[RELz]Vurt's Ascadian Isles Tree Replacer

Post » Thu Aug 12, 2010 1:25 am

Vurt's Ascadian Isles Mod

Features:

* Replacement of all Ascadian Isles trees and Parasol Trees (the giant mushrooms).

* Bump mapping

* All leaves are animated (swaying in the wind).

* Various particle effects, such as bees hovering over flowers, falling spores and leaves

* Rocks with 3 new textures instead of just 1

* New ground textures

* Remodelled flora


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8190

http://www.tesnexus.com/downloads/file.php?id=29341

Screens:

http://www.tesnexus.com/downloads/images/29341-4-1279370381.jpg
http://www.tesnexus.com/downloads/images/29341-3-1279370381.jpg
http://www.tesnexus.com/downloads/images/29341-5-1279370381.jpg

Video:

http://www.youtube.com/watch?v=3wrMWKSTspk
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Damien Mulvenna
 
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Post » Wed Aug 11, 2010 6:15 pm

Those look nice indeed.
Thanks for all the releases over the last few months! I'm getting more and more Vurt in my game each week it seems. ;)
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Alisia Lisha
 
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Post » Thu Aug 12, 2010 1:22 am

Very nice indeed. Congratulations.
It's impressive how much Morrowind has evolved while I was busy playing... err, *another game*. ;)
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Blaine
 
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Post » Thu Aug 12, 2010 9:45 am

Is there any chance you'd be doing an ESP based replacer, simply replacing all instances of AI trees with a new static? I know for one that in the next TR release, a lot of AI trees are used, and it'd be nice if they don't clash.
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Taylor Thompson
 
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Post » Wed Aug 11, 2010 10:03 pm

Aeven: I don't think so no, it would be a lot of work hand placing all those trees at the exact spot, at least for me who's used to working outside the editor ;) They might work with TR too though, i'm not sure, they're quite a bit larger than the default trees so it depends on how/where they are placed.


Also; One tree is a floater, i'll update it in a moment and upload the edited file to TESNexus.
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NAtIVe GOddess
 
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Post » Thu Aug 12, 2010 3:14 am

Those look nice indeed.
Thanks for all the releases over the last few months! I'm getting more and more Vurt in my game each week it seems. ;)


You're welcome :D It's been, and is, a lot of fun doing mods for my favorite game of all time (next to Ultima7 I+II that is).. I've learned so much by doing this, something i could never do with just doing tutorials or whatever to try to learn Blender or Photoshop.
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Skivs
 
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Post » Thu Aug 12, 2010 3:55 am

flora_tree_ai_06.nif generates an error from MGE when calculating distant land. It's that issue with the empty nodes in NiTriShape arrays. Easily fixed in nifskope. Do you already know how to do this?
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Anne marie
 
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Post » Thu Aug 12, 2010 3:48 am

yeah i know how to do that.. strange, i thought i tested that.. i'll create yet another version hehe
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Lisha Boo
 
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Post » Wed Aug 11, 2010 10:11 pm

Wow, this is positively gorgeous when loaded after Vality's AI tree mod to replace his meshes / textures with yours. It's a bit of a pig performance-wise, but man...just so nice looking. Really well done.

EDIT: there's definitely a noticeable visual shift that occurs as the trees cross from distant land into the primary rendering area -- all the detail suddenly materializes. It's distracting once you've noticed it's occurring. But of course Vality's AI trees have their own distant land issues, and all told, this is an improvement in that arena, I think.
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Victoria Vasileva
 
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Post » Thu Aug 12, 2010 7:23 am

I lose 2 FPS with my trees activated, tested with a savegame (with all of my trees in view) and then using the same save to test the default trees.

People who wants to play MW with good graphics need to look at what the current generation of games needs, games like Crysis etc.
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Sasha Brown
 
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Post » Thu Aug 12, 2010 10:04 am

I lose 2 FPS with my trees activated, tested with a savegame (with all of my trees in view) and then using the same save to test the default trees.


My experience was comparable until I combined Vality's AI foliage density with your trees. I lost about 5 or 6 fps with that combo.
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emily grieve
 
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Post » Thu Aug 12, 2010 9:53 am

i use your trees along with others (and the other ones from you) and have no issue with getting along at all. looks really good to me i like the different appearances and even replaced some leafless trees with some of yours having leaves :)
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k a t e
 
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Post » Thu Aug 12, 2010 2:05 am

Aeven: I don't think so no, it would be a lot of work hand placing all those trees at the exact spot, at least for me who's used to working outside the editor ;) They might work with TR too though, i'm not sure, they're quite a bit larger than the default trees so it depends on how/where they are placed.


Also; One tree is a floater, i'll update it in a moment and upload the edited file to TESNexus.


You wouldn't have to place the trees. All you would need to do is save the NIF as something different (Example: Vurt_Tree_AI_01) then open the CS find the trees in the list of objects, double click them to open the umm edit dialog box thing, click the button that has the old NIF named and just browse and select your new file. You will have to do that with each tree but it will automatically place your new models where they are suppose to be. :)

The trees look nice, and the animated leaves is a nice effect. :goodjob:
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Julia Schwalbe
 
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Post » Thu Aug 12, 2010 7:02 am

Aha so that's how it's done :) I could do that if there's a demand for it.
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Brandon Wilson
 
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Post » Thu Aug 12, 2010 3:20 am

from the screenshots in download link, it looks nice.

will you plan upload it to PES ?
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ILy- Forver
 
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Post » Wed Aug 11, 2010 6:41 pm

from the screenshots in download link, it looks nice.

will you plan upload it to PES ?


It's uploaded already, but it takes a few days before its approved.
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Hilm Music
 
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Post » Thu Aug 12, 2010 9:41 am

EDIT: there's definitely a noticeable visual shift that occurs as the trees cross from distant land into the primary rendering area -- all the detail suddenly materializes. It's distracting once you've noticed it's occurring.


I've tried my best reduce that, but its impossible to remove it completely. One view distance is MGE's own, another is Morrowind's view distance which kicks in depending on how you have set it up + personally i have SSAO too which also has its own distance that it renders.. so yeah, pretty much impossible to make it look the same in the distance as close up.
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casey macmillan
 
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Post » Thu Aug 12, 2010 1:59 am

Since I'm not playing ATM, I'll wait for the PES Download, but it looks fantastic. :)
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Christine
 
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Post » Thu Aug 12, 2010 12:15 am

Looking good, my favorite tree replacer so far...
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Caroline flitcroft
 
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Post » Thu Aug 12, 2010 8:08 am

Those look lovely but I imagine since they are animated they probably chew up your FPS.
I'm already using Valitys(sp?) BC tree replacer and it tears my FPS up pretty bad.
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Austin Suggs
 
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Post » Thu Aug 12, 2010 4:15 am

@Vurt:
What about FPS ? Can you tell something? And what MGE shader for sun you use?
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Rob Smith
 
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Post » Thu Aug 12, 2010 8:57 am

@Vurt:
What about FPS ? Can you tell something? And what MGE shader for sun you use?


I lose 2 FPS with all my trees in view compared to the default meshes. I could of course release a version without animations, and maybe a little lighter on the poly's :)

Edit: im using sunshaft shader.
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El Khatiri
 
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Post » Thu Aug 12, 2010 12:51 am

I lose 2 FPS with all my trees in view compared to the default meshes. I could of course release a version without animations, and maybe a little lighter on the poly's :)

Edit: im using sunshaft shader.

Either way, keep up the amazing work, this is going in as one of my new tree replacers...actually, I have said before (and will no doubt say again), a lot of you work has been slipping into my game these days
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Chris BEvan
 
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Post » Thu Aug 12, 2010 12:19 am

I lose 2 FPS with all my trees in view compared to the default meshes. I could of course release a version without animations, and maybe a little lighter on the poly's :)

Edit: im using sunshaft shader.

Thanks for answering, Vurt.
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Lauren Denman
 
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Post » Thu Aug 12, 2010 2:32 am

First post updated. Seems like i was wrong about the FPS (i didnt update distant statics when i tested), those trees are quite demanding.. I'll update with a reduced version.
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J.P loves
 
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