Models needed for Morrowind

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Nemon
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Post by Nemon »

Would it be possible to get BM retextures for the rocks mentioned in the last post + the TR cliffs, using the other BM texture, the grey one? See Terrain_rock_BM_01 and pretty much every other BM rock.

The grey one look a lot better than the green one imho, but it would be great to have both.

Also, my idea for ambient stuff such as simple glowing fireflies circling around, as well as butterflies and birds. Could we incorporate stuff from Where are all the birds going perhaps?
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Post by Petethegoat »

Did some of the stuff you mentioned, Nemon.
[img]http://i.imgur.com/agSqj.jpg[/img]
Pictured are tr_terrain_bm_rocks_03.nif and tr_terrain_bm_rocks_04_grey.nif.

I've also done the existing tr_terrain_bm_rocks_01/2.nifs in grey.

I haven't done the cliffs, as I'm not sure which ones you need.
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BM TR Rocks.rar
Stuck them all in a rar because anything else would be silly.
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Post by Haplo »

Thanks Pete; these will be added in the next TR_Data update.
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Post by Scamp »

What a pity that those have already been done by Worsas before. (TR_Data Error Reporting thread)
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Post by Nemon »

Now if someone wants to make me some ambient simple circulating birds (non creature, just animated things) and maybe some simple butterflies and light bugs I'm a happy panda for at least a month.
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Post by Scamp »

Would it be possible to get BM retextures for TR_terr_natural_bridge_ and TR_Terr_RockStairs_? Thanks

Edit: The grey texture if it's not too much trouble...
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Post by Petethegoat »

Done. Also touched up the UV maps a little;
[img]http://i.imgur.com/JEHvG.png[/img]
The rock stairs were also very slightly improved. :)
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Post by Scamp »

Thanks, Peteth. May I also request a retextured version of ex_cave_entrance_ to BM? :mrgreen:
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Post by Petethegoat »

NO YOU MAY NOT. >:(

I also changed the wood texture to _02, because it fits better. Tell me if you want the old wood texture, it'll take two seconds to change it. :)

[img]http://i.imgur.com/VF07Z.jpg[/img]
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Post by Haplo »

I think he meant TR_ex_entrance_WG_01
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Post by Petethegoat »

That is a possibility, yes.
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Post by Scamp »

If anyone has the time...
I need the following three meshes for the Redoran set as soon as possible.

1.

[url=http://img835.imageshack.us/img835/6517/84972614.jpg][img]http://img835.imageshack.us/img835/6517/84972614.th.jpg[/img][/url]

Just the "entrance" piece of any redoran building, like there are velothi entrance pieces in vanilla.


2.

[url=http://img824.imageshack.us/img824/1793/41331859.jpg][img]http://img824.imageshack.us/img824/1793/41331859.th.jpg[/img][/url]

ex_redoran_steps_02 without the nasty pole stuff around it so that it's just the actual stair mesh.


3.

[url=http://img198.imageshack.us/img198/4378/93476466.jpg][img]http://img198.imageshack.us/img198/4378/93476466.th.jpg[/img][/url]

ex_redoran_steps_01 without the nasty pole stuff around it so that it's just the actual stair mesh.


2+3 would probably be the same in the end, so you might only have to create one mesh here.
Of course, if you have too much freetime you could also create some more custom exterior stair meshes people can toy with.
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Post by Haplo »

You should try to finish your claim without needed several new meshes each time. TR_Data has become very bloated with things we are using once or twice over the past year or two.
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Post by Nemon »

Actually, these meshes would be very useful. I could need them for Kogo'Tel as well. The former stuff he has requested will also be used several times in VM/UV (mostly because Scamp probably will have a few claims :P ).

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Post by Katze »

Oh come on, Haplo. We all know the Redoran set is far more limited than the Hlaalu, Indoril or Dres sets. Making Baan Malur a good capital for the Redoran (along with the other remaining Redoran settlements) is going to be incredibly difficult without either resorting to using velothi pieces or adding a few tiny modified meshes.

Scamp hasn't requested that many new models, you're exaggerating.
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Post by Worsas »

Meshes like those above are quickly done and do not take much space in the BSA-archive. I could provide them right away if Haplo changes his mind, but I don't mean to get in the way.

Besides Silgrad seriously could use some unique modelwork. I mean, Narsis has got unique towers, an arena, balcony, gazebos...
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Post by Haplo »

I should extrapolate. Yes, the Redoran set is very limited, and yes these specific pieces would be useful in nearly all Redoran settlements. The point of my post wasn't to pick on Scamp for requesting these models, it was to try and tone down the amount of new models that have been requested by some random modder in matter-of-fact tones and uploaded by someone else with no oversight regarding the matter.

Individual meshes may not be very large, but when you add 20+ meshes and sometimes a few textures each update, the filesize increases by a few MB. TR_Data is already at 62MB, and that's compressed. Uncompressed, it's well over 200MB. Yes, we live in the 21st century and people have big HDDs and faster connections, but at this pace it will near 300MB by the end of 2011 or mid-2012, because we still have an entire Skyrim architecture set and Dres architecture set to include, along with at least an Argon Jungle set, and people are wanting custom models for other southern regions as well.

Keep in mind, this is only taking TR_Data into account. The actual mod we are making is 50MB right now, and that's only two releases, and two smaller ones, at that. With Sacred East's release it will be close to 90MB, because Sacred East is huge. I estimate our mod will be around 500MB when it's finished. People love our mod, but it will be a burden for them and especially for us as modders to download and upload and re-download several times. Even with multiple Mbps download and upload speeds, it becomes annoying. Forgive my soap box moment.

@Worsas: Only a fraction of those Narsis models were actually kept, and we are reusing as many as we can to justify their existence. The gazebos and gratuitous statues, et al, were axed long, long ago. Some basic structure meshes along with the towers are reused in the Thirr River Valley region in a few places. Narsis also does not have an arena.
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Post by Worsas »

When I tweaked your numerous narsis-, indoril- and necrom-meshes there was at least 2 mb of free space created in your BSA. You've got to allow me to be foolish then and do something about the underserved House Redoran.

And the BSA can be sized down even more by getting rid of outdated creatures and some pretty useless terrain-meshes. Somebody should be looking into that someday.

I'll just upload the meshes I made yesterday. Perhaps it's my own fault if effort was wasted here.

Redoran_Additions.7z contains the meshes requested by Scamp.
[img]http://dl.dropbox.com/u/22362022/pics/entrance.jpg[/img]

Redoran_Tower.7z contains a new redoran watch tower that I thought might be cool to have in Kogotel or however that city is going to be called then. Also contains an interior-shell for the tower.
[img]http://dl.dropbox.com/u/22362022/pics/Redorantower.jpg[/img]
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Post by Bloodthirsty Crustacean »

just sayin that that is one sexy watchtower.

Tho Hap's points are definitely valid; but i agree we can also set about nixing the bad creatures and the like once we have a SE-incl TRMainland.
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Post by Aeven »

Nixing those horrible old creatures (seatroll comes to mind!) would probably save a lot, yeah. Textures, meshes AND animations could be quite a bit per creature.
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Post by Scamp »

Thank you really much again, Worsas.
I can see your point Haplo; It just sounded a bit like it was all my fault.
Also, that is a really magnificent tower!
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Post by Tyrion »

Yes spring cleaning of old crappy creatures!
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Post by Adanorcil »

Aeven wrote:Nixing those horrible old creatures (seatroll comes to mind!) would probably save a lot, yeah. Textures, meshes AND animations could be quite a bit per creature.
As this discussion came up, some other suggestions:

- TR_ex_dae_hermy and TR_ex_dae_mephala. We shouldn't be using them and if we end up doing that anyway, we should at least have a slightly better model.

- TR_furn_banner_aralor01-04 (and analogues for all other saints). All these banners exist in four different versions. There's two animated ones, and two still ones. Otherwise, the difference is that one is a little bit more ragged than the other, a small difference at best. It's not something you notice in-game. We could lose 30 meshes and 15 textures simply by replacing one version with the other.

- bunches of mounted argonian and khajiit heads (the one instance that ever existed was an easter egg) These are simply tasteless relics from way-back-when and don't belong in the mod. The entire TR_Mainland.esm uses them three times, nowhere important. (In Imperial interiors, too.) All of these can be removed without anyone even noticing. 13 meshes profit.

- While not quite as terrible, one has to admit most of those other mounted heads are also rather questionably camp. I cannot speak for unmerged files, but in the mainland esm they're only used 14 times, almost exclusively in Firewatch. I could understand perhaps keeping the mounted boarhead, but clannfear and ogrims really shouldn't be mounted on walls. Would save another 13 files. Another fact worth nothing is that every single one of these plaques is several times larger in filesize than they should be. All of them still contain animation information, no doubt left behind whoever decided it was a good idea to make them.

- As said before, those ancient creatures. Given that there's three nif files for every creature, plus a bunch of textures, this is where we really stand to gain something. We can replace them later, but it would help a lot in the meantime. Good candidates in my opinion would be (including variations): TR_cr_BOmuskfly, TR_cr_cephalopod, TR_cr_dae_bat, TR_cr_dres_bug, TR_cr_eyestar, TR_cr_golem_mud (holy god), TR_cr_muckleech, TR_cr_parastylus (?), TR_cr_seatroll, TR_cr_tully. There's also a tr_swampspider_vo file not used anywhere due to no goddamn way.

A quick estimate tells me the above suggestions would shave off at least 10.5 MB already.
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Post by Nemon »

1: Invisible door using the passageScript.

2: "TR"-prefixed version of the flora_trama_shrub_01 through 06 with collision, to avoid using collision walls all over the ash swamps.
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Post by Lady Nerevar »

Nemon wrote:1: Invisible door using the passageScript.
You should be able to use the inviso collision wall mesh and set it up as a door.
2: "TR"-prefixed version of the flora_trama_shrub_01 through 06 with collision, to avoid using collision walls all over the ash swamps.
Working on this.

[edit]Files attached. It looks to me that 03 and 04 already had collision in place, so I didn't include those.
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Post by Why »

Not really "needed" but I figured this'd be the best thread to bring this up.

How about a town guard uniform for Old Ebonheart? A city as large as OE can very well be justified to have it's own group of defenders besides the Imperial Legion. Moreover it'd be a nice extension to the Oblivionesque atmosphere that is already prevalent in the town's design.
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Post by Aeven »

I could design those, if anyone offers an idea for the coat of arms for the city. Also, we could slap it onto those city shields hanging about on the city walls.
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Post by Tyrion »

What is important in Old Ebonheart? The castle, ships, ebony/money/trade? We could just do the dragon crest too, since vanilla armor has those still faux-Roman textures now.
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Post by Terrifying Daedric Foe »

I'd like something like the in_hlaalu_hall_end but in the Mournhold style please.

At the moment there's in_MH_cap_01 but that's only half the length of a normal 'square' section.
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Post by Why »

Terrifying Daedric Foe wrote:I'd like something like the in_hlaalu_hall_end but in the Mournhold style please.

At the moment there's in_MH_cap_01 but that's only half the length of a normal 'square' section.
You could use an in_MH_hall_01 with an in_MH_wall_01
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Post by Terrifying Daedric Foe »

Yeah, the only thing is that I would quite like a rounded end rather than a square one if that makes sense.
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Post by Nemon »

I'd like a brief discussion on these resource packs.

http://tesnexus.com/downloads/file.php?id=41173 Momo's Fish set - I'd like these items for the fishing villages up north in Uld Vraech

http://tesnexus.com/downloads/file.php?id=41074 Momo's cranes - Because we can haz moar cranes for variation.

http://tesnexus.com/downloads/file.php?id=41052 Momo's baskets - I think these will fit in in our southern regions.

Momo wants to be contacted prior to usage though. I know these files are of higher "quality" than vanilla Morrowind, but I honestly feel that is an argument we should drop sooner or later. The differences are minimal when in game.
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Post by Aeven »

I like those resources Nemon! I think things like those baskets would clutter the Narsis area well too, and enhance the docks there.
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Post by Mwgek »

Hmm looks nice. But are these going to be used in some of the regions (like an eyecandy in a city like Narsis). Because if we clutter them from map 4 onward, would't it look irregular with the prior installments?
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Post by Nemon »

Usage will naturally be limited to not seem out of place. And by map 4 I'm not sure what you mean, that place is pretty much done exterior wise. Remember that these will be pretty small additions to our database of stuff.
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Post by Bero »

It is not that good to look out of place. So if we use it wisely it will look good.
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Post by Haplo »

I am in favor of this and will try to make contact with Momo.

EDIT: Contact made and approval given. They'll be in the next TR_Data.
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Post by Haplo »

TR_ex_ind_Balcony DESPERATELY NEEDS COLLISION! SOMEONE PLEASE ADD A BASIC COLLISION MESH TO THIS!
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Post by SamirA »

Holy Bold-Caps Batman! This must be important.
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Post by Haplo »

Yes; it's an aspect of the mod that has needed updating for some time now, SamirA.
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