Rift Exterior Claims |
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Rift Exterior Claims.
Since I feel that the heightmap has been completed to a level where it
can be worked on (see development thread), I've decided ot post some
exterior claims for the Rift, If you spot any minor problems with the
Heightmap while completeing your claim, make sure to fix it!
Note:
I screwed up all the coordinates on the map below -16, which means that
I created Area-2 two cells north of where it should be. I've amended
the map to compensate for this, the area surrounded by light blue is
now part of Area-2, while the area marked in red is part of Area-1,
brown is now Part of Area-9, and the green is part of Area-12. new road
positions are in green.
Areas:
1
- Aspen forest. This area is a forest constisting of Aspen trees, use
the colovian highlands grass textures, as well as the trees marked
'FA'. East Hemlock trees as well as small shrubs can be used as well,
see bethesda's colovian highland presets for inspiration. Use Colovian
Highland rocks. The town of Sunguard is in this area, it's most likely
location is marked by the red dots - do mod this area as well, but
don't place any forts/caves there as they may need to be removed. You
may place caves and forts anywhere else within your claimed area (see
the caves and forts section).
2
- The same as claim number 1, exept the city is Riften, and the area
should be rockier and the forest should be slightly less dense.
3 - Sparse Aspen forest, uses the same rocks/textures and trees as in 1
and 2, but the trees should be noticeably less dense, and the area much
rockier.
4 - Same as 3, the town here is Reich Corrigate.
5 - The Rift Canyon (Not claimable yet!).
This is the defining geological feature of the Rift valley, the entire
hold derives it's name from this large gorge. It needs to be build
using cliff pieces, there should be small Aspen trees growing an it's
edges and less steep slops. A small but powerful river flows down it,
so make sure to include waterfalls and underwater caves. Use the
colovian highland textures. No forts, unless you have a really cool
idea
.
6
- Snowy pine forest. The ground should be covered in snow, and snow
covered fir/pine trees should be used. use Jerral mountain textures
(though custom textures are allowed, if you can get any) as well as
Jeral mountain rocks. You may include ice caves in the higher parts of
this area, as well as normal caves at lower elevations. The town of
Greenwood is situated in this area.
7
- Alpine meadows (Whoever claims this should also claim 8). Lovely
flowery meadows, you may include a few trees, but the area should be
predominantly clear with lots of grass and flowers.
8
- Alpine forest. (Whoever claims this should also claim 7). This is
forest that separates the meadows (7), the meadows are in the lower
areas while the forests are on the higer areas. Use fir trees, the
ground should be sparsely covering in snow (not completely blanketed).
9
- Barren tundra. This area serves to separate the Aspen forests and the
snow above, it should be sparesly covered in snow and include sead
trees, as well as the non-snowy jeral rocks. make it feel a bit spooky
and mysterious. Include undead as standard enemys in this area. (see
enemies section)
10 - Icy wasteland. This place should be devoid of trees exept the odd
dead one, and hardy fir trees that have managed to survive here.
Include frozen pools of icy water, among other icy things. like the
barren tundra, this place should feel menacing, you may use undead as
standard enemies in this section.
12 - Pine Forest (I missed 11 of the map
). A pretty standard pine forest, the higher areas should be snowy, but the lower areas shouldn't.
13 - Pine Forest. Same as 12
14
- Ancient Redwood Forest. Include the town Vernim Wood, although
technically not part of the Rift, it's proximity means that it's
worthwhile including on the map. This area should be covered by giant
redwood trees. Include some small logging camps.
15 - Aspen/Snow Transition (Not claimable!). This area seves as a transition between area 1 and 16.
16 - Snowy mountains (Not claimable!). This area is beyond the borders of the Rift. It is a rocky/snowy mountainous area.
17 - Forest (Not claimable!). This area is beyond the borders of the Rift. Most likely forested.
Caves and Forts:
Unless explicitly stated otherwise, you may include forts and caves in
your area claim. However, the number of forts and caves is limited, so
if you want to include a cave or fort you must request it. The
following list shows the amount of caves and forts that can be used in
the Rift. Ice caves may only be included in very high, snowy areas.
Forts - 5 max - 0 currently claimed
Caves - 15 max - 0 currently claimed
Ice Caves 8 mac - 0 currently claimed
You don't actually have to make the caves, but you can place entrances
- make sure you note down where the entrance is, so it an be linked to
an appropriate cave interior when the time comes.
Enemies.
Currently, there is no standard set of enemies for Skyrim. Hopefully
there should be one soon, in which case more details will be posted
here. Until then, it is best if you don't include any enemies in your
claim, but placeholders are allowed as long as they are well labeled
(include the word PLACEHOLDER in their name).
most of all, make sure that your area is fun, unique and interesting
.
This post has been edited 7 time(s), it was last edited by Alasdair: 08.04.2007 15:41.
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08.02.2007 22:31 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I guess I'll claim 1 and 14-- and a fort
and 2 caves. I've been looking for something to do lately
What in the way of alchemical ingredients can I have there? I'd like to
use some colorful mushrooms (I have some cool ideas for stuff to do
with them). I'll work on 14 first, as I have more ideas for that (and
they're sweet, I'm pumped here, I'm gonna blow you away). If you don't
want people doing multiple claims, I'll just do claim 14.
About the redwood forest, it isn't specified what ground textures or
rocks I'm supposed to use, so I toyed around in the CS to see what
would look good. I tried the Colovian highland textures and rocks and
it just didn't go with the coloration of the redwoods. I tried great
forest ground textures and west weald moss rocks, and it looks awesome!
The jaggedness of West Weald rocks allows for some really unique
designs. So if nobody has objections, I'll just use those? Because it
kinda puts my ideas in the toilette otherwise.
Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding
This post has been edited 5 time(s), it was last edited by Siegfried: 09.02.2007 02:29.
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08.02.2007 23:04 |
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quote: |
Originally posted by Siegfried
I guess I'll claim 1 and 14-- and a fort
and 2 caves. I've been looking for something to do lately
What in the way of alchemical ingredients can I have there? I'd like to
use some colorful mushrooms (I have some cool ideas for stuff to do
with them). I'll work on 14 first, as I have more ideas for that (and
they're sweet, I'm pumped here, I'm gonna blow you away). If you don't
want people doing multiple claims, I'll just do claim 14.
About the redwood forest, it isn't specified what ground textures or
rocks I'm supposed to use, so I toyed around in the CS to see what
would look good. I tried the Colovian highland textures and rocks and
it just didn't go with the coloration of the redwoods. I tried great
forest ground textures and west weald moss rocks, and it looks awesome!
The jaggedness of West Weald rocks allows for some really unique
designs. So if nobody has objections, I'll just use those? Because it
kinda puts my ideas in the toilette otherwise.
Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding
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It might be best if Richard claims 14, as he is modding Vernim wood and can get the entire area done in one go.
Oh and I'll claim 6, as I'm doing Greenwood.
Cheers,
TOYB
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09.02.2007 04:02 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by Siegfried
I guess I'll claim 1 and 14-- and a fort
and 2 caves. I've been looking for something to do lately
What in the way of alchemical ingredients can I have there? I'd like to
use some colorful mushrooms (I have some cool ideas for stuff to do
with them). I'll work on 14 first, as I have more ideas for that (and
they're sweet, I'm pumped here, I'm gonna blow you away). If you don't
want people doing multiple claims, I'll just do claim 14.
About the redwood forest, it isn't specified what ground textures or
rocks I'm supposed to use, so I toyed around in the CS to see what
would look good. I tried the Colovian highland textures and rocks and
it just didn't go with the coloration of the redwoods. I tried great
forest ground textures and west weald moss rocks, and it looks awesome!
The jaggedness of West Weald rocks allows for some really unique
designs. So if nobody has objections, I'll just use those? Because it
kinda puts my ideas in the toilette otherwise.
Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding
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1 and 14 granted, along with a fort and two caves
, although as TOYB said you'll want to speak with Richard about placing
Vernim wood on the map. You can use whatever textures and rocks you
want for the Redwood forests, but stick with mostly yellow
aspens/colovian highland stuff for area 1. You can use whatever
ingrediants you want too, as long as it looks cool
.
quote: |
Originally posted by The Old Ye Bard
Oh and I'll claim 6, as I'm doing Greenwood. |
6 granted
.
I'll put some screenshots on the map ASAP, kinda stupid of me to forget those.
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09.02.2007 14:00 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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09.02.2007 16:43 |
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Version control, while better at merging the files requires Ram of a
minimum of 2 gigs, which many people do not have. It's a lot easier for
one person to maerge them using one of the many tools made by people
from the community.
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09.02.2007 21:55 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Just a quick question, the blue lines are roads right? And about how big are they?
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09.02.2007 23:04 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
Version control, while better at merging the files requires Ram of a
minimum of 2 gigs, which many people do not have. It's a lot easier for
one person to maerge them using one of the many tools made by people
from the community. |
True... I just don't know how well those community-made tools handle data overwrites.
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09.02.2007 23:52 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Oh that's a pain about 14 considering I have Vernim Wood all laid out and planned and stuff =(
It's been waiting finished for ages, just needing the heightmap. If I
were to be allowed to do it, I'd need some brief instruction on
protocol etc (I have never done anything like this before)
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10.02.2007 07:29 |
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quote: |
Originally posted by Richard
Oh that's a pain about 14 considering I have Vernim Wood all laid out and planned and stuff =(
It's been waiting finished for ages, just needing the heightmap. If I
were to be allowed to do it, I'd need some brief instruction on
protocol etc (I have never done anything like this before) |
Your still going to be able to make Vernim Wood exactly how you want to.
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10.02.2007 08:03 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Oh ok good. I don't understand how the whole heightmap thing works,
what the procedures are etc. But as long as Sieg leaves a little area
for me to put it in after he's done with 14, then I'm happy
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10.02.2007 08:51 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Yeah, TOYB's hit it on the head Rich. Anyway I'll try sending you my
work on 14 before the weekend is over so you have an idea of what
ground textures, rocks, alchemical ingredients, scale of trees, ect and
how they are all arranged so you can blend the terrain of Vernim Wood
as seamlessly as possible with my work. Once you have my stuff, we
should be able to work on them simultaneously as long as I stay out of
the 3x3 square (you don't have to use it all, you probably want some
buffer area-- actually you may want to actually compress Vernim wood
some-- or put much denser redwoods in the area, just looking at the
last version it seemed a bit spread out) and you stay in the marked out
area for Vernim Wood, otherwise we're gonna get some really nasty
landscape bugs
BTW if you guys want me to include a logging camp somewhere in the
forest I'm going to need some felled redwood log meshes, some tree
stumps, and of course flap-jacks and maple syrup to feed the
lumberjacks
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10.02.2007 15:42 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Alright, uploaded a few pictures for all of you since I'm such a nice guy
They're still very early WIPs, I'm detailing everything by hand-- so
its taking quite a while, and there needs to be more shrubbery, ect put
down, but at least you can see where I'm going, and what I'm doing with
the fort. Anyway I'll put an update up tommorow. Any and all feedback
and criticism is welcome.
BTW, should I start a seperate thread for this?
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11.02.2007 03:53 |
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quote: |
Originally posted by Siegfried
Alright, uploaded a few pictures for all of you since I'm such a nice guy
They're still very early WIPs, I'm detailing everything by hand-- so
its taking quite a while, and there needs to be more shrubbery, ect put
down, but at least you can see where I'm going, and what I'm doing with
the fort. Anyway I'll put an update up tommorow. Any and all feedback
and criticism is welcome.
BTW, should I start a seperate thread for this? |
The region should really be randomly generated first, then detailed by
hand, your not the only person who has to work on that area. Also those
pics are incredibly hard to see, take some in Daylight.
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11.02.2007 04:03 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by The Old Ye Bard
The region should really be randomly generated first, then detailed by
hand, your not the only person who has to work on that area. Also those
pics are incredibly hard to see, take some in Daylight. |
That's one way to do it, but detailing it by hand is also a perfectly
acceptable (and some would say better) way of doing it. The pics looks
awsome
. Though they should really go in a separate thread.
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11.02.2007 04:12 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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@ TOYB: I'm not going to touch the 3x3 square set aside for Greenwood
until after Richard has laid down the buildings and details for
Greenwood. I'll blend the village with the forest once he's done. I
thought I made that clear in my post 4 above.
@ Alasdair: Thanks, I'll make a seperate thread for this once I have
new stuff and pics with better lighting sometime soon, or you can go
ahead and split this if you would like. |
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11.02.2007 04:16 |
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quote: |
Originally posted by Siegfried
@ TOYB: I'm not going to touch the 3x3 square set aside for Greenwood
until after Richard has laid down the buildings and details for
Greenwood. I'll blend the village with the forest once he's done. I
thought I made that clear in my post 4 above.
@ Alasdair: Thanks, I'll make a seperate thread for this once I have
new stuff and pics with better lighting sometime soon, or you can go
ahead and split this if you would like. |
I'm doing Greenwood, he's doing Vernim Wood.
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11.02.2007 04:24 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Sorry, I get the Woodz0rZ mixed up
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11.02.2007 04:33 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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quote: |
Originally posted by Siegfried
actually you may want to actually compress Vernim wood some-- or put
much denser redwoods in the area, just looking at the last version it
seemed a bit spread out) |
LOL those trees in the screenshots/Vernim wood esp were just ones I'd
randomly stuck on there. I meant I had all the buildings and stuff in
place, not the trees. I just put them there for effect lol
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11.02.2007 13:35 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Great screenshots Siegfried, I like the density of the redwoods. Take
screenshots during the day though, it is hard to make out any detail. |
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11.02.2007 13:54 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I demand claims 4 and 9!
I should mention though that I'm just reserving them for later as I
don't have OB on my comp or a way to install it currently (my DVD drive
died).
Hmm, I don't have OB and I don't have Photoshop. Seems like I've
coincidentally found a way to get out of modding for a while...
...interesting!
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14.02.2007 03:24 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Coordinates are x,y and not y,x right?
For example the top left cell of Vernim Wood would be 67,-1 right?
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14.02.2007 09:05 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by Richard
Coordinates are x,y and not y,x right?
For example the top left cell of Vernim Wood would be 67,-1 right? |
x is along the top, y is down the sides. And like most sensible things,
in the CS they are shown as x,y. The only thing I can think of the top
of my head that uses y,x is the NCURSES Unix TUI library (which has
been obsolete since the 80's anyway).
@Psychotic
4 and 9 granted
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14.02.2007 14:48 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I was looking at the map and I just realized that the Riften Legion
fort wasn't included in the settlements? It should probably either
share spare area with Riften, or be somewhere in claim 9. |
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14.02.2007 21:31 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I'd say it should go in area 9, but I don't know quite exactly where.
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14.02.2007 22:33 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I'd say within very close vicinity to Riften, as, it is the Riften Legion fort.
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15.02.2007 00:02 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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- For pathing, you can do it by hand, or in the region editor, it
doesn't really matter which (check out the cs wiki for details on the
region editor).
- You should be able to name cells just like you would normally, I have
named several of Riften's cells so there's no reason why it shouldn't
work for Vernim Wood.
- I think Bethesda placed slight vertex shading around there trees, but do whatever you think looks best.
Hope that helps
quote: |
Originally Posted By Siegfried
I'd say within very close vicinity to Riften, as, it is the Riften Legion fort. |
I think I'd like to put it on one of the hills south of Riften, it just
seems like a natural position for the fort, plus Riften is already huge
and I don't particularly want to make it any bigger. This post has been edited 3 time(s), it was last edited by Alasdair: 15.02.2007 17:49.
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15.02.2007 17:34 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Alright that's all good, except I still can't name cells for some reason
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16.02.2007 04:47 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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are all these regions going to be done by hand instead of speedtree?
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19.02.2007 09:03 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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If you mean "are all these regions going to be done by hand instead of
using the region editor", then that's up to the modder in question.
Personally I use the region editor, but then do a few areas by hand to
make the landscape feel more interesting. |
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19.02.2007 15:09 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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SpeedTree is a separate application that allows for the easy creation of tree models... it's used to create new types of trees for OB.
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19.02.2007 22:38 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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OHHH! Now I get it, thanks
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19.02.2007 22:58 |
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