[WIP RELz] Vurt's Groundcover

Post » Mon May 07, 2012 11:37 pm

:foodndrink: Thanks !
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Heather Kush
 
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Post » Tue May 08, 2012 6:19 am

2.3a released.

Thanks for all suggestions.. what seems to work best (for me) is to look from the underside and then drag to mark the affected area, then alt de-click things that shouldnt be removed (probably not necessary, like Knots pointed out).

Artaios: yes the center was really clean already.

I've done further cleaning up in Balmora, Seyda Neen and Caldera. In Balmora you should see a 2-3 FPS gain at least (tested before / after our cleaning up) with 100% generated grass.
I can report that Balmora looks 100% better! Thanks. I will check the other areas and report any problems found.
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Dan Scott
 
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Post » Tue May 08, 2012 10:27 am

I am futher improving upon your version, Vurt, just so you know. There were still two houses that had grass underneath them, for example.
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Heather M
 
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Post » Tue May 08, 2012 7:10 am

This looks outstanding, Vurt. Thanks for sharing.
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FoReVeR_Me_N
 
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Post » Mon May 07, 2012 9:50 pm

Helnim in TR ends up getting grassed to all hell, for example, so I just go into the editor and delete the whole town.

I just tried this.. worked great for Balmora, it's still visible in the distance. Then i tried it for Seyda Neen, it wouldnt render it the distance. I remember that i've noticed this behaviour before, with Vality's grass .esp, he have (accidentaly) removed some trees in his .esp, took me ages to understand why they wouldnt render in the distance until i disabled his .esp. So i wouldnt really recommend this method since it seems unreliable if it will work or not.


Artaios: That's great :)
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Connie Thomas
 
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Post » Tue May 08, 2012 12:09 am

Thanks again for the update! The video is outstanding!
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Lloyd Muldowney
 
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Post » Tue May 08, 2012 1:09 am

Hi Vert,

Just to say that I'm impressed with your tree mods, installed them all last night. So once I get my setup sorted out, I can't wait to see your grasses too. Really loved the optional WG foresty meshes. What a clever idea to use those boring root meshes to make the area more lush. With grass landscape, those roots are pointless as most would not be seen.

While this isn't the topic, there were two things about the trees. I found between two of the replacers used 2 different textures for the same texture. From memory one of the BC barks. One was slightly larger file size then the other. I didn't check what the visual difference was.

One of the BC bark texture replacements really stood out like a sore thumb though, and I had to revert to my original. It was a yellow moss colour, which I think was for just old rotten stumps, but some trees also use that texture. Was a bit of a shock when I loaded up my daedric realms mod, went to coldharbour which uses clones of vanilla MW meshes and texture paths, to suddenly see all these bright yellow trees over the place in my dark brooding landscape!
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Penny Flame
 
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Post » Mon May 07, 2012 10:25 pm

The problem with the roots is that they're rotated in so many different ways that the trees are sometimes laying down, or that there's 2-3 trees in the exact same spot almost, so i'm working on that now doing a .esp for this region which will add unique trees and also feature much better placement of those 'root' trees.

Yes that texture is supposed to be for a swampy area and will obviously look out of place if another mod is using the same texture / path for other regions, i should have used a unique file name though..
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SWagg KId
 
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Post » Tue May 08, 2012 12:16 pm

The problem with the roots is that they're rotated in so many different ways that the trees are sometimes laying down, or that there's 2-3 trees in the exact same spot almost, so i'm working on that now doing a .esp for this region which will add unique trees and also feature much better placement of those 'root' trees.

Yes that texture is supposed to be for a swampy area and will obviously look out of place if another mod is using the same texture / path for other regions, i should have used a unique file name though..

Lol.. It was a pain in the ass to remove/relocate the trees for Rebirth (especially in WG), but it was worth it. Can't wait for the new trees! :P

EDIT: oohh noticed you've updated the mod on PES! Way to go! :foodndrink:
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Johanna Van Drunick
 
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Post » Tue May 08, 2012 7:00 am

Not sure if you're still having problems with selecting and deleting grass clumps. What I've done in the past is to just load up the grass plugin and click and drag over areas where I don't want grass to be and then pressing the delete key. Doesn't matter if trees, buildings or anything else get deleted as...

When I've tidied up the grass .ESP I'll process it in tes3cmd using, for example:
tes3cmd delete --instance-no-match Vurt_GRS_ "Vurt's Groundcover - Solstheim [Lush version].esp"
Basically, anything in the plugin that doesn't match the name of your grass objects (which in that plugin all begin with "Vurt_GRS_") is removed from the plugin.

So, all evidence of my messing editing is removed and only grass is affected by it.

One thing though: I did need to add dependencies to the Bethesda ESMs before tes3cmd would process it (and the Tamriel Rebuilt ESMs for mods that add grass to TR; not sure if you've made one of those...)
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keri seymour
 
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Post » Tue May 08, 2012 6:55 am

That's extremely useful Dragon32 :) noticed that quite a few objects were deleted by mistake, mostly just minor stuff that arent visible in the distance, but i'll fix it for the next release..

I'll also create a tutorial so that modders (and others) can make the groundcover mod compatible with their mods.
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Rodney C
 
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Post » Tue May 08, 2012 5:21 am

Hmm so i just installed this, and when i walk down the steps from the silt strider in balmorra there is grass sticking out of the steps to the bottom right, and some on the walkway by the river. Could i just have installed it wrong?
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Shelby McDonald
 
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Post » Tue May 08, 2012 5:13 am

No there's probably still some areas that arent perfect.
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Adrian Morales
 
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Post » Tue May 08, 2012 2:19 am

No there's probably still some areas that arent perfect.

Well i installed the previous version of this a few days ago without the yellow flowers just the white in west gash and it wasn't like this, and now with the update today it is :)

Also the density of the grass in bitter coast is a framerate killer, and i have density of 65 right now.

UPDATE: Sorry false alarm :), had a few extra grass esp's active, creating giant overlapping areas of massive grass, balmorra is clean as a whistle and looks amazing, bitter coast framerate back to normal.
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Phillip Hamilton
 
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Post » Tue May 08, 2012 8:15 am

A friend of mine noticed there there is a tree in the main groundcover .esp; it shows up in Distant Land but not in the main game.

Here are some screens he took that illustrate the problem...

http://i.imgur.com/F9SHB.jpg
http://i.imgur.com/a79cZ.jpg
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naomi
 
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Post » Tue May 08, 2012 2:23 am

I've noticed that too, and was on my investigation to do list.
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ONLY ME!!!!
 
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Post » Tue May 08, 2012 5:25 am

A friend of mine noticed there there is a tree in the main groundcover .esp; it shows up in Distant Land but not in the main game. Here are some screens he took that illustrate the problem...
http://i.imgur.com/F9SHB.jpg
http://i.imgur.com/a79cZ.jpg
I've noticed that too, and was on my investigation to do list.
Until an updated version of Vurt's Groundcover is released, and if you're happy with finding the IDs of Vurt's grass meshes and using a command line tool, you can use tes3cmd to remove everything altered by the plugin that isn't a grass mesh. Here's http://www.gamesas.com/topic/1249215-wip-relz-vurts-groundcover/page__view__findpost__p__19112082 about it.

Reckon this is the command needed:
tes3cmd delete --instance-no-match GRS_ "Vurt's Groundcover - BC, AI, WG, GL.esp"

[Edit: And is anyone else getting ticked off with the new forum software and its random HTMLisation of posts?]
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sam smith
 
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Post » Tue May 08, 2012 3:58 am

Would TESAME not work?
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Mariaa EM.
 
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Post » Tue May 08, 2012 4:39 am

Thanks Dragon32, useful info.

Elaura, not sure, but I don't think TESAME will go down to enough detail to remove those items.
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Gwen
 
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