The Road to Silgrad Tower
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03-09-2007, 04:02 PM,
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ev1 supplied me with new color textures for the roadsigns that have a brighter font color, and I took the opportunity to remake the parallax/normal/specular maps for added clarity. The result:
¤ 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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03-09-2007, 10:30 PM,
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Nice. So for the cave, did you fo the "make a tear in the ground" trick?
And are those signs really gonna stay outsile Cheydinhal?
Lol what?
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03-10-2007, 05:12 AM,
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Quote:Originally posted by IAMTHEEMPEROR There's fake landscape models on either side, so with a little bit of imagination the player feels like he's entering a cave without having to leave the main worldspace. Sandor created mini-regions that prevent downfall when the player is in the caves. Quote:Originally posted by IAMTHEEMPEROR Yes of course, I wouldn't have added them if I didn't want them there. I want players to be able to find our world without having to ask us or having to read a long release post.
¤ 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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03-10-2007, 05:17 AM,
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Even better for a shift into Morrowind would be if you get the lore creatures mod, which adds a Guar Farm to Rugdumph's Estate. Maybe you can buy guar passage through to Morrowind?
Lol what?
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03-17-2007, 02:54 PM,
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Any idea when silgrad's actually releasing? I could swear i heard it was supposed to be last week. (guess i was wrong) But is there an actual release date for the latest version? or will it just be released once a few loose ends are cleaned up?
Leader of the Morag Tong Hail Mephala
I do work sometimes - I swear!
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03-19-2007, 10:18 AM,
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Quote:Originally posted by IAMTHEEMPEROR We do have the good creatures from LE. I don't know exactly how the transition will be in "ST v3.0" - maybe a long dungeon crawl under the mountains, maybe an open passage - but in either case it'll be even better than it is now. Quote:Originally posted by Seniosh We had to push it forward a few days due to technical (and RL) issues. Right now we're planning to have it released on the evening of Tuesday the 20th.
¤ 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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03-19-2007, 05:16 PM,
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Very nice Razorwing!
The rider in black is always watching......
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03-19-2007, 10:41 PM,
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Quote:Originally posted by Hector the Hooded Thanks That's one of the things I love most about modelling, the way it lets me do things that would have been between very hard and impossible to do otherwise, like the fake landscape models. I remember modding a Velothi tomb back in the TES3 days... I wanted a four-story vertical shaft with cabins at different heights that held skeleton archers. Must have spent at least four or five hours modding it, tirelessly positioning Bethesda model perfectly to make the illusion work and it still wasn't as perfect as it could have been, had I been able to model back then. I see it as an extension of the Construction Set that aids me in realizing my creative ideas, when they happen to come to me.
¤ 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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03-20-2007, 01:34 AM,
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one Idea could be to eventually (i say eventually because of the time thing and because people seem to have full plates work-wise) make the passage from cyrodiil->morrowind be the cave but put an imperial outpost or checkpoint with legionaries who talk about morrowind being through the cave.
the cave could even have one or two side rooms that act as warehouses and hold goods from morrowind (maybe confiscated smuggled goods? I smell quests) I think something along these lines may make the transition smoother plus there would then be a spot to fast travel to in cyrodiil (obv once you discover it), making the mod that much more accessible to players. EDIT: besides all that the road looks great! I agree it might get a little patchy in parts but the signs seem to be well placed. my only gripe is that they kind of are not consistent. one sign has a blue lantern thing on it and another has a torch and some still have no lights. and finaly, would that blue lantern glow at night? that would certainly make for an easier path to follow in the dark
We live in deeds, not years; in thoughts, not breaths;
In feelings, not in figures on a dial. |
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03-20-2007, 11:05 PM,
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Quote:Originally posted by Razorwing Is the release date for this still today or has it been pushed back again? Also does version 3.0 include more creature and a way to walk to the province (I'm a bit confused if it will be in this release or not)? Thanks |
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