[wipz / Relz] Vurt's Leafy West Gash

Post » Sun Feb 14, 2010 5:46 pm

Lovely new trees. Might need to lend some these as well for some project =) As I'm not really a fan of leafy west gash in general, excellent job tho!

About Just Cause, will get to play some tonight, played Demo before, man the terrain system is unbeatable. From a quick demo view I'd say it is dependant on some kind of height/slope algorithm for texture placement, but there is more then that, there is some clever usage of some color channels I think to break it up...

Also the whole game is so high and low... Highest mountains and deepest vales are so far apart!

Cheers =)
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Ebou Suso
 
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Post » Sun Feb 14, 2010 11:11 am

Helena, Forest Stalker;

The mod is quite easy to make into an .esp-less replacer. Remove vurt_ in the file names. Same with my other tree replacers. My mods always starts out that way (as pure replacers). The disadvantage of not having the .esp is that trees that clips into walls etc arent adjusted (often its not so bad though) and ofcourse, some mods that uses the original meshes will instead use mine (could be both good or bad i guess)

C_Mireneye,

its an awesome game :) l actually get (mild) vertigo while playing hehe
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Dylan Markese
 
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Post » Sun Feb 14, 2010 11:35 am

Since there are some inferior looking dead trees left, how about some ashtree/leafytree hybrids or other suitable transitions?


I encounter some floaters with all 3 replacers. Can't you make the trees "longer" so that they definitely penetrate the ground?

Another floating problem occurs to the ashtree spiderwebs, because they never seem to be attached.
A "hanging" version would be nicer especially with flag animations:)

Man I love your trees
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(G-yen)
 
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Post » Sun Feb 14, 2010 10:39 pm

Since there are some inferior looking dead trees left, how about some ashtree/leafytree hybrids or other suitable transitions?


This could work if i handplaced such trees just outside of Ashlands so it blends in well with the region(s), but its a lot of work + it could make my mod much more incompatible with other mods. I don't think it would work to just replace them and to mix them up with the other trees, it would probably not look right.. i could try though :)

I encounter some floaters with all 3 replacers. Can't you make the trees "longer" so that they definitely penetrate the ground?


There shouldnt be floaters, when i create my trees a always open up the Bethesda version i'm recreating too to adjust the Z axis to the same values.. Maybe its a mod that has edited the landscape and therefore you have floaters. It would be very helpful if you wrote which trees are floating (open console, click tree and you should see the name) and / or if you could take screenshots with the map on-screen. I spend quite a bit of time in-game and i havent seen them, but maybe there's places i have completely missed.

Another floating problem occurs to the ashtree spiderwebs, because they never seem to be attached.
A "hanging" version would be nicer especially with flag animations:)


The spiderweb is attached to the trunk and to the branch above it (ashtree_07), but yes it can sometimes look as if its not attached if you happen to see the web from the side where it isnt attached to the tree.
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Bones47
 
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Post » Sun Feb 14, 2010 10:59 pm

Sorry couldn't open the console.

Those half-floaters usually occur on elevations.
http://img689.imageshack.us/img689/3411/morrowind20100325181330.jpg
http://img709.imageshack.us/img709/8449/morrowind20100325182911.jpg
http://img263.imageshack.us/img263/9862/morrowind20100325181624.jpg

I thought of something like this, but as destroyed hanging spiderweb
http://img130.imageshack.us/img130/9139/morrowind20100325183351.jpg
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Laura Hicks
 
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Post » Sun Feb 14, 2010 4:16 pm

The mod is quite easy to make into an .esp-less replacer. Remove vurt_ in the file names. Same with my other tree replacers. My mods always starts out that way (as pure replacers). The disadvantage of not having the .esp is that trees that clips into walls etc arent adjusted (often its not so bad though) and ofcourse, some mods that uses the original meshes will instead use mine (could be both good or bad i guess)

Maybe resizing them to be roughly the same size as the Bethesda originals would solve the clipping issue? I don't want to sound like I'm making demands or anything; it's just a suggestion for when you've finished the esp version.
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Harry-James Payne
 
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Post » Sun Feb 14, 2010 2:27 pm

Maybe resizing them to be roughly the same size as the Bethesda originals would solve the clipping issue? I don't want to sound like I'm making demands or anything; it's just a suggestion for when you've finished the esp version.


It wont solve it, the default meshes are not straight trees like mine, they have a very different shape, usualy they start from the side and not from the bottom + if i would shrink the trees to that size, they would look too tiny for trees. The only way to solve clipping 100% is to make the mesh exactly like the original, but that wouldnt make much sense :) The clippings is rare though.


JoeDoe,

yeah in slopes it can look like that sometimes, its not because they dont have the same Z values, its just because they're bigger and not supposed to stick out that much.. i'll see if i can stretch the lower part of the trees a bit.
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Far'ed K.G.h.m
 
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Post » Sun Feb 14, 2010 9:12 pm

Uploaded v.0.4 to PES - http://piclair.com/data/hoc2a.jpg, some new textures and reduced the poly count.
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MR.BIGG
 
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Post » Sun Feb 14, 2010 3:10 pm

http://piclair.com/data/hoc2a.jpg

I love this one! :goodjob:
(small sized, it also could be a nice shrub).
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George PUluse
 
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Post » Sun Feb 14, 2010 4:40 pm

I love this one! :goodjob:
(small sized, it also could be a nice shrub).

I'm confused, what is the name of the most recent mesh?

I think I'll need to try this even if I don't want West Gash leaft :P It looks so damn good!

EDIT:
Oh NM, I found it:
http://i43.tinypic.com/2znvol5.jpg
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Rachel Tyson
 
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Post » Sun Feb 14, 2010 8:58 pm

Oh man, these are spectacular.
Better than I could have hoped for!
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Stephanie Valentine
 
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Post » Sun Feb 14, 2010 3:06 pm

Just got done with a test run through and around Gnisis and I found a couple hiccups.

A lot of the flora_root meshes arn't showing :(
Missing files?
Or maybe a mod conflict?

GameFile0=Better Heads Bloodmoon addon.esmGameFile1=Better Heads Tribunal addon.esmGameFile2=Better Heads.esmGameFile3=Bloodmoon Landscape Overhaul 1.0.esmGameFile4=Bloodmoon.esmGameFile5=Clean The Lost Artifacts of Morrowind.esmGameFile6=H.E.L.L.U.V.A._Merchant_Containers.esmGameFile7=Havish.esmGameFile8=MCA.esmGameFile9=Morrowind.esmGameFile10=SG-MW-ecology-WW.esmGameFile11=TR_Data.esmGameFile12=TR_Map1.esmGameFile13=TR_Map2.esmGameFile14=Texture Fix 1.8.esmGameFile15=Tribunal.esmGameFile16=Veldion2.0.esmGameFile17=abotWaterLife.esmGameFile18=ACE_Books.espGameFile19=AEV_TCA.espGameFile20=Acheron's Camping Gear 2.espGameFile21=Add_GreatBazarDome_1.0.espGameFile22=Annastia V3.3.espGameFile23=Apprentice scrolls and mystical quills v1.4.espGameFile24=Arimer.espGameFile25=Art Of War Museum.espGameFile26=AtmosphericSoundEffects-3.0-Tribunal.espGameFile27=Atronach Expansion X.ESPGameFile28=BB_Clothiers_of_Vvardenfell_v1.1.espGameFile29=BE 1.4 -Golden Arrow fix-.espGameFile30=BE_dh_homes.espGameFile31=BM-Fixes.espGameFile32=Balmora Expansion v1.4.espGameFile33=Balmora Un-Mod.espGameFile34=Barabus' fireplaces 2.espGameFile35=Better Bodies.espGameFile36=Better Clothes_v1.1_nac.espGameFile37=Better Skulls.ESPGameFile38=Better Solsthiem Creatures.espGameFile39=Birthsigns.espGameFile40=Blank Scroll's.espGameFile41=BlankEnchantableScrolls.espGameFile42=Book Jackets - Bloodmoon.espGameFile43=Book Jackets - Morrowind.espGameFile44=Book Jackets - Tribunal.espGameFile45=Building Up Uvirith's Grave 1.1.espGameFile46=CB-frostbolt_crystal.espGameFile47=CB-illusionbolt1.0.espGameFile48=Clean Abigail's Petshop_v5.5.espGameFile49=Clean Chargen_Revamped_v2_3.espGameFile50=Clean Collectible cards.espGameFile51=Clean Inscription 2.0.espGameFile52=Clean NEW_aqs_biomech.espGameFile53=Clean Solstheim_Castle_v1.1.espGameFile54=Clean THFFTribBM_FINAL.espGameFile55=Clean_AK_PCSmithy_v1.0.espGameFile56=Creatures.espGameFile57=Daedric Chainsaw - Morrowind Version.espGameFile58=Daedric_Warhammer_Repl.espGameFile59=Dagger of Symmachus.espGameFile60=DagonFel_Well_v2.espGameFile61=Definitive Birthsigns Unofficial Patch.espGameFile62=Dirnae's Slower Walk.ESPGameFile63=Dulsya Isle.espGameFile64=Dwarven Submersible.espGameFile65=Dwemer Sentinel.espGameFile66=DwemerLoot1.2.espGameFile67=EG Music Mod V1.1 MW+TB+BM.espGameFile68=EcoAdj Ingredients.espGameFile69=EcoAdjCrime.espGameFile70=EcoAdjDaedricDrops.espGameFile71=EcoAdjMerchantSkills.espGameFile72=EcoAdjMisc.espGameFile73=Enchantment Color Enchancer.espGameFile74=Erengard Mines.espGameFile75=ExcellentMagicSounds.espGameFile76=Farmer Mod v4.3.espGameFile77=Fire_Hurt_All.espGameFile78=Fireflies.espGameFile79=Fishing Academy v2.54.espGameFile80=Forested_Havish_Add-on.espGameFile81=Gatanas Markynaz Dremora Companion - Male.espGameFile82=Gladiator.espGameFile83=Great Shoals V1.11.espGameFile84=Grow Towers [Final].espGameFile85=Guide To Crafting book..ESPGameFile86=H.E.L.L.U.V.A. Awesome Armor_Completion Set.espGameFile87=H.E.L.L.U.V.A. Bountiful Books.espGameFile88=H.E.L.L.U.V.A. Complete Weapons.espGameFile89=H.E.L.L.U.V.A._A.A._Heavy 1.0.espGameFile90=H.E.L.L.U.V.A._A.A._LIGHT 1.0.espGameFile91=H.E.L.L.U.V.A._A.A._MEDIUM 1.0.espGameFile92=Havish Mini Patch.espGameFile93=Herbalismv1.3(Bloodmoon addon).espGameFile94=Herbalismv1.3(Tribunal).espGameFile95=Hirstaang Abode v1.espGameFile96=Hold it replacer.espGameFile97=IceBradyHurdyRobeReplacerALL.espGameFile98=Imperial Employment Office.espGameFile99=Infernal SummoningV1.1.espGameFile100=JCS - Gogetto's Stalhrim Weapons.espGameFile101=JWR_Dark_R.espGameFile102=Jac_lightning_strike.espGameFile103=KEY_Crystal Eggs_01.espGameFile104=K_Potion_Upgrade_1.2.espGameFile105=K_Scroll_Upgrade_MW_Trib_Bmoon.espGameFile106=Kaylas_Kick-Knacks.espGameFile107=Key Replacer Trib & BM.espGameFile108=LOCH_Felsaad_Revamped.espGameFile109=LOCH_Seamless_BB_Ayleid_Race.espGameFile110=Lantern replacer By Leeloo.espGameFile111=LeveledMagicka.espGameFile112=Lights_300_V4.espGameFile113=Lord of the Dragons v1.2.espGameFile114=Lothavor's Legacy BB addon.espGameFile115=Lothavor's Legacy.espGameFile116=MA_snowprincetomb_v2.espGameFile117=MCA - Guards Patch.espGameFile118=MC_FishingRod_4Abots.espGameFile119=MC_for_TR1v09.espGameFile120=MWE_Base.espGameFile121=MWE_Blocking.espGameFile122=MWE_Combat.espGameFile123=MWE_Journal.espGameFile124=MWE_Writing.espGameFile125=Martial Code.espGameFile126=Mashed Lists.espGameFile127=Meteor.espGameFile128=Mindflayers.espGameFile129=More Dangerous Lava.espGameFile130=MoreGems.espGameFile131=Morrowind Crafting 2-1.espGameFile132=Morrowind Crafting Equipment.espGameFile133=Mouse's Beast Race Balancing 2.espGameFile134=MultiMark.espGameFile135=MultiMark_BloodmoonPlugin.espGameFile136=MultiMark_TribunalPlugin.espGameFile137=NG_New_Carnithus'_Armamentarium.espGameFile138=NPC LCV Locks.espGameFile139=NPC LCV Schedules 03.espGameFile140=Nerevarine_castle.espGameFile141=New Bloodworm Helm_4.ESPGameFile142=New Dwemer Coins.espGameFile143=New Khajiit Diversity(CIV)X.espGameFile144=New fire damage effect v1.1 .espGameFile145=OR_Fang.espGameFile146=OR_ForkH.espGameFile147=OR_SpiritEat.espGameFile148=OR_umbraReplace.espGameFile149=Particle Arrows.espGameFile150=Pearls Enhanced - Colored Pearls Add-on.ESPGameFile151=ProjectileStoreAndSpeed.espGameFile152=Puzzle Canol.espGameFile153=Qwert's Dwemer  Graveyard.espGameFile154=RD_wands.espGameFile155=RKCriminals TR&BM.espGameFile156=RKWerewolf.espGameFile157=Ranger Tent.espGameFile158=Ravenloft_v0502d.espGameFile159=Realistic Weather v2.0.espGameFile160=Rectified Fines.ESPGameFile161=SG-BB-for-beasts.espGameFile162=SG-MW-ecology-WW-plugin.espGameFile163=Seamless_BB_Falmer_Race.espGameFile164=Secret Bridge V-2.espGameFile165=Sheogorath's Top.espGameFile166=SirLuthor-Tools.espGameFile167=Sky_City_v1.espGameFile168=Stanegau Isle.espGameFile169=Statue Replacer - Marble.espGameFile170=TLM - External Lights Ownership.espGameFile171=TLM - Light Sources (Lanterns).espGameFile172=TLM - NPC Light Sources.espGameFile173=TR1_Herbalism.espGameFile174=TR_CensusAndExciseTravel.espGameFile175=TargetSpellSpeedMod.espGameFile176=Texture Fix -TR -1.0.espGameFile177=Textured_Signs.espGameFile178=The Battlespire v1.1.espGameFile179=The Neverhalls.espGameFile180=The Tower of the Damned.espGameFile181=TheUberCrystalEggHunt-Icons.espGameFile182=True Gems V1.1.espGameFile183=UAR_EbonySarano_v2.espGameFile184=Ultimate Galleon Purchase Patch.espGameFile185=Ultimate Galleon v2.2.espGameFile186=Unique Jewelry and Accessories.espGameFile187=UniqueFinery_NoRobe.espGameFile188=VOORHEES_AldIndoril2.espGameFile189=Vality's Ascadian Isles Addon.espGameFile190=Vality's Bitter Coast Addon.espGameFile191=VelMusic1.0.espGameFile192=Vurt's Ashlands Overhaul.ESPGameFile193=Vurt's Leafy West Gash.ESPGameFile194=Westly Presents The V'Kai.espGameFile195=Westly Presents-Dremora Markynaz.espGameFile196=Westly Presents-M'harjaan.espGameFile197=Westly Presents-Sarek.espGameFile198=Westly Presents_Aureals.espGameFile199=Westly Presents_Halflings (nvde).espGameFile200=Westly's Master Headpack X.espGameFile201=Westly_Presents_Kheran.espGameFile202=Windows Glow - Bloodmoon Eng.espGameFile203=Windows Glow - Raven Rock Eng.espGameFile204=Windows Glow - Tribunal Eng.espGameFile205=Windows Glow.espGameFile206=World_Of_Faces.espGameFile207=Xia_music_boxes_V3.espGameFile208=abotWaterLifeTRaddon.espGameFile209=almalexia armor.espGameFile210=k_weather (louder sounds).espGameFile211=moons_soulgems.espGameFile212=sm_Ayleid_Extras_3.3.esp

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Fluffer
 
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Post » Sun Feb 14, 2010 11:02 am

I get the following errors when lauching the plugin:

Object reference "in_de_shack_door"
missing in master file.

Current file "Vurt's Leafy West Gash.ESP"
Cell "Khuul, cabane de Brurid"
Model Load Error: Meshes\f\Vurt_flora_root_wg_01.nif cannot load file in Meshes\f\Vurt_flora_root_wg_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_03.nif cannot load file in Meshes\f\Vurt_flora_root_wg_03.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_04.nif cannot load file in Meshes\f\Vurt_flora_root_wg_04.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_08.nif cannot load file in Meshes\f\Vurt_flora_root_wg_08.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_05.nif cannot load file in Meshes\f\Vurt_flora_root_wg_05.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_06.nif cannot load file in Meshes\f\Vurt_flora_root_wg_06.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\f\Vurt_flora_root_wg_07.nif cannot load file in Meshes\f\Vurt_flora_root_wg_07.nif.
Will use the default object Marker_Error.NIF.
Texture "Data Files\Textures\Tx_Creature_MineScrib_02.dds" count 3.
Texture "Textures\Tx_WG_dirtroad_01.tga" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Data Files\Textures\tx_daedric_enviro.dds" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

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Abi Emily
 
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Post » Sun Feb 14, 2010 12:23 pm

sorry about that, i forgot to include the root meshes... i'll update in a moment + i've done the usual animation for the latest tree too.
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Javier Borjas
 
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Post » Sun Feb 14, 2010 2:28 pm

v.0.5 is up on PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8334


Also, if you downloaded version 0.2 or earlier remove all meshes called flora_root_wg_xx in meshes/f.. they now have new files names and the mods (other than mine) needs to use the default meshes from Bethesda and not mine (which wont show up in-game). Do not remove anything called vurt_xxxxx
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Hairul Hafis
 
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Post » Sun Feb 14, 2010 8:58 pm

Thanks for another fine release! :clap:
Just added it, looks great, a little heavy on FPS maybe, but well worth, I especially like the reddish leaves.
This is going to to stay in my games, like the excellent Ashlands Overhaul...

I just want to signal some conflicts with Lich Father Act 2 mod in Goldington region.
Not a critic at all, most tree/grass mods are going to conflict with one mod or another, I usually just load the tree/grass mod and conflicting mod as overlay in TESFaith# and delete with a few clicks conflictng cells from tree/grass mod, faster than the time it takes to regenerate MGE distant land.
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Julia Schwalbe
 
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Post » Sun Feb 14, 2010 10:30 am

Yeah they're are a bit big, for the next release i'm going to shrink the trees down a bit + im gonna check the original meshes placement more careful. The red leaves tree also has some floating leaves that i've fixed.

wg_04 is getting a big overhaul, http://piclair.com/data/q8q3y.jpg.

edit: nah i think i'll modify that tree for the Grasslands instead :)
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Heather beauchamp
 
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Post » Sun Feb 14, 2010 8:03 pm

I'm getting terrible aliasing, why could that be? I checked, mipmaps seems to be present.

I like this, but I wouldn't rate it as high as AI trees or Ashlands. But it is still WIP, so I will keep my rating to myself for now. :)

On the other hand, it makes some of my other mods, outdated. :spotted owl:
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Dark Mogul
 
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Post » Sun Feb 14, 2010 11:37 am

There's aliasing with vurt_tornleaves.dds, im fixing that for the next version. If you have it on any other texture (i dont) it could be that you have lowered mip map load bias a bit too much in MGE.
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Red Sauce
 
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Post » Sun Feb 14, 2010 10:09 pm

Looks great! Now if only I had a computer powerful enough to actually USE these trees... :P
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REVLUTIN
 
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Post » Sun Feb 14, 2010 1:38 pm

Beautiful Vurt, simply beautiful. I like how you havnt added loads either, doesnt make the west gash region appear alien

This gets a three thumbs fresh from me :P
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Etta Hargrave
 
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Post » Sun Feb 14, 2010 11:05 pm

1.0 uploaded to TESNexus.. PES doesnt seem to work at the moment. New screenshot + link in first post.
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Taylor Tifany
 
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Post » Sun Feb 14, 2010 12:26 pm

Thanks for the update! :)
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Taylor Thompson
 
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Post » Sun Feb 14, 2010 6:41 pm

I'm having a bit of a problem with this. For some reason, one of the tree meshes is only viewable when it is rendered by distant lands. If I stand right by it, you http://s580.photobucket.com/albums/ss244/Carpe_Ferrum/Stuff/?action=view¤t=MGEScreenshot11.jpg (Except for the shadows added by one of the shaders). However, if I use the fps optimizer to decrease the view distance so that it is instead rendered by distant lands, it http://s580.photobucket.com/albums/ss244/Carpe_Ferrum/Stuff/?action=view¤t=MGEScreenshot7.jpg I've rerun the distant lands wizard a few times since I first noticed it, so I'm not sure what is wrong.
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Oyuki Manson Lavey
 
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Post » Sun Feb 14, 2010 8:30 pm

Nice. So, you've done the Ashlands, Ascadian Isles, and West Gash. What other areas are left to tackle (Grazelands)?

I think Vurt is finished. I believe he did all the regions already. Unless I'm on crack which is a distinct possibilty. But I believe Vurt said that he would be continually updating his mods. He said that somewhere on here.
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Shelby Huffman
 
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