[WIPz / RELz] Vurt's Groundcover

Post » Tue May 17, 2011 2:15 pm

Thank you,
Thus if ever I wanted used the mod version 1.2, I can recovered textures high-resolutions of the mod version 1.1a ; and thus to integrate them in the mod version 1.2?
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 4:03 am

That should work, i can't remember that i have renamed any textures, so either meshes should work for either version of the textures..
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Nikki Morse
 
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Post » Tue May 17, 2011 10:13 am

Vurt, when you said you needed the terrain textures the mod used, did you just mean the ones with the * next to it or all of them?
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Cathrin Hummel
 
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Post » Tue May 17, 2011 3:04 am

It's better we take this either via PM or email Bryman, since it's not of interest to others (well at least not until its released ;) )
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Lalla Vu
 
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Post » Tue May 17, 2011 11:15 am

You're right. Just email me when you get the chance.
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Wayland Neace
 
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Post » Tue May 17, 2011 5:05 am

http://www.tesnexus.com/imageshare/images/57416-1271714787.jpg http://www.tesnexus.com/imageshare/images/57416-1271714824.jpg
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carley moss
 
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Post » Tue May 17, 2011 1:12 pm


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
Just on this you can load your plugin in TESAME and then open up the various CELL records and then sort by subrecord name. This'd (I think) help in identifying any unwanted deletions of other objects.
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Dustin Brown
 
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Post » Tue May 17, 2011 5:55 am

As long as they aren't huge statics unwanted deletions aren't a problem... Remember the grass esp isn't included in your MW engine load order so any deletions aren't made to the game. TBH I'm on svn1.20 of MGE and I'm still seeing deleted statics appearing so :shrug: on how that actually works. Small rocks, bushes, posts, mushrooms and other minor statics covered in grass anyway aren't a distant land problem I've found. But of course is up to whoever builds the mod ;) Mine are all personal and after initially trying to clean the grass from Balmora Expanded one clump at a time in my setup I found this and completely deleting named cells from the grass esp the quickest way to achieve results.


http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot654.jpg, all the options you've provided are really appreciated.


:)
-KaosWarMonk
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Nice one
 
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Post » Tue May 17, 2011 11:54 am

I adore your work, but I find your grasses too high/large. sorry :blush:
would it be possible that you release a version with shorter/small grasses? or is there a handling to carry out to reduce them?
thank you very much :hugs:
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marina
 
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Post » Tue May 17, 2011 1:26 am

I adore your work, but I find your grasses too high/large. sorry :blush:
would it be possible that you release a version with shorter/small grasses? or is there a handling to carry out to reduce them?
thank you very much :hugs:

The easy way (you can even do this yourself very easily). What you do is:
(you have to do this for every grass mesh)
1,Download Nifskop
2,Open the mesh in Nifskope
3,Right click the mesh->transform->Edit
4, Change scale to something appropriate, you'll have to play with this setting yourself.
5, There you go! Unfortunately Nifskope does not support non-unform scaling so you can not make the grass shorter only, but it will be less wide as well.
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Javaun Thompson
 
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Post » Tue May 17, 2011 3:10 am

It does support non-uniform scaling, right click on the mesh and select transform->scale vertices instead.
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Cagla Cali
 
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Post » Tue May 17, 2011 4:05 am

yeah, use nifskope, it's easy :) I dont think i'll be doing a short version of the grass, kind of defeats my idea of how it should look (wild grown grass is tall) + even if it's easy / quick for me to do it means i'll have 2 versions i must update every time i make changes, which kind of svcks ;)
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Leanne Molloy
 
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Post » Mon May 16, 2011 11:31 pm

C_Mireneye => thank you !!!!

Vurt => no problems ;)
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Ian White
 
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Post » Tue May 17, 2011 9:45 am

Hello Vurt.

Did I want to know why in my game your grasses return like that??
They have all their contour which has a edge black and also small blackheads above them.
Whereas when I look them under CS they are normal, without black edges.

http://img824.imageshack.us/img824/8843/mgescreen7.jpg
http://img685.imageshack.us/img685/6229/mgescreen1.jpg


Here and well it is seen well that there are short pieces of textures at the end of the branches, which are floated in the airs (in the same way seen under CS).

http://img824.imageshack.us/i/mgescreen5c.jpg/
http://img691.imageshack.us/i/mgescreen6.jpg/


I installed only your mods of grass almost (and deactivate their esps), and I do not use none mods which affect the grounds, cities.


I have:
Morrowind + Tribunal + Bloodmoon.
MGE svn 178
A very good config for gamer
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Nitol Ahmed
 
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Post » Tue May 17, 2011 1:27 pm

The devs have changed how the engine renders the threshold of the alpha channel, it's now much more sensitve to how "clean" the Alpha channel is. I have tweaked all my textures for the older revisions, since when i made the textures it wasnt a problem and it looked good. From what i understand Liztail wanted the grass to look thicker, and therefore changed it, personally i don't think it looks good.

BUT, for some strange reason, i have it working just fine now (no artifacts), it might be a problem with using Anti-Aliasing together with their new changes. I have mine turned off (i'm using 178).

Edit:

I could, of course, clean all of my grass and leaf textures, but that's hours of extremely boring and extremely uninspring work, and i really don't feel like it. I hope they revert back to how it used to be. So I suggest you turn off anti-aliasing if you use it, at least to see if that's the problem with their new changes to the Alpha.
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Skrapp Stephens
 
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Post » Tue May 17, 2011 2:14 pm

ok, thank you Vurt, i understand better now.
I will test later.
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Ross Zombie
 
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Post » Tue May 17, 2011 7:27 am

Well I deactivated the AA and the AF, I have recreate the Distant Land, and here is the result ;)

http://img689.imageshack.us/img689/6229/mgescreen1.jpg

http://img580.imageshack.us/img580/8030/mgescreen2c.jpg

Here my shaders and their order:
knx_SSAO_v09
sunshaft_v002a
trueBloom_g6_i6
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Doniesha World
 
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Post » Tue May 17, 2011 1:23 pm

Here my shaders and their order:

knx_SSAO_v09


Well there's why your grass looks the way it does, probably. SSAO is darkening all the edges. :)


I don't mind the new alpha blending method that MGE uses, I just wish that I could stop it from doing funny things with certain trees and leaves. Oh well :shrug: . I'll take a few mis-alpha'd edges for all the improvements since 126 any day.
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sarah taylor
 
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Post » Tue May 17, 2011 10:42 am

SSAO (which MANY people uses) makes the grass and other 2D plane objects (that are supposed to look thin, grass/leaves) very thick looking, it looks ugly already so the new alpha blending, that makes it even thicker.. Hmm, personally i would have made it the other way around, or left it alone ;)


...but i shouldnt complain, it looks good now with the settings i use + there's always the option to redo stuff, that used to look good ;) :rolleyes:
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Miss K
 
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Post » Tue May 17, 2011 3:02 am

Moreover, the problem of black contours (when the AA is activated) appears only on this kind of grass shown in the images and on any other. :banghead:

Thus what do I have to make? :confused:
Removed shader SSAO?
To await a modification of shader SSAO, so that it doesn't modify grasses?
Or another solution(s)?
:bowdown:
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Kari Depp
 
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Post » Tue May 17, 2011 2:22 am

Use SSAO for interiors only, problem solved. You get rid of the ugly black outline on grass, you get rid of the black line that you see from from where the SSAO render stops. Ask in the MGE thread if you don't know how to set it to interiors only.

Anyways.. i want to make some new grasses for the AI region and possibly BC region.. I came over some really great looking grasses;

http://piclair.com/data/wbrf7.jpg

the others looks just as great, and are free to use. Maybe i should take a break from my modeling and generate some new grasses ;)
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Victoria Bartel
 
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Post » Tue May 17, 2011 12:20 pm

oh thank you so much !!!

These grasses looks great !!
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Amy Masters
 
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Post » Tue May 17, 2011 11:36 am

Definitely an improvement. :)
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Sunnii Bebiieh
 
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Post » Tue May 17, 2011 3:48 am

Yes, this new grass looks really great! :)

BTW, Vurt, I tried to send you a PM but it seems you can't receive it (mail full?).
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Nomee
 
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Post » Tue May 17, 2011 12:55 am

Yes, this new grass looks really great! :)

BTW, Vurt, I tried to send you a PM but it seems you can't receive it (mail full?).

Yes her mail box is full.
Connary also tried to send a message to Vurt's mail box.
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Sxc-Mary
 
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