[RELz] Vurt's Bitter Coast Trees

Post » Sat May 14, 2011 2:56 am

Hey, I always see the bright white squares (texels) on Vurt's trees.
I'm using a desktop PC with a brand new ATI HD5750 1GB and recent manufacturer's drivers (like 0.1 versions below the latest Catalyst drivers).
I also used MCP 1.9 with the Local / Bump Map Reflections enabled, which makes the blotches less bright.
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STEVI INQUE
 
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Post » Fri May 13, 2011 11:38 pm

Squares? Take a screenshot.

Blade117: No idea, depends on what hardware you have.. If you're having bad FPS without them, then i wouldnt recommend them.
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Eibe Novy
 
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Post » Fri May 13, 2011 11:51 am

My card is actually a ATI HD5770 1GB (not 5750) and I just upgraded to latest Catalyst 11.1

OK, here is an example: http://img40.imageshack.us/i/mgescreenshot1l.png/
You can see white blobs on the tree and also on the rock below. (It's harder to see on the rock with the screenshot I gave.)
The tree trunk is part of a one of the mushroom trees with numerous caps.

The botches glow unnaturally bright and also change shape unnaturally when you move around looking at them.

I assume it's just bump maps not working. Is it something else?
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Czar Kahchi
 
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Post » Fri May 13, 2011 1:57 pm

Looks like the bump maps yes. You have that on every tree and rock from my AI mod? The bump maps doesnt really look that good in MW imo.. if i make a new version of the AI mod i probably leave them out.


I've uploaded 0.8b, some small bug fixes..
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Evaa
 
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Post » Fri May 13, 2011 10:41 am

My card is actually a ATI HD5770 1GB (not 5750) and I just upgraded to latest Catalyst 11.1

OK, here is an example: http://img40.imageshack.us/i/mgescreenshot1l.png/
You can see white blobs on the tree and also on the rock below. (It's harder to see on the rock with the screenshot I gave.)
The tree trunk is part of a one of the mushroom trees with numerous caps.

The botches glow unnaturally bright and also change shape unnaturally when you move around looking at them.

I assume it's just bump maps not working. Is it something else?


Do you have the Code Patch?
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Romy Welsch
 
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Post » Sat May 14, 2011 12:27 am

I noticed that i have those as well, at least on some of the rocks, it's probably because of a setting in NifSkope that causes that. But if you're having it on _every_ tree and rock then it's something wrong..
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Valerie Marie
 
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Post » Fri May 13, 2011 7:17 pm

Oooo, an update. This is truly a great mod. :thumbsup: Increases the immersion factor a lot, your mods do. :goodjob:
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Cathrin Hummel
 
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Post » Fri May 13, 2011 5:37 pm

>Looks like the bump maps yes. You have that on every tree and rock from my AI mod?

Yeah, I think they are on just about every tree but mostly noticable on the mushroom trees with multiple caps.
They are most noticable at night (when there are brightness is evident) and when I am very close (they seem to grow as I get closer).
Am I the only one with this problem?

They are also on the On The Rocks! Mod but it looks more like Saran Wrap than white blotches.

Also I have MCP 1.9 with Local/Bump Reflection Maps turned on.
Also, I've seen it over multiple Morrowind installations and with original EXE's run through earlier MCP.
Also, I've seen it on ATI Radeon X1800 256 MB (an ancient card) before I upgraded to ATI HD5770 1 GB. Maybe it's an ATI-only problem?

I'll try running MCP on a brand new EXE and see if it helps, and then I WON'T run the EXE optimizer or 4 GB patch, but it probably won't make one difference.
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Amy Melissa
 
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Post » Fri May 13, 2011 4:50 pm


Also I have MCP 1.9 with Local/Bump Reflection Maps turned on.
Also, I've seen it over multiple Morrowind installations and with original EXE's run through earlier MCP.
Also, I've seen it on ATI Radeon X1800 256 MB (an ancient card) before I upgraded to ATI HD5770 1 GB. Maybe it's an ATI-only problem?

I'll try running MCP on a brand new EXE and see if it helps, and then I WON'T run the EXE optimizer or 4 GB patch, but it probably won't make one difference.

No problems here, and I use ATI.
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TRIsha FEnnesse
 
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Post » Fri May 13, 2011 10:39 pm

I tried a new EXE and patching with MCP 1.9, and I still see the white blotches. Also, disabling MGE (by renaming DLL's) doesn't help.

Is there something special you have to do to turn Bump maps on?
One thing that confuses me is that there is nothing in MCP that explicitly says it enables bump maps - even after I looked through all of the documentation. There are two bumpmap-related options that I turn on (as well as all the bug fixes): Local/Bump Reflection Maps ("Bump and reflection maps, including enchant glow, are now dependent on local illumination.") and Enable reflection effects on skin ("Since bump maps required reflection maps to work, this also allows bump maps on skinned meshes.").
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Add Meeh
 
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Post » Fri May 13, 2011 3:48 pm

Are you using Ati Tray Tools to tweak your gfx-card settings? There might be some settings in there that will help. I have an HD4650 and haven't seen any visual anomalies. Perhaps it's your card that's starting to misbehave (hardware error, in other words)
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Gracie Dugdale
 
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Post » Fri May 13, 2011 6:41 pm

>Are you using Ati Tray Tools to tweak your gfx-card settings?
Nope, I'm not really an overclocker. I'll give it a try though if you think it has settings that can help.

>Perhaps it's your card that's starting to misbehave (hardware error, in other words)
Maybe, but the bug happened with my prior ATI Radeon X1800 too.
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NEGRO
 
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Post » Fri May 13, 2011 12:02 pm

>The bump maps doesnt really look that good in MW imo.. if i make a new version of the AI mod i probably leave them out.

This might be a good idea if they don't work on all cards.

How can I do this manually? Nuke the blue channel in textures like Vurt_TreeShroom_NRM?

The good thing is that getting rid of bump maps means you can turn Local Reflect/Bump Map off in MCP.
Then, mods like Vality's Ice Cavern Textures (looks really good) and Glowing Daedric Armor will work again.
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Andrew Tarango
 
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Post » Fri May 13, 2011 6:14 pm

You probably need to delete them from the .nif's in NifSkope. I don't think altering the .dds files will do much good.
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Julie Ann
 
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Post » Fri May 13, 2011 6:02 pm

Vurt, here is a better screenshot: http://img833.imageshack.us/i/vurtsaiwithmcp19.png/

It's from a brand new Morrowind installation with only your mod and MCP 1.9. The screenshot was taken near Shulk Egg Mine.
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Melis Hristina
 
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Post » Fri May 13, 2011 5:09 pm

Hmm, if thats not the way they are suppose to look then I got the same problem too and I have an Nvidia Geforce 8700M GT. Until now I had always assumed it had simply been a liberal application of hghlights but had never looked closely at it.(in the last few months my travels into the game have been for testing purposes and not for actual playing so I never bother paying any attention to it)
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Darren
 
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Post » Fri May 13, 2011 12:58 pm

When the filter mode for the .nif's bumpmaps arent set to "FILTER_TRILERP" they can look like that, i think i've done that for all my .nif's. It seems like its not having an effect on some setups or on some .nifs, for some reason.

I'm probably not updating this mod anymore, if i do i will start over from scratch and make new trees (more similar to the original trees). I wanted a kind of Alice in Wonderland feel with this mod that im now completely fed up with.

Edit: "This mod" meaning my Ascadian Isles mod, not the BC mod :)
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SiLa
 
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Post » Fri May 13, 2011 11:14 am

Try this file (install over old one in /textures)

http://www.multiupload.com/9JS23L8CYQ

do they make the squares less pronounced?
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Kelvin Diaz
 
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Post » Sat May 14, 2011 2:00 am

Graphics card settings like 'anisotropic filter optimization' will turn off trilinear for the bump map texture stages.
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Marlo Stanfield
 
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Post » Fri May 13, 2011 1:00 pm

>do they make the squares less pronounced?

It just leads to smaller white blotches.

I imagine a black texture would make them disappear.

>Graphics card settings like 'anisotropic filter optimization' will turn off trilinear for the bump map texture stages

Didn't see anything like that in ATI Catalyst software or ATI Tray Tools.
I tried enabling "High Quality anisotropic filtering", "4x", and "Quality with trilinear". It didn't make a difference visually.

Is there anyone who sees bumps and not white squares like Taurius and I see?

Edit: I tried using bilinear interpolation for emperor parasol 3.nif; no effect.
When I deleted the R and G channels from Vurt_fire.dds I started seeing blue splotches.
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Oceavision
 
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Post » Fri May 13, 2011 7:38 pm

So I replaced VURT_fire.dds with a 4x4 black DXT1 texture, and the mushroom stalks look way better now.
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^_^
 
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Post » Fri May 13, 2011 6:17 pm

In 8.0c vurt_oakbark02.dds is missing. And Tarhiel's tree's leaves look strange.
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Kate Norris
 
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Post » Fri May 13, 2011 11:02 pm

Strange? Got a screenshot?

Meh, always some texture missing, wish it was some easy way to check.
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FirDaus LOVe farhana
 
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Post » Fri May 13, 2011 10:56 pm

Strange branches (and missed texture). "Strange" are some transparent outlines. With last version of MGE these branches behave even worse. I'll post video a bit later.
http://s1.ipicture.ru/uploads/20110131/thumbs/xueYFJEz.jpg
This guy is still there :huh:
http://s1.ipicture.ru/uploads/20110131/3W6tQ3YR.jpg
(clean Morrowind, without any mods)
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Fam Mughal
 
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Post » Fri May 13, 2011 3:22 pm

i checked the archive, i've managed to put in a old version of the tree and not the new one with removed collision.. doh. uploading a new version again in a moment :D
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James Wilson
 
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