Edit: added to asset browser: http://www.tamriel-rebuilt.org/asset/southern-maidenhair -10kaziem
Flora: Southeren Maidenhair (Fern Type)
2 Models (scale ingame for more variation)
Edit: added to asset browser: http://www.tamriel-rebuilt.org/asset/southern-maidenhair -10kaziem
Flora: Southeren Maidenhair (Fern Type)
2 Models (scale ingame for more variation)
2016-01-17 01:30
5 days 7 hours ago
Great model and texture once again Asylum.
Maybe we can recolor it to differentiate it from the other ferns in the game?
I really like the colors from this fern below and I think they’d fit perfectly.
2015-08-10 20:50
2 weeks 6 days ago
Hm, my comment for ferns is pretty much the same as my comment for the bamboo; I think we should focus on alien flora for Morrowind, and I think the Argon Jungle thing should look extremely threatening in its own way. Of course, a good, really unusual texture might convince me otherwise.
2016-01-17 01:30
5 days 7 hours ago
If everything looks strange and alien nothing of it will stand out anymore, that’s why it’s important to include a few “normal” looking plants, so that you have a contrast between both. That’s exactly what Bethesda did as well.
2015-08-10 20:50
2 weeks 6 days ago
I don’t really agree with that. For one thing, even if there were no contrast within Morrowind, there will still be a contrast with things outside of Morrowind, whether it’s ones own surroundings, the other Bethesda games, the other province mods, etc. It’s that contrast that fantasy tends to rely on; people already have their expectations and their normal, I don’t think we need to create that.
However, there will also be contrast in-game: the outlanders, and then a gradual shift in familiarity from west to east. Outlanders play the role of being most relatable in Morrowind, and their whole point is that they come from outside of Morrowind. The familiar is outside of Morrowind, Morrowind itself is alien. Then western Morrowind will be relatively familiar. The Hlaalu houses look like houses one might find in the real world, and so on and so forth. Western Morrowind will contrast with eastern morrowind.
While it is true that Bethesda included more familiar flora in the original game, Bethesda was creating a new world and needed to pull players into it. People who play TR have already been pulled into that world, and even if they weren’t our normal ‘gateway’ region already exists in the form of the Ascadian Coast, not to mention the Bitter Coast on Vvardenfell.
2016-02-05 22:51
4 years 2 months ago
Red
2016-01-25 21:01
1 hour 52 min ago
What If You had these ferns (the red version) coming out of a skinny trunk. Almost like a palm tree. That would look different from typical flora.
2016-01-23 11:05
6 years 4 months ago
It has already been in Project Outreach (Elsweyr) of Project Tamriel. http://imgur.com/a/2VHIB
But this is dead for now.
2016-01-25 21:01
1 hour 52 min ago
Cool lol. Had no idea that was made already for another mod lol. But those palm trees are not really what i had in mind lol. But close enough :D
2016-01-25 21:01
1 hour 52 min ago
This is more what i had in mind. But red:
2016-02-05 22:51
4 years 2 months ago
Like this?
2015-08-10 20:50
2 weeks 6 days ago
Aah, that’s the ticket. Yeah, that should work quite nicely; I’m currently thinking in some non-snowy Redoran areas.
2016-01-25 21:01
1 hour 52 min ago
Exactly like that yeah. Good work
2015-12-12 23:47
3 years 2 months ago
I really like those wonky fern trees!
Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.
2014-01-11 16:53
3 weeks 4 hours ago
These might work well in the region of Kartur.
2015-07-05 20:55
3 years 11 months ago
Okay, I see the alpha problem here.
First, do you have a higher resolution texture for the leaves? The current one is a bit blurry. And there is a bunch of gray pixels around the leaves.
Second, even though you saved the file with DXT3 compression, your alpha channel still utilized a gray scale. Unfortunately, saving with DXT3 does not change the alpha channel to a 2 value system. It would be nice if it did, but it doesn’t. You have to manually do that yourself.
Third, In the NiSourceTexture, you may want to set the alpha format to "Alpha Binary".
Finally, You've got all the NiAlphaProperty flag settings setup properly, but you may need to play around with the threshold – values of 130 – 250 are sometimes needed.