Morrowind

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CptJoker

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CptJoker71

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19 comments

  1. cubanbface
    cubanbface
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    If using Vurts Trees you said you grab both the vanilla tree pack and Vurt tree pack from here, this correct? Also your link to Vurt's Trees fix is going to Melchior's Dhark mods instead of https://www.nexusmods.com/morrowind/mods/46418/
  2. Naufragous77
    Naufragous77
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    Awesome to see you back!
  3. outcastl
    outcastl
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    I think it would look better if the trees did not become so dark
    1. CptJoker71
      CptJoker71
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      I agree, I made an update to fix this.
  4. LordWushin
    LordWushin
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    Thanks for the update!!!
  5. SAJNM
    SAJNM
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    Your great retexture "Bitter Coast Redux I - Landscape Textures v0.1"" has clearly labelled files ranging from 256 to 2048 resolutions.
    For these retextures not so clear.
    What is the actual resolution for Standard & HD ?
  6. ElderMalaclypse
    ElderMalaclypse
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    I had been avoiding installing a tree texture cause I thought I was going to use all of Vurts mods but wasn't really happy with them for various reasons. After installing your Bitter Coast Redux I - Landscape Textures(https://www.nexusmods.com/morrowind/mods/45708) I gave this a whirl and am glad I did. Simple to install and looks great. Thanx.
  7. doodlum
    doodlum
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    tamriel rebuilt version?
  8. BigBizkit
    BigBizkit
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    Hello there!

    Thank you for sharing your excellent mod with the Nexus Mods Community!

    We like it so much we're going to promote your mod on our Social Media.

    Look out for your mod appearing on our Facebook or Twitter over the next few days!

    Keep up the awesome work!

    - Nexus Mods Staff
  9. Pherim
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    I know now why the moss is so dark. In the original mod, the moss textures are almost in black and white, with a bit of brown, and the green color mainly comes from the vertex color of the meshes. Your textures are already green and quite dark, and the vertex color adds to that, which results in the moss being almost black. Any detail in the textures is lost.

    The bark textures are also too dark, especially vurt_branchbark.dds. Once again, that's in part because of the vertex color of the meshes.

    Maybe you can try to brighten them a bit. Then this mod could be truly great.
    1. CptJoker71
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      What I ought to do is repaint Vurt's trees, but instead I'm working on my own tree replacer. I'll see about an adjusted version meanwhile though. ^^
  10. Pherim
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    Not bad, but some of the textures for Vurt's trees (haven't tried the others, yet) are a bit too dark in my opinion. Also, the hanging moss textures don't look good on the meshes because they are not optimized for alpha testing.
    1. CptJoker71
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      Try Melchior's mesh fixes for Vurt's BC trees, he recently updated them to fix the moss positioning, and I assume also adjusted their alpha properties. Remiros fixed the alpha flags for all vanilla meshes in his M.O.P, so grab that too. ^^

      The Vurt pack is a bit WIP still, will probably have an update to it soon enough. I've been using vanilla trees again myself. :P
    2. Pherim
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      Yes, I have tried that. Vurt's trees already use alpha testing, so that is unchanged, and Remiros "fixed" the meshes by switching from alpha blending to alpha testing, but your textures are better suited for alpha blending, because they have interpolated alpha maps - while alpha testing only shows either fully transparent or fully opaque pixels, with no steps in between. The "threshold" value in the NiAlphaProperty controls which pixels in the texture will be displayed transparent or opaque - the higher the threshold, the more opaque a pixel in the texture must be to be displayed. It is either 0 or 1, nothing in between. But with textures like your hanging moss, it is very difficult to find a good threshold value, because some parts have a high transparency and are completely lost with alpha testing, even with low thresholds. For the textures to work well with alpha testing, the alpha mask needs a much more defined outline.

      Yes, Alpha Blending looks better because it displays partly transparent pixels in textures, but it has a relatively large performance impact and there are problems with overlapping parts. Which is why the vanilla trees are made of many different parts, because that fixes the sorting issues, but it also causes more draw calls. So Alpha Testing is better for performance in at least two ways, and with HD textures, not being able to use partly transparent pixels is in most cases a small price to pay.
    3. CptJoker71
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      These textures are not interpolated, they are all alpha tested. ^^

      I just use pixel-perfect alpha maps from my diffuse layer.
    4. CptJoker71
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      Oh hmm, I see now. Looks like the threshold is off on them. I'll fix them soon.
    5. CptJoker71
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    6. CptJoker71
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      This is how they're supposed to look! Thanks for spotting the error. :D
    7. Pherim
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      Ah, much better.