Silgrad Tower from the Ashes

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Quote:Originally posted by Lady Nerevar
Thanks, I'll check it out. I take it you recommend Virtualdub for video editing? Been meaning to make some tutorial videos for a while...

Cool. Go for it, I look forward to hearing what your voice sounds like Big Grin

Well for simple editing I would recommend it, it's fast and flexible and doesn't cost anything. I made some more elaborate personal videos (corny home movies of the kids) using Pinnacle Studio, and I found it to be great and easy to use. I got it bundled when I bought a digital video camera though, I don't know what it would cost to buy it separately.

Virtualdub is sortof to commercial programs what Blender is to 3D Studio Max... powerful, but not all that user-friendly. Back when I made my tutorial vids I gave it a few tries, rehearsed what I was going to say, and most importantly went over every single step in my head before starting. Ultimately I hardly needed to cut anything out from the vid, so it could be worth trying that approach to save the trouble of learning to use Virtualdub.
Coo! It works! Thanks Lady N :goodjob:

Nonetheless, I'm still stuck on the last part of "the proper way to set game paths." I can't find anything that says 'Auto Detect Game Paths' and the texture still isn't showing by that method. This doesn't seem to be important because I've just properly re-textured the rocks that needed to show according to Senten's hard work.
Quote:Originally posted by Ibsen's Ghost
I can't find anything that says 'Auto Detect Game Paths'...
Go to Render->Settings.
Cool Cool! Much more things are showing up now. There are still a few things like RW's agora which I don't think I have the textures for. I'll nonetheless seek out the missing textures in my data files for such models but I may have to contact people and request things here and there.

btw, I have hi-jacked the recruitment thread with my troubles. Please let's get back to reserving this space for new recruits!
A big, big welcome to the Russian Argonia team which consists of:

DoZeNt (Denius) - CS
SoK (Maximus) - Modeling & texturing
Odal_Far - scripting and questing
oblivion97 - landscaping & CS

I have, however, updated the team roster here: The Team (Dont Write in Here) with only SoK and DoZeNt. This partly reflects the 'in progress' nature of the team and their independence from the main body of BM.

This team will work separately from the BM team. They may take up claims but, depending on DoZeNt's leadership and the wishes of the team, they might also undertake separate regions. However, we remain as a partnership working on the current esm. Ideas will be negotiated between the core members of each team. Russian Argonia uses an English version of the CS but this partnership does mean that there will be a translation to Russian.

I think this partnership is to the mutual benefit of both teams and I'd like to be the first to welcome the Russian Argonia team to the Black Marsh forums! :goodjob:
I updated the original post to make things easier for new modders :check:.
Hi sHAdowgAme,

Great to hear from you! It's not often that we come across a portfolio as rich and varied as that. What immediately caught my eye were the totems. It's exactly what I'd requested earlier in order to create an Argonian shrine. However, it would be nice if it was a little more 'blocky' as per the Aztec/Mayan style and involved the faces of creatures from Argonia such as the Argonians themselves and maybe the Sarpa at the top (check out our model for reference: http://www.youtube.com/watch?v=ownr_K6uYNY ).

The shrine itself would be a shrine to the 'Hist' which, in short, is a mystical tree of Black Marsh although the lore runs far deeper than that as they basically control everything in the region. I'd originally considered the centrepiece of this picture as concept art: [Image: Jungle_Shrine.jpg] but, really, Angkor Wat is the only logical choice: [Image: Angkor-Wat-Cambodia-Siem-Reap-Hrtfried-S...allery.jpg], [Image: Angkor-Wat-Cambodia-ta-prohm-red-betty-black.jpg] . The idea is for it to be fairly small though and quite 'broken-up' like a ruin so a square like what you see in the second Angkor Wat pic with an entrance from the first pic would be ideal and it should hopefully be big enough to accommodate a large Hist tree, some room for a couple of worshippers to move and little else. We can then distribute rocks around the sides as we see fit. The totems might then frame the approach and / or feature in local villages.

As far as the Hist themselves go, well, it's a HUGE task as it should ideally be our finest model but what I had in mind was a Shivering Isles mushroom-tree like this: [Image: 460680.jpeg] but with foliage and bigger 'boles' (root-like lumps) at the bottom that might be partially animated so that it looks like they're moving and perhaps forming the outline of faces.

There are plenty more ideas for extra bits and pieces but I'll have to get back to you on those.

In the meantime, be sure to claim a naming code here: Naming Codes and, if you'd like to see how things are going, the esm here: Latest esm and esp updates and the archive here: Black Marsh Resources: Latest bsa . An overview of what remains lies here: Path To Glory .

However, what we really need right now is some modding so please drop by the claims sections here: http://www.silgrad.com/wbb2/board.php?boardid=237 if you feel you might be able to contribute in this area but I expect you'll mainly be hanging around the models section here: http://www.silgrad.com/wbb2/board.php?boardid=153 .

And finally, welcome to Black Marsh! =)
Hello sHAdowgAme !!,

It's great to see you here! I'm glad my PM to you went through ok.

I see that you already have quite a bit of experience modeling and texturing stuff, but if Ibsen's post came across as overwhelming (aka you were bombarded with stuff to do, or stuff you don't know how to do - like animating, perhaps), don't worry too much.

Just take your time, we don't like to rush anybody.

I can help with the animating; I know how to do transform animations, and have been learning how to do morph animations. I mention that, because Ibsen talked about animating the tree "boles" with moving faces.

And once again, welcome to Blackmarsh!

Koniption
thanks you, koniption and Ibsens Ghost. I have finals right now so I am a little busy, but I will try to be timely with my work. Thank you for the reference images, I would like to take a stab at creating the 'hist ruin' environment you just described. I was wondering if you wanted a large static structure, or a tile set with pieces that could interlock with one another?
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