Eastmarch Claim: Dragon Wood |
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Awsome! when are the interiors going to be finished?
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06.09.2007 12:43 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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I'll have the minor models (door jambs & windows) up later today
(Eastern USA) and then start on the interiors. The collision there is a
bit more involved, but I'm also getting used to the routine.
BTW since dongle's models are MW modder's resources, I want to release
my conversions that way as well for OB. Where should I put it so people
will notice and it won't get purged? Once you are happy, I want to put
them somewhere and forget about 'em the way dongle did.
Edit 2007.09.22 04:18:
But here are the door jamb and window models. I modified the Max plugin
to simplify collision generation a little. Hopefully this will speed up
the interior work.
Edit 2007.10.09 15:59:
quote: |
Originally posted by SACarrow
Hopefully this will speed up the interior work. |
So much for that, eh?
My apologies for that. Here is the first interior. The collision is
pretty complex and done using my modified version of the Max plugin. It
would be great if someone could playtest it to see how it looks and
plays, as I'm gonna concentrate on getting the last 4 models out the
door.
NordHallInt1.nif
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06.09.2007 13:35 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Very limited playtesting; more is of course welcome.
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09.10.2007 18:25 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Well the game didn't crash or anything, which is a good sign.
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09.10.2007 18:50 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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The rest of the interiors |
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Here are the rest of the interiors, including a reload of #2, 'cause I changed the collision type of the floor to Wooden Stairs;
it helps the PC transition without hopping. In limited playtesting, the
only glitch I found was in #5. Occasionally the PC would be stopped if
moving on the middle floor surface under the right-hand (if moving
upward) edge of the incline. I suspect that has to do with the fact
that the inclines are also of Havok type Wooden Stairs. Since angling the PC onto a side floor section seems to work and it's 4 AM here
, this is what you get for now.
Since there probably is not a door that fits the jambs, I can do a rude
plank door later if necessary. I'll also be available (or the Max 8
scenes will be, for the adventurous) to make minor mods as playtesting
warrants. For now though, as a newly promoted ST Core member, I kinda
gotta wander back there and do some stuff, particularly in the voice
arena.
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10.10.2007 10:05 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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RE: The rest of the interiors |
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Cool. I was going to ask if you could add some vertex shading on the
exteriors, especially under the eaves, but if you don't have time
that's cool. I think material properties in the nifs MIGHT be able to
do something like that however (I'm a bit confused as the the whole
shading thing)
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11.10.2007 01:50 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Sure, I can try some shading, now that I have everything out there. PM
me your specs: which model for a first try, which spots on the model
(like under the eaves), and a subjective idea of how much. I can shade
up a model and PM it to you. Once you like it, I can do the other
exteriors similarly and then I'll resubmit those to Alasdair. I suspect
for the interiors, low lighting will suffice, but you can't control
lighting for the exteriors.
Also if you have some models already placed, some screeners would not only be cool, but also helpful.
Later,
Steve
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11.10.2007 02:30 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Exactly like that. Is that model #1? I'll try one with shading under the eaves so you can see what that looks like... |
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12.10.2007 03:32 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Roads will go from the south out to the north. It's snowy so yes, you
may want to retex the roof's. I was thinking of using the snowy spruce
trees ra is creating for BC in Eastmarch. |
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15.10.2007 17:16 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Alright. Also, the cell is 78,7 so should trees grow at that altitude?
I notice you have trees in the Rift nearby at higher altitudes than
that (the northernmost part of the Rift has pinetrees, then a few cells
to the north is a valley in a mountain that Dragonwood is in which
drops away to sea level I think)
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16.10.2007 01:47 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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I was meaning more altitude wise actually but I don't actually think
it's that high now that I look at the surrounding cells. Pines it is.
What flavour?
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17.10.2007 10:07 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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17.10.2007 17:16 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Okay my last assignment is due in next week so I can get back to this.
I was thinking this might be fairly 'rugged', sort of like what Vernim
Wood was meant to be but couldn't quite be because I didn't have
barbaric enough architecture. It ended up looking 'rustic' but not
'uncivilised'. But with the hall set I'm using for this I think I can
do a good job of giving it a proper Eastmarch feel. It'll be a hillmen
styled settlement.
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25.11.2007 11:21 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Sounds awesome, it's a pretty rugged and rural part of Skyrim, so this should fit in great.
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25.11.2007 13:54 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Perhaps use Cow's pallisade tileset?
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25.11.2007 19:29 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Alright, it's just that the architecture poses a problem as it has no
snow on it, although I've used only steep-roofed buildings so it might
be ok. I might do semi-snowy with patches of snow such as JMgrassDirt
or whatever it's called, that will make it not-noticable. I still need
to know what trees, rocks and shrubs though please!!
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12.12.2007 07:20 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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quote: |
Originally posted by Richard
Alright, it's just that the architecture poses a problem as it has no
snow on it, although I've used only steep-roofed buildings so it might
be ok.
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I can't help with that right now because of my oft-mentioned computer
issues. Once I get things working, I can split the roof elements to
allow for a snowy texture variant at roof's edge. You could try a tex
rep with NifSkope, but I think there is tiling with the every roof, so
it would look rather silly.
As an alternative, I do have the Max8 scenes available on my backup and can send them to anyone who's interested.
Steve
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12.12.2007 08:59 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Yeah I remember trying to put Bruma roof textures on when I first got
them but it tiled. That'd be cool if you or someone could do a snowy
version though; if not for Dragonwood then for other places where this
set will be used.
I can get away with no snow because like I said I Dragonwood only used
the steep roof ones and I'm not going to have the area really snow
heavy.
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12.12.2007 13:45 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Dont we have some snow mounds from cow you can place on the roofs?
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12.12.2007 23:20 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Tried that too, looked like crap lol.
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13.12.2007 04:42 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I'll see about doing a snowy version, as well as possibly replacing the
stone texture on the bases. I think a more square stone texture might
look better on the low-poly bases. |
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14.12.2007 19:23 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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You'll need to re-arrange the UVs to change the roof texture bear in mind.
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15.12.2007 12:00 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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They sound just like Real Nords™
I've been working on a hide stretcher model (WIP shot) and I should have it finished tonight assuming their isn't anything interesting on TV.
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22.12.2007 20:27 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Maybe drinking horns with stands?
For bottles, maybe retexing the ones like shein or sujamma, because the "glass" ones are just too small for these drinkers.
Steve
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23.12.2007 12:19 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Lol you're forgetting this is Skyrim for OBLIVION and we don't have sheim or sujamma meshes
I believe Ghogiel had made a drinking horn and other misc items but we don't have them =(
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29.12.2007 02:31 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I've got a un-textured drinking horn (with holder) model I made just
before christmas. It should be pretty easy to texture and get in game.
And what about barrels like these for storing all the mead?
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29.12.2007 03:37 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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quote: |
Originally posted by Richard
Lol you're forgetting this is Skyrim for OBLIVION and we don't have sheim or sujamma meshes
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Uh, Richard, I know you venture into VizDev from time to time. Admittedly, this thread may be before your time here. |
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29.12.2007 05:11 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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You are welcome to whatever of the potion meshes you'd like to use. To
the best of my knowledge, Stilgar has not restricted usage of his
texes, so if you want to use them, I'm sure it's OK. The originals
maight be useful in border towns like Windhelm.
As for the Nord Hall set, my modding machine has been dead for over a month, with no word of when it'll be fixed.
After the New Year, I have to either get it fixed or get it back. |
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29.12.2007 15:15 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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You have my permission to use them. I think I may have put the final
versions on Filefront. If not, I'll carve 'em out of the ST resources.
Or you have my perm to take the potion bottles from VV
. Mine are the ones listed in the thread I gave above.
What's up with the collision? |
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31.12.2007 18:30 |
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