Continuing disussion from this old thread.
We're looking into doing a visual update to the Thirr River valley. This update is being discussed, so input is welcome. Some ideas that have been tossed around in the previous thread include:
"Making the areas have more of an orange and green color scheme
Retexturing the ground and rocks accordingly
Changing the thick canopy trees into corkbulb trees or modifying their models (see this thread)
Texture updates to the thick canopy trees to reduce the leaf density and make the bark a little more alien
Removing some leaves from the thick canopy trees
While the Thirr River Valley is not expected to change wildly, ideas and inputs in the form of concept art and mockups would be welcome. "
"Exterior Changes: generally, nobody seemed to want to make extreme changes to the region. A few changes were discussed, however:
-giving the TRV a different colour palette, specifically the vegetation including landscape textures but probably not the rocks, to make it a little more alien and differentiated from the Ascadian Isles. Specifically a green-orange palette.
-in general improving the NDIB tree textures to make them look more at home in Morrowind. (The leaf textures look a bit too solid, for instance, and the trunk appears to lack vertex shading).
-possibly tweaking the models of the NDIB trees, for example giving them corkbulb-like growths on the trunk, trying to cut down on polygons maybe by removing some of the leaves at the top.
-possibly adding or replacing old vegetation with new vegetation models.
-possibly add a few trees nearer but not right next to Old Ebonheart, for example on the grassy ridge to the southeast or near the infirmary. "
"There are two fairly tedious changes I would like to see implemented in the TRV; probably more tedious to implement (on the CS end, at any rate) than what has so far been suggested here:
The first I consider pretty necessary, it's only a question of when we want to do it: the mountains to the east of the TRV need to be palette-swapped from West Gash to Ascadian Isles. Rather surprisingly, this will even make the border with inDev look better, as inDev already uses AI textures for the mountains. There will only be one disconnected patch of West Gash mountains left in the range, in TR_Mainland.
The second may well be a bit contentious; I think that Veloth's pilgrimage route should be widened to two tiles instead of one. Walking along it, it just doesn't feel like Morrowind's most important thoroughfare at the moment; I can't really visualize the constant throng of pilgrims and carriages bearing the dead. "