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Petethegoat's picture
Petethegoat
Interior Developer
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2016-03-15 00:32
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1 year 9 months ago

Single nail added to asset browser, nail jar added to BSA. Rope not yet accounted for, should be added to asset browser. -10Kaziem

tr_furn_com_nails.nif replacement. Less polys and should look a bit more appropriate. This SHOULD fit the exact same footprint as the original asset, please let me know if something’s wrong.

I’ve also made a standalone nail.

 

Rope replacements- these are very work in progress, the texture needs work to look less cartoony and look more like the vanilla rope textures.

AttachmentSizeDate
Binary Data tr_furn_com_nails.nif15.11 KB2016-04-03 17:45
Binary Data nail.nif1.97 KB2016-04-03 17:45
10Kaziem's picture
10Kaziem
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3 years 3 months ago

Don’t worry about the textures themselves; if the models are good it’s not too hard for one of us texturers to whip one up for you.

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.

Petethegoat's picture
Petethegoat
Interior Developer
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Updated the nail can, flipping all the nails to be head up, canting the rim of the can, and fixing the vertical alignment with the old model. The standalone nail also got rotated 90 degrees for use sticking notes into doors and stuff.

Gnomey's picture
Gnomey
Asset DeveloperWriterExterior DeveloperInterior Developer
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2015-08-10 20:50
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3 weeks 1 day ago

As far as the nail can is concerned, I’ve gone through all 100 instances of the model between TR_Preview and TR_Mainland (so there may be more instances in unmerged interiors) and have found only two possible issues from using the replacement:

In the cell “Imeric Geordaine: Tailor”, the nails were used as substitute clothing pins, which worked as they were very long with small heads and doesn’t work now that the nails are thicker and of a more reasonable length. (The original nails were about as long as a hand, often placed next to planks which are nowhere near thick enough to justify that length). I’d actually consider making a separate clothing-pins-in-container model, as I feel tailors could use a bit more variety in their clutter, but failing that this interior is the only one that uses the model in this way, and I don’t think it would greatly detract from the interior to remove the instances of the model.

In the Old Ebonheart exterior, there are five instances of the nails which (thanks to the heads protruding far out from the can due to their length) were bled into planks. This is very much a cobbled solution; using a flurry of something like a dozen nails to pin a board to a post seems like overkill. I think replacing each instance with two of the individual nail models would be a far more elegant solution.

On which note, I noticed that the noticeboard in the Guild of Barristers just has the notes floating in front of the board. Given the nearby can of nails, these were clearly supposed to be pinned to the board with them, and now we can do so.

Edit: I did find a few placement errors, but they would have been errors with the original model as well; there was no instance where this model created new errors, and it may in fact have removed some instances of bleeding due to its sloping sides.

worsas's picture
worsas
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53 min 22 sec ago

I don’t want to sound rude, but these models are far below Morrowinds level of detail, more like objects that were made for Daggerfall. They will rather look off and needless to say, but when TR requires this level of low-poliness, there is no point in even trying to put TRs and PTs data files together.

Rats's picture
Rats
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1 week 52 min ago

It’s not something we require, but it’s something we find acceptable.

IMO the nail statics are in keeping with the vanilla Morrowind’s style. The rope could do with some more polys.

Gnomey's picture
Gnomey
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3 weeks 1 day ago

Yeah, the rope could use a few more polies but I think the main thing its missing is a good rope texture, as Pete noted; the texture used in the image has a very low contrast which makes the model look very flat. As is usually the case, the assets do look better in-game though, and considering the terrible vanilla coiled rope asset the rope models are in part intended to replace, these models would in fact be a notable improvement on vanilla levels of detail in their current state. Something to keep in mind is that in most games there is no consistent level of detail; characters and apparal generally use more polygons and have higher resolution textures than static clutter.