[RELz] Vurt's Mournhold Trees II

Post » Tue Mar 15, 2011 5:26 am

Vurt's Mournhold Trees II
- Animated Cherry Blossom trees for Mournhold!

Images:

http://www.tesnexus.com/downloads/images/35400-1-1288064220.jpg
http://www.tesnexus.com/downloads/images/35400-1-1288064952.jpg
http://www.tesnexus.com/downloads/images/35400-1-1288064795.jpg

http://www.tesnexus.com/downloads/file.php?id=35400 (i'll update with PES link later)


A quick mod i did, havent tested much, so let me know if there are any problems. Collision from leaves and branches should be removed and seems to be working.

Enjoy.
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Karen anwyn Green
 
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Post » Mon Mar 14, 2011 5:35 pm

Nice trees vurt! :thumbsup:

Ill download this as soon as its on PES, dont really like dealing with TESnexus much :P
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ANaIs GRelot
 
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Post » Mon Mar 14, 2011 6:35 pm

Beautiful! Thanks for sharing!
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Anthony Rand
 
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Post » Mon Mar 14, 2011 1:10 pm

These are cool. Do you model them all by hand?
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Lance Vannortwick
 
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Post » Mon Mar 14, 2011 11:44 pm

Awesome!!!!!! Simply beautiful work as always, thank you very much! :touched: :bowdown:
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Harry Leon
 
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Post » Mon Mar 14, 2011 2:21 pm

cool cool!
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carla
 
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Post » Tue Mar 15, 2011 12:04 am

This is awesome; finally gives Mournhold an atmosphere that I actually like. Good work!
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Lily Something
 
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Post » Mon Mar 14, 2011 4:58 pm

Looks good vurt! :thumbsup:

Trees are generated as distant statics correctly by MGE and render correctly in Mournhold interiors at distance. The only problems I see are some obvious clipping along the walk way in Mournhold Great Bazaar, and very minor clipping in Godsreach with one lamp post and along some of the buildings (really not that noticeable).

The nifs themselves have some extraneous empty children referenced in some NiNodes and NiTriShapes:

flora_tree_mh_01
5 extra 'None' children refs in root NiNode
1 extra 'None' children ref in both NiBSAnimationNode 3 and 14

flora_tree_mh_02
4 extra 'None' children refs in NiNode 21
1 extra 'None' children ref in both NiBSAnimationNode 3 and 14

NifSkope can be used to collapse those nodes and clean out the empty references. Such refs can cause issues for MGE during distant static creation, however for these nifs the extraneous refs do not appear to be causing any problems.


You'll probably also want to do versions of flora_treedead_mh_01.nif and flora_treedead_mh_02.nif, so that the dead versions will match up with yours when the appropriate time comes during the tribunal quest line. ;)


[edit] added extraneous empty children refs for flora_tree_mh_01
Also noticed that the RootCollisionNode wasn't lined up as well as it could be - made these adjustments:

flora_tree_mh_01
translation - X: 4.0000 Y: 14.0000 Z: 160.0000
scale: 0.7000

flora_tree_mh_02
translation - X: 0.5000 Y: 15.0000 Z: 369.0000
scale: 0.2200

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Lou
 
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Post » Mon Mar 14, 2011 3:25 pm

Cool!
Do they become all ashy during that weather machine quest?
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Channing
 
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Post » Mon Mar 14, 2011 4:51 pm

For the problem of clipping located => http://img514.imageshack.us/img514/9448/mgescreenshot2.jpg

I find for the leaves some edges odd, or too dark. One has the impression that the leaves are dirty (I don't know if is the desired effect?). => http://img821.imageshack.us/img821/5692/mgescreenshot1f.jpg, http://img837.imageshack.us/img837/5678/mgescreenshot3.jpg

Perhaps to go up slightly these leaves there? => http://img832.imageshack.us/img832/8317/mgescreenshot4.jpg

It there really only two types of trees in Mournhold vanilla?
It's damage because that would have been to have well at least another type of tree of a color different (blue perhaps? :P ).
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Kevin Jay
 
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Post » Tue Mar 15, 2011 2:58 am

Thanks for your compliments :)

Pjstaab: i model them in ngplant and i make adjustments in Blender.

Tetchy, thanks, i'll fix that. I didnt know about the dead trees, lol. I've never finished the Tribunal expansion. Link arrays can now be collapsed easily in Nifskope with a spell btw.. it does require the latest beta from here: http://github.com/downloads/Alphax/nifskope/nifskope-1.1.0.0c1fb14-windows.exe before it was only working for Oblivion and FO3, but i made a post about it on their forum, so they've fixed it now it seems :)

papill6n: the darker parts, that's shading, i do that to all my leaves to simulate that the lower parts are in shadow. But i agree it doesnt look too good when you don't see it as that ;)

I'm probably making an .esp with bushes and new trees, i've done a few variations. It also needs some green trees at the temple instead, it's just way too much pink there i noticed hehe
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Dark Mogul
 
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Post » Tue Mar 15, 2011 2:30 am

u ever tried treeD? or do you reckon ng's better? i only use ng, treeD looks... complicated :P
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Enny Labinjo
 
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Post » Mon Mar 14, 2011 9:11 pm

never heard of it? got a link.. google gives a trillion his for Treed, i'm to tired (or lazy) to come up with a smart search :P
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Sarah Unwin
 
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Post » Tue Mar 15, 2011 1:05 am

http://www.frecle.net/index.php?show=treed.about
perhaps with this your trees will be even better? :o :huh: :unsure: :celebration: :celebration: :celebration: :celebration:
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Nicole Mark
 
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Post » Tue Mar 15, 2011 3:15 am

How the heck did you do that so fast? These trees are fantastic Vurt! Stunning! Without a doubt your best trees ever (and that's saying something)! These are going to make Almalexia look great.
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Emma Copeland
 
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Post » Tue Mar 15, 2011 1:05 am

Two great releases in a short time, thanks Vurt. B)
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luke trodden
 
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Post » Tue Mar 15, 2011 12:20 am

:D http://www.confrerie-des-traducteurs.fr/morrowind/mods/graphisme/visuels/remplacement_des_arbres_du_temple_de_longsanglot___version_2.php
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lisa nuttall
 
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Post » Mon Mar 14, 2011 10:22 pm

wollibeebee, tried it and it seems interesting. Might try to learn later on to see if it's any better than NGplant.

papill6n: Good job :)


Glad you like it, The Greatness.. you'll like future versions even better ;)


I'm trying to improve the leaves a bit, like papill6n says the shading might be giving them a "dirty" look more than a shaded one.
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Ilona Neumann
 
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Post » Tue Mar 15, 2011 12:56 am

Vurt, you would be my very best friend forever if you would add to this release by either remodeling or simply retexturing the grass mesh around Mournhold (the current ones have an ugly, blurry texture, problems with the transparency that I haven't been able to fix, etc...), and perhaps the other plants as well? :cookie: Mournhold has gotten so little love in terms of texture packs, and a lot of its pieces (especially the flora) just aren't up to par with current Morrowind graphical standards anymore.
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Jake Easom
 
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Post » Tue Mar 15, 2011 5:25 am

Vurt, you would be my very best friend forever if you would add to this release by either remodeling or simply retexturing the grass mesh around Mournhold (the current ones have an ugly, blurry texture, problems with the transparency that I haven't been able to fix, etc...), and perhaps the other plants as well? :cookie: Mournhold has gotten so little love in terms of texture packs, and a lot of its pieces (especially the flora) just aren't up to par with current Morrowind graphical standards anymore.

I totally agree!
Vurt?... :D
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saxon
 
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Post » Tue Mar 15, 2011 12:52 am

you mean http://piclair.com/data/mxuy9.jpg grass?

Also, http://piclair.com/data/0ovvk.jpg
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Nicole M
 
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Post » Tue Mar 15, 2011 1:23 am

Yes this grass.

Hey yeah for these trees!!

You don't like a blue tree? :D
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Alisia Lisha
 
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Post » Mon Mar 14, 2011 8:00 pm

http://piclair.com/data/29km4.jpg!

i think i prefer the more green/yellow one, looks more inviting, the blue is too cold. But i could add a blue variety somewhere too.
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sarah simon-rogaume
 
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Post » Mon Mar 14, 2011 10:48 pm

i think i prefer the more green/yellow one, looks more inviting, the blue is too cold. But i could add a blue variety somewhere too.

Agreed. I like the blues in the Grazelands. The use of more vibrant colours here makes it more distinct.
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louise fortin
 
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Post » Mon Mar 14, 2011 10:49 pm

the green like really good imo, hmm, red-green-pink? so many colours? :P
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Rinceoir
 
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