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Rats
Lead Developer
03 Jul 2012



The thread is bugging out (at least for me), hence the doublepost.

"TR_terr_ashscum_01", "TR_terr_ashscum_02", and "TR_terr_ashscum_03" models have collision when they most certainly shouldn't.

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Post Thu Oct 30, 2014 12:37 pm Send private message       Send e-mail       Reply with quote                   up  
Worsas
Developer
10 Sep 2005



fixed.


ashscum.7z
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Post Sun Nov 02, 2014 9:22 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Thank you so much, Worsas!

Also, the "TR_misc_potion01-04" are valued at 20 and 25 drakes. They're more expensive than silverware plates (priced at 17), which seems odd so I'd lower the value to 5 for the cheaper bottles and 10 for the pricier one.

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Post Mon Nov 24, 2014 10:35 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Mwgek wrote:
Gnomey wrote:
I noticed two minor errors with the new Uld Vraech flora models. Neither error is very noticeable in-game.

Object: TR_f_conespruce1 and TR_f_conespruce1_snow
Error: upper trunk has a different texture from the lower trunk.

Object: TR_flora_AntlerFir2
Error: the alphas are a little wonky; the leaves have black outlines when seen from afar. The error isn't as pronounced in-game as it is in the CS, though.
Here's a screenshot of the tree in-game, with a screenshot of how it looks in the CS inset:



That black outline shows when multiple layers of alphas are in one line of eachother.


In actuality, the black outlines were due to the mipmaps. Whatever system created them put black lines around everything. This will be fixed in the next update.

Edit: And the differences in color of the tree trunks is due to different Vertex Colors being used on the tree trunk (not the texture). This will also be fixed in the next update.
Post Mon Dec 01, 2014 9:39 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Rats wrote:
... "TR_terr_ashscum_01", "TR_terr_ashscum_02", and "TR_terr_ashscum_03" models have collision when they most certainly shouldn't.


Are you sure about this Rats?
Are there any places that the player could get below the level of the ashscum?
The ashscum (in Grey Meadows) sits just on top of the water.
What should it look like when the player goes under the ashscum? Currently there is no texture on the underside of the ashsum.
I've also found some ash_swamp_trees that are positioned just below the ashscum, but way above the bottom surface. If the player goes under the ashscum then they'll see under the tree (and the ghosting).
Look at TR_ash_swamp_tree01 (-164812, 42927, 400) in North Velothi Mountains (-21,5). In fact, just about any tree sitting in the middle of an ashscum pond.

I just want to be sure nothing strange will happen when I add this change to TR_Data.
Post Tue Dec 02, 2014 12:14 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



I'm pretty sure that in all the areas that are covered with the ash scum the water is only knee deep, similar to the swamp ponds in the Bitter Coast region.

//edit: I looked at the tree in your example and turns out I was way wrong. Irritatingly, not all the watery areas are shallow. That's odd because if the ash scum was consciously meant to be rock solid (which I don't believe since it's a bloody weird and flawed design), the elevation under it wouldn't matter anyway.

This really needs to be corrected. The ash scum should be collision-less like the bc_scum models from vanilla and the ponds that are deep should be made shallower, so the player can wade the swamp ponds.

Meanwhile, perhaps the models with no collision could be added in Data anyway with a different ID, so they could be used in Grey Meadows interiors?

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Post Tue Dec 02, 2014 2:03 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I had this idea on my way into work. What if we put back in the collision mesh, but positioned it so that the ashscum was waist high. This way, the edges of the ponds would still work as normal, but if the bottom dropped too much, then the player would be walking on the ashscum collision mesh, and not the bottom of the pond. This would completely flatten the bottom, but that's sort of what you want anyway.

I have no problem with adding extra stuff to TR_Data if needed.

Edit: Set the collision mesh to be at -72. This made the ashscum waist high for a Wood Elf, a little lower for everyone else. Tried this out in-game and it works nice. What probably happened with this area is that there were probably a lot more water ways and less ashscum. Then someone said that we needed more ashscum, so the waterways were just tiled over with the ashscum. Most of the ashscum is only ankle high. There is still a lot of work to be done on the Grey Meadows exterior. Boundaries need to be fixed, and close attention to what should be ashscum and what should be water.

If this is OKay with you, I'll replace the ashscum with my new models in the next update.
Post Tue Dec 02, 2014 8:54 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Sounds good, Seneca!

Agreed, Grey Meadows needs a little work. Its own discussion thread would be in order.

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Post Wed Dec 03, 2014 1:25 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I am in the process of moving all of our textures out of the root textures directory and into our own textures\TR directory structure. The plan is to move armor to tr\a, body parts to tr\b, clothing to tr\c, creatures to tr\cr, weapons to tr\w and the rest would be in just the tr directory. I've asked on the Beth Forum if any of the modders would be terrible upset by this - so far no problems. Now I'm asking here. Would anyone have any issues with this move?

In addition to the move, I have made the following changes:

Fixed background of Icons tr\c\tr_pb_robe_com_i.dds and tr\c\tr_pb_robe_com_ii.dds

Fixed node numbering of meshes\tr\a\tr_a_histcuirass.nif and tr\c\tr_c_capetest.nif

Created new models of MW meshes: furn_tapestry00.nif, furn_tapestry10.nif, furn_tapestry20.nif and furn_tapestry30.nif =>tr_furn_tapestry00.nif ....
Moved collision to be just the bar and added NiStencilProperty (tapestry on both sides)

Lowered collision meshes to -72 in meshes tr\x\tr_terr_ashscum_01 - 03.nif

Updated/Fixed ALL the water meshes (now they shouldn't disappear)

Put back the following textures (not sure why they were removed)
tr_ind_mark_amalexia.dds
tr_ind_mark_dunaka.dds
tr_ind_mark_veloave.dds


tr\m\tr_book_open_i07.nif – replaced tr_asy_book_e04.tga (does not exist) with tx_book_edge_01.dds

Missing texture tx_skyrim_wood_04a.dds in sky_misc_w_gob_01_02 replaced with tx_skyrim_wood_04.dds, UV map rotated 90 degrees.

Missing texture tx_metal_iron_rusty01.dds in sky_furn_brdpdl_02_01.nif & sky_furn_brdpdl_02_02.nif replaced with tx_metal_iron_rusty_01.dds

Removed tr\cr\xtr_guar_deshaan.nif and xtr_guar_deshaan.km – missing textures (no tr_guar_deshaan.nif file)
Removed tr\cr\xtr_dres_bug_tiny_vo.nif – missing textures (no tr_dres_bug_tiny_vo.nif file)

Removed following files – duplicates and had missing textures
tr_c_red_hero_skirt_r.nif
tr_c_red_hero_skirt_rg.nif
tr_c_red_hero_skirt_y.nif
tr_c_red_hero_skirt_yg.nif

REMOVE tr\x\tr_notes.txt – should not be here

The following meshes were removed due to missing textures and they were not in the ESM file
tr\b\tr_pb_imp_m_tulnus_un2.nif
tr\f\tr_narsis_banner.nif
tr\f\tr_narsis_hla_ban.nif
tr\f\xtr_narsis_hla_ban.nif
tr\f\xtr_narsis_hla_ban.kf
tr\f\tr_act_orc_bed_l.nif
tr\f\tr_act_orc_bed_r.nif
tr\f\tr_flora_saltrice01_gb.nif
tr\f\tr_flora_saltrice02_gb.nif
tr\f\tr_flora_saltrice03_gb.nif

Fixed Vertex Colors in tr\f\tr_f_conespruce1.nif and tr\f\tr_f_conespruce1s.nif; made all colors R:0.357 G:0.298 B:0.271 A:1.0

Resaved tr_flora_antlerfir3.dds with DXT3 compression and mipmaps (to remove black lines from leafs)

I still have to add several new models, and fix some more items. So no need, yet, to say I forgot something.

As soon as I have tested the model filea after moving all the texture files, I'll post the updated TR_Data.esm and TR_Data.bsa files.
Post Sat Dec 06, 2014 5:53 pm Send private message             Reply with quote                   up  
Tinker
Member
26 Dec 2014



Testing this with OpenMW I get reports of a script that fails to compile.

error script TR_m2_kmlz_ChefB_WaterSquare_sc, line 18, column 23 ()): Unexpected special token

The extra ) is also repeated 5 lines further on in the script, these types of syntax error seem to be ignored by Bethesda's engine but OpenMW is more critical.
Post Fri Dec 26, 2014 9:33 am Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Here are the new TR_Data files v14.12, the change log, and a new item catalog.

TR_DATA v14.12 (link removed)
*Sorry - there a small problem with the land textures. As soon as I have this fixed, I'll post a new link.

TR_DATA v14.12B This version has fixed the issue with land textures.


Edit:2014/12/31 - Updated TR_Data file to version 14.12B.



TR_DATA_NewItemCatalog.pdf
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TR_DATA_ChangeLog_v14.12B.txt
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Last edited by Seneca37 on Wed Dec 31, 2014 3:38 pm; edited 2 times in total
Post Tue Dec 30, 2014 11:30 am Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Plans for next TR_DATA update.(proposed release: end of January)

BSA file
1) Continue fixing current meshes/.nif files (remove unneeded KeyFrame stuff, remove hidden meshes, and fix collision meshes). I will be concentrating on the following directories a,b,c,d,l,n. The cr directory will be last - since it will take some time for me to understand all the workings of the creatures, and how best to test and fix them (if needed).

2) Begin to add collision meshes to all the models that need it. I'll start with models that have more than 1000 triangles and no collision mesh.

ESM file
1) Begin to add new items to the esm. There are several meshes in the BSA file that are not referenced in the esm file.

2) Add any new models/references as needed.
Post Tue Dec 30, 2014 3:28 pm Send private message             Reply with quote                   up  
Ragox
Developer
20 Jul 2013



Awesome work seneca37 Smile

Moving the textures into a TR folder is a good idea imo.

And the new items look really nice, useful and lore friendly.
Post Tue Dec 30, 2014 4:11 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Thank you for your immense effort, seneca!
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Post Wed Dec 31, 2014 6:05 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



TR_DATA v14.12B This version has fixed the issue with land textures. This is the same as above, just making sure people see the update.
Post Wed Dec 31, 2014 8:18 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I forgot to update the texture file for the new warship sails. Using TR_Data v14.12B, the sails will be white. This will be corrected in the next update.
Post Sun Jan 04, 2015 9:52 pm Send private message             Reply with quote                   up  
Theminimanx
Lead Developer
26 Jan 2014

Location: GMT +1

1/24/2015 (00:09) TR_Mainland.esm 1/1/2012 (19:00) Wouter ex_dwrv_observ00 Boethian Mountains (34,7) 280894 59590 1100 "This mesh lacks a collision box."

Exactly as it says on the tin. I can walk straight through the telescope lens.

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Post Fri Jan 23, 2015 11:12 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



That's a bug with a MW model - they included a collision box on the lower structure, but forgot to put one on the top section. At this point in time, we do not have plans to fix MW errors - just our own ( I have over 500 models to put collision meshes on). Hopefully one of people working on the new MW patch will see this and fix it.
Post Fri Jan 23, 2015 11:23 pm Send private message             Reply with quote                   up  
Tes96
Reviewer
06 Sep 2009

Location: Armun Ashlands, Morrowind

I was traveling eastwards through the Sea of Ghosts towards the Telvanni Isles and it was snowing most of the way there. This was with a fresh new game I had started. I'm using latest data. It's not supposed to be snowing in the Telvanni region, is it?


Also, in Port Telvannis, the Services topic, is it grammatically correct to say "find him in the southeast of the city"? Isn't southeast used as an adjective here? And thus, shouldn't it be something like "find him in the southeast section/area of the city"?

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