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Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

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 Wed Aug 25, 2010 10:04 am Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



claimage?
Post Wed Aug 25, 2010 10:31 am Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

grantage
Post Wed Aug 25, 2010 7:56 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006





How it looks right now (estimating it at 30%).

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Post Fri Sep 03, 2010 4:49 pm Send private message       Send e-mail       Reply with quote                   up  
SamirA
Developer Emeritus
27 Apr 2010

Location: Somewhere in Tamriel

Looking cool so far Nalin.
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Post Fri Sep 03, 2010 4:57 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



This is now ready for textures. I'll post some screens later on today after work.
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Post Wed Sep 15, 2010 10:53 am Send private message       Send e-mail       Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

Any progress to show perhaps?
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Post Sun Oct 17, 2010 9:12 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



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 Sat Nov 06, 2010 10:43 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006





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 Tue Jan 18, 2011 8:33 pm Send private message       Send e-mail       Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Sure thing. Revoking.
Post Tue Jan 18, 2011 8:44 pm Send private message             Reply with quote                   up  
Petethegoat
Developer
01 Jan 2011



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 Mon Feb 28, 2011 9:34 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I disagree; I think this is exactly what we are looking for in an exotic mushroom forest.
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Post Mon Feb 28, 2011 10:28 pm Send private message             Reply with quote                   up  
Petethegoat
Developer
01 Jan 2011



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 Mon Feb 28, 2011 10:42 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

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 Tue Mar 01, 2011 2:18 am Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



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 Thu Mar 03, 2011 11:29 am Send private message       Send e-mail       Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Sounds great. Granting.
Post Thu Mar 03, 2011 12:49 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006





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

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Post Thu Mar 03, 2011 1:51 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

We should have "like" buttons...
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Post Thu Mar 03, 2011 2:09 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Nemon wrote:
We should have "like" buttons...


I could upload the image to the TR Facebook account? Razz

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Post Thu Mar 03, 2011 2:52 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006





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 Thu Mar 03, 2011 8:38 pm Send private message       Send e-mail       Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

Awesome.
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Post Thu Mar 03, 2011 8:45 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



Awesome like a hotdog?
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Post Thu Mar 03, 2011 8:51 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006



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 Very Happy -

Finished.

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Post Sat Mar 05, 2011 5:35 pm Send private message       Send e-mail       Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Sweeeeeeeeeeet. Sending to review.
Post Sat Mar 05, 2011 5:59 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

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 Sat Mar 05, 2011 6:06 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



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 Sat Mar 05, 2011 11:29 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006



Updated the file with correct texture paths and names.

It's ready for reviewing now.

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Post Sun Mar 06, 2011 12:48 pm Send private message       Send e-mail       Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Re-sending to review, good luck!
Post Sun Mar 06, 2011 2:08 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

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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"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Sun Mar 06, 2011 2:29 pm Send private message             Reply with quote                   up  
Adanorcil
Developer Emeritus
22 Jan 2006



Quote:
- 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.
Post Sun Mar 06, 2011 3:00 pm Send private message             Reply with quote                   up  
Petethegoat
Developer
01 Jan 2011



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 Sun Mar 06, 2011 3:16 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



Quote:
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.

Quote:

- 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 Sun Mar 06, 2011 5:07 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006



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

framerates rejoice!
This should actually be done now.



latest_ovarytree.7z
 Description:
replaces previous meshes

Download
 Filename:  latest_ovarytree.7z
 Filesize:  526.02 KB
 Downloaded:  88 Time(s)


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Post Sun Mar 06, 2011 7:27 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006



Bumping for a new review - Cat? (seeing as you were so nice last time)
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Post Mon Mar 14, 2011 9:10 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

What is happening with this one?
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Post Mon Jun 13, 2011 6:00 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Surely it can be approved? It only got sent back because of a fairly minor problem, and that got fixed.
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"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Mon Jun 13, 2011 6:12 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

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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