[WIPz / RELz] Vurt's Groundcover

Post » Tue May 17, 2011 3:58 am

v2.1:

* changed the yellow grass textures (GL/WG region)
* more grass in the AI region
* shortened the Lupins(the blue flowers)
* Minor tweaks to some of the textures
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marina
 
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Post » Tue May 17, 2011 1:58 pm

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.


You're right, ground textures do matter a lot when combined with grass. I think I'll try Apel's AI textures and see how that looks, thanks for pointing that out.


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 :)


I'll be keeping an eye out then and let you know if I catch anything else.

When you put it that way underwater grass makes sense. Local flora can be very different from region to region and there's no reason why it shouldn't work in Morrowind.

On a related note, something like http://www.stives-town.info/wetland_project/images/new_reeds_2008_01.jpg would be pretty sweet methinks. :hubbahubba:
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Nick Swan
 
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Post » Tue May 17, 2011 5:27 am

yes, I've been thinking about manually placing such plants (what are they called in english?) + underwater plants.

Edit: duh, the name of the plant was in the filename, they're called reeds.
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josh evans
 
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Post » Tue May 17, 2011 7:04 am

That would be sweet. New version looks great by the way, thanks for changing the blue flowers. :thumbsup:

I've noticed some horizontal lines in the air over some of the grass patches. I took http://adul.net/mw/grass_lines.jpg to illustrate but they are rather difficult to see on a still shot. Antialiasing was disabled when I took that shot.
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Marcus Jordan
 
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Post » Tue May 17, 2011 5:47 am

ok, the uvmapping is a little off for some reason and it shows the lower part of the texture there i think, i'll fix that. thx.
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Fiori Pra
 
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Post » Tue May 17, 2011 1:34 pm

Congratulations.
Vurt,
do you have a garden?
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Ellie English
 
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Post » Tue May 17, 2011 12:46 am

Nope, plenty of various flowers and plants in my apartment though :)
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Bones47
 
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Post » Tue May 17, 2011 12:39 pm

Nope, plenty of various flowers and plants in my apartment though :)


"What's in a name? That which we call a rose, by any other name would smell as sweet." Shakespeare
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Myles
 
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Post » Tue May 17, 2011 2:54 am

Hey Vurt, just curious, do you use a tablet to digitally paint your grass textures, then add detailing after? Or are you basing them on source pictures from somewhere? Cause that plant in your avatar looks pretty crazy looking, I'd be surprised if it actually came from somewhere. :P
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teeny
 
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Post » Tue May 17, 2011 12:09 am

yes i use an old wacom tablet (Intuos3 i think its called) and my own brushes that i've created (might go into detail how sometime, not right now), i can draw quite detailed grasses in any resolution with them, takes just a second to draw something like my logo. Here's a quick http://piclair.com/data/rkmc2.jpg i did to show off a few of the brushes. I posted http://piclair.com/data/16zn7.jpg in some other thread, took maybe a minute to draw, creating the gradients and controlls for the brush took a lot longer hehe

The brushes are good for pine needles, alien / thorny shapes, ferns and especially grasses and moss. I dont need to fiddle with the alpha channel at all since it's painted directly onto a transparent background, that's probably the best part.
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Nick Jase Mason
 
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Post » Tue May 17, 2011 8:03 am

Cool, I had got a tablet as a gift a few years back, it's not a screen tablet, and I wasn't used to drawing without directly looking at where my drawing utensil was, so I didn't like it, and it's been sitting in the basemant at my Dad's house ever since. :P I'm gonna try to use it again, since I've been getting a little annoyed knowing I could easily paint a bunch of textures with a tablet, provided I had one.

So we'll see, hopefully I'll be able to create wondrous art. :D
[/offtopic]

On topic, do you plan on making any new ash grasses/plants? The ones you had made looked a little to lush to me, maybe some more gray plants, dead and dried up short grasses perhaps?
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Jade
 
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Post » Tue May 17, 2011 5:14 am

Using Vurt's Trees and Groundcover, there have been times where I actually got LOST....especially the Bitter Coast.
...and to think one knows the game so well.
Where are the landmarks? Where are the landmarks?
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Jordyn Youngman
 
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Post » Tue May 17, 2011 12:01 pm

Aquan: haha yeah that's a side effect ;)
SWG: no, that's not really planned, really bored with the groundcover mod right now :P you can always use the old texture for ashlands.
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Tai Scott
 
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Post » Tue May 17, 2011 7:03 am

Hey Vurt,
great job recently.
Your Grazeland trees, the new groundcover, the newer Ascadian Isles really keep the Morrwind feeling. Looking forward to your future ideas.
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Justin Hankins
 
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Post » Tue May 17, 2011 10:39 am

I have these in my warnings.txt:
Chunk size 40 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_Flowers&pl".
Chunk size 42 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownGreen".
Chunk size 40 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_SolstheimGreenBrownG".
Chunk size 36 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownGrass".
Chunk size 35 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_SolstheimGreenGrass.".
Chunk size 37 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownBushe".
Chunk size 42 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownGreen".
Chunk size 40 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_Flowers&pl".
Chunk size 42 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownGreen".
Chunk size 35 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_SolstheimGreenGrass.".
Chunk size 40 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_Flowers&pl".
Chunk size 36 too big in chunk MODL_ID in form STAT_ID.
Max size is 32, data truncated to "Grass\Vurt_Solstheim_BrownGrass".


I have seen these weird things ^^ that I have never noticed before with the old version of your Groundcover mod:
http://img340.imageshack.us/img340/5678/mgescreenshot3.jpg
http://img220.imageshack.us/img220/8317/mgescreenshot4.jpg
http://img196.imageshack.us/img196/2071/mgescreenshot5o.jpg
http://img543.imageshack.us/img543/9812/mgescreenshot6.jpg
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Katie Samuel
 
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Post » Tue May 17, 2011 1:27 am

Why are you using it with Morrowind, the .esp is for use with MGE only. I'm pretty sure it has GMST's too, i've never bothered removing them because it doesnt matter for MGE.

Yes, for some reason the UV-mapping is a tiny bit off on some of the meshes.. i'll make an update when i feel like working with this mod again.
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Chris Guerin
 
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Post » Mon May 16, 2011 11:46 pm

:facepalm: :facepalm:
You're right. Shame on me :banghead:
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Beulah Bell
 
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