[WIPz / RELz] Vurt's Groundcover

Post » Tue May 17, 2011 7:33 am

Vurt's Groundcover

Features:

Animated grass for the following regions:

* Bitter Coast
* Ascadian Isles
* West Gash
* Grazelands
* Ashlands (separate)
* Solstheim (separate)

For the Azura Coast region i recommend Muspila's mod: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8353

Instructions:

Copy "data files" to your /morrowind directory

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

This .esp should not be ticked in the Morrowind Launcher, it's only for MGE.

See http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8378/1271488274_fullres.jpg if you still don't understand.


Credits: Yacoby (for his Mesh Generator utility), Vality for inspiration/idea, Zackq for instructions (as usual) :)
__________________________________________________________________________________________________

Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8378
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Robert
 
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Post » Tue May 17, 2011 4:46 am

Yay! :clap:

How's the performance hit?
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Klaire
 
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Post » Tue May 17, 2011 3:46 am

Screenshots look very nice. :) Do you plan to redo the models of pines?
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NIloufar Emporio
 
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Post » Tue May 17, 2011 8:13 am

Yes! At last we'll have grass on Solstheim! :)
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Mike Plumley
 
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Post » Tue May 17, 2011 1:24 pm

Added your Ashlands grass yesterday with the Ashlands Overhaul update, looking forward to getting the Solstheim grass too =).

Great work!
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patricia kris
 
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Post » Tue May 17, 2011 6:19 am

I'm using MGE distant land regeneration more than Morrowind.exe these days... :celebration:
Downloading & installing :woot:
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Quick Draw III
 
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Post » Mon May 16, 2011 10:57 pm

I'm using MGE distant land regeneration more than Morrowind.exe these days... :celebration:


You're not alone, believe me :lmao:


Alaisiagae: Not sure, havent noticed any drop at least, but i'm sure there's some FPS loss..
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Matthew Warren
 
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Post » Tue May 17, 2011 11:35 am

On my machine, at least, it seems that more grass files can pad the MGE statics file size pretty quickly -- but not actually seem to matter as far as framerate goes :shrug: . Your mileage may vary, but grass seems to not really have much of a hit as compared to doing the crazy amounts of distant statics we all love.
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Sophh
 
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Post » Tue May 17, 2011 6:14 am

What about an underwater cover?
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Crystal Birch
 
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Post » Tue May 17, 2011 3:11 am

What about an underwater cover?


i was actually thinking about that when i went through the different textures. However that texture is, i think, used at the beaches too, i can check into it when i'm done with the regions :)
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Syaza Ramali
 
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Post » Tue May 17, 2011 2:26 pm

Dammit! Ive been working on a frikkin Solstheim grassmod myself :P

Ahh well.
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Shannon Lockwood
 
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Post » Tue May 17, 2011 10:17 am

i was actually thinking about that when i went through the different textures. However that texture is, i think, used at the beaches too, i can check into it when i'm done with the regions :)

Does Yacoby's Mesh Generator Utility allow you to specify height placement limits for the meshes? If it lets you limit placement to below water level, that might save some clean up time. :lightbulb:
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Emily Shackleton
 
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Post » Tue May 17, 2011 2:42 am

SGMonkey: The more the merrier, don't stop just because i'm doing one :)

Tetchy: Unfortunately no.
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Amiee Kent
 
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Post » Tue May 17, 2011 12:02 pm

Does Yacoby's Mesh Generator Utility allow you to specify height placement limits for the meshes? If it lets you limit placement to below water level, that might save some clean up time. :lightbulb:



SGMonkey: The more the merrier, don't stop just because i'm doing one :)

Tetchy: Unfortunately no.

Im pretty sure it does, you can set the mesh generator to only place statics between certain heights. Say for example the whole region was just one texture. You could setup a few different rules for the same texture, so you would set a rule for grass for example, to be no lower than the water level, and trees no higher than whatever really high level :P

It is possible anyway, dunno if what i just said will make sense to anyone :P
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Haley Cooper
 
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Post » Tue May 17, 2011 12:14 am

The only thing i can see about sizes is random sizes.. There's also "position", but it's also about randomness. But i've just started out with the utility so im probably not looking where i should ;)
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FITTAS
 
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Post » Tue May 17, 2011 4:17 am

Will you create plugins to replace vality's? And if you do, will they allow region specific usage of your other grass textures? I'd love to see a flowery grazelands and a ferny bittercoast!
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Cesar Gomez
 
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Post » Tue May 17, 2011 2:50 am

Awesome! It was time someone picked up this idea, since Vality doesn?t seem to get back to MW modding. The screenshots look amazing.
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Sabrina Steige
 
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Post » Mon May 16, 2011 11:31 pm

Will you create plugins to replace vality's? And if you do, will they allow region specific usage of your other grass textures? I'd love to see a flowery grazelands and a ferny bittercoast!


That's the idea yes.

Coleman: Vality doesn't come here anymore, but he hasn't quit modding. The latest screens he showed me blew my mind, best graphics i've seen for Morrowind and probably ever for a mod. Haven't talked to him in over a month though.
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krystal sowten
 
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Post » Tue May 17, 2011 6:21 am

I'm using MGE distant land regeneration more than Morrowind.exe these days... :celebration:

Very true. :P

I should probably defrag at some point...
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Emma louise Wendelk
 
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Post » Tue May 17, 2011 10:16 am

Moved post to screenshot topic
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Dalley hussain
 
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Post » Tue May 17, 2011 6:36 am

Part II - Solstheim released.

Not complete by far, like always with my mods - expect like 5+ updates, at least :laugh:
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Julie Serebrekoff
 
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Post » Mon May 16, 2011 11:00 pm

Do the grass meshes cover the roads too?

It looks like it from the screenshots, but I'm not sure. If so, perhaps remove them from the roads or use a sparser grass mesh? :shrug:
It's just personal preference really not to have grass on the roads though, so I guess it doesn't really matter. :)

Textures look great as usual, but what I'm also drooling over is the solstheim tree textures, have you released them yet?
Also, what replacer you are using for the ashlands? I'm tempted to use the grass, but it'd clash with my current ashland textures.
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.X chantelle .x Smith
 
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Post » Mon May 16, 2011 11:26 pm

Dirnae, no, just the areas with grass and snow. Does Solstheim even have roads? I think it has one cobblestone texture, i didn't put anything on that.

The tree textures are all in my tree textures overhaul mod.

Hmm i can't say which replacer i'm using.. if i remember correctly a few of the Ashlands textures are from Zackq and a few from Skydye, and a few from some officially released texture pack (connary maybe, if he did the Ashlands?). I have so many different texture packs that i really have no idea..
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Darian Ennels
 
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Post » Tue May 17, 2011 11:33 am

Sorry for the confusion, and thanks for the reply, I was actually talking about the ashlands grass mod, when I was talking about the roads.
I posted shortly after you, so I didn't notice the solstheim release.
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Joie Perez
 
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Post » Tue May 17, 2011 2:01 pm

Just got the Solstheim grass up and running :goodjob:



And, after an afternoon of tweaking Vality's grass ESPs, I have finally integrated all of your fantastic grass retextures into my game! I love that Vality generated the ESPs with multiple grass types per file, mixing across the landscape; it looks great now that there are grasses to make use of it.
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Cat Haines
 
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