Silgrad Tower from the Ashes

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thanks.

A quick note, I've have decided to cut all my models into pieces. The battlements, top and bottom part of a simple wall pieces has been detached from each other. that way people can play a little more with the final set.
Awesome, more customization! I'm genuinely amped about this fort set! :goodjob:
Another note, my previous models are giving me some problems, to many in fact. I've decided to redo them all, I think it will be better this way.
It shouldn't take too much time, since now I already know some techniques.
Quote:Originally posted by Tobi the Dane
Another note, my previous models are giving me some problems, to many in fact.

What sort of problems, if I may? I'm thinking there may be advice for modellers in this, like "I did it that way once. Don't do that." Big Grin

Steve
heh, you want advice? Smile

Decide how you will do your models before you begin, make sure you're absolutely certain how you will make these models.
If you changed your mind along the way you may experience some unexpected problems, do yourself a favor and prepare.

My problem is not a serious one, just time consuming. At first I wanted to do the models exactly like they were in Morrowind, one big model. But as I moved forward and made more of the, I realized that it would work a lot better if I broke them into smaller pieces. A regular wall with battlements on it would be cut into 4 pieces: a bottom, a mid, a top and the battlements.

That way people can manually adjust how high the wall is and if there should be battlements on one or both sides, or neither of them.

Thing is. I've messed up my models real good. My 3ds saves doesn't have the same name as the nifs, which makes it confusing. Also, some of the models won't snap properly so I have to move the vertices's around and test it.

I just thought: "aaww, [censored] this! I'm starting over"

Good news is that whenever I start over with something, it becomes better.
This all looks fantastic and very professional. One thing I could probably never get right would be those rounded edges. Keep up the good work!

About starting over: Welcome to my world. Big Grin I did that at least three times during my stint designing these walls, and walls are something you absolutely need to get right.

I had some ideas about some other pieces. I've been playing Stronghold and Stronghold 2 lately. Not particularly great games, but they are good for figuring out how to make a functional castle. One of the things I've noticed are the castle pieces that nobody here has tried to make. One of them is a platform that holds logs over gates and other parts of the walls, particularly those facing downhill slopes. When the enemy is rushing the walls, they release these logs, which fall down the length of the castle wall and down any hills, crushing just about anything in it's path. You would just have to create the platform and the log retention mechanism, as Oblivion has fantastic logs that are already used in traps. Smile

Another is a box that holds rocks. People guarding walls would commonly use large rocks and throw them at invaders. From the top of a castle wall, a box of rocks could be rather deadly. I wouldn't expect you to need to make these functional, as that would be a lot of effort. It would involve making small, Havoc'ed rocks, a box, an AI script that gives a soldier a rock and makes him throw it (And considering there are no thrown weapons in OB, that would make it vastly more difficult) and finally an animation for it.

More trouble than it's worth. However, having the box there would be cool.

One other thing. It might be interesting to have a gate that can close from the push of a button, similar to the one in the Fighter's Stronghold official plugin.

That's all I have for now. I don't expect you to make any of these, at least not for a long time, and I don't have the resources at the moment to make them myself. But keep up the good work anyway.
I'm defiantly going for atmosphere. I believe that when I'm done with this set, I will have made so much crap besides the actual fort set, just because I would like to see a great atmosphere in the game.
I don't think a gate would be a problem, unless it requites animation which is an unknown field for me.
But maybe one can do like in Morrowind? make an switch and when it's pressed then some model moves x units on some specific axis.
But hey if you got any other ideas that will could enhance this and turn it into a very cool atmospheric thing then please post, and if you can find pictures of the stuff, that will be absolutely fantastic! Smile

Well, todays note:
I've finished one model today... meh, I wish I could have made more, but you know, real life stuff comes first.
I'm currently working at it at school, when I'm not coding.
I haven't worked much on at home though, I've been obsessed with Morrowind again. (Morrowind+expansions+ 4 big mods like Tamriel Rebuilt and Silgrad Tower + 300 mods = months of gaming!) Don't worry I'm sure I'll calm down sooner or later Big Grin

It's coming along nicely, things are just a little slow right now.
Quote:I haven't worked much on at home though, I've been obsessed with Morrowind again.

The humming you hear from down Texas-way is Bob's interest peaking; expect an email soon, Tobi. Tongue

Steve
Wow, this architecture looks great. If you're going to be starting over, I can't wait to see the ways this architecture could possibly be made better. Very nice work on this.

What I wouldn't give to know how to make stuff like that myself Tongue
Quote:Originally posted by IAMTHEEMPEROR
Wow, this architecture looks great. If you're going to be starting over, I can't wait to see the ways this architecture could possibly be made better. Very nice work on this.

What I wouldn't give to know how to make stuff like that myself Tongue

Well, all you need is a 3d modelling program and a some spare time Smile

Well, the architecture properly won't look much different but it will work much better in the CS than the previous ones.
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