10-31-2005, 09:35 PM
Good News Mates. I can tell you guys I have begun work on the much anticipated Velothi Tile Set for use in the Silgrad Tower, as well as the Morrowind reconstruction Project I keep hearing about.
Now that Razorwing has cleaned his pants (only cuz I promised to do this for some time, and now its actually moving forward), I am in the concept stage. I am reviewing the Original tile sets, and looking at it with the attitude, what is missing....what did they leave out of Morrowind. They probably had things they would have like to have seen, but for game engine contrants, left out. So, for a while here, I will be posting Images (if the Forum lets me) of WIP constructs, for the purpose of recieving general feedback on the design and progress.
I am deviating somewhat from the original meshes to add more architecural depth that, I feel, was omitted from Morrowind because it would have simply been too many polygons. Archways were made square, with no support beams or columns, rounded edges were squared to save polies, the ceilings were flat throughout... which is NOT proper engineering for subterrianian construction. Archways were used to support the weight of the rock overhead, and the ceiling themselves were usually curved to further strengthen them.
Here are some of the 1st screens of my WIP. you can see the hallways construct. With thise pieces, a whole section and a half section, I can copy, paste, booolean stretch and make many more sections. The domed curve structure of the hallways can be stretched legnthwise to make the curvature more rectantular, and cieling candelabras can be hung from the indentions in the cieling for realistic lighting, and with the uppder side walls having more height in the middle of each section, burial selfs could be inserted to make it feel more like a crypt, or endented selves for ash urns. There are close endcaps on the construct peiced so I can overlap the peices and boolean them to create uniue solid peices like 4-way intersections, etc, then I can remove the faces that make up the endcap, andshazaam, finished mesh of complex intersections. rooms and such will have to be done in and of themselves. but they will have a similar feel. The hieght of the structrue at its shortest point is the same as the morrowind-meshes maximum height. So they height you nsee in Velothi tombs in morrowind will be the hieght that you see in the low-archways, which the rof curving higher in the middle and candles hanging from the center...or even skylights from shafts that go so high only a bright square of sinlight can be seen in the distance.
What you think? Honest opinions now are crtuicial as this is the concept stage, and changes now are Far easier than later. :bananarock:
Now that Razorwing has cleaned his pants (only cuz I promised to do this for some time, and now its actually moving forward), I am in the concept stage. I am reviewing the Original tile sets, and looking at it with the attitude, what is missing....what did they leave out of Morrowind. They probably had things they would have like to have seen, but for game engine contrants, left out. So, for a while here, I will be posting Images (if the Forum lets me) of WIP constructs, for the purpose of recieving general feedback on the design and progress.
I am deviating somewhat from the original meshes to add more architecural depth that, I feel, was omitted from Morrowind because it would have simply been too many polygons. Archways were made square, with no support beams or columns, rounded edges were squared to save polies, the ceilings were flat throughout... which is NOT proper engineering for subterrianian construction. Archways were used to support the weight of the rock overhead, and the ceiling themselves were usually curved to further strengthen them.
Here are some of the 1st screens of my WIP. you can see the hallways construct. With thise pieces, a whole section and a half section, I can copy, paste, booolean stretch and make many more sections. The domed curve structure of the hallways can be stretched legnthwise to make the curvature more rectantular, and cieling candelabras can be hung from the indentions in the cieling for realistic lighting, and with the uppder side walls having more height in the middle of each section, burial selfs could be inserted to make it feel more like a crypt, or endented selves for ash urns. There are close endcaps on the construct peiced so I can overlap the peices and boolean them to create uniue solid peices like 4-way intersections, etc, then I can remove the faces that make up the endcap, andshazaam, finished mesh of complex intersections. rooms and such will have to be done in and of themselves. but they will have a similar feel. The hieght of the structrue at its shortest point is the same as the morrowind-meshes maximum height. So they height you nsee in Velothi tombs in morrowind will be the hieght that you see in the low-archways, which the rof curving higher in the middle and candles hanging from the center...or even skylights from shafts that go so high only a bright square of sinlight can be seen in the distance.
What you think? Honest opinions now are crtuicial as this is the concept stage, and changes now are Far easier than later. :bananarock: