Dwemer mishap
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03-17-2006, 10:12 AM,
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Quote:Originally posted by Caligula Superfly Great! Though the interior situation would need to be adressed as well. It's not the most prio of model jobs though, it'd probably fall under the "nice extras" category (at least I think so for Silgrad Tower), but I do hope we'll be able to see Dumac again. Heck, we could make a whole underground town of it and really milk the would-be Dwemer tileset for all it's worth On a general note, if someone can convert the dwemer NIF files from TES3 to .3ds, that would be of immense help to modellers as well as benefitting our team(s) !! =)
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-24-2006, 03:53 AM,
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I'm going to go out on a limb and ask... would it be possible for someone to import all the Dwemer NIF files into 3D Studio Max, save them as .3ds, and email to me at razorwing@silgrad.com ? I would very much like to see the dwemer culture in our Oblivion mod(s) and having the old tile set pieces for reference in 3d would be an immense help. The stuff from Tribunal would be a sweet bonus, but the traditional pieces alone would be wonderful to have as well.
Since I'm using Windows x64, the old versions of 3D Studio Max refuses to run on my system. If you need the importer plugin it's in our database.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-24-2006, 05:21 AM,
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You can if you want, bit ive already started anyway.
Probably not finals of anything, just having a bit of fun. |
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03-24-2006, 06:30 AM,
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OMFG!!!That's really amazing.That's it.I want to finish with those crappy plants and move on some buildings. :goodjob:
If you can't get someone out of your head maybe they're supposed to be there.
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03-24-2006, 07:49 AM,
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Yeah, as great as tilesets are for interiors, what we really need are pre-fab versions of every common building from TESIII.
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03-24-2006, 08:05 AM,
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RE: Dwemer mishap
Quote:Originally posted by Razorwing Yes, I would like to make any exterior, specialy some old dwemer ruins.. Just don't ask me about interior.. :no:
Time waits for no one
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03-24-2006, 06:08 PM,
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smoooooth Dr Superfly
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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03-25-2006, 06:46 AM,
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We don't need every TES III building replicated, imperial for example . Hlaalu, Redoran, velothi, possibly telvanni, and the mournhold stuff. Does that sound about right?
Anyway, about that dwemer stuff.... Ill make sure to finish up the set, I got a couple accessories to make and alot of walls then I think it will be ready. Sound good? I should do the leftover Redoran stuff first I suppose. I may be a bit slow to model this stuff for a week or so, im a bit busy playing the greatest RPG ever you know. |
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03-26-2006, 04:46 AM,
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Imported NIF object
It might be possible to take a look at the models in Oblivion's own engine.
Used Ghostwheel's unpacker to unpack Oblivion bsa files to get the mesh directory structure uncompressed. http://www34.brinkster.com/ghostwheel/ Moved the pyramid.nif to c:/Program Files/Bethesda Softworks/Oblivion/Data/meshes Opened CS, went to Imperial market worldspace, made new item, assigned base nif to pyramid.nif. Saved to new plugin. Here's a pic of the custom pyramid.nif in the game. Why a pyramid? Because it's the only thing I can model. Larger pics: http://mlbmike.googlepages.com/Oblivion2...4-71-1.jpg http://mlbmike.googlepages.com/Oblivion2...-19-70.jpg
"... creatures can survive by eating the fungi and mold which grow on the dungeon's walls and floors." -the sensible dungeon, "Mmmmm"
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03-27-2006, 03:59 PM,
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Nice job Caligula! The dwemer interiors are the important bit though. We should definitely use your models too - if we get to mod with an interior tileset. It'd be cruel to the player to have a dwemer location in the exterior world with no chance of him exploring the ruins :brew:
So, that's where the import from TES3 would come in. With that available to me (or anyone else here) it should be much easier to create a tileset using them as reference than trying to create one from scratch. Awesome find Blocky! I replied to your PM and would very much like to see that information in a new thread here in Visual Dev.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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