n6-5-Mis

Where hooms take a shit and we clean it up.

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Myzel
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Post by Myzel »

Claim type: OOT
Claim ID: TR_n6-5-Mis (#2386)
Faction: Misc
Claimed by: Nalin
Status: Approved (Progress: 100%)
Files: TR_n6-5-Mis_Nalin_1.7z; TR_n6-5-Mis_Nalin_2.7z; TR_n6-5-Mis_Nalin_3.7z

---

Tree for Othreleth woods.

http://img228.imageshack.us/img228/1521/mushroomtree.png

It would be nice to have this in two stages of growth (small and larger). The adult tree should not be taller than about two altmers, so that they are smaller than the other trees (http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=22857).
For color, use something that fits with the other trees. I was thinking orange bulbs and light brown, perhaps grayish trunk.
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Post by Nalin »

claimage?
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Post by Haplo »

grantage
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Post by Nalin »

[url=http://img840.imageshack.us/my.php?image=treeoz.png][img]http://img840.imageshack.us/img840/975/treeoz.th.png[/img][/url]

How it looks right now (estimating it at 30%).
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Post by SamirA »

Looking cool so far Nalin.
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Post by Nalin »

This is now ready for textures. I'll post some screens later on today after work.
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Post by Myzel »

Any progress to show perhaps?
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Post by Nalin »

No further progress with this yet. I've been playing around with different versions of it to optimize it and minimize the inevitable fps hit when you're in anything remotely forest like in TES 3.

It's a lovely design though and cutting back on too many polygons takes that away from it - so it's looking like it's going to have to end up as a bit of a beast. I'll post updated screens as soon as I have time to get some more work done on it.
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Post by Nalin »

[url=http://img211.imageshack.us/i/othtree.jpg/][img]http://img211.imageshack.us/img211/8890/othtree.th.jpg[/img][/url]

This is as far as I got with this before I figured that I was over-complicating it with needless geometry.
WIP .Blend and .obj files added.
Revoke this.
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Post by Katze »

Sure thing. Revoking.
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Post by Petethegoat »

TF wrote:Really, that other claim needs to be made more do-able.
I'm thinking this might want a redesign. While the concept is excellent, it isn't really practical for Morrowind, especially for use in anything approaching a forest. :/
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Post by Haplo »

I disagree; I think this is exactly what we are looking for in an exotic mushroom forest.
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Post by Petethegoat »

I meant more in terms of the amount of triangles required (specifically for the small shrooms at the top), but after further inspection and comparison I'm not sure.
I might claim this, depending on how well my other claim goes.
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Post by Katze »

Would it be better if the small bulbshrooms were modulars that could be stuck into the trunk at the modder's discretion? It would make the ref count higher, but then the modder would realise that the surrounding cell would have to be slightly less dense than usual to make up for the complexity of this tree. I think it looks like a really cool design, so hopefully it'd be worth it.
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Post by Nalin »

Cathartis wrote:Would it be better if the small bulbshrooms were modulars that could be stuck into the trunk at the modder's discretion? It would make the ref count higher, but then the modder would realise that the surrounding cell would have to be slightly less dense than usual to make up for the complexity of this tree. I think it looks like a really cool design, so hopefully it'd be worth it.
Placing branches on each tree would probably end up being a pain in the arse - maybe not? I don't spend enough time in the CS to know.

I honestly don't think we need to do that though, rotate the tree and swing it a little on its axis and it'll end up looking different enough from it's neighbour to not be an issue- at least that's the plan.

I'm working on this again and should be able to have it finished and uploaded sometime tonight.
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Post by Katze »

Sounds great. Granting.
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Post by Nalin »

[url=http://img96.imageshack.us/i/treetex.jpg/][img]http://img96.imageshack.us/img96/2127/treetex.th.jpg[/img][/url]

The textures are being worked on now, then it'll get some vertex shading and it's done.
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Post by Nemon »

We should have "like" buttons...
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Post by Katze »

Nemon wrote:We should have "like" buttons...
I could upload the image to the TR Facebook account? :P
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Post by Nalin »

[url=http://img87.imageshack.us/i/othreleth2.jpg/][img]http://img87.imageshack.us/img87/4846/othreleth2.th.jpg[/img][/url]

I guess I should have read the discription for the trunk colour - not exactly grey :/ Oh well, this is what I have so far. I figured they were done but I'm going to hang onto them until tomorrow and add some alpha'ed scrub and grime hanging underneath the bulb on the adult version and probably desaturate the trunk while I'm at it.

Aside from that though, these are finished.
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Post by Myzel »

Awesome.
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Post by Nalin »

[url=http://www.youtube.com/watch?v=0rYT0YvQ3hs]Awesome like a hotdog?[/url]
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Post by Nalin »

Desaturated the trunk some and decided to drop adding the alpha'ed stringy fungus danglies under the trunk in favour of leaving that area open for modular alpha'ed lichen that we can add all over the forest instead and just let modders add some down there if they want. - someone please cage a creature in those roots :D -

Finished.
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Post by Katze »

Sweeeeeeeeeeet. Sending to review.
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Post by Katze »

The models look really great, but they're way too small in the CS (probably a simple fix), and othrel_ovary_tree has no texture on the orange bulbs, they just show up as white.
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Post by Nalin »

Forgot to scale them up! XD and the textures need setting up properly (repointing in nifskope). It's a very quick fix, I'll sort it and reupload tomorrow.
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Post by Nalin »

Updated the file with correct texture paths and names.

It's ready for reviewing now.
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Post by Katze »

Re-sending to review, good luck!
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Post by Katze »

Review: - the bounding box on the big tree was a tad odd, but this has no noticeable effect in-game
- no collision lines show up in the CS, but I think the game auto-calculates collision if none is provided
- one of the bulbs on the trunk of the tree isn't attached with a stalk, but it's high up near the top so it's not like it's noticeable
-there are some comparatively stretched textures on the upper parts of the trunk, but nothing serious
- no visible cracks or holes in the mesh, good stuff.

Comments Lovely gnarled appearance to the models, this is a really good showcase of effective low-poly modelling, and these are really going to add some life to the Othreleth Forest! Well done!

Rating 9.89/10

I took some images of the trees- apologies that they don't have the same realtime shadows that the other objects do, I just didn't have the time or energy to re-generate the distant land for such a minor test plugin.

http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20104.jpg
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20105.jpg
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20106.jpg
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20107.jpg
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20108.jpg
http://dl.dropbox.com/u/9897526/Othreleth%20Ovarytrees/MGE%20Screenshot%20109.jpg
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Post by Adanorcil »

- no collision lines show up in the CS, but I think the game auto-calculates collision if none is provided
This should probably be fixed. The point of collision meshes is to relegate collision calculation to simple meshes rather than to the full-detail meshes. Especially in a dense area like Othreleth, I could see this making a performance difference.
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Post by Petethegoat »

Is there any particular reason the bark texture is 1024? It's a bit high res to fit nicely with vanilla Morrowind, and I think it could be reduced to 512 without any real visual difference.
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Post by Nalin »

Is there any particular reason the bark texture is 1024? It's a bit high res to fit nicely with vanilla Morrowind, and I think it could be reduced to 512 without any real visual difference.
It could and probably will end up at 512. That is the working size I had for it.
- no collision lines show up in the CS, but I think the game auto-calculates collision if none is provided

This should probably be fixed. The point of collision meshes is to relegate collision calculation to simple meshes rather than to the full-detail meshes. Especially in a dense area like Othreleth, I could see this making a performance difference.
These are as low poly as possible already - to the point that, untextured, you'd be forgiven for thinking that they were collision meshes! - but then I am always harping on about polys spared - so I'll see what I can do.
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Post by Nalin »

Added collision meshes to each tree. I honestly forget all about them before.

framerates rejoice!
This should actually be done now.
Attachments
latest_ovarytree.7z
replaces previous meshes
(526.02 KiB) Downloaded 141 times
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Post by Nalin »

Bumping for a new review - Cat? (seeing as you were so nice last time)
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Post by Nemon »

What is happening with this one?
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Post by Katze »

Surely it can be approved? It only got sent back because of a fairly minor problem, and that got fixed.
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Post by Haplo »

Approved. (I only send claims to Approved once they've been merged into TR_Data. That may be where the confusion sprang from.)
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