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Silgrad Tower from the Ashes
Kodama's landscape - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) former hosted projects for Oblivion. (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-former-hosted-projects-for-Oblivion)
+--- Forum: Akavir (https://www.silgradmodding.net/forum/Forum-Akavir)
+---- Forum: Progress (https://www.silgradmodding.net/forum/Forum-Progress)
+---- Thread: Kodama's landscape (/Thread-Kodama-s-landscape)

Pages: 1 2 3 4 5 6


Kodama's landscape - Ysne - 09-05-2006

The landscape is huge. I am putting all of his previous progress reports in one post.

1. 7-20-2006
WOOT!

We have a Kodama's map thread!

You tought it was a bit small!? It's like...BIGGER! then size A on the map sizes thread.

Anyway it's better that people think it's a bit too small then too big

Just walk around on the map and you might change your mind

Besides it's just the north part of Tsaesci, so it will be bigger

Thanks for the help with the LOD Necron

2. 7-22-2006
Work is progressing a little bit slow atm, right now i have just finished the two tiny islands just off the west coast of Tsaesci land.
To get their shape, size and position right was more trouble then i expected.

I have raised the south of Tsaesci land above sea level, i am now working on the shape of the coasts, soon the basic shape of Tsaesci land will be finished

3. 7-26-2006
Ok, i have most of the Tsaesci land in shape now (most of is is still flat, but i do have some hills and cliffs).

It's just the south-east part of the land that i need to work on now
(and a tiny island in the south west)

After that is done i can add some more hills so the land is no longer so very flat

4. 7-27-2006
Now that the basic shape of Tsaesci is all done, i will start work on Tang Mo

I will first raise a lot of land above sea level.
When that is done, i will get the coastline in shape...that will be a lot of work.
It will take a long time to get the exact shape and size of the islands (wish me luck, i will need it!)
I hope to have this done in about one week and a vew days.

5. 7-28
Thanks guys!

Ok, if you take a look at the akavir map, you will see two bridges (with a small island in between) connecting Tang Mo land with Tsaesci land.
I have used this model for them: citadelbridgemedium01 (or something like that) i have scaled them to be 4 times bigger then normal, so they would be long and wide enough.
Now i have a small problem, the texture does not look nice anymore, so it will need to be replaced with a higher resolution texture.
The original texture is Daedric, we should not use that texture...so someone needs to make an Akaviri texture for the bridge, dragon architecture maybe? (the Daedric spikes on the bridge could be dragon fangs/claws)
Or whatever, ideas anyone?

6. 7-28
Rope bridges won't do, ships need to be able to pass under them, besides...it would be to great a distance for rope bridges.
The Daedric model is perfect because the sort of work like a draw bridge
Armies and merchants need to be able to cros the bridges.

I thought, these bridges were made by the dragons...long ago.
Both the Tsaesci and the Tang Mo are capable of creating large stone bridges, only the Kamal races are stone age people.

7. 7-29
Well, the waterfall i placed looks ok, exept the lowest part, it shows a clear "border" line where it meets the mid section

Heh, it's possible to place waterfalls so that the water falls UP!

8. 7-30
Cool, i have created a deep sea...errr...canyon, i can't remember the correct word
Anyway, it's so deep that you can submerge the imperial tower.
That's deep, but i want it deeper...it's all dark down there.
A perfect place for a Goblin Shark

9. 7-30
I have raised a lot of the Tang Mo main island, but i am now working on Kamal instead.

As a result, the landmass got a whole lot bigger

I am now creating higher ground for Kamal, it's a big mountain after all
I want it to be higher then anything in Cyrodiil

10. 7-31
Well, i have only done a little deep sea just to test it and see what i can and can not do with it.
I will work on the sea a bit more tonight, to see if i can get it bigger, deeper and better
I would like it if we could have things like seaweed/kelp to make the bottom of the sea worth exploring, someone would have to create that.

Ok, so i have a BIG mountain on Kamal right now (you won't believe how big it is )
It's the biggest mountain on Nirn, so it had to be bigger then any mountain in Cyrodiil, i still have to carve some shape into it...but it looks nice the way it is now, so it can only get better.
I will try to make the mountains more fun to explore then those lame mountains that Bethesda created for Cyrodiil, i will also make sure that even players with characters that have 450+ hitpoints can fall to their death.
So the mountain will be the deadliest enemy in the game!

Necron, we can have a HUGE waterfall now

11. 7-31
I was testing the mountains in game, i walked to a strange error...a small pit, but very deep.
So i jumped in to see how deep, it was a loooooong way down (about 20 seconds? i have never seen anything fall so fast...ever! ) before i got wedged stuck between the walls i did not get any damage, i could not see the bottom of the pit.

But i need to fix this error and a vew others that i have noticed

I have now placed a vew teleporters that can take you to some nice places

12. 8-1
Yeah, jumping of the top of the mountain is crazy!
Anyway, i have fixed a lot of landscape errors last night, i need to fix a vew more.
These errors have sneaked their way into the landscape because i used the "heightmap" for creating the mountains and the deep sea, from now on...i will do everything with the render window.
It will take a bit longer to create the land that way, but most of the big pieces of land are already there (i still need to create Ka Po' Tun and some islands of Tang Mo).
But at least i won't get any strange errors that way (i removed the pitfall error)

Necron, if we want to create towns we will need asian building models for them, i have seen the perect buildings on the home page of the middle earth mod.
We need something like that, for the big cities

13. 8-1
I just registered on the Bhetesda forums, i could not use the name Kodama...so i am known as Akuso.

Aku means evil, so means monk This is the nickname of the Sohei (japanese warrior monks)
Sohei are so cool!

I will take a look at their forums now.
I have seen his models, they are great! But not finished yet by the looks of it.
I will contact him when his things are ready to be used.

14. 8-3
I have fixed a vew more bugs in the landscape and i have added the land near Knifeblossem.

I have worked on the mountains and rivers there, they look good already and they are not even half done yet

15. 8-5
I have added some hills on Tsaesci and finished the biggest river on the Akavir map, the large lake still needs to be shaped but it's there.

I had to make the deep parts of the sea less deep it turned into one big error, so the only way to make the bug go away, was to make the sea less deep.

16. 8-6
Cool

I just refined some of the hills and canyons it looks awesome!
I got lost there...lost in my own landscape! (AGAIN!)

17. 8-8
I placed a small hidden vilage in a land of canyons.

That part of the land is starting to look good now

I still did not resume work on Tang Mo, but i did do the regions on Tsaesci

18. 8-10
I have resumed work on Tang Mo, the big island is taking shape now.
I only have to do the south-west corner of the big island, it is still flat and empty right now.
I have some of the river too.

After the big island and the river are done, i will do the other Tang Mo islands.

19. 8-10
I have tried to get distant land LOD, but all i got are the building and trees LOD

And the CS tutorials are not helpfull at all

Does anyone know how to fix this problem?
There must be something i have not done yet, but what?

20. 8-11

This lore of the legion invasion has me worried:

"The Expeditionary Force left Black Harbor on 23rd Rain's Hand, 288, and with fair weather landed in Akavir after six weeks at sea. The landing site was a small Tsaesci port at the mouth of a large river, chosen for its proximity to Tamriel as well as its location in a fertile river valley, giving easy access to the interior as well as good foraging for the army. All went well at first. The Tsaesci had abandoned the town when the Expeditionary Force approached, so they took possession of it and renamed it Septimia, the first colony of the new Imperial Province of Akavir. While the engineers fortified the town and expanded the port facilities to serve the Far East Fleet, the Emperor marched inland with two legions. The surrounding land was reported to be rich, well-watered fields, and meeting no resistance the army took the next city upriver, also abandoned. This was refounded as Ionith, and the Emperor established his headquarters there, being much larger than Septimia and better-located to dominate the surrounding countryside."

The map we have would be all wrong! Tsaesci would be in the west (northwest) of the map
I think that the invasion lore itself is stupid and does not make any sense al all, so we could just ignore it

How are we gonna fix this?

21. 8-11

We will get LOD, just not yet

If the map we have is not lore correct, i can still fix it by replacing the small Tang Mo Islands (in the north) with a large piece of land complete with the river and towns that are mentioned in the lore.
I would also have to extend the Tsaesci wall and relocate the Tang Mo islands to the south-west and west of the large Tang Mo island

Would that be a good idea? Suggestions anyone?

22. 8-12

I now have the large Tang Mo island in shape

That includes the river on that island.

(Where is everyone? )

23. 8-14
The volcano is starting to look good now, the crater is not as steep as a brick wall anymore and i am working on smoke right now (i want a lot of smoke rising from the lava lake, the smoke activator has to be as big as possible).
My volcano makes Red Mountain look like an ant hill

24. 8-15
I have created some hills in Tang Mo now, just north of the river.

I have created some rice fields on the south side of the hills, the fields are filled with water just like the real thing
But they are not filled with rice plants yet, just a vew of them to see if the water level is not to high.

I still have to smooth the hills, and make small earth walls around the rice fields

25. 8-15
Ok, i have got the rice fields filled with rice plants now

The generator option is easy to use, so as soon as the landscape has it's final form, i can generate lots of plants/trees and rocks

25. 8-16
I have generated a forest region, "The Floating Forest" (it has a lot of water) and it looks awesome


This was just a test region, it's got trees, plants, rocks and ground textures

26. 8-18
I have created some more rice paddies, this time at Knifeblossom.

I have also created a harbor area (no models yet, just some landscape) and i have created a nice location for a japanese caste on the cliffs overlooking the harbor.

27. 8-18
I have been working on the rice paddies in Knifeblossom again, i now have 20 rice paddies (each one cell big).

When i place the rice plants i think i will have over 5000 rice plants at Knifeblossom

28. 8-18
The terrain at the city "Sai'Pa" has it's final shape now.

I need models for the city and tropical trees for the jungle around it.

I have created smooth hills on the south end of the Tang Mo island, the shape of the landscape of that part of Tang mo is now allmost finished

29. 8-19
The south half of the large Tang Mo island is now covered with hills

I think i can start on the north half tomorrow

30. 8-20
Ok, the landscape around the city "Bu' Po" now has it's final shape

If only the city was there already...it would look great.

31. 8-20
I am working on some of the small islands now.
And some more work on the rice paddies.

When i read the Tang Mo lore on the home page (the text about where they live) i see some things that will not fit in the landscape.
I believe that those things do not even fit in the lore, like the "great flats" will not fit because it describes a place more like Africa then Asia, and it should be in the south of Tang Mo, but the jungles should also be there...that just does not make sense
So i have decided that there will be no huge flatlands, but hills and jungle instead...like it should be.

The lore that describes the Tang Mo landscape is not very realistic at all, how can we have mounains with a volcano on the north island when it can't fit on that small island.
And that small island will be part of the mainland because the official lore says that Tsaesci is the closest to Tamriel.

It looks like i have to work out a lot of landscape problems
But i will find a way to fix it all

31. 8-22
I have placed a vew harbor things at Bu Po, like the docks and a vew ships (incomplete).
The ships are just there so i can see if the ships would fit in the harbor.
I think there is place for about 8 ships or more, maybe as much as 12
I don't like the small and empty harbors of Cyrodiil.
It would be nice if i had some asian ship models to place in the harbor, but no such luck

32. 8-23
I have worked on the Bu Po harbor and rice paddies again, the rice paddies in Tang Mo are allmost finished now.

I have added some low but steep mountains in the north of Tang Mo, there was not much free space to work with...so they are a bit steep.
I will see what i can do about that later.

I have been thinking about creating a harbor at Sai Pa, but i do not see where i could place it
The city will have small dock or pier (whatever) at the nearby river.

If anyone can think of a good name for that river?
If not...i might just call it something like monkey tail river

33. 8-25
Ok, back to landscaping again

I am now making a very narrow path up the mountains of north Tang Mo, it looks a bit dangerous and you don't want to fall down.
If you do fall of the path you will be dead (or allmost dead if you have a 400 hitpoint character).

I will also make a nice river with a lot of small waterfalls

34. 8-26
I have done most of the hills in the north of the large Tang Mo island, i am now working on the river.
It has five water levels and will have five (or more) low waterfalls

The Tang Mo landscape is looking great

35. 8-29-06
Right! I have added an island west of the Tang Mo main island.
It's the size of the island north of the Tang Mo Main island, the reason that i have created this island is because the north Tang Mo island had to be a part of Tsaesci main land in order to be lore correct.

And i will now have some more space for jungles, creatures and dungeons

i really needed the extra space, i don't expect people to be complaining about some extra land

36. 8-29-06
Thanks for the ship picture, we will try to get something like that in the game.
Maybe not right away, there are many things that are more important right now.
But i do want a Junk for the Tang Mo, the city should come first...we have a vew tree house models

And we will have all sorts of land, mountains, hills, flatlands, jungles and Deserts and more

And filling the landscape with a lot of rocks and trees is easy, all i have to do is push one button and the computer puts them on the landscape for me

37. 9-3-06
I have created some more dunes, along the south-west coast of the island.
I think that at least one third of the island has dunes now, the island also has a shallow lake and a small river


OK Kodama those are all your progress reports copied from the map thread on the previous forum. I did not include anything that was non progress report related in this post.


- Kodama - 09-05-2006

Thanks Ysne :goodjob:

I have created about two thirds of the basic shape of the north-west part of Tsaesci, that's where the invasion from Tamriell happened.


- Hrafnkel - 09-05-2006

One tiiiiny lore thing to point out. Red Mountain is supposed to be the tallest mountain on Nirn, I believe. Of course, with game scaling and all, the only thing you have to do in regards to that is not say in-game that Kamal is the biggest mountain on Nirn. Smile Or at least not have the Tsaesci or Kamal (if Kamal talk in this mod) say that it's the tallest, since both of their races have been to Tamriel and marched through Morrowind.

Maybe Red Mountain is just the tallest on Tamriel, but I think it's Nirn (and that'd make sense...).


- Krisi-_ - 09-05-2006

Tamriels tallest.. they cant raelly say Nirn's tallest without having been everywhere.. nad saying witch mount who is tallest wont do anthing good anyway.. both of their races has been to Tamriel but how many of those survived and told their childern.. ? not many..


- Kodama - 09-05-2006

Well, After reading all the lore about the Argonians, the official lore means nothing to me anymore.
I have never seen so many official lore contradictions anywhere in any game ever! :lmao:
Having said that... i will try to stick to the lore that does make sense, as much as possible.

But hey, Red mountain was not very big at all, i have seen higher mountains in cyrodiil.
The fact that there was no snow on Red Mountain at all, proves to me that it's not high at all (there was no snow there right?) ?(
Anyway, there should have been a lot of snow on the mountain, Red Mountain is in the north of Tamriell after all.

And about the game scaling, yeah...we could use that excuse if it's really needed.
But hey, Morrowind and cyrodill should have been a 1000 x larger in the first place, Damn you Bethesda!

However, it would be nice to know what the largest mountain on Nirn is.
Thanks for bringing this to my attention Hrafnkel Wink


- Hrafnkel - 09-05-2006

Quote:But hey, Red mountain was not very big at all, I have seen higher mountains in cyrodiil.

That's the scaling thing involved. Tongue

Either way, it's sort of presumable that the mountain made by the gods that is deliberately the tallest on Tamriel would be the tallest on Nirn. Just as I'd think there would be SOME records for the Kamal and Tsaesci of what transpired during the invasions. Seems like that'd be something that would be taken note of, particularly by Kamal, when they suddenly go "...holy crap, we thought OUR mountain was big."

Either way, the lack of snow is explained by the large volumes of lava within the mountain. Very large. And Morrowind is a hot place. It's in the northern part of Tamriel, yes, but it's not a cold place, really. Especially not on Vvardenfell. It's been noted several times that the reason for the drastic difference in climate between MW and Skyrim is the elevation of Skyrim as a whole.

But yeah. Sure, Kamal might have some lava caves inside... but if I remember right, Red Mountain's crater is full of lava. That produces some heat. Tongue And Vvardenfell is a volcanic island anyway, with visible lava flow.


- KuKulzA - 09-05-2006

maybe... but there is the natural phenomena of Blight storms which are a bit rarer now that Dagoth Ur is gone... but the Blight Storms are like ash-storms a bit...
so snow existing in a place with hot, ashen, windy... no.... but if Red Mt. went inactive maybe... the thing is the lava is warming the outside and the land is quite volcanic... and also mountainous areas probably shield Morrowind from cooler climates while wamr air from Black marsh comes north warming the area and warmer inland waters like the Inner Sea help with temperature moderation...


- DarkAsmodeous - 09-05-2006

You say it is huge. How many quads is it?


- Kodama - 09-05-2006

Meh...it's not that huge, but it's not finished yet.
I was thinking about making some more islands and expanding Ka Po' Tun.

It's 110 x 110 cell large, but will be larger, i think at least 120 x 150 cells.

I have seen that Cyrodiil is about 100 x uhmmm... 50 cells? It's hard to tell because of the part that goes south to Leyawiin.

What do you think about it DarkAsmodeous?


- DarkAsmodeous - 09-05-2006

Cyrodiil is 12 quads, or 11,532 cells . A quad is 31x31 cells.

EV, for comparison, is 63 quads, or 60,543 cells

sounds like akivar is around 12,100 cells.

Seems about right, I look forward to this, but be sparing with unpassable mountains.

Aldmeris will most likely be about 22 quads.

Akivar, since we know how many races there are, and it seems like it would be much better if compact, makes me think of about 16 quads.