[WIPz] Vurt's Solstheim Tree Replacer

Post » Sun Feb 13, 2011 11:39 am

The trees looks nice because they have an insane amount of polygons, it's not magic ;) Reducing them and you'll have trees that would look far worse than mine i believe.

When you do models for games you have to model smart, and with numbers of polys in mind all the time, that's the whole idea. Making really polygon heavy models and THEN reducing them for games that is just a big no-no, ask any serious modeller..
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Penny Wills
 
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Post » Sun Feb 13, 2011 4:22 am

vurt have you seen the morrowind seasons mod wich changes the tree leves for each season to look the part of the season. oviously you would have to finish all the reagans befor even thinking of such a thing but do you thing as a posable far future mod from you giving different seasons same trees in same spot with different color leaves or no leaves to correspond its season, maybe patches of leaves on the ground as a grass/plant sort of thing that can be generated by mge like the grass if its possable to make them appear around trees or even add them to the tree model its self kind like the mushrooms in these trees. you could also have different plants appear in different seasons making each season for each reason amazingly different. any thoughts?
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Rich O'Brien
 
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Post » Sun Feb 13, 2011 10:12 am

Sounds quite good! But yes, i have to finish all the regions first before even thinking about doing something like that ;)
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Cat
 
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Post » Sun Feb 13, 2011 2:02 pm

well your already king of the jungle lol so your playground awaits hehe the piles of leaves is a small idea i had though would that be possible?
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Khamaji Taylor
 
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Post » Sun Feb 13, 2011 9:03 am

No, that would have to be handplaced under every tree, cant automate it.. things sticking up from the ground works because you can make a long stem.
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Chris Guerin
 
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Post » Sun Feb 13, 2011 1:32 pm

vurt have you seen the morrowind seasons mod wich changes the tree leves for each season to look the part of the season.



Doesn't sound like it would play well with distant statics...
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Dalia
 
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Post » Sun Feb 13, 2011 4:04 am

Doesn't sound like it would play well with distant statics...



Heh, you're right about that, it would be kind of boring to regenerate distant land every time a season changes :P
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John Moore
 
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Post » Sun Feb 13, 2011 3:31 pm

Heh, you're right about that, it would be kind of boring to regenerate distant land every time a season changes :P

making a subpair of meshes(of distant trees) that use a texture with a different prefix shouldn't be that difficult, programming wise. Or even switch them out internally depening on day/prefixes.
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Latisha Fry
 
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Post » Sun Feb 13, 2011 7:47 am

yeah, we'll see.. might do seasons (would probably need help with that ;) ) when everything is done.
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Kelly Upshall
 
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Post » Sun Feb 13, 2011 3:48 pm

Don't want to sound like an annoyance, but could you maybe give us a rough ballpark of when this will be released?
(Sorry, I'm anxious) :drool:
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Tom
 
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Post » Sun Feb 13, 2011 4:04 pm

Well, if im going for the full overhaul with new grasses (~30% complete), new (nature) textures (5% complete) and the trees (~90% complete) i guess it could take at least a month, probably more, depedning on how much i'll work with it, right now i've been doing much other stuff.
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Samantha Wood
 
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Post » Sun Feb 13, 2011 10:14 am

Pfffff, a month? I'd wait a whole year for your mods, Vurt. Your mods are worth the wait. A month sounds too early. But then again, as you said yourself, you're always updating your mods. I'm sure you'll be updating them once TESV: Skyrim comes out. ;)
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Lou
 
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Post » Sun Feb 13, 2011 8:06 am

I've decided that i'll realease the trees first, then i might do ground / rock textures and groundcover (small trees/plants/bushes). I'm not going to use the MGE animations (which i demonstrated before), unfortunately it was too glitchy and had too many negative "side effects", so again it'll be the simple animation that i have for my other trees.

I just have animations and collisions to fix left, so i'll probably finish it later today or tomorrow.

http://piclair.com/data/phje8.jpg
http://piclair.com/data/6hfp0.jpg
http://piclair.com/data/k8gmb.jpg
http://piclair.com/data/bqigx.jpg
http://piclair.com/data/38kbj.jpg
http://piclair.com/data/gzl8u.jpg
http://piclair.com/data/xzhjm.jpg
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Sammi Jones
 
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Post » Sun Feb 13, 2011 11:18 am

:( Is there any way to have MGE render them without the animation? My framerate when I use your mods is a little terribad, and it seems like using MGE would solve that issue to an extent.
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Tracy Byworth
 
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Post » Sun Feb 13, 2011 1:02 pm

I tested the FPS, it didn't really change that much.. 1-2 FPS+ if the trees were rendered by MGE.

The problem with animating trees with MGE is:

can't use vertex colors (this really svcks, i really like to use this on the stems, it looks so much better, especially on my tall pine trees)

animating just the tree canopies is, well, difficult.. it was glitchy too (sometimes it wouldnt render it at all). Animating the full tree is easier, but it will make the trunks sway in a jelly-like way that looks just wrong, except maybe for really thin/tall trees..

tree canopies didn't seem to render when looking up from under water.


The lower FPS just has to do with my trees having like 3x the polygons of the default trees, the animations doesnt seem to affect the FPS from my experience.
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BlackaneseB
 
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Post » Sun Feb 13, 2011 2:51 pm

Hey! Awesome mods! Thanks for bringing more joy to my Morrowind playing experience.
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Spencey!
 
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Post » Sun Feb 13, 2011 9:59 am

Outstanding, looking forward to the release!
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Dan Wright
 
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Post » Sun Feb 13, 2011 12:02 am

I just wanted to thank you for your wonderful mods that have enhanced my gameplay experience, and I look forward to this one, too.
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Flesh Tunnel
 
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Post » Sun Feb 13, 2011 11:31 am

Is this the first mod to use MGE for animated trees?

Vurt has now switched from being an artist to being a revolutionary! :P
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Ludivine Poussineau
 
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Post » Sun Feb 13, 2011 12:42 pm

You mean like this guy?
(Cannot find image tags)
Spoiler

http://earthisnotround.files.wordpress.com/2009/11/che-guevara_iconic.png


Nice work on this, Vurt.
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NAkeshIa BENNETT
 
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Post » Sun Feb 13, 2011 1:26 pm

Is this the first mod to use MGE for animated trees?

Vurt has now switched from being an artist to being a revolutionary! :P

I'm not going to use the MGE animations (which i demonstrated before), unfortunately it was too glitchy and had too many negative "side effects", so again it'll be the simple animation that i have for my other trees.

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Bambi
 
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Post » Sun Feb 13, 2011 3:21 pm



oh, whoops. :facepalm:

Perhaps this will lead the MGE dudes to take another look at the relatively untouched tree portion of their utility.

It would be very time consuming, but I bet having the trunks rendered as normal statics and just the leaves done through MGE would maybe prevent the problems involved with MGE's animations. That idea, however, sound like a major pain in the butt.
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LijLuva
 
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Post » Sun Feb 13, 2011 11:38 am

Hey vurt, I have some questions about your replacer mods in general, maybe you or someone in this thread can answer them... first let me say that they all look completely awesome and I can't wait to install them. What I'm wondering is

1) How do your tree replacers (Ascadian Isles, Ashland, Leafy West Gash and Tree Texture Overhaul) relate to Vality's Ascadian Isles and Bitter Coast mods. Do they do essentially the same thing? Will they conflict? Can/should I use both yours and his? As far as I can tell, the Tree Texture Overhaul is a pluginless texture replacer that should cause no problems. Out of the other ones, the only one that should overlap with Vality's mods is the Ascadian Isles one. Am I right?

2) Your Groundcover mod should be used instead of Vality's grass mod, but together with Muspilas mod for a complete "grass experience", right?
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Lyd
 
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Post » Sun Feb 13, 2011 3:51 am

Guitarjoe91;

yeah i've tried that too, it's really glitchy :( it works great sometimes and sometimes it won't even render the tree canopies.

guppgupp;

1. You can use his bitter coast mod, it shouldnt conflict. My tree textures overhaul mod is for the default morrowind trees and they don't conflict with my other mods, this mod also comes with mushrooms textures and some bush texture(s?) too.

2. Correct.


I'll upload the mod later today. It took a little longer because i've now recreated all the 9 bushes for Solstheim too.
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Nice one
 
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Post » Sun Feb 13, 2011 1:51 am

i love this mod but i have a couple of things. can you eliminate collision for holly bushes and the pine trees with lower branches. or is that not possible with the way the meshes are set up. fixin to go back to pes and give you a ten anyways, that is just a minor quirk, and probably a game limitation. and is kinda amusing my guy can run partway up some trees.
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Je suis
 
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