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Psychotic
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Palisade tileset Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

By utilizing my awesome googling powers :D 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.

Attachment:
7z1SKxxPalisade.rar

22.11.2006 15:45 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Hubbabubba!
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RE: [REQ/WIP] Palisade tileset Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Uh dude, really awsome find there... It would be really cool to have that in OB I agree...

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bob196045
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RE: [REQ/WIP] Palisade tileset Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Cool :D

It is a nice little building mod, I wish I had been paying attention I have had this for a long time. Sorry :)
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Psychotic
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RE: [REQ/WIP] Palisade tileset Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by bob196045
Cool :D

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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Smokindan
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Ooooh. It looks great!

GL finding the mesh for it...

Perhaps posting on the Morrowind Mods forum at ESF?

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Psychotic
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Good news, I got the gate! Dancing Banana

Bob196045 kindly provided the mesh. Yes
It's in the attachment for anyone that's up for some mesh tweaking. Anyone? Pleeeease?! Uh Oh

Attachment:
7zWoodKeepGate.nif

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cow1787
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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.

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The Old Ye Bard
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Looking Good Good job!
04.12.2006 08:23 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Gustave
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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. Good job!
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Psychotic
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What do I think? Hmm... give me a moment.


IT'S AWESOME!!! Rocking Banana Way better that I was hoping for. Good job! I can actually notice the slight distortion on the upper logs, it's a detail that will make the models look far more realistic. Yes

quote:
Originally posted by Gustave
I wouldn't worry about it not being as cylindrical.

I believe that is intentional, no log is a perfect cylinder. :)

This post has been edited 1 time(s), it was last edited by Psychotic: 04.12.2006 19:35.

04.12.2006 19:33 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Gustave
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True, they would have hacked them down with axes so they would have gouges and uneven cuts :D
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Psychotic
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quote:
Originally posted by Gustave
True, they would have hacked them down with axes so they would have gouges and uneven cuts :D

That's what you get when you send a drunk Nord off to the forest with an axe... what can you do. I dunno

:D
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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 :D

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Psychotic
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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 :D

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 is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
KuKulzA
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Is Black Marshes 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 :)

EDIT: Maybe the gate can open like the Cloud Ruler Temple does in Cyrodiil?

This post has been edited 1 time(s), it was last edited by KuKulzA: 05.12.2006 22:56.

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Psychotic
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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. Yes
05.12.2006 23:17 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
cow1787
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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.

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cow1787
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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)



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The Old Ye Bard
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Good job!

How much longer before we can expect a working ingame version? (With Havok)
10.12.2006 06:25 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
cow1787
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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.

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This post has been edited 1 time(s), it was last edited by cow1787: 10.12.2006 07:09.

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The Old Ye Bard
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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
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Psychotic
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The models look great cow! Good job!

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?
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cow1787
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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

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Psychotic
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Actually... I don't know. :D

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. I dunno
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The Old Ye Bard
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Razorwing is an expert on snap to grid, if there are any problems just drop him a PM.

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 11.12.2006 03:44.

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Looks awesome!!! Really good stuff for a remote wildernessy village feel thingy ?-ma-bobi-doodle... Good job! :)
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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.



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The Old Ye Bard
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The size would be smaller than a castle wall (Stock OB) but bigger than a Bruma LC house.
12.12.2006 04:34 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
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Great work, cow! Good job!

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Nice! Good job!

Yes, TOYB's correct about the size. Yes

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.
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Good job! Good job!

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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?

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Awesome! Applause

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It looks great!! Good job! Awesome work there!!

It will add a lot to the feel of less developed and smaller settlements!!
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Even with the decreased poly count it still looks awesome! Applause
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Hmm I forgot to say great work....

Great work Good job!

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15.12.2006 09:00 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
cow1787
First Knight


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Registration Date: 20.05.2006
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Gate is done. Now it's just a matter of getting it to work in OB.



Poly Count
Poly: 4274
Original Poly: 6244

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15.12.2006 22:42 cow1787 is offline Send an Email to cow1787 Homepage of cow1787 Search for Posts by cow1787 Add cow1787 to your Buddy List AIM Screen Name of cow1787: cow1787 View the MSN Profile for cow1787
The Old Ye Bard
Princess


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Looking good Good job! Have you got colision meshes yet?
15.12.2006 22:51 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
cow1787
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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

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Psychotic
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Registration Date: 30.07.2006
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Dancing Banana

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 Good job!
16.12.2006 22:58 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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