[RELz] Vurt's Grazelands Trees

Post » Sat May 28, 2011 2:28 pm

Here's a sakura/cherry blossom tree.. i'll add a couple of these to the Grazelands, they'll be in the Mournhold mod too. http://piclair.com/data/0kwji.jpg it'll probably improve + i'll make more vareites of it.

:shocking:

I want a whole Mournhold of those. It would be nice if the trunk was either a bit thicker or a little more twisty though. Looking forward to a shocking pink Mournhold.
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Sophie Morrell
 
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Post » Sat May 28, 2011 8:41 am

http://piclair.com/data/23zec.jpg

twisted enough for ya? :D
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Milad Hajipour
 
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Post » Sat May 28, 2011 11:50 am

http://piclair.com/data/23zec.jpg

:shocking: :shocking:
:bowdown:

[edit]
I had almost forgotten :D => http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/amelioration_de_la_region_des_grandes_patures.php
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+++CAZZY
 
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Post » Sat May 28, 2011 7:32 am

very very nice. one little thought. your dead trees look like they died of the blight, but the grazelands aren't really affected yet ingame. most of the dead trees they had i figured were killed by lightning strikes, which alot of times blows all the bark off. leaving real pale dead tree. have you thought of doing those like that, just to set them more apart from you ashland trees? still, very great work. :celebration:
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mishionary
 
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Post » Sat May 28, 2011 11:37 am

Hey Vurt, im just curious what the average poly count is like for these. I'm messing about making trees myself, and i was just curious is all.

They look pretty damn cool by the way
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Ells
 
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Post » Sat May 28, 2011 5:09 am

JCV1, no idea.. that's up to PES, not me :)

matilija, yeah that works too.. Do you add the NCO value too...? Maybe it's not needed when you have the collision box.



Yea, I still add the NCO value, but having a base collision box to use still shortens the time editing the meshes quite a bit, I can't model at all, so it actually makes it possible for me to edit the nifs....I love nifskope.

Anyways, I was going to see if I could find a plain cylinder root collision node in one of the vanilla nifs, but decided to just go ahead and keep on with what I've been doing instead since it seems to work perfectly fine.
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Doniesha World
 
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Post » Sat May 28, 2011 11:02 am

Ratfink: yeah, they might be a little dark, i'll see if i can find a better texture for them.

SGmonkey: around 7000 for the biggest one.

Matilija: i think i'll try to make a few collision boxes, make a few variations in thickness. I really dislike working with axis values in it.. i just want to grab it and move it like in Blender ;)
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Avril Louise
 
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Post » Sat May 28, 2011 11:28 am

Nice trees there. Btw, Vurt, have you thought of creating one thread where all of your tree/flora mods are situated for easy location?. Like the Unique Landscape mods for oblivion. They have all of their mods and updates info in one thread. Your mods are becoming one of the must-have and should not be scatter everywhere.
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Frank Firefly
 
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Post » Sat May 28, 2011 1:01 pm

Ratfink: yeah, they might be a little dark, i'll see if i can find a better texture for them.

SGmonkey: around 7000 for the biggest one.

Matilija: i think i'll try to make a few collision boxes, make a few variations in thickness. I really dislike working with axis values in it.. i just want to grab it and move it like in Blender ;)



If you would like, I can send you my copy of the meshes that I've already edited....not sure why I didn't think of that before tbqh.
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Undisclosed Desires
 
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Post » Sat May 28, 2011 6:47 am

Nice trees there. Btw, Vurt, have you thought of creating one thread where all of your tree/flora mods are situated for easy location?. Like the Unique Landscape mods for oblivion. They have all of their mods and updates info in one thread. Your mods are becoming one of the must-have and should not be scatter everywhere.


If you click my signature, you have a list of all my mods on PES.


matilija: thanks again for the fixed collisions.. i'll add those to the new version.
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Miss Hayley
 
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Post » Sat May 28, 2011 1:43 pm

If you click my signature, you have a list of all my mods on PES.



Oh, how blind of me :facepalm:
I have this bad unconscious habit of not reading people's signature. Maybe that explain why i don't have one.
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Amanda Furtado
 
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Post » Sat May 28, 2011 12:31 pm

matilija: thanks again for the fixed collisions.. i'll add those to the new version.



Just glad I could help, your trees are some of the best additions to morrowind beautification since the introduction of MGE!!
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{Richies Mommy}
 
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Post » Sat May 28, 2011 6:42 am

Beautiful trees, as always. :)
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Nienna garcia
 
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Post » Sat May 28, 2011 12:02 pm

Great work vurt. :goodjob: It gives the Grazelands a completely new and awesome atmosphere.

And the mod is now up on PES. One comment also states some directions about where a floating tree can be found.
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trisha punch
 
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Post » Sat May 28, 2011 8:25 pm

Am I the only one who can't get MGE to process trees 7 and 10? It goes through distant land generation fine but I get two error messages saying it can't process them. I've tried redownloading as well.
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Eoh
 
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Post » Sat May 28, 2011 4:55 am

The Greatness, could be i have to collapse the missing childrens in Nifskope for older MGE's, i can generate without errors (with MGE XE 0.7)

I've been quite sloppy with this release (or rather, it was done a bit too quick maybe ;) ), there are also doubles that i have forgotten to remove. I'll finish this once the new version of my Mournhold mod is "done".
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Bek Rideout
 
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Post » Sat May 28, 2011 5:42 am

1.0 released.

Changes:

* collision removed from branches and leaves (thanks matilija!)

* removed doubles on 3 of the trees, could improve performance and should make trunks look smoother

* collapsed link arrays - could fix problems when creating distant land in MGE

* 2 new trees (http://www.tesnexus.com/downloads/images/35368-1-1288306302.jpg)

* various other stuff

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8805


edit: http://piclair.com/data/792is.jpg.
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Samantha Mitchell
 
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Post » Sat May 28, 2011 11:00 am

Excellent! :thumbsup:
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Victoria Bartel
 
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Post » Sat May 28, 2011 6:38 am

I hope Vurt is putting all his work on PES because it's super easy to find it that way. Having to do a topic search on here for Vurt's name can be tedious.
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ZzZz
 
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Post » Sat May 28, 2011 7:58 am

I do have all my work there. Click on my signature and bookmark it and you dont even need to search for it ;)
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Amber Ably
 
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Post » Sat May 28, 2011 2:41 pm

Fantastic! And now all but TR has been Vurtified!
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willow
 
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Post » Sat May 28, 2011 6:48 pm

http://i54.tinypic.com/1043jia.png
http://i56.tinypic.com/1i1lhg.png
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Sammygirl500
 
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Post » Sat May 28, 2011 6:13 am

edit: http://piclair.com/data/792is.jpg.

The trees in the top row look amazing Vurt, I wish there were trees like that where I live. The tree with red leaves is excellent, too.
Thanks for sharing them with us. The question is, will you able able to stop modeling trees once you've finished all the replacers? :laugh:
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Niisha
 
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Post » Sat May 28, 2011 3:57 pm

As you can see i've already begun redoing them, starting with Mournhold - which was the first tree replacer i did. I'm far from happy with all the current trees, my AI mod needs a big overhaul i think, dont like it at all.

Nice screens The Greatness :)
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Robert Devlin
 
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Post » Sat May 28, 2011 1:21 pm

Vurt,

Having a bit of a problem with this mod. I didn't read through to whole topic so I apologize if this has been brought up (I did use ctrl+f but that's not always perfect)

When using distant lands with MGE, some (not many at all) trees in the grazelands will disappear when they enter my normal Morrowind view distance. And others seem to be coated in the bark of another tree, but when they enter my normal view distance, that bark is stripped away to reveal the real tree beneath. Kind of odd.

And with your Ascadian Isles mod, I am having a problem some of the trees just not showing up at all in distant lands. I have the minimum item size set to 0 with activators and miscellaneous objects enabled, but they just don't show up until they enter the normal Morrowind view distance.

Any idea what the issue is?

I have the latest version of both mods.

I have your other tree mods (West Gash, Ashlands, Solsthiem; holding out on the Mournhold one until your update for it) and your groundcover mods and they are truly great pieces of work.

Thank you.
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Franko AlVarado
 
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