Need some new trees?
Moderator: Lead Developers
Need some new trees?
If you need someone to replace the trees, i could maybe help.
I would prefer if TR used separate trees, that it didnt point to the original trees (since this can cause problems for people using .esp-less tree replacer mods - like mine or vality's etc).
I can make trees of the same height and trunks with the same size (so that tree fungi, for example, will fit onto the new models).
I've got hundreds of trees, some released in my mods, some just taking up space on my HDD's.
Maybe you prefer to use the original trees for various reasons (they might not look good, but they are performance friendlier than mine, most of the time at least).
I just thought i'd ask since i think TR is a really cool project and it would be fun to contribute
My mods are on Planet Elder Scrolls if you want to check them out: http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=444351
Here are some images from my mods:
http://www.tesnexus.com/downloads/images/37489-1-1299669769.jpg
http://www.tesnexus.com/downloads/images/37400-2-1299126723.jpg
http://www.tesnexus.com/downloads/images/37400-3-1299119943.jpg
http://www.tesnexus.com/downloads/images/37249-4-1298695248.jpg
http://www.tesnexus.com/downloads/images/37489-2-1299669685.jpg
http://piclair.com/data/uho13.jpg
http://piclair.com/data/lzpvp.jpg
http://www.tesnexus.com/downloads/images/32210-1-1294898055.jpg
http://www.tesnexus.com/downloads/images/37489-2-1299669769.jpg
http://www.tesnexus.com/downloads/images/37249-2-1298691704.jpg
I would prefer if TR used separate trees, that it didnt point to the original trees (since this can cause problems for people using .esp-less tree replacer mods - like mine or vality's etc).
I can make trees of the same height and trunks with the same size (so that tree fungi, for example, will fit onto the new models).
I've got hundreds of trees, some released in my mods, some just taking up space on my HDD's.
Maybe you prefer to use the original trees for various reasons (they might not look good, but they are performance friendlier than mine, most of the time at least).
I just thought i'd ask since i think TR is a really cool project and it would be fun to contribute
My mods are on Planet Elder Scrolls if you want to check them out: http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=444351
Here are some images from my mods:
http://www.tesnexus.com/downloads/images/37489-1-1299669769.jpg
http://www.tesnexus.com/downloads/images/37400-2-1299126723.jpg
http://www.tesnexus.com/downloads/images/37400-3-1299119943.jpg
http://www.tesnexus.com/downloads/images/37249-4-1298695248.jpg
http://www.tesnexus.com/downloads/images/37489-2-1299669685.jpg
http://piclair.com/data/uho13.jpg
http://piclair.com/data/lzpvp.jpg
http://www.tesnexus.com/downloads/images/32210-1-1294898055.jpg
http://www.tesnexus.com/downloads/images/37489-2-1299669769.jpg
http://www.tesnexus.com/downloads/images/37249-2-1298691704.jpg
-
- Lead Developer
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Hi vurt, welcome to TR!
Disclaimer: I am far from having any decisive role in development of the mod, so when I say "I like" I don't mean "this is going to be in TR".
I just wanted to say that I love your trees and I would use them if not for one problem: They have way too much collision. (At least the Bloodmoon ones.) Jumping and levitating I tend to get stuck in the treetops - something that rarely happens to me with original vanilla trees. I am wondering whether this collision geometry is intentional - removing it could improve the framerate and keep the player from getting stuck.
As far as I know, the current framerate bottlenecks of TR are exactly the foresty areas (particularly the jungle on map 3), so adding more polygon-rich trees would not be a solution. However, maybe our current TR trees already have more polys than yours. Better wait for someone who is better informed about the current state of affairs at TR. Anyway, great work!
Disclaimer: I am far from having any decisive role in development of the mod, so when I say "I like" I don't mean "this is going to be in TR".
I just wanted to say that I love your trees and I would use them if not for one problem: They have way too much collision. (At least the Bloodmoon ones.) Jumping and levitating I tend to get stuck in the treetops - something that rarely happens to me with original vanilla trees. I am wondering whether this collision geometry is intentional - removing it could improve the framerate and keep the player from getting stuck.
As far as I know, the current framerate bottlenecks of TR are exactly the foresty areas (particularly the jungle on map 3), so adding more polygon-rich trees would not be a solution. However, maybe our current TR trees already have more polys than yours. Better wait for someone who is better informed about the current state of affairs at TR. Anyway, great work!
Is that with the latest version? I thought i fixed it for the latest version, or even in 1.01 which is noq quite old (i tend to update my mods - very frequently). But I can easily fix collision problems, sometimes i forget all about them since i use TCL in the console to fly around and check out how stuff looks.
I can make low poly trees too, lower than the originals (which often have doubles).
I can make low poly trees too, lower than the originals (which often have doubles).
Last edited by vurt on Wed Mar 09, 2011 1:47 pm, edited 1 time in total.
- Katze
- Developer Emeritus
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I really love some of these models, but they're perhaps a little high-poly compared to the models we're making ourselves at TR, we try to keep our models at a similar detail level to that of the original game so people who have low-power pcs or don't want to use high-detail replacers can still enjoy the mod.
These are some new trees we had made recently:
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/othreleth2.jpg
If you were interested in making any tree models for the project, you could always check out our Deshaan Plains FCG thread in the concept art forums and try your hand at making a tree or plant from one of the concept arts drawn by Myzel and posting here, and that could probably be your first model claim if it's good enough!
Welcome to TR, by the way
These are some new trees we had made recently:
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/othreleth2.jpg
If you were interested in making any tree models for the project, you could always check out our Deshaan Plains FCG thread in the concept art forums and try your hand at making a tree or plant from one of the concept arts drawn by Myzel and posting here, and that could probably be your first model claim if it's good enough!
Welcome to TR, by the way
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
- Katze
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Nalin made it, not me, I'm nowhere near that good
We're using the original trees for most locations close to Vvardenfell, then making our own trees, plants and creatures etc for places further afield like the deep south and near the Skyrim border.
We're using the original trees for most locations close to Vvardenfell, then making our own trees, plants and creatures etc for places further afield like the deep south and near the Skyrim border.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
- Myzel
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Those trees look really excellent but I don't think they're of much use to us as they are. We're not replacing trees anywhere. Our aim is not to give the game a facelift. All of our own models are of relatively equal model quality and texture resolution as the original morrowind models, so the new models blend in nicely with the original ones.
Your trees are simply too high quality. They would look out of place among the aged models of morrowind. But if you're willing to make new models for us based on that standard, they would be more than welcome.
Your trees are simply too high quality. They would look out of place among the aged models of morrowind. But if you're willing to make new models for us based on that standard, they would be more than welcome.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
- Katze
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Our new models are high quality, they're just low-poly >.>
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
I'm not saying you should use exactly those trees in the screens. I can make low poly trees too.
But i'm not sure i agree that they'd look out of place even if a bit hi-poly, not for most people at least. Mesh replacers and texture packs tend to be extremely popular, if not the most popular mods for Morrowind. Who here isn't using Better Bodies or has even a texture pack installed? I bet very, very few! The vanilla trees is what looks out of place for most - not the other way around.
Personally i'd want to see other trees than the trees i'm used to seeing in a (vanilla) Morrowind.. but maybe that's just me, maybe people prefer something they're already very familiar with
But i'm not sure i agree that they'd look out of place even if a bit hi-poly, not for most people at least. Mesh replacers and texture packs tend to be extremely popular, if not the most popular mods for Morrowind. Who here isn't using Better Bodies or has even a texture pack installed? I bet very, very few! The vanilla trees is what looks out of place for most - not the other way around.
Personally i'd want to see other trees than the trees i'm used to seeing in a (vanilla) Morrowind.. but maybe that's just me, maybe people prefer something they're already very familiar with
- Thrignar Fraxix
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I think you'd be surprised at how many people here don't use any replacers. This is beside the point though, as we strive to keep our assets as close to the vanilla complexity as possible. I fully expect that people will release replacers for TR assets after we are done, as is their right. That is their job though, not ours.
I very much like the idea of you making low poly trees btw.
I very much like the idea of you making low poly trees btw.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Have trees for the southern border areas already been made? I would assume those trees would be more jungle-esque, right?Cathartis wrote:We're using the original trees for most locations close to Vvardenfell, then making our own trees, plants and creatures etc for places further afield like the deep south and near the Skyrim border.
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
- daedriclord
- Developer
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Vurt, I think we should move our discussion of your deshaan models here, because that is concept art forum
vurt wrote:i got a bit caught up with the first part + that it was called a watercarrying tree = would probably look healthy with green leaves etc. But it's easy to fix.
Here's a less healthy looking tree, with a fatter trunk, makes it look less "normal". Maybe it's too fat now instead though hehe
http://piclair.com/data/mr9xy.jpg
The old tree, with new textures: http://piclair.com/data/2ii9p.jpg
maybe i'll remove the vertex painting to make it more pale..
daedriclord: A human can walk under the roots, no problem.. i can make moss or spiderweb or something hang from the underside of the tree maybe.
Edit: updated textures again.
Edit: new tree: http://piclair.com/data/1daja.jpg
Edit: some new plants im playing around with, and again, textures aren't final by any means. Models are't final either, i usually tweak them afterwards.
http://piclair.com/hcea5
http://piclair.com/6b1nh
http://piclair.com/9e452
http://piclair.com/en6wz
http://piclair.com/se7ua
http://piclair.com/658rl
http://piclair.com/xnam7
http://piclair.com/85g61
daedriclord wrote:Cool, I really like those models
I like that tree, texture is also nice, but I think it would be nice if you add white spots of salt on the bark, I was experimenting with the tree bark texture[url]http://piclair.com/data/mr9xy.jpg[/url]
[url=http://img854.imageshack.us/i/52717053.jpg/][img]http://img854.imageshack.us/img854/521/52717053.th.jpg[/img][/url][url=http://img821.imageshack.us/i/19624527.jpg/][img]http://img821.imageshack.us/img821/4773/19624527.th.jpg[/img][/url]