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[MOD] Trees Of Daggerfall

Posted: Mon Feb 18, 2019 7:34 pm
by VMblast
TREES OF DAGGERFALL


V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).

V1.1.

V1.2. is out now



Description
3D trees assets replacement. MOD contains only Temperate Woodland set for now. Winter set not yet included.


Downloads


*Im releasing the original Speed Tree files for the DFU 3D trees (Its made in Speed Tree 7)
Known Issues
[*]Tree Colliders work only in fixed areas (points of interest/towns/cities etc.), not in the wild.
[*]Vibrant Wind settings of more than 0.4 will make leafs vibrate like crazy.
[*]Tedious Travel gets chop-choppy.[/list]


Recomendations
[*]Use Vibrant Wind MOD (set the values of Speed/Bending/Size/Force between 0.1 and 0.3-0.4)[/list]


Tested
  • D.R.E.A.M MOD works good. (on DU beta build phase - 1/4 2019)
  • Real Grass MOD works good.
  • Handpainted Models Replacement MOD works good.
  • Enhanced Sky MOD works good.

Test Configuration & Performance
  • Tested on AMD Ryzen 5 (12 core) @3.20Ghz, 16Gb RAM, NVIDIA GTX 1050TI.
  • Performace @1920x1080 with VSync (Real Grass, Enhanced Sky & Handpainted models) on: about 70fps.







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Can anyone help with identifying tree types? I know they are quite a bit stylized, but I think that they can be recognized (Im sure artist made them based on the real tree species).

I started with the temperate woodland set:
Spoiler!
Image

PS - Take my trees recognition with a grain of salt, since Im not too sure about them ether (I looked them through tree types photos). :P

Re: TREES OF DAGGERFALL

Posted: Tue Feb 19, 2019 10:01 am
by VMblast
Ok I think Ive managed to find all of them. Any thoughts?


Image

Re: TREES OF DAGGERFALL

Posted: Tue Feb 19, 2019 1:47 pm
by pango
I guessed several would be varieties of pines, but didn't have time to find the exact species... Looks good

Re: TREES OF DAGGERFALL

Posted: Tue Feb 19, 2019 6:10 pm
by King of Worms
Sry this is absolutely out of my league somehow, cant help :oops:

Re: TREES OF DAGGERFALL

Posted: Tue Feb 19, 2019 7:19 pm
by Narf the Mouse
I can identify all of those as trees. Ones that clearly exist in the Iliac Bay region. ;)

Re: TREES OF DAGGERFALL

Posted: Wed Feb 20, 2019 6:11 pm
by Cristalnoir
you go to this address
https://www.google.com/search?q=pond+pi ... 12&bih=898
You click up on the camera and you import each tree image.
Google will identify your trees. Magical?? :D :D :D

Re: TREES OF DAGGERFALL

Posted: Thu Feb 21, 2019 6:15 pm
by VMblast
@Cristalnoir
Thanks for the info. Yeah, this strangely works (for the most part). ;)

Re: TREES OF DAGGERFALL

Posted: Fri Feb 22, 2019 11:59 am
by Al-Khwarizmi
Sorry, I never got past the larch.

https://www.youtube.com/watch?v=H0zVsxUbbjM

(sorry for the off-topic, I couldn't resist).

Re: TREES OF DAGGERFALL

Posted: Sun Feb 24, 2019 5:13 pm
by VMblast
Ok did some progress. Its going slowly, but steady. Luckily Im on the -paternity leave- for now lol, so I have time to tackle with it. :D

Ive renamed few of the trees, but retained their respective species. Im not 100% satisfied with them, but this should be a good start (maybe Ill do revision in the future for the v2.0). Also I painted all the necessary textures, so they will fit with in the DFU quite nicely.

Image


@Al-Khwarizmi
lol the Phytons! Awesome stuff! :lol:



PS - One comment, the Illiac Cedar could be Beech as well. So I didnt know what to choose as better choice and went with cedar version instead.

Re: Trees Of Daggerfall

Posted: Mon Feb 25, 2019 3:20 pm
by ifkopifko
This looks fantastic so far.

Now, here's hoping it will not kill FPS like the first version of Speedtree replacement by Cristalnoir. :D