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Silgrad Tower from the Ashes
Soluthis' Harbor (wip) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Soluthis' Harbor (wip) (/Thread-Soluthis-Harbor-wip)

Pages: 1 2 3 4 5 6


- sandor - 06-11-2009

Perhaps you could add a customs and excise office.


- Razorwing - 06-11-2009

Quote:Originally posted by TheImperialDragon
Quote:Originally posted by Razorwing
Any ideas?
Will there be people taking care of the docks? Maybe a harbourmaster of some sort?

That's a great idea, and covers the guard situation of the docks as well. Smile I'll add such an NPC and make an office for him out of one of the baked-in interiors. Or perhaps I'll 'hijack' an NPC in a nearby home who doesn't do much in terms of AI and give him the job.

According to the article I found, I think the harbormaster would also be the guy to see if you want to book transport on a ship. I wonder if I should try and mod that in? Perhaps the scuttler could ferry people to a few choice destinations.

Quote:Originally posted by sandor
Perhaps you could add a customs and excise office.

Yes, that's a great idea as well :check:
They would collect taxes and presumably check the papers of new arrivals, right?

The function of the tower is still an open question though. I know it won't be a lighthouse because the top part of it isn't suited for that function, I'll add a lighthouse through a new model. Perhaps the tower should be the census and excise office?


- Razorwing - 06-11-2009

I've also been doing some underwater work on the seafloor and have put the kollops I got from the N'Dib mod for Morrowind (rarely seen in our mod so far) to good use. Which got me thinking about how underwater modding in Morrowind looked, and whether it's a good idea to emulate the setup of seaweed and lights in the old game.

What do you guys think, should I create seaweeds like the ones in Morrowind as normal models and use on the sea floor? I don't have any experience creating grass objects, although it would be quite fun to make it behave like grass instead of a static model... I'll have to think about that one. And about the light, do you guys think it's a good idea to reuse that concept, and if so what settings do you think it should have to look good?


- Koniption - 06-11-2009

Hi Razorwing,

RE: the seaweed as grass -

If you have trouble setting up the seaweed as grass, and end up having to animate the seaweed yourself with a looping animation, to save on game performance, you can model a group of seaweed plants and have them all ebb and flow at the same time and direction, whether densley clumped or spread out.

It beats having to place many singular animated seaweed plants into the game world, both to avoid excess CS labor, and prevent game lag. I know animations underwater are more PC intensive than animations above water, at least from what I read.

Koniption


- Razorwing - 06-12-2009

Koniption: That would be one way of solving it, though I'm cautious to use that kind of animation in an exterior cell. Smile


- sandor - 06-12-2009

Quote:Originally posted by Razorwing
They would collect taxes and presumably check the papers of new arrivals, right?
Yes and check for illegal imports.


Quote:Originally posted by Razorwing
Perhaps the tower should be the census and excise office?
Sounds good. Smile


- Razorwing - 08-05-2009

I thought I'd post a screenshot of how the tower interior is coming along. The two staircases and the railing are mostly finished, while the rest is wip and mostly there for visual reference while I'm modelling. As you might guess, the staircase on the left leads to 'level 2' while the staircase on the right leads to 'level 3' and upward.


- Senten - 08-05-2009

Fantastic model RW!

Keep it up!

`Senten


- Lady Nerevar - 08-05-2009

looks cool. btw, what is your procedure for making staircases that wrap around the building like that?


- Razorwing - 08-06-2009

Thanks senten Smile

And thanks Lady Nerevar. I started making the staircase from a cylinder primitive. I gave the cylinder the same radius as the tower's base area, and then I set it to have somewhere around 200 sides and about five cap segments. I chose ~200 sides because I had used a cube sized like an NPC to check how much surface area I wanted each step to have, and I picked the number of cap segments to get an appropriate width for a character to be able to move comfortable. This cylinder primitive gave me the base surface for the top of the steps.

I calculated how many steps I needed in order for the staircase to rise 640 points by dividing 640 with a number I knew is traversable by characters - which I believe is 16 or lower. Space wasn't really an issue in this case so I went with a low incline for each step, about 12,3. So, that told me I needed 52 steps. I deleted everything except the step surfaces I wanted, and then I extruded each polygon to form a step, each step being higher than the next.

Then I again deleted everything except the base surface for the top of the steps. From a top-down view it looked exactly the same after this, but each plane was 12,3 points higher on the z plane than the next - sortof like a helix. After that I bridged the edges (in editable poly mode), and then chamfered all the edges heavily. After that I added uvw maps and a bit of vertex paint. It was a lot of work, but in the end it was worth it.