NIF" tex not found "textures\vurtpinebarkdark02.dds"!
i just renamed one of the others for the time being
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Vahpie
 
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Post » Thu Aug 12, 2010 5:07 am

best AI tree replacer i have seen, are you working on other region trees?

also the reduced version is missing a texture: "Meshes\f\Flora_tree_AI_06.NIF" tex not found "textures\vurtpinebarkdark02.dds"!
i just renamed one of the others for the time being


I will do the other regions as well yes. Thanks for letting me know about the missing texture, i'll update it once i get home.


Edit: For the Reduced version; rename Vurt_PineBark02.dds to vurtpinebarkdark02.dds.. i had reverted back to an older, less detailed version of that tree, that's why the texture name is different.
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Je suis
 
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Post » Thu Aug 12, 2010 4:23 am

Awesome trees!
I found some floaters near Ebonheart:
http://www.aijaa.com/v.php?i=5581235.jpg
The trunk looks nice from the inside as well!
http://www.aijaa.com/v.php?i=5581278.jpg
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Jessica Stokes
 
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Post » Thu Aug 12, 2010 4:25 am

The trunk looks nice from the inside as well!
http://www.aijaa.com/v.php?i=5581278.jpg


NiStencilProperty? :huh:

These look amazing vurt!
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SiLa
 
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Post » Thu Aug 12, 2010 8:50 am

Awesome trees!
I found some floaters near Ebonheart:
http://www.aijaa.com/v.php?i=5581235.jpg
The trunk looks nice from the inside as well!
http://www.aijaa.com/v.php?i=5581278.jpg


Oops, seems that i didnt compare these to the original trees then. I'll fix those.

Glad you all seem to like 'em :)
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Gaelle Courant
 
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Post » Wed Aug 11, 2010 8:18 pm

great work vurt!!! very impressive, now the ascadian looks fantastic... :goodjob:
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Pete Schmitzer
 
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Post » Thu Aug 12, 2010 3:46 am

Updated to Beta1c.
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Luna Lovegood
 
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Post » Thu Aug 12, 2010 9:55 am

Hi -

1c definitely seems like an improvement. The first beta wasn't so bad in terms of basic rendering performance, but it seemed to make distant static reflection inordinately expensive. This latest one still incurs a hit, but it seems noticeably less than before. And, it still looks great. It's really coming along nicely - thanks for your efforts!
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Adam Kriner
 
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Post » Thu Aug 12, 2010 1:43 am

Dude these are awesome, can I ask what music you used in this video?

http://www.youtube.com/watch?v=mXo2SpTE8nY&feature=player_embedded
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DAVId Bryant
 
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Post » Thu Aug 12, 2010 7:47 am

Those trees look great! I will definitly download this one. What sky mods (if any) and what sun mods(if any) are you using? I would love to have my Morrowind look just like that one did. Thanks!
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Anna S
 
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Post » Wed Aug 11, 2010 10:28 pm

gyshall: Skinny Puppy, Jaher. http://www.youtube.com/watch?v=1P64dbc9I7g

Denthroe: my own sky mod, it's on PES (see my sig) it requires SWG Skies 3 for a few skies though + meshes, the mod contains weather settings for the skies. I also use Sunshaft v002 shader.
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Liv Staff
 
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Post » Thu Aug 12, 2010 2:23 am

With the new version the error when generating distant statics with MGE disappeared, great! :)
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Bee Baby
 
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Post » Thu Aug 12, 2010 6:33 am

I really love those trees. At first I thought they where to big for little Morrowind but now I think they are fine(especially after seeing the ashland trees:D)

However at night the leaves somewhat bug me. They are too shiny.
http://img188.imageshack.us/img188/8817/morrowind20100119234556.jpg
http://img511.imageshack.us/img511/5242/morrowind20100119234532.jpg
The dark green leaves fit in however.

Are you also planning to do (animated)mushroom-trees?
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stacy hamilton
 
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Post » Thu Aug 12, 2010 6:16 am

I really love those trees. At first I thought they where to big for little Morrowind but now I think they are fine(especially after seeing the ashland trees:D)

However at night the leaves somewhat bug me. They are too shiny.
http://img188.imageshack.us/img188/8817/morrowind20100119234556.jpg
http://img511.imageshack.us/img511/5242/morrowind20100119234532.jpg
The dark green leaves fit in however.


It will look different depending on angle / direction of light.. If you had went to the other side of the tree it would have looked like this: http://piclair.com/data/gbb39.jpg as you can see they're not very bright at all from that side because the light comes from another direction.

I dont think im going to make them any darker. Stars/moon would IRL make the tops of trees at least a bit bright from the light, so i dont think it looks that unnatural + the leaves would be way too dark in day light.
Are you also planning to do (animated)mushroom-trees?


I could try and see how it looks i guess, but i'm not too keen on spreading meshes that arent my own though :/ and i dont think im going to make my own mushrooms, i think the Bethesda ones are quite ok looking.
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Luis Longoria
 
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Post » Thu Aug 12, 2010 5:08 am

Look great in game! My only worry now is whether I should use Zackg's trees or yours...
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SexyPimpAss
 
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Post » Wed Aug 11, 2010 10:31 pm

What happened? I've been pretty much away for sometime now.

I come back and now I'm seeing your stuff all over the place. Vurt, I don't remember you doing anything before. Now your a creative genius.
I guess you never know where or when the new talent will come. :foodndrink:
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JESSE
 
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Post » Thu Aug 12, 2010 6:44 am

What happened? I've been pretty much away for sometime now.

I come back and now I'm seeing your stuff all over the place. Vurt, I don't remember you doing anything before. Now your a creative genius.
I guess you never know where or when the new talent will come. :foodndrink:


Thanks SkyDye, really nice hearing that from you.

Are you working on any new textures? The ones i tested for you, many months ago, were really good, in fact they're still in my game (even though i know they werent finished)..
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ILy- Forver
 
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Post » Thu Aug 12, 2010 8:23 am

Thanks SkyDye, really nice hearing that from you.

Are you working on any new textures? The ones i tested for you, many months ago, were really good, in fact they're still in my game (even though i know they werent finished)..


I've been taking a break. I deleted them for PES because I knew I would been on a break. Krum was a dumb name for a series anyways. I just got a 1.5 tb external drive. I'm just now putting music on it for that Music 2 Mod 2 project.

I need a new texture person to textures houses and castles as Headless Wonder retired.
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Teghan Harris
 
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Post » Thu Aug 12, 2010 7:08 am

This poor signpost near Pelagiad has been swallowed by one of your trees:
http://www.aijaa.com/v.php?i=5602051.jpg
Also, it seems I can walk through all the trees with that spesific trunk texture.
[edit]: I'm using the latest version (beta1c) of your mod.
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Taylrea Teodor
 
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Post » Wed Aug 11, 2010 10:18 pm

This poor signpost near Pelagiad has been swallowed by one of your trees:
http://www.aijaa.com/v.php?i=5602051.jpg
Also, it seems I can walk through all the trees with that spesific trunk texture.
[edit]: I'm using the latest version (beta1c) of your mod.


You're running a mod that adds a lot of trees it seems, cause my unmodded game does not look as dense at that particular place (i just checked), and there's no tree like that even near the sign.

I could maybe do an .esp based replacer so that mods that adds trees will add the original meshes instead.. It would probably be the best solution, i'll look into it :)

Edit: Thanks for reporting the lack of collision, i've fixed it and i'll upload a new version shortly (probably today). Please report any other problems if you find any so i can fix those as well for the next version.
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Josh Lozier
 
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Post » Thu Aug 12, 2010 2:13 am

Hi -

You're running a mod that adds a lot of trees it seems, cause my unmodded game does not look as dense at that particular place (i just checked), and there's no tree like that even near the sign.

I could maybe do an .esp based replacer so that mods that adds trees will add the original meshes instead.. It would probably be the best solution, i'll look into it :)

Edit: Thanks for reporting the lack of collision, i've fixed it and i'll upload a new version shortly (probably today). Please report any other problems if you find any so i can fix those as well for the next version.


It's probably Vality's AI trees mod, with your own meshes and textures overriding his. I'm actually working on a replacement .esp for that right now to solve the two main issues that occur when using it with your meshes (trees are too big because Vality's aggressive scaling was done with smaller meshes in mind, I think; also, many of the trees he placed are floating when using your meshes). I'm happy to upload it when I'm done. I've probably got about a third of it out of the way so far. It's looking very nice - yet there is definitely a price to be paid when combining his foliage density with your trees. Even so, though, there's just no going back to the old look now. :)
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Anthony Santillan
 
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Post » Wed Aug 11, 2010 9:29 pm

Oh, I had already forgotten I was using Vality's mod for this area, sorry for blaming your mod Vurt.

It's probably Vality's AI trees mod, with your own meshes and textures overriding his. I'm actually working on a replacement .esp for that right now to solve the two main issues that occur when using it with your meshes (trees are too big because Vality's aggressive scaling was done with smaller meshes in mind, I think; also, many of the trees he placed are floating when using your meshes). I'm happy to upload it when I'm done. I've probably got about a third of it out of the way so far. It's looking very nice - yet there is definitely a price to be paid when combining his foliage density with your trees. Even so, though, there's just no going back to the old look now. :)

I'd be very happy too if you'd upload that .esp when you're done, I wouldn't know how to solve it myself. :lol:
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Len swann
 
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Post » Thu Aug 12, 2010 4:27 am

I tried using vanilla lighting settings(I used TLM night setting for the screenshots), but the trees were still this visible(even though vanilla nights are very bright with mge distant land:D). Maybe I should try your nightsky and stuff out for better results.

However this Billboard tree is a bit too extreme because the leaves change colors when I move around. And I think the leaves shouldn't just rotate while the others are beautifully animated.(Maybe its just a bug on my side-I had rotating leaves before where they shouldn't have been)

http://img710.imageshack.us/img710/2290/morrowind20100120193026.jpg
http://img710.imageshack.us/img710/70/morrowind20100120193031.jpg

http://img37.imageshack.us/img37/9846/morrowind20100120192853.jpg

I absolutely love the Ashtrees. Maybe you should make twisted grass textures once someone adds grass to the ashlands;)
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liz barnes
 
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Post » Thu Aug 12, 2010 1:45 am

JoeDoe: They do look a bit bright from that side. I could perhaps make that tree use non-billboard leaves, like the other ones so they can be animated as well..

Yes i've been thinking of creating new grass types.. I should talk to Vality about it next time i see him.
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Trevi
 
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Post » Thu Aug 12, 2010 9:41 am

Vurt, mate these tree's are really awesome, very well done. The slight sway animation is just icing on a fine cake and they're fine with distant land too. I took a bunch of pics last night I'll try and upload a few for advertising purposes.

I've put them over the top of Val's AI trees like most of us and yeah there's a few in odd places or slight floaters but I can live with that, I'm talking maybe 1 tree in every 50 or more so no big issue. Maybe note that in the readme to let people know it's not an issue with your mod, it's the tree placement from Vality's :shrug:

Anyhoo, very well done and am looking forward to your rest of them.


:foodndrink:


-kwm
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Thomas LEON
 
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