[WIP\REL] Mesh Fixes

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qwertyasdfgh
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For use with the most recent version of Morroblivion download and install resourse fixpack (don't mind "v055" in archive name)

 

 

These are various fixes for meshes in Morroblivion, mostly for collision and UV maps.

Example screenshots:
Knife
Table
Bar
Ship
Gondola

What I can't show on screenshots is that it also assigns proper Havok materials to meshes, so wooden objects now sound like wood when you walk on them.

Of course, it doesn't cover all the meshes, just the ones I noticed so far.

EnvyDeveloper
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Thank you so much! This was

Thank you so much! This was definitely needed!

ironman12345
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Thanks! qwerty!,great work. 

Thanks! qwerty!,great work.

 

Black Shadow
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Thanks huge qwerty, mod

Thanks huge qwerty, mod really very necessary, in my opinion you unique who at present works above improvement of it mega the project.))

thermador
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These look really nice, good

These look really nice, good job!

Clint
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Qwerty, you're a boss!But

Qwerty, you're a boss!

But really, those meshes are night and day differences, good job my friend!

Like the tree pic, you see that type of mesh nastiness a lot, especially in buildings. If you take a look in the Hlaalu building and temples, the tunnels have that strethed effect going on too. I don't know how to explain it, but if your character walked into Gnisis temple and you go to any of the walls, at waist high, where the thick bottom portion of the wall meets the upper part of the wall, there's that mesh stretchiness going on.

helpfulperson
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This stretchiness is simply

This stretchiness is simply caused by a poorly mapped uv. Sometimes fixing it in nifskope can be rather simple, but it is still time consuming to get great results, so props to you qwerty.

qwertyasdfgh
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Part 2Focusing mainly on more
Clint
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Nice! That netch already

Nice! That netch already looks a lot better!

qwertyasdfgh
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A small update (only 3

A small update (only 3 files), but I consider it important
- Full Havok for Dreugh
- Corrected forward animation for Betty Netch, so it no longer suddenly starts moving very fast
- Corrected a typo in Ash Ghoul turning animation, which prevented it to be recognized properly

Download

Ice
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qwertyasdfgh, you sir are

qwertyasdfgh, you sir are straight up amazing!

Great work!

qwertyasdfgh
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Part 03Contains fixes for

Part 03

Contains fixes for trama collision mentioned here
+ some fixes for alpha transparency:

 
+ fix for non-moving fire on one of the firepits
+ some other stuff I don't really remember

gidz89
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Wow quick work Qwerty! Thanks

Wow quick work Qwerty! Thanks so much for getting the Trama collision sorted, it was quite an annoying bug

qwertyasdfgh
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I've actually done it some

I've actually done it some time ago, just forgot to upload here

gidz89
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haha ah right, well in any

haha ah right, well in any case it's a great addition.

qwertyasdfgh
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Part 4Fixes issues described

Part 4

Fixes issues described here and here and missing textures on mummies in Cavern of the Incarnate

roxon_55
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Part 4

Thanks Qwertyasdfgh did clean install on V055 Did not put in any of the fixes, till you put out Part 4.Ok Prob...

Put in Part 4 no Textures Not your fault.......

Morroblivion Complete installation Part 1...

InUCIUmummyU01.nif....

NiSourceTexture........NiBlock...........Textures\morro\i\TxUmummyUheadU01.dds..

mummyUfootU01.dds,mummyUbodyU01.dds,mummyUchestU01.dds,mummyUhandU01.dds......................

The Textures for the files are in the correct Directory........

So we Over right these Morroblivion Complete Installation Part1,Part 2,Part 3, With Eloths_Visual_Overhaul_Meshes..

What i can see is where the Problem is Comming From........ Over rights..Plus Others

InUCIUmummyU01.nif....

NiSourceTexture........NiBlock...........Textures\Txmummyhead01.dds.. And so on foot,Body,chest,hand...

You Will still have to put Textures the Fix release as Part 5..

Sorry for stuff around..

Remaned the Texture they are in Re for Part 4.rar..

Thanks for your time..

Wayne.

AttachmentSize
Re For Part 4.rar 148.46 KB
qwertyasdfgh
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I probably should've

I probably should've mentioned that fixes are meant to be used with thermador's Complete Installation (the 2.5Gb archive). All needed textures should be there.

Barnzy
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Hi Qwertyasdfgh, I was just

Hi Qwertyasdfgh, I was just wondering if any of the parts you have uploaded here have been merged with either the master file or with thermadors complete install file? If i recall correctly, your small update in post #9 was merged with the master file V53.

qwertyasdfgh
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Complete Installation shoud

Complete Installation shoud include everything but part 4 (today's update)

gidz89
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Great work qwerty, glad to

Great work qwerty, glad to see those pink mummies will no longer be an issue.

roxon_55
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Thermador's Complete Installation

That's ok just delete the post i did earlier are your fixes imperlemented into the Latest Morrowind_ob.esm..Im still getting

Flyng flags in front of shops, your fix in Part 3.

Where do you do post about walking through Rocks,1 bridge on red mountain you can not get accross pyhsical area of a tree at the end of bridge will not let you get off bridge

Rock issues1.gif
Barnzy
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Thanks for answering my

Thanks for answering my question Qwertyasdfgh.

And Roxon, I think i know the bridge that you are talking about on red mountain, as i also found it to be slightly odd that i couldn't cross it.
At the Assalkushalit Shrine, in the north face of Red Mountain, there's a mesh for a plant (it looks kinda like a spiky, bent, bamboo plant) that leans over the wooden rope bridge leading to the shrine. However, something must be wrong with the mesh, as it seems as though the air surrounding this plant is solid. It won't actually let you cross the bridge to get to the Assalkushalit Shrine. This type of plant is scattered around the area, and they all have the same issue.

There are a few more small bugs i'll see if i can add on to the bugtracker area.

qwertyasdfgh
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I don't really know what

I don't really know what "spiky, bent, bamboo plant" is. If it's trama, try installing part 3 from this topic and see if it fixes the issue.

Barnzy
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Sorry about the vague

Sorry about the vague description, but i couldn't think of anything else to describe it as at the time. After checking on UESP, it turns out it was the Trama Shrub that i was attempting to describe! But it does appear that installing part 3 has corrected this issue! Thanks again! I think I'll go and install parts 1 and 2 into Morroblivion as well, just incase there were other parts that weren't merged.

Barnzy
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Trama plant mesh is still an issue in v056

Hi Qwertyasdfgh. Despite the mesh compellation mod you created for inclusion in v056 ( http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284 ) it appears that the Trama plant still has a bugged mesh. Essentially, the empty space surrounding the Trama plant is still considered solid, and as a result, the plant becomes a major obstacle. This issue is most prominent at Assalkushalit Shrine on the north face of Red Mountain, as i mentioned in a previous post. Here there is a Trama plant leaning over the end of the bridge leading to the shrine, making the bridge impassable!

A few months ago, a encountered the same issue in v055, and you suggested i install "Part 3" of your mesh fixes to resolve this issue. This mod has also worked to resolve the issue this time as well, suggesting it wasn't included in your compilation mod.

Once Part 3 was installed, the space surrounding the Trama plant was no longer considered solid and i was able to pass over the bridge. Could it be possible that Part 3 was only partially implemented into your compilation mod, and subsequently into v056? I mention this because i believe i had to override a number of files when i was installing Part 3, but these new files varied in size to the original files.

I've also noticed that the original download link for Part 3 is no longer functional. If you no longer have a copy of the file, I'd gladly send you the copy i have on my HDD if you require it.

Will this mod be integrated into v057?

I've also just posted a bug report for this, so that this issue isn't forgotten by the time v057 comes near to release: http://morroblivion.com/trama-plant-mesh-still-bugged-and-impassable-in-v056

qwertyasdfgh
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Despite the mesh compellation

Despite the mesh compellation mod you created for inclusion in v056 ( http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284 )

This archive includes all trama meshes with correct collision. It should be included in the latest Complete Installation. If it's not, I'm sure it'll be corrected in v057.

Barnzy
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Compilation mod not included in V056

Hi Qwerty, I've compared the Trama files present in your "Resource Pack" compilation mod ( http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284 ) with those found in the "Additional Support Files 2" and in "Thermador's Complete Install v056". It looks like the files for your mesh fix "Resource Pack" were NEVER merged with either of these downloads. Therefore, the "Resource Pack" mod is not in v056!

As it can be seen, in Qwerty's resource pack mod, the relevant Trama files (along with other files) were last modified in June 2012, and have a file size of around 70kb:

However, in Thermador's latest Complete Install (v056) the relevant Trama files were last modified in July 2011, and have a file size of around only 50kb:

It seems as though this occurred because the "Additional Support Files 2" file was not updated to include the files from your "Resource Pack" compilation mod. So when Thermador updated his "complete Install", the correct files were never integrated into the latest "complete Install" download. In fact, there are no Trama files in the "Additional Support Files 2" file:

Hopefully, your "Resource Pack" mod can be integrated into v057, as this issue with the Trama plants is quite an annoyance!

qwertyasdfgh
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Ok, so resourse fixpack is

Ok, so resourse fixpack is still needed with current version. I'll just add the link to the first post then.

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