[WIPz] Vurt's Solstheim Tree Replacer

Post » Sun Feb 13, 2011 1:02 pm

Hey Daywalker, what happened to the super awesome evil ninja bunnies? T^T
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keri seymour
 
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Post » Sun Feb 13, 2011 10:32 am

I'd cobble my way through whatever I needed to for that, looks fantastic. And I can only imagine the performance gain, as you mentioned, having MGE simply handle the trees at all times.

This.

Maybe it could be used for some of your other tree replacers too? :)
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Lisa Robb
 
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Post » Sun Feb 13, 2011 7:05 am

Yeah it could be used for the other trees too, i just need to fix the collision for them.

I just noticed that youtube displays which song i had on when i recorded the video, kind of cool :) is this why it takes forever to upload videos (even with a 100mbit connection) maybe, i bet that search/match function must take time!

Gah, i've lost my PW to PES and i cant seem to get a new one, mailed them a few days ago about it, no response, no response on my post on their forum either. Guess i'll have to stick with TESNexus from now on. Kind of svcks though, i know that people follow my mods on PES.
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Peter P Canning
 
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Post » Sun Feb 13, 2011 12:34 pm

Have you tried the http://planetelderscrolls.gamespy.com/View.php?view=Password.Recovery? I think it's automated; when sites set it up like that, emailing them doesn't usually help.
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Melly Angelic
 
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Post » Sun Feb 13, 2011 11:56 am

The "problem" with this is that people has to edit their override file and some will get confused about that sort of thing. But i think i'll go for it, i really like how the animations are synced to weather, it's great for Solstheim.
Speaking as a modder...
Your only responsibility is to put the instructions to make things work into the readme. If people can't be bothered to read the readme that you've provided, then that is not your problem.

I think you should go for it.
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Connor Wing
 
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Post » Sat Feb 12, 2011 10:21 pm

Have you tried the http://planetelderscrolls.gamespy.com/View.php?view=Password.Recovery? I think it's automated; when sites set it up like that, emailing them doesn't usually help.


Yeah tried it many times, it doesnt work for my Vurt account, it works for an old account, i get a new PW in just a few seconds. For myy Vurt account it says "success!" too, like they've sent the email with the PW, but nothing arrives (i've checked the spambox/trash too). I've tried it like 5-6 times this past week.

Asdf: Yes that's true, but still, people have problems with my other mods too, just ticking (or unticking when they should) my mods is difficult enough for some, i'll get bombarded with "it doesnt work!" for sure with this mod..
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Patrick Gordon
 
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Post » Sun Feb 13, 2011 6:46 am

The MGE animations are great! Is it possible to make them animate a little more subtly though? I feel the trees move like they are in a hurricane to easily.

Either way, it looks fantastic! I'm so glad that MGE's tree functions will finally be used (will this reduce "pop-in"?) :celebration:
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Carys
 
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Post » Sat Feb 12, 2011 9:01 pm

Yeah tried it many times, it doesnt work for my Vurt account, it works for an old account, i get a new PW in just a few seconds. For myy Vurt account it says "success!" too, like they've sent the email with the PW, but nothing arrives (i've checked the spambox/trash too). I've tried it like 5-6 times this past week.

Asdf: Yes that's true, but still, people have problems with my other mods too, just ticking (or unticking when they should) my mods is difficult enough for some, i'll get bombarded with "it doesnt work!" for sure with this mod..

If you do, I got your back, I am all about popping in a message to tell people to read and follow readme files :)

You are correct, though, it will mean you get a lot of that, but if you have the ability to ignore people who just can't be bothered to read, then no harm no foul by my book
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Genevieve
 
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Post » Sun Feb 13, 2011 4:02 am

Hey, wasn't Floydian1 elected to be the administrator over at PES last year?
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R.I.P
 
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Post » Sun Feb 13, 2011 4:24 am

I just got the heads up on this mod yesterday, as I don't normally poke my nose in here much; but wow - those screenies look awesome. I'm considering taking a couple, Photoshopping in some rendered paint lines, and using them as paintings in a mod!

I haven't tried MGE yet, as I only recently got a card with a shot at pulling it off. (I recently upgraded my 7600GT to a 9800GTS+), but I love the animations. The whole deal looks amazing, though. It's actually as good as Oblivion in a lot of ways. The morning shots in particular make me want to drool (It's a shame Morrowind didn't use all of the nif features, particularly with respect to texture warping...)

I'm curious about the grass, though. I've seen a lot of grass mods, but the ones in your screenshots are way better than most I've seen. Did you retexture those as well? I would love to have grass and low flowers like that in my mod. How can I get some, and how badly do they hit your frame rate?

Oh, and as an aside, I love the resized mushrooms. People often forget that you see those sorts of mushrooms under conifers all the time. They are perfect!
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Jessie
 
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Post » Sat Feb 12, 2011 11:38 pm

You'll find all my mods on PES (see my signature) including the grass mods (the Solstheim grasses is in my "groundcover mod"). Not sure how much of an FPS hit it is, the grass is fully rendered by MGE (which is more performance friendly than Morrowind's engine).
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Alan Whiston
 
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Post » Sat Feb 12, 2011 11:41 pm

New "grass" - small/thin trees and bushes (blueberry etc).


edit, some better screens:

http://piclair.com/data/4ms0n.jpg
http://piclair.com/data/idsxy.jpg
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Nick Pryce
 
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Post » Sun Feb 13, 2011 6:04 am

how badly do they hit your frame rate?

I've found they are -slightly- more choppy than the other grass replacers, maybe around -2-4 FPS.
...That's with 50-67% density, though.
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rae.x
 
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Post » Sun Feb 13, 2011 12:01 pm

These tress are looking great over all.

I have a couple suggestions. :)

Some of the bark textures are rather obviously tiled, the lighter brown bark texture mostly. Perhaps you could add some decals or maybe separate the base of the trees into separate UV's to add some moss or something to break up the repetition.

The foliage might benefit from some minor tweaking as well. Right now it looks like all the foliage is pointed in the same direction. Might add to the believability, I think, if you rotate some of them a bit. Not sure how much work that might be or if you can do that with the generator.

Either way I am sure this will go into my game when i get the chance. :)
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Georgine Lee
 
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Post » Sun Feb 13, 2011 2:27 am

These tress are looking great over all.

I have a couple suggestions. :)

Some of the bark textures are rather obviously tiled, the lighter brown bark texture mostly. Perhaps you could add some decals or maybe separate the base of the trees into separate UV's to add some moss or something to break up the repetition.

The foliage might benefit from some minor tweaking as well. Right now it looks like all the foliage is pointed in the same direction. Might add to the believability, I think, if you rotate some of them a bit. Not sure how much work that might be or if you can do that with the generator.

Either way I am sure this will go into my game when i get the chance. :)


Good suggestions :) Yes the bark textures sometimes looks tiled, i wanted to use vertex coloring for the conifers for example (IRL their trunks are often grey at the bottom and it slowly fades to their almost orange color) - very easy to do with vertex painting and looks great, but then i can't render it with the MGE animations since it only draws the vertex colors in the distance, unfortunately.

Yacoby's grass utility should randomize position and sizes.
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stevie trent
 
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Post » Sun Feb 13, 2011 3:58 am

I don't know bout those baby trees... Maybe if there were very, very few of them. Right now they look more like bamboo at first glance.
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Arrogant SId
 
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Post » Sun Feb 13, 2011 1:23 am

Hmm i dont think it looks anything like bamboo :P They're called Rowan, we have lots of them in the forests around here, so i've taken photos of the stems and leaves, that's the end result.. At some places it so thick of them it's hard to get through them..

I think im gonna model Solstheim after the forest i used to play in as a kid, lots of fir, pine trees and small trees such as Rowans, and lots of moss everywhere, like um, most forests i guess :)

I just noticed that this expansion has like 80 rocks, and like 4 textures for them, really cheap of Bethesda, so i'm adding more rock textures to the meshes. The UV-mapping also svcks on many of them, i'm gonna fix that too.
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Markie Mark
 
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Post » Sun Feb 13, 2011 4:38 am

Overall I really love this so far, I think it's beautiful. But in the second screenshot you just posted of the small tree "grass," it looks really weird to me that the small trees are all perpendicular to the ground - don't most plants grow as close to the vertical as they can (in general), no matter what the slope of the ground is? Maybe I'm just being nitpicky (or maybe I'm wrong), it's just that it really stood out to me as looking wrong. (I do think the trees themselves look great though)
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Yama Pi
 
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Post » Sat Feb 12, 2011 10:37 pm

yes, the grass/plants/trees that are placed with the Grass Utility wont look perfect on slopes unfortunately. But imo its not that big of a deal, and its not like they always grow straight up, they search for light, so they can be really bent and twisted even on a slope + if the top has grown heavy and the stem isnt thick enough they wont go straight up, especially not on a slope ;)
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Suzy Santana
 
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Post » Sun Feb 13, 2011 9:54 am

That's true, it just looked odd to me. You're right, it's not a big deal, and it's definitely worth the awesome plants. :) Maybe it would be less noticeable if they were thicker, and you'll probably have it mixed with the other grass too, right? I guess it won't be as noticeable as I thought at first. (Yes, I know the "thicker" suggestion contradicts Guitarjoe's suggestion to spread them out more. Different opinions, I guess. :P )
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Angel Torres
 
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Post » Sun Feb 13, 2011 6:43 am

http://yorik.uncreated.net/greenhouse.html

:mohawk:
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Genocidal Cry
 
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Post » Sat Feb 12, 2011 11:00 pm

http://yorik.uncreated.net/greenhouse.html

:mohawk:



Not sure what you mean by that? The trees on that page are hi-polygon trees, not suited for games at all. But yeah they're under the Creative Commons license so they would be ok to distribute, but i rather make my own trees :)
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Naomi Lastname
 
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Post » Sun Feb 13, 2011 4:53 am

Face it, Vurt, you're going to be working on these mods until the end of time. As soon as you finish one area, you learn some new technique that has to be applied to all the other areas, and by the time you're done with that... :P

I don't suppose you have anything to show for the other areas yet, do you? I noticed in the screenshot for your groundcover mod, you aren't using the vanilla Grazeland trees ;)
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Quick draw II
 
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Post » Sun Feb 13, 2011 12:58 am

Haha, i know.

I have trees for the grazelands, but they arent finished so its nothing i want to show really, i probably end up with new ones anyways.
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Bambi
 
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Post » Sun Feb 13, 2011 5:31 am

Not sure what you mean by that? The trees on that page are hi-polygon trees, not suited for games at all. But yeah they're under the Creative Commons license so they would be ok to distribute, but i rather make my own trees :)


Perhaps, but those are awesome plant models. I wonder if a more experienced blender expert could take them, cut the number of polys to something more sane, and still make them look good?

I'm always looking for better shrubs and trees! :)
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jess hughes
 
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