Better? Replaced green vertex paint with brown/orange, made the texture a bit darker, and added a subtle sedimentary pattern.
Sedimentary pattern may need to be horizontal rather than vertical, but otherwise looks good to me! How does it look with the ground texture and other flora in the area?
Can anyone point me to the .esp file that would be used to implement the visual update? (It’s not TR_Preview, is it?) I’d like to do some testing to find out what would be the least tedious, least time consuming way of pulling this of.
Here you go. InDev doesn’t have Old Ebonheart and some of its surroundings, but most of the Middle Thirr valley is there.
Thank you very much!
edit: hmmm, the InDev file seems to have only the western bank of Thirr. The Indoril side is not there. So the visual update must be made on some other file.
Then I’m afraid it will have to be TR_Preview.
Ok, Preview it is then.
I've been thinking about how to go about this. Ground textures are relatively simply to change. Just decide which textures should replace which and then manually re-paint the landscape. The flora replacements (new Corkbulb, red & yellow grass replacing the current bc_grass, orange ferns, etc.) will be similarly simple: just using the CS's search and replace function in each Thirr cell will do the trick. However, the new rocks will be bit of a challenge. There are dozens of different rock and cliff meshes being used in the region (both vanilla and TR origin). Retexturing, and especially vertex painting, them will be a horribly boring and time-consuming task -- though if someone has a fast/automated method of doing it I'd be happy to hear.
I'm seriously reconsidering whether or not even the slightest visual update is worth the trouble.
Do we need the new rocks there though? The first screenshot you posted with the existing ones looks completely fine to me. I think it would be better to use new rocks for the lower regions that aren’t done yet. That way there is also a smoother transition.
What Ragox said +1
That would work, wouldn’t it! So, new flora, new ground textures, old rocks.
Fine by others?
I like that idea, as a way to transition into the color palette of the other zones. So new flora and old rocks now, new rocks and new flora further south (or...wherever. Is it south?)
I'd be south, moving into Shipal Shin I'd imagine.
That rock texture would work amazingly well for the Shipal Shin, which is essentially the canyon and river Upper Thirr.
We could certainly try it. I like the colors you’ve proposed; I think the variants with that orangey tint to them look great. The rocks we can always handle in a second stage of update if it’s tricky and the current rocks are adequate. And we could easily use the newer rocks further down south or more in certain areas.
In other words: looks great, go for it!
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First off, I very much appreciate the momentum gained here through your experimentation, Rats. I regret not being here to take part in the initial discussion concerning your textures (especeilly after I made such a fuss in earlier posts) but I largely agree with the current direction. I look forward to seeing how these changes look when implemented in the game!
I would eventually like to see these corkbulb variants modeled, but for now I think it would be best to move forward with the retextured ones.
The modder formerly known as Yeti.Head of NPCs - Skyrim: Home of the Nords
Depending, the following assets might be handy:
http://www.tamriel-rebuilt.org/asset/giant-elowan as is, or possibly recolored slightyhttp://www.tamriel-rebuilt.org/asset/moss-clumps and this, if recolored bright orange.
Elowan: Yes, with the green edges recolored more yellow/orange.
Moss Clumps: Yes, with the orange you suggested. God, we need modelers.
Just to be clear, as far as I am concerned, rock retextures were never a part of the visual update, though I had noted some confusion on that point before. The main aspects of the visual update were – and to my knowledge still are – as follows:
-new ground textures, new tree textures (the latter is already done)
-optionally, reshape and retexture the trees to look more alien/corkbulby
-optionally, create some new flora and either add it directly or via search-and-replacing.
The amount of work required is really minor, certainly if we don’t intend to add new flora. The lack of progress is due to a lack of attention and not any insurmountability of the task itself.
The intent of the visual update is largely (aside from simply making the Middle Thirr more visually interesting in and of itself) to create a smoother transition between the green Ascadian Coast region – which naturally uses the Ascadian Isles assets – and the orange Othreleth Woods region, which will (probably sparingly) use the red Shipal-shin rocks. Note that the Middle Thirr region does not (at least according to current plans, as far as I’m aware of them) come anywhere near Shipal-shin itself.
While the Middle Thirr can have touches of red, Othreleth Woods will probably not be very reddish itself, so as far as creating a transition is concerned I think yellow with – optionally, if it can be made to look good – green or orange touches – or both – would probably be the best way to go.
Personally, I would like to see grass largely – though certainly not completely – give way to lichens and other more unusual ground cover; I’d also like any flora we add to subtly go or hint towards a more fungal direction. (The best kind of direction!)
At the end of the original thread, I listed out the AI textures and which I thought needed replacing and how I thought they should be replaced. Quote:
Looking at it again, and tossing aside the palette suggestions, I’m not even sure if AI_Dirtroad needs replacing; I really think only AI_Clover, AI_Grass and AI_Grass_Dirt need to be replaced. AI_Clover would be dense lichen, AI_Grass would be mixed grass and lichen and AI_Grass_Dirt would be the same as AI_Grass with some dirt sprinked in.
Rats Moss Clumps: Yes, with the orange you suggested. God, we need modelers.
Maybe not the modeler you deserve, but the modeler you need? These are pretty rough at the moment, so take them as a discussion piece:
That moss looks great! If you’re working on it, can you post it in the Asset Browser? http://tamriel-rebuilt.org/asset That way it can be kept track of.
Glad you like it! I’ve made an asset page for it here: http://tamriel-rebuilt.org/asset/orange-moss
Perhaps a variation of those moss models could be used to search-and-replace the ferns? I do think the ferns will need to be replaced one way or the other (unless we’re really going for the least-effort route), as their bright green will almost certainly clash with whatever palette we end up using.
I thought we were just going to retexture the ferns?
A proposal for ground textures.
Would need to see those in-game or in screenshots. I do think I remember we ended up just planning to recolor the ferns, too.
Here be screenies of the ground textures. The clover one looks rather bad, I will continue working on it.
I think the clover works one works pretty well, actually – the grass ones have all the plaid issues non-continuous ground textures have (I don’t really know how to express this in English, sorry). I do see now how new rocks would be nice.
Even without them, it looks pretty good imo. Definitely something to keep.
I think I understand what you mean. I think the plaidness is something that the eye just learns to ‘unsee’.
Two more screenshots for a better look at the clover replacement. I’m having some issues with it. Maybe it’s a bit too saturated? Maybe it should more ‘zoomed out’ so the lichen would be smaller?
I think the orange is right in that really orange texture, but the other rocks and flora don’t match. (orange dirt with gray rocks poking out of it woud look really strange IRL too) That may be a case of needing to add back in that yellow-er rock texture to get it to look right.
Which comes with the problems already mentioned in replacing rock textures. So I’d vote to keep the greener ground textures for the current Middle Thirr, and make use of that more orange texture as a transition into Shipal Shin along with the yellow rocks.
EDIT: Oh, wait, I thought that was supposed to be actual dirt rather than clover. It looks really good for orange dirt, albeit would need matching orange rocks on top of it. Hm. Perhaps smaller patches of it with flower statics placed on top , to make it look more like a wildflowers. You could also try adding a red tint to make it obvious it’s a plant. Washing the colors out a little might help too, but I think it still needs more of a visual cue to show its plants, not dirt.
I do like the patchy look, it gives some visual variety to the ground. The orange does have a tiling issues (aka the dark spots tile very obviously from far away). The colors look nice. They could maybe be a hint less saturated? But so far they’re fine. Corkbulbs looks good. The ferns could use a retexture to blend in better.
I like the weirdness of the different colors! Haha . More different colors is more strange though try every different color loll .