[RELz] Vurt's Bitter Coast Trees

Post » Fri May 13, 2011 6:21 am

Downloaded and installed. Nice work. :goodjob:
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Leah
 
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Post » Fri May 13, 2011 6:17 pm

Great, as if the game didn't run slow enough for me on the bitter coast already. Now I HAVE to add your mod too since it looks [censored] awesome.
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Ymani Hood
 
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Post » Fri May 13, 2011 3:34 pm

Wow, already? You sure are fast! Thanks for the trees, vurt.
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Tracy Byworth
 
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Post » Fri May 13, 2011 8:35 pm

Have you seen this ^^ =>
Posted by Thondur at 2010-10-09 11:31:10
YOU sir are definitely the lord of the trees!
Just tested this and it does look great, and I could not detect a major drop in fps on my system. [... ]

One thing I would ask of you to change however is that some trees in Sayda Neen have low hanging branches and effectively block some major paths!
Please change those with tree models that have a higher foliage and I gladly give you another well deserved ten!

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Rowena
 
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Post » Fri May 13, 2011 1:55 pm

i've replied to that problem in this thread even :)
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Jason White
 
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Post » Fri May 13, 2011 6:02 pm

Another must have mod from Vurt. nice as allways.

If I remember right , it's only the grazeland tree replacer havn't been made, and there looks so bare compare to other area, look forward to a forest there.
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latrina
 
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Post » Fri May 13, 2011 1:40 pm

Another must have mod from Vurt. nice as allways.

If I remember right , it's only the grazeland tree replacer havn't been made, and there looks so bare compare to other area, look forward to a forest there.

It's called the Grazelands because it's, well, grazelands. It's not supposed to be forested. The tree models there could use some touching-up, though. Those trees always did kind of remind me of http://savannaenvironment.files.wordpress.com/2008/04/acacia.jpg common to the African savanna in the real world.
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Miss Hayley
 
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Post » Fri May 13, 2011 6:30 am

I swear...I did not explore the ENTIRE BC, but what I did, it is TERRIFIC! I even have some mod on that expands SN, and everything still was perfect. Please, could you work on more sections of Vvardenfell, and make each one unique in its own way...treewise/plantwise?
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Fam Mughal
 
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Post » Fri May 13, 2011 10:40 am

Nice looking trees - they reminded me of some native swamp ones with those buttressed trunks

If this is one of your "quick and dirty" mods I'd love to see a slow and polished one :) (Hehe - just pulling your leg - they look as breathtaking as your other work)

Am looking forward to version 2 should it appear :) Thanks so much for sharing vurt
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Wayland Neace
 
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Post » Fri May 13, 2011 3:11 pm

Vurt...you have revolutionized the game. I don't see it or play it the same anymore.
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Laura-Jayne Lee
 
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Post » Fri May 13, 2011 5:27 pm

It's called the Grazelands because it's, well, grazelands. It's not supposed to be forested. The tree models there could use some touching-up, though. Those trees always did kind of remind me of http://savannaenvironment.files.wordpress.com/2008/04/acacia.jpg common to the African savanna in the real world.


good. no need forest, just more trees.
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Toby Green
 
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Post » Fri May 13, 2011 6:31 am

It's called the Grazelands because it's, well, grazelands. It's not supposed to be forested. The tree models there could use some touching-up, though. Those trees always did kind of remind me of http://savannaenvironment.files.wordpress.com/2008/04/acacia.jpg common to the African savanna in the real world.


I've looked at those too.. but im thinking that those majestic looking japanese pine trees would look ever better in that area, like these:

http://farm2.static.flickr.com/1057/1105153671_be8aa4b7fc_b.jpg
http://bonsaitonight.files.wordpress.com/2009/08/urushibata2-2.jpg


richardrocket009: i have worked on other parts of Vvardenfell; ashlands, ascadian isles, west gash, solstheim.. take a look at PES.

Oh, and thanks so much for all your compliments :foodndrink:
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flora
 
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Post » Fri May 13, 2011 1:09 pm

The base of the trunks must be modelled after the default ones (in fact, many are from the default trees) since they sometimes have hand placed containers (tree fungi) attached to them, i can't do anything about them (unless i make my own .esp and remove/hand place those containers myself onto my trunks, but i'm not doing that).

Vurt => http://www.uesp.net/wiki/Morrowind:Hypha_Facia and http://www.uesp.net/wiki/Morrowind:Bungler%27s_Bane.

Thus knowing where are the mushrooms, you could make the trunks of the trees as you wish it, and I will replace all mushrooms with the hand.

Thus here if ever you made trunks less width at their base, I will occupy myself to replace all mushrooms on the trunks of the trees. :goodjob:
If you want... :poke:


P.s: any news of your Silt Strider? :icecream:
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Penny Courture
 
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Post » Fri May 13, 2011 9:42 am

awesome! pretty vurt-tactualer. ha, punfun.
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Soku Nyorah
 
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Post » Fri May 13, 2011 10:18 am

I've looked at those too.. but im thinking that those majestic looking japanese pine trees would look ever better in that area, like these:

http://farm2.static.flickr.com/1057/1105153671_be8aa4b7fc_b.jpg
http://bonsaitonight.files.wordpress.com/2009/08/urushibata2-2.jpg

That would work too. Or, even a combination of both? Why not?
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Robert
 
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Post » Fri May 13, 2011 8:36 pm

Awesome trees :goodjob: I′m currently busy with uni, but I hope I can find some time for MW in the upcoming months and try these out :)
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Marion Geneste
 
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Post » Fri May 13, 2011 9:23 pm

I've looked at those too.. but im thinking that those majestic looking japanese pine trees would look ever better in that area, like these:

http://farm2.static.flickr.com/1057/1105153671_be8aa4b7fc_b.jpg
http://bonsaitonight.files.wordpress.com/2009/08/urushibata2-2.jpg


richardrocket009: i have worked on other parts of Vvardenfell; ashlands, ascadian isles, west gash, solstheim.. take a look at PES.

Oh, and thanks so much for all your compliments :foodndrink:

Maybe you could mix in some http://farm1.static.flickr.com/121/291208178_644340a39c.jpg as well. :D

I like your idea, though, because I think most people (myself included) assume that the Grazelands = African savanna. It'd be cool to see a radically different interpretation of it.
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Kelvin Diaz
 
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Post » Fri May 13, 2011 6:20 pm

Yeah i've thought of it as the african savanna too.

i did http://img301.imageshack.us/f/39370512.jpg/, it's inspired both from pine trees i saw in brazil and a bit from japanse pine trees as well. The end result will most probably look nothing like that though.

edit: a typical http://img84.imageshack.us/img84/7465/captureee.jpg
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Yvonne Gruening
 
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Post » Fri May 13, 2011 8:53 am

Please please please please please make a grazelands tree replacer! It's lacking in good replacers on an almost hilarious level. If you mized African savanha trees and similar Japanees trees it would look great: a believable set of trees that look like real life trees but are different in their own, slightly alien way. I would actually pay for that.
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Victoria Bartel
 
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Post » Fri May 13, 2011 3:24 pm

Thank you for these! I will try them out later, once I've done a bit of modding. :-)
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Red Sauce
 
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Post » Fri May 13, 2011 6:38 pm

Vurt => what do you think of my proposal?
:bowdown:
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Haley Merkley
 
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Post » Fri May 13, 2011 7:40 am

im not really sure i want them any different. But yes, the trunks are a little over exagerated, but not much. They're modelleded after http://www.duke.edu/web/nicholas/bio217/ked13/cypress-swamp060903-5047harnettz.jpg. I guess i could make the trunks more detailed, but it'd also kill the performance im afraid.
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louise hamilton
 
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Post » Fri May 13, 2011 1:10 pm

im not really sure i want them any different. But yes, the trunks are a little over exagerated, but not much. They're modelleded after http://www.duke.edu/web/nicholas/bio217/ked13/cypress-swamp060903-5047harnettz.jpg. I guess i could make the trunks more detailed, but it'd also kill the performance im afraid.

Alright, but the grasses of the pictures have large trunks at their base, because they are in water. :rolleyes:
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CORY
 
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Post » Sat May 14, 2011 12:16 am

yes, like Bitter Coast, it's a swamp = much water.. that's why they're created like that in the first place by Bethesda.
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Rob Smith
 
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Post » Fri May 13, 2011 9:40 pm

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot23.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot26.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot25.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot24.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot22.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot19.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot17.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot21.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot20.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot18.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot16.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot15.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/v%20bitter%20coast/MGEScreenshot14.jpg

vs.
http://depts.washington.edu/ehuf475/baldcypress.bmp
http://www.fws.gov/digitalmedia/FullRes/natdiglib/E0003AF2-31F9-4C27-994ED72FAA00B42A.jpg
http://vanishingsouthgeorgia.files.wordpress.com/2009/12/okefenokee-swamp-bald-cypress-taxodium-disticum-charlton-county-ga-stump-lilly-pads-wildlife-photo-copyright-brian-brown-vanishing-south-georgia.jpg
http://mw2.google.com/mw-panoramio/photos/medium/11454796.jpg
http://paintingsbyjoy.com/images/Bald_Cypress_Swamp_2.JPG
http://www.statesymbolsusa.org/IMAGES/Louisiana/Bald_Cypress_sunset_380.jpg
http://www.byronjorjorian.com/gallery/Landscapes/7860.jpg
http://www.flash-screen.com/free-wallpaper/uploads/200904/imgs/1239267152_1024x768_bald-cypress-trees-in-louisiana.jpg

I think there are some bad uv mapping problems. I am sure you will fix them. I fixed the mipmaps myself after taking some shots as it looked really bad.(there are 11 textures without mipmaps)


1. Coverage
There should be more coverage. Creating a claustrophobic feeling. Vality captured this really well. To do this, I recommend increase the size of bottom parts of trunks and lower the branches. Also increasing the number of trees will do good.

2. Textures
Rather than light colors, using dark colors would work better. Notice wet-dry differences. This is probably changed through the season and photographs shows the dry white trunks mostly. I think they would be moistury. The whole area must be under shadows, using darker textures will look more natural. You can see how one of connary's texture there blends with environment and it isn't using high poly uber detailed mesh and texture.

3. Variations
The moss is micro-scaled rather than fiber nature from average view distance. You can paint some rather than using the original stock photo parts. I notice the wet parts doesn't contain them.

a. Trees which their roots are connecting water.
Wet(darker) bottom. Moss is upper parts.

b. Trees which are on dry land.
Give them full moss at bottom and more lighter textures at upper parts. But cover these upper parts with leaves. Also give them thicker bottoms. Insanely thick bottoms would be possible.

c. Trees which are separate on far water.
Thin bottoms(lowered), no moss. Bald.


4. Enhancements
You can limit gloss maps to bottom parts with some extreme noise. This can create some nice wet look.
Covering bottom parts when tree meets the land with plants like these
http://www6.incrysis.com/screenshots/NewForest9.jpg
http://www6.incrysis.com/screenshots/NewForestHD5.jpg
http://www6.incrysis.com/screenshots/NewForest14.jpg
http://www6.incrysis.com/screenshots/realistic_forest4zm3.jpg
http://www6.incrysis.com/screenshots/realistic_forest_1qocvc.jpg

Some clutter like those will hide the low poly characteristics as well as flat trunk-land connection areas. They prevent player from focusing on those bad aspects.

Obviously a pluginless replacer won't cut it. You can extend many tree lines far into the water to get the claustrophobic feel if widening the trunks and lowering the brunches. Even creating new paths across the sea where land makes an U shape turning it into €s. It should be a [censored] maze where travelers got lost all the time. Maybe you can divide the area to apply different types of bald-cypresses. They all look very different.(seasonal variations?)


Just my two thousand cents.
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CYCO JO-NATE
 
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