[WIPz / RELz] Vurt's Groundcover

Post » Tue May 17, 2011 3:21 am

yes, lowering the view distance helps a lot, the biggest problem is really the pure amount of grass to remove, but its far from impossible :)

Yeah, I've moved it way down and it works a treat. I'll remove grass in bits I visit when I can be bothered or have a bit of spare time, and you can have it if I get anywhere with it.
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m Gardner
 
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Post » Tue May 17, 2011 11:18 am

I have spent 8 hours in Seyda Nihyn just for removed a few grasses and in rearranged some. :dead:

So the result's really worth it, but the amount of work is uh... impressive :D
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GEo LIme
 
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Post » Tue May 17, 2011 9:36 am

I just wanted to say that I really do awe in your work on Soletheim. It takes a lot to slow my PC down, but with the work you put in on that island, my computer goes nearly into a crawl when looking straight north from Frostmoth. Not a bad thing, mind you. I like it a lot, actually. It's so...vegetated. Haha.

Amazing work.
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Dj Matty P
 
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Post » Tue May 17, 2011 1:52 am

I have spent 8 hours in Seyda Nihyn just for removed a few grasses and in rearranged some. :dead:

So the result's really worth it, but the amount of work is uh... impressive :D

Only took me about 15 minutes to fix up Balmora. I haven't checked it out in game yet but I'm fairly certain I got the worst of it. I'm not too picky, I just don't like walking thorugh a field inside a town. I've left bits round the edges and by houses and stuff though, and removed loads from under the water.
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Cccurly
 
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Post » Tue May 17, 2011 12:05 am

Just wanted to report some flying grass.
http://img823.imageshack.us/img823/9209/morrowind20100819190516.jpg

Maybe people who made some time intensive changes can upload their grassmod version, so it can be worked further on by other people.

Will there be an updated Groundcover version anytime soon?
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lucile davignon
 
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Post » Tue May 17, 2011 7:55 am

Just wanted to report some flying grass.
http://img823.imageshack.us/img823/9209/morrowind20100819190516.jpg

Maybe people who made some time intensive changes can upload their grassmod version, so it can be worked further on by other people.

Will there be an updated Groundcover version anytime soon?



That sure is one Bitter Coat....

:confused:
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Samantha hulme
 
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Post » Tue May 17, 2011 3:59 am

Will there be an updated Groundcover version anytime soon?


Sorry, no plans for that right now.
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Holli Dillon
 
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Post » Tue May 17, 2011 8:37 am

Very nice work Vurt!

I like the high trees in your mods but sometimes I would prefer to see some kind of shorter grass. Grass are always very tall.

What would be the best way to reduce grass size? I've tried to reduce by half the scale of several grass NIF using Nifskope (0.5000 instead of 1.0000), but grass is still looking very high. Is there another way to do it?
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Katharine Newton
 
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Post » Tue May 17, 2011 12:28 am

This mod looks fantastic and adds so much to the world of Morrowind but for some reason I can't seem to walk through the grass and it's rather bothersome when I want to adventure off of the roads and even some in some cities. I'm running MGE 3.8 and I'm wondering if that has anything to do with it.
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James Wilson
 
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Post » Mon May 16, 2011 11:50 pm

This mod looks fantastic and adds so much to the world of Morrowind but for some reason I can't seem to walk through the grass and it's rather bothersome when I want to adventure off of the roads and even some in some cities. I'm running MGE 3.8 and I'm wondering if that has anything to do with it.

You need to activate the mod for when you generate distant land (and the grass) with MGE, after that you need to disable the plugins. It's all in the installation instructions.
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JD FROM HELL
 
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Post » Tue May 17, 2011 2:01 am

Congrats on making it into the Hall of Fame! :)
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Justin Hankins
 
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Post » Tue May 17, 2011 10:42 am

Congrats!
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Cat
 
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Post » Tue May 17, 2011 4:30 am

Thanks! :)
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Terry
 
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Post » Tue May 17, 2011 3:44 am

Congrats Vurt ;)
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Sian Ennis
 
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Post » Tue May 17, 2011 3:43 am

How does one go about adding grass to mod? I understand the hard part is the clean up but is there a guide to how to get the grass in?

Thanks
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Spencey!
 
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Post » Tue May 17, 2011 8:05 am

im not sure i understand what you mean but you need MGE

In MGE go to Distant Land Setup Wizard, tick the Vurt Groundcover .esps and click continue, generate distant land.

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Alister Scott
 
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Post » Tue May 17, 2011 12:10 pm

im not sure i understand what you mean but you need MGE


No no... I know how to get it "in game" ...what I want to do is add grass to mods. Basically this would add another grass .esp to tick only in MGE that would add grass to a mod (say like Silgrad tower or something like that).
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NAkeshIa BENNETT
 
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Post » Tue May 17, 2011 2:56 am

ah, then you need mesh gen http://tesnexus.com/downloads/file.php?id=23065

example ini i used for my mod, affects only the texture AI_Grass_02
[AI_Grass_02]bPlaceGrass=1bPosRand=1bRandClump=0bSclRand=1fMinHeight=0fPosMax=128fPosMin=-128fSclMax=1.24fSclMin=0.73iGap=128iWeight=0sChance0=30sChance1=30sChance2=40sID0=sID1=sID2=sMesh0=Grass\Vurt_GrGrs.nifsMesh1=Grass\Vurt_BCPlnts.nifsMesh2=Grass\Vurt_DrkGr.nifsName=sRecType=STATsScript=

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Monika
 
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Post » Tue May 17, 2011 9:02 am

2.0 uploaded to TES and PES.

Changes:

* New textures (1024x1024)
* Some new meshes, like ferns that are actual 3D models, not just 2D planes
* Cleaner Alpha channels
* Cleaned up the .esp from grasses in inappropriate places (credits to logorogue)

Graphical changes on the whole is thinner grasses, Ascadian Isles has a less saturated and more uniform look. The Ashlands has more interesting plants (different thorny and quite alien looking plants).

Screens:

http://www.tesnexus.com/downloads/images/31051-1-1298687455.jpg
http://www.tesnexus.com/downloads/images/31051-4-1298687371.jpg
http://www.tesnexus.com/downloads/images/31051-2-1298687370.jpg
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Maria Leon
 
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Post » Tue May 17, 2011 12:47 am

OMG.

All three are fantastic, but you've outdone yourself with the Ascadian one.
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Ashley Hill
 
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Post » Tue May 17, 2011 6:49 am

Oh great! :foodndrink:

And what about the 'old' optionnal file for the brighter textures version of your Groundcover's mod (create for those that like the Skydye's Vibrant Morrowind)?
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Ray
 
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Post » Tue May 17, 2011 2:08 pm

I'm sorry to say that I think 1.2 might look better than 2.0.

Reasons:
-With 1.2 I actually took some of your old files that had higher res textures, like 2048x2048. Up close, which is often the case, you see very pixelated grass with 2.0. It's worst with the thin blades of grass.
-I think maybe some of the new grass doesn't bend underfoot in MGE.
-The new grass seems sparser.
-The Ascadian Isles grass is visually overpowered by repetitive ferns.
-I'm glad you got rid of the bright pink flowers in BC but the new winding, lacy vines are equally annoying.
-I'm not sure why, but overall, the new grass gives a feeling of being less natural.

Maybe I'm just too used to 1.2 though!
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Chenae Butler
 
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Post » Tue May 17, 2011 1:21 am

Ooh an update! As soon as I saw this I instantly had to download and test it. :hehe: I think the new grass looks fantastic in most cases, very fitting for the environment.

I also have some feedback on what I considered to be out-of-place:

Some of the short bladed grass that is present in many regions including WG, BC, and the Grazelands seems a bit too saturated to me and thus a little uneasy on the eye. A bit more color and contrast wouldn't hurt on those.

The tall blue flowers in the AI region look amazing, but in a few cases they seemed a bit too tall for me. I think it's a bit distracting to have plants that are often over 6 feet tall scatter the landscape in that large numbers.

The ferns I found in the AI region were often floating in the air. This is not distracting on most of the grass because they are long enough to reach the ground anyway, but the ferns have a single 3D point where they should be touching the ground and when viewed from the side it's often very apparent that they are misplaced (especially when you see a hill from the side that's scattered with them). Perhaps this could be mended by adding a subtle 'stem' part to the fern models that would be underground most of the time, but would be visible when the ferns are positioned above the ground.

The placement on some of the grass patches I've found near settlements was a little off. For example, next to the Balmora silt strider port tall grass covers most of the road. A bit south of the same silt strider port, on the little island outside Balmora's entrance, there are patches of grass underwater.

Sorry if I came across as splitting hairs, I really like the changes in the new version and these problems are indeed very few compared to all the wonderful improvements you've made. :foodndrink:
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Sakura Haruno
 
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Post » Tue May 17, 2011 5:28 am

Thanks for the input, it helps.

Blouge: you're right, they don't bend, I guess i have to look that up with Hrnchamd. The grass is a little sparser in the AI region, in all other regions it should be about the same. The ferns has a higher amount of polys so it therefore it's less grass.. About 2048x2048, imo it's just too much of a performance loss for most people, that's why i've always recommended the 512x512 version. The new ones are 1024x1024 which i think is a good compromise of performance and visual quality.
I'll try to make some updates to the AI region, maybe it's possible to have a bit less ferns and more grass, i'll look at the meshes.


Adul: hmm do you mean the same grass that is used in the AI region? They're quite desaurated and thicker than most grasses? I could make that grass more saturated/darker but it wouldnt look that good in the AI region then i think. The old grass was created when i had a lot of different texure packs installed, these new grasses are made with vanilla or Apel's textures used, they can probably look bad with landscape textures that are more saturated than the original textures.

I spent 5+ minutes in the AI region looking in slopes and whatnot for floating ferns, i must've looked at hundreds, i just saw one that was floating, most of the time they're a little lower than they should even.

I can remove that grass in Balmora, give more examples of inapropriate placements and i'll try to fix 'em. personally i like grasses/plants under water, it can grow like that IRL too so i dont think it looks off, it would look worse if there was a line where they stopped growing just because there's suddenly water :)
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renee Duhamel
 
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Post » Tue May 17, 2011 5:07 am

Yeah, underwater grass is fine. Reminds me of summer, for some reason?!?
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Ownie Zuliana
 
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