Modders Resources and new items
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05-18-2009, 10:22 PM,
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Thanks ladies. =) I think I'm going to go with #2 and #5. On a similar note, I've been doing a bit of idle browsing for resources today and found this: http://www.tesnexus.com/downloads/file.php?id=19145 and this: http://www.tesnexus.com/downloads/file.php?id=23361 . In combination with the hanging slaughterfish, it should help to create the traditional Argonian market that I'm aiming to get completed for the overhaul of Gideon. I'll only pick one or maybe two of the 'cooked critters' though.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-18-2009, 10:29 PM,
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i'd pick the most gruesome ones (fried dog, anyone?). make BM seem more savage and out there.
also, while were here, keep in mind the size of your data files. all the BC mods have a tendency to keep adding cool stuff to their files, but that soon leads to a huge file that is a pain to download (and may even keep people from doing so). not sure if this is/will be a problem for you, that depends on how much stuff you add, but i do caution you to think about how much impact something will make on atmosphere (in other words, how important it is). Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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05-18-2009, 10:35 PM,
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Yeah, you're right, Lady Nerevar. We need to be careful, and pick stuff that offers the most impact with the least cost.
Hehehe, sometimes looking at resources can feel like window shopping... Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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05-18-2009, 10:54 PM,
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I know. It's a moot point. That's another thing to add to my 'to do' list: sweeping away the old textures and models that I know we're not using so it makes space for new stuff. You can easily go over the top when, in reality, what makes a great mod is often imagination combined with resourcefulness.
Btw, do you know how to get some of the models to point to the vanilla textures from the original bsa archive in NifSkope? I've always just ripped them out with my archive tool in the past but this is something that could seriously bump up the filesize....models are okay but some textures are huge! Oh, and the fried dog with Rootworm-Gall sauce is a real delicacy in BM!
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-18-2009, 11:45 PM,
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i have my whole bsa unpacked and so i just link to those textures in nifskope. you dont need to pack them in the rar, the game will look in the bsa automatically if the filepath is correct.
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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05-19-2009, 01:58 PM,
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Cheers! It looks like I need to unpack my vanilla bsa archive then, at least for the bits I'm using. That's another admin task I need to add to my list and it should help to contribute to a small reduction in memory size. This is because I was a little clueless when I set off and wanted a quick fix for when the textures wouldn't show up.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-22-2009, 09:35 PM,
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Okay, this has taken far, far longer than I'd ever feared but here are the first screenshots of the new Royal Guard armour using the Ordinator meshes. You will see a set of screenshots that are similar. The first are the original Dunmer Ordinator designs. The second are the Argonian Royal Guard designs.
The origin of this armour has been that it was a gift by King Helseth to the Argonians as appeasement for past wrong-doings. Naturally, the Royals have adapted the armour and changed it to their own ends. This is why some details remain whilst the general iconography has significantly altered. You will notice lizards, dragon-lizards, Mayan-style 'badges' and icons, a butterfly (symbolising the transformations of the Hist and their general creative power) and a serpent. It has a slightly more saturated, 'mossy' look to it, some scale armour beneath, a mossy skirt and....it's still not finished! It's taken me ages to alter the iconography and this is just the cuirass! However, hopefully, the rest of it will be a little quicker as I know what I'm doing with it now. Let me know if you really think some things need changing as I'm only doing this once but I presently have the Photoshop files so I'm in a good position to alter my work. The sash around the midriff and the back of the toga-like garment remain undone. They will be changed to fit with the design.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-22-2009, 10:17 PM,
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That armor retex looks good to me. I think you're on a good track, with what you're doing to it. I have no suggestions at this time.
Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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06-02-2009, 02:36 PM,
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Here are a few screenshots of me experimenting with Sachiel's cave tileset. Sachiel abandoned work on these caves as they were not going according to plan but, apart from a texture issue, I see possibilities for making something pretty cool with this. Plus the memory count is exceptionally low for the models.
So the main problem with Sachiel's tileset is that the textures mis-match i.e. there is a noticeable 'join' between the separate tiles. I'm not sure yet if this is due to the UV mapping or the textures themselves (I can't think of the technical term right now....something like 'fluid textures' where the gap between the edges of textures becomes unnoticed....I've sorted stuff like this before) but if it's the UV mapping then it will be tougher to sort out. The current textures are vanilla though so it shouldn't really be texture problem. I think the caves themselves would look good in the Parchlands as beach or marsh caves. There are plenty of opportunities to get lost swimming around them. Anyway, this is just a basic idea of how they might look. Note the poor, distressed rootworm that's been cruelly 'done in'. =) Everything that you see (except the lights) are custom assets.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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06-02-2009, 02:52 PM,
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Ill take a look at the UV mapping on those caves once my exams are done (plus maybe get some new modelling done), which is in about 2+1/2 weeks
Also, one a kinda unrelated note, have you thought about new water textures for inside the rootworms? Like bile/pus and blood? x edd (still alive see!)
An Old Man is sitting on a Bench eating Soup. He is a fool.
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