Road Claim: Deepen Meadows [Finished]
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05-07-2009, 01:18 AM,
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Road Claim: Deepen Meadows [Finished]
Road Claim: Roads through Deepen Meadows
STATUS: Finished by Anastassia You'll need the 3.25 version of the ESM (pathched with M1277) or higher to mod this road. Note that water and trees do not appear on these generated maps. Download higher resolution maps from here! (~5MB) [title]Description[/title] Deepen Meadows is a small region in our mod where the player will be able to sit back and relax. It's lush, green, and almost entirely free of enemies. That doesn't mean it's free of challenges, of course. Where there might be enemies in other regions, here we'll test the player in other ways, like with puzzles and obstacles. The village of Deepen Meadows is the only major settlement in the region, but there will also be a few outlying farms where crops and livestock are grown. Bordering Deepen Meadows are the regions of Silgrad Tower (west), Deepen Moor (north), Ashunor Valley (north-east), Dumac (east), and the Silgrad Hills (south). See our map webpage to see where this region is in our mod. [title]How to mod the road[/title] Above is a map of the region, with a rough layout for the roads. The main road is in tan, the side road (less used) is in orange, and the road through Deepen Meadows is in red (the differences between these types of roads are described below). Keep in mind as you're modding that the road doesn't have to match the image exactly - the road should generally go through the same cells as on the map, but exact bends and so on are 100% up to you, the modder. The important thing is have a layout similar to the one shown on the map (there is a fair bit of flexibility), with road endings in cell (9, -19) and in cell (-7, 20). After loading up the CS, you should load the area where you wish to start in the Render Window. The Silgrad Tower worldspace is STLand. After that, you'll want to open up the Landscape Editor, then find and select the texture for the part of the road you're making. This texture could either be: [indent][/indent]- StIdTerrainDWMainRoad01 for the roads that are either tan or red on the map. [indent][/indent]- StIdTerrainDWSideRoad01 for the roads that are orange on the map. Now you're ready to start modding the road. Use a brush size of 2 to paint the road, and make sure you use vertex shading (with a value of 160 for each of RGB) along the edges of the roads. Please make sure the road has bends (so it's not completely straight). In addition, please mod a fence along at least some segments of the road - you may find individual pieces of Imperial fences under Static->ST->Walls->Fence->ImperialMorrowind. You may move, delete, or place Deepen Meadows trees, rocks, and flora along the road path as you see fit, whether to make way for a road, or to add more detail. A list of Deepen Meadows objects is given below. You may also paint the area around the road with other Deepen Meadows textures if you wish*. The road should not be modded beyond the area of the region shown in the map. Most Deepen Meadows objects can be found in the following list locations in the CS: [indent][/indent]Trees: [indent][/indent][indent][/indent]- Trees->SilgradFicus [indent][/indent][indent][/indent]- Trees->SilgradWillowOak [indent][/indent][indent][/indent]- Trees->SilgradBushes (starting with SilgradBushSu only) [indent][/indent]Rocks: [indent][/indent][indent][/indent]- Static->ST->Rocks->DeepenMeadows [indent][/indent]The flora that are used in this region are all under Flora->ST [indent][/indent][indent][/indent]- StFloraDandelion01 [indent][/indent][indent][/indent]- StFloraGoldKanet01 [indent][/indent][indent][/indent]- StFloraStoneflower (models 01, 02, and 03) [indent][/indent][indent][/indent]- StFloraHeather01 (models 01 and 02) [indent][/indent][indent][/indent]- StFloraToadstool (models 01, 02, and 03) [indent][/indent][indent][/indent]- StFloraComberry You may also copy and paste other objects you see in the region. When you come to the road through Deepen Meadows village (the village isn't modded yet, but this section can still be identified as the red road on the above map), you do not need to add much detail. The roads in these cells will be completely redone when Deepen Meadows village is modded. There are rivers in the region, and the road will cross at certain points. To complete the road, you must create a bridge. I personally suggest using the models StExDunShackWalkway and StExDunShackWalkwaySupport made by SACarrow. Try to combine sections of the walkway to make the walking surface, and then adding the support pieces. When you're done, upload the ESP either to the forums, or to a free file-sharing website such as http://rapidshare.com or http://www.filefront.com. * All textures beginning with StIdTerrainDW are Deepen Meadows textures. [title]Claiming[/title] If you want to claim this road, please post saying so. Likewise, if you have any questions, feel free to ask them in this thread. |
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05-07-2009, 06:32 PM,
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Hello
I started working on this earlier today and everything was going fine, until now, suddenly and with no apparent reason, I started to get error messages like the one below everytime I highlight certain many land textures; Icon\Texture file "Textures\Landscape\Silgrad\TerrainSTRegionCobblestone .dds" (1024x1024) incorrect size. Image must be 512x512 or less. Weirdly, it does let me apply the textures on the land, but it is very annoying to have to deal with the warning messages every five seconds. I'm trying to deal with this right now... but the truth is I'm totally clueless I could use some help...
Believe then when faith is gone.
Have hope then when there is none. See the stars through the smoke in the sky. And when tears are falling, smile. |
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05-07-2009, 06:37 PM,
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Quote:Originally posted by AnastassiaJust ignore the error and the warning messages should stop.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-07-2009, 06:48 PM,
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If by "ignore" you mean to click "yes" to the "continue playing" on the warning message, that's what I had been doing, but everytime I highlight that same texture the error shows up again...
But I think I see the problem, the error message also says something like "yes to all will disable all error message", but there is no such option, only yes, no and cancel, I'll try reinstalling the CS. Thank you for replying sandor.
Believe then when faith is gone.
Have hope then when there is none. See the stars through the smoke in the sky. And when tears are falling, smile. |
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05-07-2009, 06:55 PM,
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Quote:Originally posted by Anastassia Which version of the CS are you using? Just checking. |
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05-07-2009, 07:00 PM,
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Version 1.2.404
Believe then when faith is gone.
Have hope then when there is none. See the stars through the smoke in the sky. And when tears are falling, smile. |
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05-07-2009, 07:01 PM,
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Quote:Originally posted by AnastassiaTry "cancel".
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-07-2009, 07:08 PM,
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It works now, everything went back to normal after I reinstalled the CS, save for this headache I gained...
Anyway, thank you very much for your asistance. =)
Believe then when faith is gone.
Have hope then when there is none. See the stars through the smoke in the sky. And when tears are falling, smile. |
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05-07-2009, 07:28 PM,
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The landscape texture warning is joined by "icons that have mip-maps" and "pointless creature warnings" in a class of warnings that lacks purpose. They're an annoyance in that if you click the wrong button *poof* the CS closes immediately. So setting the CS to ignore them for the rest of the session like sandor mentioned is a really good idea.
¤ 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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05-08-2009, 02:40 AM,
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I'm glad you were able to resolve the issue you were having.
BTW, in case it's of interest, I made a quick clarification to the claim thread. Before it said: Quote:Use a brush size of 2, and make sure you use vertex shading (with a value of 160 for each of RGB) along the edges of the roads.which now reads: Quote:Use a brush size of 2 to paint the road, and make sure you use vertex shading (with a value of 160 for each of RGB) along the edges of the road.Just in case I was unclear. The brush size of 2 is for the actual road texture, not the vertex paint. I think you probably already reasoned that out, but I thought I should mention it all the same. |
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