Palisade tileset |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
By utilizing my awesome googling powers
I came up with an old Morrowind resource. It is a resource mod named
"Wooden Fort", made by a guy called Nomad. The reason this thread is a
REQ and a WIP is because the existing models (7 models total) need to
be tweaked a bit before they can be brought into OB. There are no
textures since the original resource used stock MW textures, but that
part is pretty simple and I'll take care of it once everything else has
been tweaked.
I'm not sure what exactly has to be done for the models to work in OB
(hence the reason why I'm not doing this myself), but they need to
support _n maps for one. I think that most of this (if not all) can be
done in NifScope.
This is pretty important as this set will be used for Legion and Nordic
forts in regions like Eastmarch where wood is readily available. If
there is anyone willing to do the job please post a reply in this
thread.
Also another thing that needs to de made is a palisade gate, this is of
lower priority but it still needs to be done eventually.
In the original resource there was a gate model, but the download for
the original resource has been dead for a long time. I got the meshes
from a MW mod that was using the all palisade meshes except for the
gate mesh, so we need one made.
A MW screenshot of the original gate:
I'm thinking that the existing palisade models can somehow be used in
order to make the gate a whole lot quicker. The wooden logs that make
up the wall models are all saved as separate NiNodes in NifScope, so
perhaps they can be moved around in order to make up most of the gate.
All the meshes are in the attachment.
|
|
22.11.2006 15:45 |
|
|
Hubbabubba!
Warder
Registration Date: 19.09.2006
Posts: 43
Location: Sweden
|
|
RE: [REQ/WIP] Palisade tileset |
|
Uh dude, really awsome find there... It would be really cool to have that in OB I agree...
__________________ Hide the petals underneath that bedroom floorboard
and they will wither without fail or success.
Put the people in the hollow box they crafted,
bolt the doors and watch them perish.
|
|
22.11.2006 15:59 |
|
|
bob196045
Monarch of Morrowind
Registration Date: 14.05.2006
Posts: 3,961
Location: Dallas
|
|
RE: [REQ/WIP] Palisade tileset |
|
Cool
It is a nice little building mod, I wish I had been paying attention I have had this for a long time. Sorry
|
|
22.11.2006 16:00 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
RE: [REQ/WIP] Palisade tileset |
|
quote: |
Originally posted by bob196045
Cool
It is a nice little building mod, I wish I had been paying attention I have had this for a long time. Sorry
|
No worries, do you by any chance have the mesh for the gate?
|
|
22.11.2006 16:03 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
Ooooh. It looks great!
GL finding the mesh for it...
Perhaps posting on the Morrowind Mods forum at ESF?
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
23.11.2006 03:56 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
Good news, I got the gate!
Bob196045 kindly provided the mesh.
It's in the attachment for anyone that's up for some mesh tweaking. Anyone? Pleeeease?!
|
|
24.11.2006 22:27 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Hey, I started working on the tileset. It won't take too long. I'm
actually redoing the models from scratch while using the originals as a
reference. This way I can have control of the poly count and detail
where I want it. I've recreated one piece and was able to get rid of
500 polys while adding a few details (distorting the wood posts a
little so they weren't perfect cylinders). Original poly count was
about 2200, now it's about 1700
Here's some renders (added a basic OB wood texture so you can see how it'll look)
Can't see the distortion too much but you'll be able to see it in game,
and a normal map will also add more detail to everything once that's
done.
Tell me what you think and if you like the direction I'm going in.
__________________ .Make Art Not War.
|
|
04.12.2006 07:29 |
|
|
|
Looking Good
|
|
04.12.2006 08:23 |
|
|
Gustave
Elder of Skyrim
Registration Date: 18.11.2006
Posts: 81
|
|
Looks great, I wouldn't worry about it not being as cylindrical. A good
texture should fix that and the lower poly should help out considering
Skyrim is open cities.
|
|
04.12.2006 11:47 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
|
04.12.2006 19:33 |
|
|
Gustave
Elder of Skyrim
Registration Date: 18.11.2006
Posts: 81
|
|
True, they would have hacked them down with axes so they would have gouges and uneven cuts
|
|
04.12.2006 21:18 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Gustave
True, they would have hacked them down with axes so they would have gouges and uneven cuts
|
That's what you get when you send a drunk Nord off to the forest with an axe... what can you do.
|
|
05.12.2006 02:34 |
|
|
Skot the Sanguine
Knight
Registration Date: 11.10.2006
Posts: 93
Location: New York, USA
|
|
That looks great. Only question I have is "Is it possible for the AI to
use the wall platform to shoot arrows from (outside into the wild,
etc)? If so, that would just rock. Guess thats more a scripting
question though, heh.
Also, is it planned for the gate to actually open or will it act as a
door and transport the player through. I recommend the latter, as an
actually opening door could allow animals like bears in if a guard
opens it to run outside. The result could be a massacre of
civilians...unless that is desired
__________________ That which does not kill me only delays the inevitable.
|
|
05.12.2006 19:03 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Skot the Sanguine
Also, is it planned for the gate to actually open or will it act as a
door and transport the player through. I recommend the latter, as an
actually opening door could allow animals like bears in if a guard
opens it to run outside. The result could be a massacre of
civilians...unless that is desired
|
That's what I'm hoping for as the animations for something like that are already present in OB... but it's up to cow.
|
|
05.12.2006 19:20 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by KuKulzA
are Black marsh folks allowed to use this?
I can imagine it would be cool for Dres border forts and palisaded Imperial outposts...
though it may have a retexture but just asking
|
If you get permission from cow to use it... you can use it.
I agree, a re-tex might be needed, the wood needs to be more on the green side for it to fit in the marsh.
quote: |
Originally posted by KuKulzA
maybe the gate can open like the Cloud Ruler Temple does in Cyrodiil |
That's the idea.
|
|
05.12.2006 23:17 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
I don't really mind who uses it. Since the gate is originally a
modder's resource, it'll continue to be a modder's resource, even
though I may be redoing a lot. Retextures can be made for anywhere, the
ones I posted probably aren't the ones Skyrim will be using. There were
just a wood I found in the wood folder. to check for stretching in the
UVs.
As for the wall platform and door, not sure. Anything is possible, I've
just got to look at other models in OB and see how they did it. If
there's a ladder up to the platform, I don't see why you wouldn't be
able to get up there.
Other than that, haven't really worked on it lately, a lot of school
work due this week. Demo reel and website was due today, got some more
stuff due in a couple days so I'll be working on that. I'll start back
up on the tileset again by the end of the week/the weekend at the
latest.
__________________ .Make Art Not War.
|
|
06.12.2006 01:08 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Ok, was able to get a couple more done. Computer is still going crazy,
I think 2 out of 3 of my hard drives are dying, and it crashes every
time I'm in maya for a while. Or it could be my memory...or video
card...or motherboard? I don't know, but I'm still trying to get that
worked out, or else I'd be done with this by now, haha. I've been so
bored without being able to use my maya!
Left: Wall section I showed before: 2100 tris (palisade_wall01)
Mid: Wall corner: 2226 tris (palisade_wall02)
Right: Wall stairs: 556 tris (palisade_stairs01)
__________________ .Make Art Not War.
|
|
10.12.2006 06:05 |
|
|
|
How much longer before we can expect a working ingame version? (With Havok)
|
|
10.12.2006 06:25 |
|
|
|
quote: |
Originally posted by cow1787
Wouldn't take long. Will just have to install nifskope and 3dmax again.
I'm just kind of waiting to get a new hard drive before I do that
because I'll have to reinstall everything yet again. |
O.K. cool
|
|
10.12.2006 07:13 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
The models look great cow!
quote: |
Originally posted by The Old Ye Bard
How much longer before we can expect a working ingame version? (With Havok) |
You don't need havok for static objects, only collision.
One question, will the models snap to grid (a 64 unit grid) once they are in the CS?
|
|
10.12.2006 23:07 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Not sure about the snap to grid. I never work in the CS. But what I
usually do is open up an oblivion file that's the same type of object
with the same scale and roughly place my object where it's placed
at..so when it does go into the CS it'll be the same size and scale,
etc. So hopefully...yes? Haha
__________________ .Make Art Not War.
|
|
10.12.2006 23:42 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
Actually... I don't know.
If they are the same size as the castle wall pieces from OB, perhaps it
will work... but then again these walls need to be smaller then the
stone castle walls in OB.
|
|
10.12.2006 23:50 |
|
|
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
Looks awesome!!! Really good stuff for a remote wildernessy village feel thingy ?-ma-bobi-doodle...
|
|
11.12.2006 06:20 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
How big is this fence suppose to be? Let's say compared to a castle
keep wall, or a lower class bruma house. Is it suppose to contain a
whole small town inside of it? If so, I'm going to have to do a lot of
optimizing to it because the poly count is just too ridiculously high
for something that'll have a lot of other stuff surrounding it. I don't
know how Morrowind didn't die with the original mod.
Here's a couple new screenshots with some pieces pieced together.
__________________ .Make Art Not War.
|
|
12.12.2006 04:24 |
|
|
|
The size would be smaller than a castle wall (Stock OB) but bigger than a Bruma LC house.
|
|
12.12.2006 04:34 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
Great work, cow!
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
12.12.2006 04:50 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
Nice!
Yes, TOYB's correct about the size.
Try to optimize the poly count, and when you feel you've done
everything possible test it in-game with a few Bruma buildings (4-5) to
see if the models cause any extra lag.
|
|
12.12.2006 04:54 |
|
|
Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
|
|
Good job!
__________________ ou av andanyammis
|
|
12.12.2006 12:23 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Here's a palisade update. I've been trying to cut down a lot of polys,
which means not as much detail as I originally had. I'm still going to
have to test both versions in oblivion though.
Left shows more detail, right shows less
Instead of individual logs like the original had, I made 1 wall with
'fake' logs. Hopefully it'll look good in the game. I can still add
some geometry in places without causing too much problems if there
isn't enough now.
With the new lower poly wall, (still including the higher poly corner
piece[1289] and stairs[300] (on the other side of the wall) as well as
the ground[400]) I was able to cut the scene from 10340 polys to 7533.
New wall: 792
Old wall: 1193
So I cut about 400 polys per wall.
Again, I still need to test both in OB, and if the higher version turns
out ok, it'll definately be used. Does anyone have anything to say
about the newer lower poly version?
__________________ .Make Art Not War.
|
|
14.12.2006 15:51 |
|
|
hugie
Guardian
Registration Date: 25.11.2006
Posts: 32
Location: the netherlands
|
|
Awesome!
__________________ when I walk over the water this afternoon, tomorrow the people will say: the Prime-minster can't swim.- Margret Thatcher
|
|
14.12.2006 16:31 |
|
|
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
It looks great!!
Awesome work there!!
It will add a lot to the feel of less developed and smaller settlements!!
|
|
14.12.2006 17:40 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
Even with the decreased poly count it still looks awesome!
|
|
15.12.2006 00:32 |
|
|
Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
|
|
Hmm I forgot to say great work....
Great work
__________________ ou av andanyammis
|
|
15.12.2006 09:00 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Gate is done. Now it's just a matter of getting it to work in OB.
Poly Count
Poly: 4274
Original Poly: 6244
__________________ .Make Art Not War.
|
|
15.12.2006 22:42 |
|
|
|
Looking good
Have you got colision meshes yet?
|
|
15.12.2006 22:51 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
Not yet. Still in the process of reinstalling 3dmax.
Edit 2006.12.16 21:21:
Ok, I've got most of the pieces done, as in ready to be placed in the
CS with collision and all. From what I saw everything snapped together
well. All I have to do left is the Gate...which I have to figure out
how to have the doors animate. Anyone know how to do that? I'm thinking
it's a lot like when making a new bow, and you have to have 2 different
meshes and it tweens it together. But since I reformatted I lost all my
bookmarks and lost all the tutorials. Anyone have the custom bow mesh
tutorial? I can't remember what forum/site it was on.
But yeah, almost done. I think the scale is pretty good, if it's too
big/too small, let me know. I'll get the pieces I got done uploaded so
you guys can check. Then when I finish the gate I'll get that up.
Download link
__________________ .Make Art Not War.
|
|
15.12.2006 23:06 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
The size does need some adjusting. An NPC should be able to look over
the logs when he is up on the wall. I'd say the shoulders of an NPC
should be just a bit above the tips of the logs while he's standing on
the wall for the size to be perfect.
For figuring out the gate animations I recommend checking out this mod... maybe it will help.
Anyway
|
|
16.12.2006 22:58 |
|
|
|