Gold Coast Models and Textures

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Scamp
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Gold Coast Models and Textures

Postby Scamp » 30 Apr 2011, 15:28

This is now the point where we have to rethink for some bit.

Our problem is the following: We lost like, a lot of textures for important meshes and a bunch of great looking plants for this region.
Like SamirA already suggested, we can make use of official resources and the like.

What we have:

-Ground textures: We have two different road textures, a light grass texture, a rocky grass texture, some beach/sand textures and a rock texture. Unless there is a need for more textures, this should be enough for now and for making a region concept.

-A rock mesh missing a texture.

-A lot of flora missing textures.

-Some imperial architecture meshes that would require some retexes.

-A railing missing the texture.


What we can add:

-After lurking some forums, I think we can use Vurt's Grazelands trees if he gives us the permission:

Image

-Also, I found some other nice trees vurt made:

Image

-Furthermore, we might add some flora from The Skyrim mod, if we are allowed to do so.


Summing up, we can still achieve a lot in this region, even without ZackG and his magnificent models.
The big problem is: Someone needs to make textures for our models missing them. Also, we should add a few more rocks to the set, I think.

Please let me know your opinions on this; Suggestions are always welcome. Hope I haven't forgot to mention something important, feel free to add any points that come to your mind.
I'd be happy to make some stuff up in the CS once we have some more models for the Gold Coast/Stirk.
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SamirA
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Re: Gold Coast Models and Textures

Postby SamirA » 30 Apr 2011, 16:41

Image

Just another cool use of existing architecture. I just thought I would show things that are possible with existing meshes in here.
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Re: Gold Coast Models and Textures

Postby Scamp » 30 Apr 2011, 18:37

Image

Palm trees by vurt.
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Re: Gold Coast Models and Textures

Postby Worsas » 26 May 2011, 13:28

I would like to offer an alternate Goldgrass for the gold coast region, because the slightly curly goldgrass I made earlier does not really seem to fit now that i have seen it on several screenshots:

New Goldgrass:
http://dl.dropbox.com/u/22362022/pics/Goldgrass.jpg

http://dl.dropbox.com/u/22362022/pc_grass_250511.dds

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Re: Gold Coast Models and Textures

Postby Worsas » 30 May 2011, 16:50

After an ingame-test with the above-grass scamp and me figured out that the it needed some improving. So here is the new version:
http://dl.dropbox.com/u/22362022/pc_grass_260511.dds

And an ingame-shot:
http://img101.imageshack.us/img101/3200 ... shot1k.jpg

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Re: Gold Coast Models and Textures

Postby Scamp » 30 May 2011, 21:45

The grass on that ingame shot is the old grass you posted on Thu May 26 though :D

I haven't tested the new grass yet. SamirA, could you please put it into our bsa so I can check it out?
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Re: Gold Coast Models and Textures

Postby Worsas » 31 May 2011, 17:06

The grass looks more or less like the grass on the screenshot except that it is yellower.

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Re: Gold Coast Models and Textures

Postby SamirA » 04 Jun 2011, 01:05

I will PM you an updated BSA and all that Scamp.
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Re: Gold Coast Models and Textures

Postby Scamp » 05 Jun 2011, 12:17

New grass is to be kept, right SamirA?

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Image

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Re: Gold Coast Models and Textures

Postby SamirA » 06 Jun 2011, 00:46

It looks good to me.
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Re: Gold Coast Models and Textures

Postby Worsas » 25 Jul 2011, 14:31

I guess I start to get a bugger about this:

After looking at Scamps latest shots I figured that the mipmaps of the grass-texture are anything but the way they should be. The mipmaps of a dds-texture significantly determine how something like this grass looks from a distance. as you can see on this shot. This is the fault of the mipmaps of the grass texture.

I'm simply showing this in order to demonstrate how a different mipmap can take influence on the distant appearance. Left is the grass-mesh with the current grass-texture and on the right with a lightened one and better mipmaps:
http://dl.dropbox.com/u/22362022/pics/g ... etweak.jpg

If this does not suffice to give the gold coast a more pleasant look, I suggest looking at grass meshes in vurts newest groundcover-mod (2.0). Some of his westgash-grasses look to me as if they would work as a good substitute.

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Re: Gold Coast Models and Textures

Postby SamirA » 25 Jul 2011, 14:52

Your input is always welcome. If you post up your changed items I will download them and put them in for use.
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Re: Gold Coast Models and Textures

Postby Worsas » 25 Jul 2011, 18:02


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Scamp
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Re: Gold Coast Models and Textures

Postby Scamp » 26 Jul 2011, 23:43

The new grass looks like this, Muspila:

ImageImage
Image

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Re: Gold Coast Models and Textures

Postby Scamp » 27 Jul 2011, 00:06

Actually, now that I thnk about it:

My bad here Muspila. The grass on the Stirk screenshots was doubled. Let me explain.
In order to work with the grass and the terrain at the same time, the grass file gets merged with the main Stirk file. This way I can easily fix bleeders and other errors. (In the end when Stirk is done, the file gets split into grass and landscape again)

However, if you play that, you generate distand land for the merged file, but you also tick the file in the launcher. Thus, you have basically two grass meshes in the same place... and that might have caused the weird appearance of the meshes. Not sure whether that was really the problem. I will try to take some screens with a seperate grass file for Stirk.
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Re: Gold Coast Models and Textures

Postby SamirA » 27 Jul 2011, 00:48

I prefer your old texture in game to be honest Muspila. It looks great in your little image but is far too bright and does a weird thing where part shows up dark. I have viewed it without the doubling effect of Scamp's version and I must say that for the region your first grass texture fits better. I'm sure we will find further use of any grass textures you create as we progress through different regions.
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Re: Gold Coast Models and Textures

Postby Worsas » 27 Jul 2011, 17:59

you are right, it looks silly.

I would simply look at some of vurts grass textures. I simply do not succeed in making that grass look good.

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Re: Gold Coast Models and Textures

Postby SamirA » 27 Jul 2011, 18:39

I think your first grass texture looks great personally. The Gold Coast/Stirk has a great feel with it.
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Re: Gold Coast Models and Textures

Postby Scamp » 27 Jul 2011, 21:27

I agree.
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Re: Gold Coast Models and Textures

Postby Helena » 27 Jul 2011, 21:36

For what it's worth, I prefer the first texture as well.


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