[RELz] Vurt's Bitter Coast Trees

Post » Fri May 13, 2011 7:43 pm

Another great release. :foodndrink:
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Amy Melissa
 
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Post » Fri May 13, 2011 12:35 pm

I used to just whizz through the BC...now I move quite slowly because there is so much to look at.
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courtnay
 
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Post » Fri May 13, 2011 6:49 pm

The new trunk from AOF is really great, the texture is very good to i think, i might try some variations with it for the next release.

It svcks that i have to leave my apartment/computer for a while, they're gonna put in new floors here (don't fall asleep drunk while you have the water running, kids :whistling: not that i know anything about that....) i'll take my laptop with me though so i still can do a bit of modding ;)

I've heard of artists immersing themselves in the environment they're attempting to capture - guess that's one way to experience the bitter coast. :P Research is ultimately beneficial, consequences be damned!
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victoria johnstone
 
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Post » Fri May 13, 2011 10:50 am

Hey, out of curiosity, any plans at the moment to add normalmaps/particle effects to the West Gash trees? In particular, I'd think falling leaves would be perfect, given the red/orange color scheme :P

Also, what are your plans for Mournhold? I know you already made one set of trees, but it seems like your technique has developed a lot since then. :)
Whoa, deja vu. Sorry if I've already asked about Mournhold :P

EDIT: Actually, not just West Gash. What about the Ashlands and Solstheim? :deal:
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Je suis
 
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Post » Fri May 13, 2011 7:21 pm

tetchy: :D

Saint_Jiub: yeah falling leaves for WG would be nice, i've been thinking about that too. Overall i think bump mapping for trees is kind of overrated in Morrowind, it doesnt even come close to how it looks when you make the same normal maps for Oblivion :/ For Ashlands i created a partial red glow to the trees texture, but i wasnt that happy with it in the long run, i might give it another shot.

For Mournhold i'm thinking i should create some japanese garden style pine trees, i think they would fit in quite nicely + right now i like doing them ;)
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Alexandra Louise Taylor
 
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Post » Fri May 13, 2011 4:47 pm

Oh, in that case, would you object terribly to making a Bitter Coast/Ascadian Isles bumpmap-free version? I'm just looking for some sort of consistency! :P
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TIhIsmc L Griot
 
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Post » Fri May 13, 2011 5:09 pm

Nah. Morrowind is always going to be "inconsistent" that way, or are you applying the same logic to weapons/armors too? In Oblivion not all flora etc is bump mapped either, just some of it, and the effect is much more visible there..
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Stephani Silva
 
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Post » Sat May 14, 2011 2:14 am

yay, my favorite image hosting site is up again, just to celebrate ;) :

http://piclair.com/data/hjxk2.jpg
http://piclair.com/data/3swmr.jpg
http://piclair.com/data/caus5.jpg

still early so it will likely change a bit.
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Adam Kriner
 
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Post » Sat May 14, 2011 12:43 am

:celebration: :twirl: :icecream: Looks fantastic :)
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Raymond J. Ramirez
 
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Post » Fri May 13, 2011 6:22 pm

improved them a little:

http://piclair.com/data/x0r00.jpg
http://piclair.com/data/rro83.jpg

any big BC mods i should make it compatible with? maybe most mods doesnt touch the coast line?
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jess hughes
 
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Post » Fri May 13, 2011 9:13 pm


any big BC mods i should make it compatible with? maybe most mods doesnt touch the coast line?
I'd say JOG's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1404, it's an oldie but a great little quest mod. Then there's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=390 by Lonnie. But if you start taking into account Seyda Neen expansions you could be here for the next decade.
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Lisha Boo
 
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Post » Fri May 13, 2011 10:21 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5057 adds to the coastal portion of Seyda Neen pretty extensively as well.
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Lisa
 
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Post » Fri May 13, 2011 7:09 pm

very good trees. since i still use vality's trees. i just added yours in. knocked out the one that is causing path problems. and then darkened all your textures by 80 in gimp. so they wouldn't stand out too much with the ones i got. and it looks awesome. thanks for making these trees. good work vurt :goodjob:
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claire ley
 
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Post » Fri May 13, 2011 5:21 pm

I've given up on the mangroves, at least for now. In the end i didnt really like how it looked, it looks "wrong" most of the time, but looks http://piclair.com/data/ubs2s.jpg in a few occasions.

I do like the http://piclair.com/data/gkr5h.jpg though :)

It probably won't be a part of the BC trees mod, but you can download the mangroves and trees + an .esp that adds the mangroves and trees in the BC region from my resource page at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=444351&id=7985.
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Scared humanity
 
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Post » Fri May 13, 2011 2:20 pm

Updated to v0.7



v0.7:

* Collision removed on 1-2 trees

* missing mipmaps on bark and moss textures fixed

* new tree trunk mesh and texture by AnOldFriend
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sarah simon-rogaume
 
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Post » Fri May 13, 2011 3:52 pm

There are massive blank areas on vurt_bc_tree_trunk_01 and vurt_bc_tree_trunk_04. I think I see what's happened: the mipmaps have somehow been incorporated into the main surface texture, making it twice as wide as it ought to be.
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Eoh
 
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Post » Fri May 13, 2011 7:18 pm

thanks for reporting, i'll have a fix up.
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Amy Masters
 
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Post » Fri May 13, 2011 1:43 pm

I just see it ingame. nice mod.

one issue may need a fix, the tree ID flora_be_...08 blocked my tree toward the tower in seyda neen.
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Greg Swan
 
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Post » Fri May 13, 2011 1:12 pm

its been fixed in the latest version, which you should be using ;)
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Kortknee Bell
 
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Post » Fri May 13, 2011 11:26 pm

what i used is just the 7.0A version that just downloaded today.
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Juliet
 
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Post » Sat May 14, 2011 1:11 am

do you mean the lighthouse? i've tested that many times and i can pass that branch without problems. Anyone else that can't pass tree08's branches in v.07?

uploading 0.7b, forgot to put the trees in /f :banghead:
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Emilie Joseph
 
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Post » Sat May 14, 2011 12:10 am

do you mean the lighthouse? i've tested that many times and i can pass that branch without problems.


I just installed the new version and i can pass that branch near the lighthouse as well. I can just walk through.
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Hannah Barnard
 
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Post » Fri May 13, 2011 5:47 pm

Ok, good to know. Maybe sphinx had my earlier version, and since the trees in the latest version wasnt put in /f it never got upgraded like it should.
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stephanie eastwood
 
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Post » Fri May 13, 2011 11:45 am

It probably won't be a part of the BC trees mod, but you can download the mangroves and trees + an .esp that adds the mangroves and trees in the BC region from my resource page at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=444351&id=7985.

Nabbed :) thanks vurt. Honestly, that "giant tree" looks EPIC in that picture, absolutely stunning. Do you plan on finding an alternative to the mangroves?
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Tarka
 
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Post » Fri May 13, 2011 8:08 pm

maybe, not sure yet.. i placed the big tree and the dead tree in the middle of the water at some places, i think it looks great and makes the area look much more interesting. I've tried placing smaller plants like mangroves etc, but imo they often don't fit in that well, it looks off, at least to me. It's probably all in the placement and i probably svck at it hehe
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Daniel Brown
 
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