[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 6:54 am

^ Thanks, which tree(s) are floating? They shouldnt since they're matched with the original meshes in Blender, maybe i missed a tree.

I've updated (on TESNexus only for now) with a new version, changes:

animated and changed leaves on the billboard tree
leaves has been tweaked to look better, there shouldnt be any floating leaves
fixed lack of collision on 1 tree
removed unused and hidden polygons on most trees for better performance
a few new textures
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Chloe Lou
 
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Post » Wed Aug 11, 2010 9:04 pm

I don't know exactly what tree model it is, but I noticed floating too. If you coc to Vivec, there's a few that I know of in that area.
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Michelle davies
 
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Post » Thu Aug 12, 2010 8:50 am

I should have said partially floating. It seems to mainly be on sloped terrain and I think is due to the much wider bases on your models. So half the tree is in the ground but the base sticks out the side of a slope - hope that makes sense.

I'll post an example pic when I get home.

Cheers
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Ezekiel Macallister
 
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Post » Wed Aug 11, 2010 7:51 pm

Oh, I clearly did something wrong then :o Mine are completely floating.
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roxxii lenaghan
 
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Post » Thu Aug 12, 2010 3:23 am

LOL...I have a big patch of grass floating in front of the Gothic Attire shop
NW of Caldera. Mine is a conflict with the MGE grass and Gothic Attire.
I had the shop first so I don't know which one to blame No big deal.
It just makes me laugh every time I go there.

quote name='Saint_Jiub' date='Jan 20 2010, 11:51 PM' post='15554763']
Oh, I clearly did something wrong then :o Mine are completely floating.
[/quote]
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victoria gillis
 
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Post » Thu Aug 12, 2010 1:47 am

These were taken moving north of Vivec towards Suran, have been reduced from 1600x1200 by photobucket.

http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot245.jpg, you can see another on the river bank in the background.

Some beauty shots :)


http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot244.jpg


http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot246.jpg


edit - just to re-iterate, I don't think its a big deal and you shouldn't go to huge lengths to fix things that are probably placed by other mods. Next time I see some I'll check which esm/esp is placing the tree to get an indication if they're vanilla or from mods.


Cheers
-kwm
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Tiff Clark
 
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Post » Thu Aug 12, 2010 3:01 am

LOL...I have a big patch of grass floating in front of the Gothic Attire shop
NW of Caldera. Mine is a conflict with the MGE grass and Gothic Attire.
I had the shop first so I don't know which one to blame No big deal.
It just makes me laugh every time I go there.

@oldplayer
Vality7's grass betas are designed for stock MW landscape - if another mod lowers the landscape, you'll get floating grass. But this really has no connection to vurt's trees.


-clip-
http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot246.jpg
-clip-

Looks like there's a texture missing for the underneath bits of the fungi growing on the tree trunks. :shrug:


These trees keep getting better and better. Coming along nicely vurt! :thumbsup:
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bimsy
 
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Post » Thu Aug 12, 2010 10:44 am

There's a texture actually, I thought the same but when you come closer, you see its fresh pale wood, just like if you cut a tree.
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Veronica Flores
 
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Post » Thu Aug 12, 2010 3:33 am

The fungi is supposed to look like that, its brown on the upside and white below, we have this kind of fungi on the trees nearby actually.
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Auguste Bartholdi
 
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Post » Thu Aug 12, 2010 1:48 am

The fungi is supposed to look like that, its brown on the upside and white below, we have this kind of fungi on the trees nearby actually.

Ah, right. Seemed a bit white to me from the pic posted by Mr KWMonk - wasn't sure if he was missing a texture. No worries then if that's how it's supposed to be. -_-
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Chloe Mayo
 
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Post » Thu Aug 12, 2010 12:47 am

***changelog 1_e:

leaf density on flora_tree_02.nif doubled.

tree fungi on flora_tree_04.nif made smaller.

flora_tree_ai_05.nif, flora_tree_01.nif, flora_tree_03.nif made smaller.

removed upper twigs on flora_tree_ai_05.nif since they were hidden under the leaves
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Samantha Mitchell
 
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Post » Thu Aug 12, 2010 4:10 am

Updated.


***Changelog 1_f:

mod is now .esp based so that other mods that adds trees will add the original meshes (or your replacement tree meshes) instead of mine. It only change the instances of AI trees to my trees instead of the default. GMST's are cleaned with Enchanted Editor.

Vurt_flora_tree_03 is replaced by a completely new mesh - it was to similar to another mesh.

changed leaves and bark on Vurt_flora_tree_02 and added hanging tree vines.

All leaves has been darkened a bit, some bark textures are changed.
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-__^
 
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Post » Thu Aug 12, 2010 7:15 am

Great work. Love your mods man. Tack tack. :)
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Jessie Butterfield
 
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Post » Wed Aug 11, 2010 9:01 pm

Hi -

I finally finished my efforts to get Vurt's trees playing nicely (eliminating clipping, floaters, overly giant trees) within the context of Vality's AI mod. If anyone is interested, I've uploaded a package http://www.speedyshare.com/files/21727194/ValityAIMod_VurtTrees.7z. Readme:

*** Macready's marriage of Vality's Ascadian Isles mod with Vurt's trees ***Created By: MacreadyDate: 04/01/2010TECHNICAL DETAILS  * This mod depends on morrowind.esm only.  * It was cleaned with TESTool to remove unwanted GMSTs.INSTALLATION  * If you are currently using Vality's Ascadian Isles mod, uninstall it.  * Place the .esp into your Morrowind data files folder, and the meshes/textures in the appropriate subfolders.    - If you use Wrye Mash, this archive is Bash installer ready.  Select the package and install.  * Put a checkmark next to the .esp in your load list.  Redate the .esp to match where you'd normally install Vality's mod.  * If you use MGE, remember to regenerate distant land before playing.CHANGE DETAIL  I started with Vality's .esp as a base, with the 1f revision of Vurt's meshes and textures.  I then visually inspected every tree in the Ascadian Isles, editing where necessary in order to eliminate the massive amount of clipping, and downsize the scale of the trees Vality placed to better fit Vurt's meshes.  This mod coexists peacefully with the following Ascadian Isles mods (so long as my .esp is dated EARLIER):  - Unused Well of Pelagiad (jman0war)  - Suran Extended (Princess Stomper)  - Suran Archery Tradehouse (WizBang)  - Ascadian Rose Cottage (Korana)  - Provincial Bath Shoppe (Korana)  - LGNPC Pelagiad (LGNPC team)

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Russell Davies
 
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Post » Thu Aug 12, 2010 2:08 am

Is Vurt cool with you reuploading his stuff?
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Jimmie Allen
 
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Post » Thu Aug 12, 2010 9:33 am

Is Vurt cool with you reuploading his stuff?


If not, I'll gladly take it down and just post the alternate .esp. I repackaged as is mostly for end user convenience.
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meghan lock
 
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Post » Wed Aug 11, 2010 9:56 pm

It's ok :) I could host the .esp on PES for this mod too, credits would go to you, ofcourse.
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Mélida Brunet
 
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Post » Thu Aug 12, 2010 4:15 am

It's ok :) I could host the .esp on PES for this mod too, credits would go to you, ofcourse.


You're welcome to do so. This was mainly something I resolved to do for myself, once I decided that your trees were indispensable. If anyone else finds the work useful, so much the better.

Thanks again for the trees!
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Curveballs On Phoenix
 
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Post » Thu Aug 12, 2010 7:09 am

Hi Vurt - newb question here so pls bare with me....

I've been looking at using your tree models as a resource to update my install of Forested Morrowind. This mod adds trees to the entire island with around 4000+ trees of varying types. At this stage I've just done a few experiments swapping out models in the mod. Results are encouraging but the main issue is trees being too low, ie Z axis needs to be higher for the majority of the trees.

At this stage I know nothing about models but wanted to ask is modifying the 'zero level' on the Z axis of a model a relatively easy thing for a novice user to do and do you think this would be an effective approach to resolving my buried trees?

Also do you mind me doing this?



Thanks
-kwm
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Robert Garcia
 
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Post » Thu Aug 12, 2010 10:20 am

I dont mind :) There's FAQ's posted for all trees on PES, with links to NifSkope and screenshots, i've tried to explain there how to reduce the size + change z value.

Here's a screen of where you need to change the z value for each http://piclair.com/data/idhhk.jpg node:

http://piclair.com/data/04xj6.jpg

Its all the "translation" entries you need to change, not "velocity" (which also has these values). I would try a value of +500 to each of the z values to begin with, check in-game and redo until you're satisfied.

If you have trouble with it just post or PM and i'll try to help.
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Britney Lopez
 
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Post » Thu Aug 12, 2010 9:02 am

Updated.
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Charity Hughes
 
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Post » Thu Aug 12, 2010 6:55 am

A question about it being esp-based: If these trees are present in other parts of the game world (for example, there's an AI tree in the basemant of the Balmora Mages Guild), will they use the original meshes as well?
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Rachael
 
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Post » Wed Aug 11, 2010 11:20 pm

A question about it being esp-based: If these trees are present in other parts of the game world (for example, there's an AI tree in the basemant of the Balmora Mages Guild), will they use the original meshes as well?


Every AI tree that Morrowind.esm has added is modified with my trees instead of the original meshes.
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Kelly Osbourne Kelly
 
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Post » Thu Aug 12, 2010 6:33 am

Thanks for the update =). Just grabbed the new version of this, and added your West Gash trees as well as your new grass textures.
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X(S.a.R.a.H)X
 
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Post » Thu Aug 12, 2010 7:17 am

Sorry if I missed it, but what shaders are you using? I just got back to morrowind and have downloaded pretty much all of your mods, and all of the pics are awesome!
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Timara White
 
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