A thread for Wolli

Place where approved concepts are developed into in-game assets. (Models & Textures)

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A thread for Wolli

Post by wollibeebee »

Grazeland expansion rocks without the West Gash green vertex colouring.

Fireflowers with NCO attached, because I ran into one and get stuck.

Bloodmoon rocks next, and any other small fixes I can find.
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Adanorcil
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Post by Adanorcil »

Do yourself a favor and attach some pictures. If people have to download, unzip and import a model file (those that even know how to open .nifs), you're probably gonna miss out on a lot of feedback.
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Post by Yeti »

What Ada said. I might know next to nothing about the technical side of modeling, but I do consider myself a adept judge of what looks good in a screenshot and what doesn't. :D
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Post by wollibeebee »

https://dl.dropboxusercontent.com/u/236 ... lrocks.JPG
New brown coloured rock replacer.

I'm not taking a picture of a collision node.
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Post by Nemon »

Looking good! And yeah, collision boxes aren't very exciting material. Any chance you could tone down the green-ness to our bm rocks as well? I believe it's the 02 and 04 variants, vanilla covered 01 and 03 iirc... those are the "flat ones", 02 and 04 are more for hills and incline-y areas.
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Aeven
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Post by Aeven »

Wolli, do you mind if I use the GL rocks for a retexture, also within TR?
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Post by wollibeebee »

Sure, pretty much everything I make (unless specified) is available for use to anyone, specially province modders. :P
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Post by Nemon »

Thanks. And the sandwich that's missing from your fridge? Now you know where that went.
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Post by wollibeebee »

I sneezed on that.
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Post by wollibeebee »

I removed the useless lag-causing keyframes so that the meshes no longer "animate" and I removed 65 duplicate pollies that were causing it to look so sharp (look at the edges of the current ones in the CS), even though it was set-smooth. I also added a better material setting.


Now my favourite house's mainland areas will be slightly better. :)
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Red Platform.7z
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Post by wollibeebee »

Dunm... Dunmer.... Dunemer... Dwem...No..

So that Nord Gatefort that guards that path between Skyrim and Morrowind has been updated.

https://dl.dropboxusercontent.com/u/236 ... epass5.JPG

The following textures are no longer required by this set, so you can delete them - assuming they're not used elsewhere.

tr_nord_ancientnordstonewall
tr_nord_dragwoodcarv
tr_nord_oldwood
tr_nord_woodcarva
tr_nord_woodcarvb

The files all have materials set up correctly, no useless animations (like most old TR meshes... :( ), no specular or stencil settings and they have collisions! Yay!
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Nord Gatetowers.7z
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Post by wollibeebee »

Time for those long await (or not) BM rocks!

Now the WG rocks covered in green vertex colouring and retextured to use conflicting BM textures look half decent with some black vertex colouring.

By the way, I spotted that there is a tr_terrain_bm_rocks_05 and 6, yet they appear to not be used in the CS, and they're basically duplicates rotated (from what I can tell) 90 degrees to the side.
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BM Rocks.7z
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Post by Ashstaar »

The gate set looks really nice. Much cleaner.
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Post by Aeven »

Wow that new gate set looks so much better!
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Post by wollibeebee »

Something that has always bugged me in vanilla and TR Dwemer ruins is the lack of a broken bridge piece and the fact that people think bridge ends pass as "broken."

like so:
https://dl.dropboxusercontent.com/u/236 ... ridge1.JPG

so I made some new meshes:

https://dl.dropboxusercontent.com/u/236 ... ridge2.JPG
https://dl.dropboxusercontent.com/u/236 ... ridge3.JPG

There's some funny lighting on them, but that's just the CS lighting up the angles of the mesh, shouldn't look like that ingame or from a low angle. (There's no vertex paint, I've searched, and I can't think of any other reason a slightly edit vanilla plane would behave so strangely.)
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Post by Aeven »

THANKS! I agree completely on this, I hated the end being considered 'broken' too.
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Post by Haplo »

Awesome stuff, wolli. Question: in the Nord fortress picture, there's some bright yellow light on one of the window slits. Is this from the model? Or some mysterious additional static in the CS?
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Post by Nemon »

Haplo wrote:Awesome stuff, wolli. Question: in the Nord fortress picture, there's some bright yellow light on one of the window slits. Is this from the model? Or some mysterious additional static in the CS?
I believe those are separate meshes, lights I placed there. Didn't look like that in my file though. Pressed "a"?
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Post by wollibeebee »

Yeah, someone placed lights in all the windows, the models are just retextures of the imperial ones (as were the originals, only someone broke them first...)

Anyway. Dwemer ruined statues: https://dl.dropboxusercontent.com/u/236 ... tatues.JPG

Maybe if someone goes around and places the ruined gate piece everywhere they can do the same with these.

Nord houses: https://dl.dropboxusercontent.com/u/236 ... dnords.JPG
all 9 of the used (as of the latest internal map 5 plugin) buildings have been replaced with more vanilla like models, I also fixed a bunch of issues on each one (caspering, useless duplicates and random subdivision, one mesh had nearly 100 unseeable faces inside a tube..)
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Post by wollibeebee »

Swiftoak asked for some barrows
Muspila gave us permission for some barrows
Wolli packaged us some barrows.
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Post by wollibeebee »

For the sake of archiving, here is the barrow entrances.
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Post by wollibeebee »

Here are those red platforms again, I also fixed the UV on the second, smaller, mesh so that it doesn't just look "shrunk" (shrank? shrinked?)
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Post by Haplo »

Thanks wolli! (Shrunken)
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Post by wollibeebee »

some WIP shots:
https://dl.dropboxusercontent.com/u/236 ... iTR007.jpg
https://dl.dropboxusercontent.com/u/236 ... iTR008.jpg
https://dl.dropboxusercontent.com/u/236 ... iTR011.jpg
https://dl.dropboxusercontent.com/u/236 ... iTR026.jpg

I know some of you don't like the leaves, and the trunk's UV is a bit too stretch for that bar, some of them are also a bit too jagged whilst the 4th and 10th have some bald spots, they're both apparently the most used, so I don't have many good distant land screens.
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Post by Haplo »

The leaf-size in the texture in the 008 shot looks good, but the other three still look rather too large, I think.

Also, regarding the bark, the texture looks nice, but the bark is supposed to be a rich brown, is it not? Why the departure? What's currently in TR_Data is a newer texture that looks high quality, but I think is even too light and shouldn't be used as reference. Good texture color reference:

http://i.imgur.com/1gVtQob.jpg
http://i.imgur.com/4EnIwE3.jpg
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Post by Rats »

Oi, Wolli. I heard a rumor you had a model for an Imperial warship lying about? :) If so, those would greatly fit Old Ebonheart.
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Post by wollibeebee »

Here they are, I optimized them in Blender a bit, and made them accessable from both sides and - believe it or not - I made the stairs better, although they still suck.

Someone (me, if I have time) will likely have to remove a good half of the unneeded faces for the sake of optimization, (doing soon won't cause any clipping issues.) In the current state they're not actually that bad, and won't cripple anyones FPS.

Now to P:C, to give them their copies.
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Post by wollibeebee »

I swear I posted these.

Anyway, here are the trees. I've put them all in one archive but there are actually 2 folders inside. the first contains the oak trees (new material, less symetrical root-thing, better collision, etc etc etc etc) and the other two files are the Ndib trees. There are two version using different textures for the leaves.

I'll get some screens up in half an hour or so.

Also, dem mountains be coming soon mateys!
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Treeswlnew.7z
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