[WIPz RELz] Vurt's Groundcover

Post » Mon May 07, 2012 2:00 am

The 1.2 mentioned just above your post does just that. *chuckle*
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Richard Thompson
 
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Post » Mon May 07, 2012 11:32 am

For all my mods i write "outdated" just after the files that are just that..

If i remove files i also remove the number of people who have downloaded my mod(s) so i dont want to do that. I think its kind of stupid that PES has that system, with TESNexus you can remove files and it'll still not remove the download count for them.. I really hate having the old files left in case someone download it by mistake etc, but unfortunately i have to.
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Len swann
 
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Post » Mon May 07, 2012 9:17 am

Wow, I just downloaded the complete 1.2 version and the game looks just fantastic. Very nice work (as always) :trophy: :trophy: :trophy: With all the different sorts of plants and grasses, the world feels much more alive and it looks much more realistic than with Vality′s one and only grass mesh. Congratz to the release (I guess this is pretty much the final version?)
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lexy
 
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Post » Mon May 07, 2012 7:35 am

Wow, I just downloaded the complete 1.2 version and the game looks just fantastic. Very nice work (as always) :trophy: :trophy: :trophy: With all the different sorts of plants and grasses, the world feels much more alive and it looks much more realistic than with Vality′s one and only grass mesh. Congratz to the release (I guess this is pretty much the final version?)

Every version i make is the final version, until i realize there's something i need to fix or tweak ;)
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Jack Bryan
 
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Post » Mon May 07, 2012 2:52 am

Hey Vurt, just checked this out, i downloaded the complete reduced pack, dunno why i picked reduced cos it didnt affect my FPS in the slightest. And i have to say it really looks great, I only have two gripes. First of all i find the grass to be pretty damn tall, past my players crotch region. But that might be sopmething i need to get used too :P And the other problem is that alot of meshes don't touch the ground properly (dunno if youve noticed this) and short of going around every cell and selecting each peice of grass and pressing F i dont know what you could do other than opening the .nif and moving them down on the z axis maybe.

But other than that, great mod, keep up the good work. I do use alot of your mods btw :)

Oh yeah, one other thing, i seem to have problems with vality's bitter coast mod since installing this mod, the terrain seems to disappear in certain areas, not sure if its related or not, but its pretty strange none-the-less
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Irmacuba
 
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Post » Mon May 07, 2012 12:37 pm

SGMonkey,

the grass has no particular length, it varies from -50% of its original size to +20%, its a random setting in the grass utility. But yes, the average height is probably to the crotch.. i dont like when its too short, it supposed to be tall, wild grown grass, and i like that things can even hide in it :)

I have looked all over the place and havent seen any floating grass anywhere (i dont use any mods), im sure there could be at some places, at the end of slopes etc.. mods that alters the landscape are not compatible, unfortunately.

The problem with both trees and grass is that you cant make it too tall either, because then it will stick out at places where it shouldnt (in slopes etc), and you cant lower it too far into the ground just to avoid the problematic areas, that will make it look bad at most/all other places.. I'd say to 90-95% it looks like its supposed to though.

You didnt notice a FPS difference? That's odd, you must have a super computer :D
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Tarka
 
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Post » Mon May 07, 2012 10:37 am

This mod adds an amazing amount of life to Morrowind and beyond. I imagine it's a lengthy process, and I have no idea what it takes to create something like this. Would you consider making a grass mod for Ald-Vendras?
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Hussnein Amin
 
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Post » Mon May 07, 2012 1:23 am

The actual process of adding it is quick since its all automatically done through a utility that places grass on the texture(s) of your choice, cleaning it can be lengthy.. I'll take a look at that mod.
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jess hughes
 
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Post » Mon May 07, 2012 2:19 am

Ok. I'm working on correcting grammar errors, fixing some quests and maybe adding to a few existing towns in Ald-Vendras, then i'm going to re-release it.
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CYCO JO-NATE
 
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Post » Mon May 07, 2012 5:43 pm

It looks good.. if you're updating this mod, you could make sure that under all cities, houses etc, everywhere where its not supposed to be grass, that you have a terrain texture that says dirt, gravel or cobblestone etc and not grass, that would make it very easy for me to make a grass mod for it, it would take me 5-10 minutes, including uploading it to PES ;)
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Nathan Risch
 
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Post » Mon May 07, 2012 12:11 pm

Ahh, I see. So just to get this straight, let's say you make a grass mod for AV as it stands now. If I created a new village or whatever and used one of those textures mentioned above after you've put grass on AV, would MGE skip over these areas? I was using your grass mod and NoM by the way, and there was a statue with a pool near the Vivec/Ebonheart area where your animated grass was floating in the air. I thought NoM might have modified a hill that used to be here (see the 1st screenshot). There's also a house for sale provided by Dave Humphrey's Furniture mod just outside of Balmora on the way to Fort Moonmoth. The grass was in the air here too (2nd screenshot).

http://i41.tinypic.com/2rrx5b4.jpg

http://i44.tinypic.com/34gn4v7.jpg

On the other hand, I was having problems with your mod around this time and was using the plains 3.8 version of MGE. I don't know if it was just me having that problem.
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Darrell Fawcett
 
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Post » Mon May 07, 2012 7:05 am

Some of your grass is really crazy in towns, you should clean up around Balmora a bit, especially close to stairs..

Other then that, this is definitely top notch! Cheers Vurt =)
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Kill Bill
 
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Post » Mon May 07, 2012 9:00 am

Ahh, I see. So just to get this straight, let's say you make a grass mod for AV as it stands now. If I created a new village or whatever and used one of those textures mentioned above after you've put grass on AV, would MGE skip over these areas?


No. You have to finish the mod first and apply textures that arent named grass to areas where you dont want it (towns etc) then i run the grass utility, tell it to skip everything except areas that has textures that are named "grass"-something. It cant be done the other way around.

The mod is not compatible with NoM or any other mod that alters the landscape, the biggest problem with mods like this. I could make a version that is compatible with the biggest mods out there later on, maybe when NoM 2 is finished.

C_Mireneye .. Yes, I'm sure there are a few spots that i've missed, it's almost impossible to see the grass in the editor, unfortunately.. i think im gonna go with a neon pink texture for the grass the next time i try to clean those areas hehe. Its extremely time consuming to remove the grass and being careful enough not to select anything but the grass, so i can understand that Vality's version also was like this, or even worse heh

Does anyone know if its possible to create a copy of the whole morrowind terrain in a .esp (or .esm) file.. that would be extremely helpful because then i could use it instead of morrowind.esm (which i can't alter) to paint specific terrain textures to areas where grass shouldnt be. It doesnt work creating a mod for specific areas + using morrowind.esm, it'll still apply grass to those areas since it reads the morrowind.esm too..
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Zoe Ratcliffe
 
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Post » Mon May 07, 2012 2:52 am

Ok, well then i'll do whatever I need to do with it and let you know. I can't wait to see what it looks like.
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Alkira rose Nankivell
 
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Post » Mon May 07, 2012 12:21 pm

Uploading 1.2 right now to PES and TESNexus.
Cool. Time to re-re-re-re-re-re-regenerate my distant land!
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lillian luna
 
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Post » Mon May 07, 2012 7:01 am

SGMonkey,

the grass has no particular length, it varies from -50% of its original size to +20%, its a random setting in the grass utility. But yes, the average height is probably to the crotch.. i dont like when its too short, it supposed to be tall, wild grown grass, and i like that things can even hide in it :)

I have looked all over the place and havent seen any floating grass anywhere (i dont use any mods), im sure there could be at some places, at the end of slopes etc.. mods that alters the landscape are not compatible, unfortunately.

The problem with both trees and grass is that you cant make it too tall either, because then it will stick out at places where it shouldnt (in slopes etc), and you cant lower it too far into the ground just to avoid the problematic areas, that will make it look bad at most/all other places.. I'd say to 90-95% it looks like its supposed to though.

You didnt notice a FPS difference? That's odd, you must have a super computer :D
Ha, my computers not the best in the world, but i didnt notice any decrease in performance when using this. Stil ran about 30fpsish. And i mainly noticed floating grass around pelagiad, and i don't use any mods that change the landscape. Infact i use very few mods atall. Generally only mesh and texture replacers. Not bothered with MCA and the like yet cos i havnt played the game in yonks :P

Still, i don't mean to sound like im complaining, just kinda wanted to bring it to your attention. And after walking around some more the height doesnt really bother me. Just the floaty bits :P
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Kortknee Bell
 
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Post » Mon May 07, 2012 3:20 am

No. You have to finish the mod first and apply textures that arent named grass to areas where you dont want it (towns etc) then i run the grass utility, tell it to skip everything except areas that has textures that are named "grass"-something. It cant be done the other way around.

The mod is not compatible with NoM or any other mod that alters the landscape, the biggest problem with mods like this. I could make a version that is compatible with the biggest mods out there later on, maybe when NoM 2 is finished.

C_Mireneye .. Yes, I'm sure there are a few spots that i've missed, it's almost impossible to see the grass in the editor, unfortunately.. i think im gonna go with a neon pink texture for the grass the next time i try to clean those areas hehe. Its extremely time consuming to remove the grass and being careful enough not to select anything but the grass, so i can understand that Vality's version also was like this, or even worse heh

Does anyone know if its possible to create a copy of the whole morrowind terrain in a .esp (or .esm) file.. that would be extremely helpful because then i could use it instead of morrowind.esm (which i can't alter) to paint specific terrain textures to areas where grass shouldnt be. It doesnt work creating a mod for specific areas + using morrowind.esm, it'll still apply grass to those areas since it reads the morrowind.esm too..
I suppose you should be able to get the perfect ratio to copy Morrowind.esm landscape with Tessanwwyn but it would take some time to tweak it. I'm thinking it should be able to copy the texture placement as well but I'm not sure. I know it can copy terrain height data:
http://www.projectmanager.f2s.com/morrowind/TESAnnwyn.html

Good luck! And I think that just having a test-neon texture would work great to find what to delete. Nice idea, simple and somewhat elegant =)

I also found some floating grass for you (east of Zainab camp):
http://i41.tinypic.com/aucmeb.jpg
Sorry for that one. Just trying out helping you to get your mod as free from issues as possible =) I would edit things myself for my own enjoyment, but I Imagine you'd like to know since I'm sure you might want to look into these things yourself =)
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James Smart
 
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Post » Mon May 07, 2012 8:34 am

I'll try to deal with the floating parts, i now know why they're there, it has to do with how i arranged it and not with the height.. I'll take a look at TESAnnwyn, thanks.
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Lauren Denman
 
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Post » Mon May 07, 2012 5:58 am

Vurt, you mentioned that you could put grass on Ald-Vendras. I was curious if you could create an .esp for me to use with grass so I could see where and how thick grasses will be in certain areas. This could also determine good spots for ruins, towns, etc etc. Later on when i'm totally finished it, maybe you could regenerate it again and release it. I could send you the .esp I have so far. Let me know what you think and where I should send it. Thanks.
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mishionary
 
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Post » Mon May 07, 2012 2:21 am

Ok. send it to: vurt72@gmail.com
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Christina Trayler
 
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Post » Mon May 07, 2012 1:06 pm

Ok. Do you just need the .esp or do you need all the other files? The entire folder is about 40 mb.
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Bryanna Vacchiano
 
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Post » Mon May 07, 2012 4:50 pm

Just the .esp.
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john page
 
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Post » Mon May 07, 2012 8:35 am

.esp is sent. Can't wait to see what it looks like.
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jasminε
 
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Post » Mon May 07, 2012 5:10 pm

Good evening.
I wanted to simply to say you: THANK YOU!!!

Your mods is all more sublimes the ones that the others! And they bring so much to the universe of Morrowind.

However I will have a question concerning your "Vurts Groundcover"'s mod: which differences there is between version 11a and the version 12?
Because I will like used textures high-resolutions of version 11a, but I saw that in version 12 there is much more meshes.
Thus I am lost a little.
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Jason White
 
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Post » Mon May 07, 2012 4:20 am

bryman1970: sent.

papill6n:

I'm glad you like it :)

1.2 is named "complete" because it contains Solstheim and Ashlands as well.

In 1.2 i also rearranged the grass meshes a little so that the grass would "flow" together better instead of having patches of grass here and there, it looks much better imo, it also looks better from above because of how i arranged it, but a few people have reported floating grass on a few places in the game, so your safest bet is to stick with 1.1 if you dont want floating grass in slopes, it's not very common though..

It is also possible to use the 512x512 textures from 1.2 in 1.1 if someone prefer it for the (tiny) performance boost (textures alone does maybe 1-2 FPS on my system, 512 vs 1024/2048), people with older graphics cards and / or computers should use the latest 1.2..
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TOYA toys
 
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