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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Claims Section » Skyrim Settlement Claims » Eastmarch Claim: Dragon Wood » Hello You
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Go to the bottom of this page Eastmarch Claim: Dragon Wood
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Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
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Awsome! when are the interiors going to be finished? :)
06.09.2007 12:43 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
SACarrow
The Voice Guy


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Registration Date: 26.04.2006
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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. :D

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.

Attachment:
7zNordHallDoorJamb.nif
7zNordHallIntDoorJamb.nif
7zNordHallWindow1.nif
7zNordHallWindow2.nif
7zNordHallWindow3.nif






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
06.09.2007 13:35 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Alasdair
Jarl of Skyrim


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Great work, I'll test it out ingame soon.

Edit: Just tried it out in-game and it seems to work nicely. Looks pretty damn good with oblivion textures and lighting, you'd never think it was for Morrowind originally. Good job!

This post has been edited 2 time(s), it was last edited by Alasdair: 09.10.2007 17:11.

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SACarrow
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Second interion Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Very limited playtesting; more is of course welcome. :)

Attachment:
7zNordHallInt2.nif
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Alasdair
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Well the game didn't crash or anything, which is a good sign. :D
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SACarrow
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The rest of the interiors Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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.



Attachments:
unknown NordHallInt2.nif (107.49 KB, 4 downloads)
unknown NordHallInt3.nif (432.19 KB, 4 downloads)
unknown NordHallInt4.nif (46 KB, 4 downloads)
unknown NordHallInt5.nif (222.26 KB, 3 downloads)
10.10.2007 10:05 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Richard
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RE: The rest of the interiors Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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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SACarrow
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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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Richard
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Like this:

- Rising up the stones round the base about halfway
- rising a fraction of the way up from where the wooden walls meet the base (perhaps)
- On the wall directly under the eaves
- On the underside of the eaves themselves

Richard has attached this image (downsized version):

shading.jpg (75 KB)

This post has been edited 1 time(s), it was last edited by Richard: 12.10.2007 03:30.

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SACarrow
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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...
12.10.2007 03:32 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Richard
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Alasdair:

- What is the terrain like here? Which region in the region editor should I generally try and match it to basically. If it is meant to be snowy (which is what I currently have) it's going to be a little troublesome as I'll need to retexture the Nord Hall set's roofs.

- Which cells have road connecting? (Or at least, which direction does the road(s) come from?

This post has been edited 1 time(s), it was last edited by Richard: 15.10.2007 06:15.

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Alasdair
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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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Richard
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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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Alasdair
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Yes, it should have pines. Only the northern parts of Eastmarch will be devoid of trees.

This post has been edited 1 time(s), it was last edited by Alasdair: 16.10.2007 13:14.

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Richard
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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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Alasdair
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Snowy, I'd say.
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Richard
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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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Alasdair
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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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Siegfried
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Perhaps use Cow's pallisade tileset?
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Richard
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Never thought of that. Currently using those spikey wooden barricades. The settlement is situated in a dell (I believe is the correct term) in a valley that runs between two mountains so there's really not a lot of space for walls. We could use the palisade set somewhere more deserving I think. The terrain here is a bit too hilly. UNLESS I put a palisade across the front entrance to the dell between the two sides of the hill. I'll play around.

This post has been edited 1 time(s), it was last edited by Richard: 26.11.2007 10:54.

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Richard
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Okay judging by nearby areas this is actually situated below the snowline; I really need to know what region type to use or at least the main trees, rocks and textures.

Also, as the interiors for the NordHall set aren't part of the current master, I've just downloaded them myself from Sacarrow's posts on the previous page and added them into my Dragonwood esp. They can be swapped easy enough when the next master comes

This post has been edited 1 time(s), it was last edited by Richard: 11.12.2007 12:07.

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Alasdair
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My mega region map of Eastern Skyrim says it's snowy - I am currently planning on doing the whole area north of the ridge that runs across the middle of eastern Skyrim as snow covered, despite the lattitude being the same as non-snowy parts of other provinces. To me, the climate of Tamriel seems pretty much non-dependant on lattitude, e.g. the Alik'r desert in Hammerfell is on the same lattitude as the Heartlands in Cyrodiil. I imagine weather and mountain ranges play a big part in the Climate of Tamriel, the Velothi mountains and cold winds coming from Atmora over the sea of ghosts could all play a big part in cooling Skyrim to freezing temperatures. And of course, it just wouldn't be Skyrim without plenty of snow! You just have to look over the Jerrals in oblivion to see that's how Bethesda intended it to be. The transition from non-snowy pine forests to snowy ones in Eastmarch will be somewhere on the ridge south of Dragon Wood. I actually found a whole bunch of really nice free snow textures a while back, so it should still be varied and interesting up north.

linky < the map I mentioned

This post has been edited 1 time(s), it was last edited by Alasdair: 11.12.2007 14:17.

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Richard
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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!! :alert: :D
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SACarrow
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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.


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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Richard
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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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Dont we have some snow mounds from cow you can place on the roofs?
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Richard
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Tried that too, looked like crap lol.
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Alasdair
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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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Richard
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You'll need to re-arrange the UVs to change the roof texture bear in mind.
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Richard
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Alright I've developed a pretty distinct 'style' for this place (probably should have done it for Vernim Wood too, but I was just following you guys' instructions when I made that plus I didn't have the art assets I have now anyway). So anyway what we have is sort of Vernim Wood are the more civilised lowland cousins of Dragon Wood, who are more 'raw'.

Where VW had fairly artistic architecture (they're good carpenters, living in that big forest), DW has small plain longhouses. None of that fancy windows stuff for these guys. They:

- Have simplistic architecture
- Sleep on the floor on furs
- Are generally illiterate except for the guys who will live in the big house, so few books or scrolls except in there
- Generally eat without spoons and forks
- Like meat
- Like to wear dead animals
- Like to stick dead animals on the wall
- Don't use complex furniture such as drawers or cupboards. Also no use for crates as they don't have a whole lot of retail business going on

This sound okay? (I bloody hope so because I've made several retextures with Dragon Wood in mind)



Pic from the CS of an interior. Not finished

This post has been edited 1 time(s), it was last edited by Richard: 23.12.2007 08:45.

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Alasdair
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They sound just like Real Nords™ Wink

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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Richard
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Speaking of dead animals being used for decoration, I came across awhile back a modder's resource that had all the animal heads in the game as mounted trophies. I was thinking the bear, boar and so on would be particularly useful. Just can't remember where I posted the link. Somewhere in visual dev forum I think.

Also, do you think they'd drink out of bottles? Maybe I could retexture something to look like a flask of some sort (probably fur). Any ideas for what base object to use? I think the Cyrodiilic Brandy bottle is a good candidate

This post has been edited 2 time(s), it was last edited by Richard: 23.12.2007 08:48.

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SACarrow
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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. :D

Steve
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Richard
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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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Alasdair
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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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quote:
Originally posted by Richard
Lol you're forgetting this is Skyrim for OBLIVION and we don't have sheim or sujamma meshes =)


Uh, Richard, I know you venture into VizDev from time to time. Admittedly, this thread may be before your time here. :)
29.12.2007 05:11 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Richard
Chieftain of Skyrim


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Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand

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Nope, didn't have a clue those existed lol. Alasdaaaaair, can we keep them? Plleeease!!? Not the whole lot, but just a couple in various sizes that I can put some textures on.

While you're about SAcarrow, are you still able to put some vertex shading under the arches (and maybe round the bases) of the Nord Hall set?

quote:
Originally posted by Alasdair
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?


I'm not sure. We've already got a variety of kegs and such from vanilla. Drinking horn would be EXCELLENT though. That and the aforementioned sujumma-type vessels and Dragon Wood will almost all unique from vanilla when you consider my own retextures (not uploaded yet), the palisades, and the hall tileset which are being used.

One minor thing is that those bird-looking wooden carvings in the Dragon Wood set (not the Nord Hall set but the original DW set) don't have collission detection on their wings.

This post has been edited 3 time(s), it was last edited by Richard: 29.12.2007 12:20.

29.12.2007 12:14 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
SACarrow
The Voice Guy


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Registration Date: 26.04.2006
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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. Mad After the New Year, I have to either get it fixed or get it back.
29.12.2007 15:15 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
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Hmm I'm having some trouble with collision on the Drinking Horn model, but I can't see whats wrong with it... Confused

Edit: Oh and I'm not a ST modder, so I don't think I have access to the Bottle meshes. Unless of course I can steal them from Vvardenfell's master file. Wink

This post has been edited 1 time(s), it was last edited by Alasdair: 31.12.2007 18:05.

31.12.2007 18:03 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
SACarrow
The Voice Guy


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Registration Date: 26.04.2006
Posts: 1,793
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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 :D . Mine are the ones listed in the thread I gave above.

What's up with the collision?
31.12.2007 18:30 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Claims Section » Skyrim Settlement Claims » Eastmarch Claim: Dragon Wood

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