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Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
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Snowy versions would be great, I'm pretty sure I have snowy needle textures left from HG so they shouldn't be too hard to make. Anyway here are the new billboard images I made: link
31.12.2007 14:07 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
Siegfried
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Cool, they look great! I don't need to change any sort of texture paths for them, so if you just drop them in the spruce billboards folder they'll show up ingame for you.
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Siegfried
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Here are 7 leafless Oak Trees I whipped up today. I'm not sure if you guys can use them for any location specifically, but I was just thinking back to Scourge of the Frostbringer for Morrowind, and how they had frozen deciduous forests in their mod; I figured it would be cool to do something similar for Skyrim. If you aren't interested I can release them as a Modder's Resource.

Right now they use the default Oak Tree textures, and place holder billboards. There are no leaf textures, as they are meant for frozen/snowey areas. I may end up going in and giving them a darker/burned looking texture, because the Oblivion engine automatically vertex shades the branches (or if it's speedtree it doesn't show up in the editor). To my knowledge the only way to really work around this is to give them a very dark texture so that the vertex shading is less noticeable. That is what Beth did with their Kvatch trees.
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Alasdair
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I'm sure we'll find a use for them somewhere, although feel free to release them as a modders resource. I'll make some nice billboards for them if you want.
03.01.2008 22:00 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
Siegfried
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I'm very tempted to switch the textures to the burnt tree texture, just because of that nasty vertex shading that shows up on the branches-- I think I'll go ahead with it, unless you like it the way it currently is. Otherwise hold off on the billboards until I can change the textures and reupload.

BTW how far along till the next master file release? And if you have any specific trees you'd like to see made, I'd be happy to give it a whack (though how well it comes out is another matter completely-- I'm still noob in speedtree).
04.01.2008 01:34 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Alasdair
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How does the 26th of January sound for a release? I have several exams earlier in the month, so I can't do much until they are out of the way.

This post has been edited 1 time(s), it was last edited by Alasdair: 05.01.2008 22:14.

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SACarrow
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Will you want me at that point to either:

- host it on my FF account or
- cease hosting #1?

Steve
05.01.2008 22:34 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
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You can cease hosting #1 if you like, I'll upload the new file to my FF acount and as long as I don't forget to check my emails for deletion notices, it should hopefully stay there. :D
06.01.2008 13:29 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
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Once I see on here that #2 is up, then I'll pull #1.

Steve
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Richard
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Alasdair, remember to do a check of the Visual Dev subforum as there's a fair bit of finished stuff there ready for the master. Yes
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Siegfried
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http://files.filefront.com/WinterTreeDat...;/fileinfo.html

Here's the modified version of the trees with burnt looking bark textures. Perhaps we can include a haunted forest in our mod?

Also I have Prom's houses converted to nif (albeit Morrowind format) and also slightly modularized on my HD somewhere-- however I'm not sure I'm supposed to distribute them. If you could give me a pm Alasdair, I could explain the situation to you.
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Skot the Sanguine
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Or maybe a region ravaged by Goblin warparties!

.....sorry, I will go back to lurking... :D

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This post has been edited 1 time(s), it was last edited by Skot the Sanguine: 09.01.2008 16:13.

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Alasdair
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A haunted forest is definitely a possibility - It probably have to be in a snowy region or it could be north of where Pagran Villiage will be, but I was thinking your spruce trees would work well there.
10.01.2008 19:44 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
thomsoda
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RE: Skyrim Alpha 02 Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

how do you get to skyrim??

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Richard
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RE: Skyrim Alpha 02 Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You type in the console: 'cow skyrim 78,8' (without quotes). Or some other such coordinates.

It's not playable though really unless you want to run through unfinished landscapes.
14.01.2008 09:01 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Alasdair
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the command 'coc Riften03' should take you somewhere fun. We are currently working on our landmass and towns, so their aren't any quests yet. But a lot of what we've done is rather nice to wander around in. I'm releasing a new master on the 26th which will really flesh out the exterior of the southern part of our mod. That'll definitely be worth downloading if you want to check out what we've been up to.
14.01.2008 22:27 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
Skot the Sanguine
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I am definitely looking forward to the new release :)

As an aside, I know most people dream of simply walking into the new region. I don't know if anyone is familiar with this mod but it allows a person to enter a cave by simply walking into the cave (and not activating anything by "space").

Perhaps it might be useful for the future (by setting a bunch for every few feet along the border....don't know if that would kill FPS but I hope you get my meaning).

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Richard
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Just a reminder for Alasdair to go through the last 2 pages of Visual Development threads and collect any assets that aren't already in. I've made a few new (and reuploaded some edited) things over the past month or so.
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Alasdair
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Not going to get this done today. I just fail when it comes to self-imposed deadlines. :D I've just been more busy than I thought I would be, RL has a habit of being annoying like that. I've currently merged all the regions I have into the file and fixed up the boundaries between them a bit. The Rift's still pretty rough in places, but once I finish my NETDL of modeling jobs I'll polish it all to a glistening sheen. I plan to release the models I make after I finish the latest file in small incremental updates, so you won't have to wait long for them (them being most of the models I should really have finished for this release Wink ).

So overall, don't worry about the minor delay, it'll all be released soon. :)

This post has been edited 2 time(s), it was last edited by Alasdair: 26.01.2008 22:34.

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Smokindan
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That's fine Al, do what you can. The project is going at it's own pace. No hurry :)

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29.01.2008 11:28 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
Alasdair
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Well here's the story:

I started writing a program to automatically gather all the files used by an esm/esp file back in late november/early december sometime, since TES4FILES was soul-crushingly slow on huge files, and gathering all the files by hand was proving error-prone and boring. I stopped working on it about a month ago, but I just started work on it again this weekend, I had already written the code to parse the esm file and extract the MODL, LTEX and NIFZ (or any other record type) records from the file, and I'd written a the code to find the textures in a nif file. I also had code to track down any possible normal map or glowmap. So all in all it seemed that I'd pretty much got it finished. Ofcourse I didn't realize that the filepaths in the esm aren't all relative to the data directory, as I had naively assumed. I just had to pretty much re-write most of the code for the esm/esp parser, which normally wouldn't take too long, except RL decided to be a pain and I've only just finished it. Now all I have to do write the code that will link all these features together and copy the files found to a new set of directories ready to be zipped and sent off, this will undoubtedly be harder than it sounds though...

If anyone's interested the program is written in Common Lisp (a particularly weird language choice I know), so if anyone here on the forums knows it... Wink Oh and I still have way to much stuff to merge into the actual file, but once I finish this damn program I won't have to remember where I put anything. The joys of having a totally disorganised master file eh? :D
29.01.2008 22:25 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
Smokindan
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Sounds like lots of fun, Al! Wink Are you going to include Reich Corigate at all in this Alpha?

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This post has been edited 1 time(s), it was last edited by Smokindan: 30.01.2008 05:13.

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Siegfried
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Sounds like a cool utitility. Do you plan on releasing it to the public after you complete it?
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Richard
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Alasdair you are a man of many talents lol.
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Alasdair
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Merged quite a lot of stuff in. I think I got all of Richards stuff in their, as well as WhiteWizards tapestries. I didn't add all the tapestry resources that were posted, cos many weren't really very 'Skyrim'. Hel Bornes weapon racks are in their too. Most of the resources I have made have also been merged, as well as Sieg's spruce trees. Lots more still to go though... Sigh

quote:
Sounds like a cool utitility. Do you plan on releasing it to the public after you complete it?

No, it's really just a collection of hacks cobbled together haphazardly into a quick utility that does what I want/need. TES4FILES fails to correctly read the SkyrimResourceMaster file and subsequently misses loads of stuff, but most other modders seem to report that it works fine, so I don't think there's any real need for me to polish this up to a releasable standard.

Before I started modding oblivion I used to program small games like snake and space invaders firstly in C++ and then Common Lisp. When I started modding, I wanted to get into the scripting side of things, but found that the oblivion scripting language is just plain abysmal. Ofcourse by then I was hooked, and I just couldn't stop modding. :D I'm currently thinking of writing a OBSE plugin as a small side project. Does anyone else think embedding the MzScheme interpreter in a OBSE plugin would be the coolest thing since sliced bread? You could run scheme code from directly within an oblivion script. For example, you could have something like:

set MyNumber = MzScheme("(+ 1 2)")

Which would add 1 and 2. Obviously that's a trivial example but even a simple scheme interpreter system embedded into script like that would allow a lot of additional power even with it being limited by the constraints of the oblivion scripting language. It would give instant support for many data structures (arrays, lists etc) and many mathematical operations (you could use complex numbers, for example). The hard part would be to include variables from the script in the Scheme command, I'm thinking maybe syntax like in CL's format macro, such as:

set MyNumber = MzScheme("(+ 1 ~A)", MyOtherNumber)

Umm yeah, I should probably stop here because this post has just become a stream of ideas for an OBSE plugin that I will probably never finish, I'm pretty sure it's possible so if some guru wants to make it, feel free. :)

Anway what were we talking about again? Master files or something? Wink

This post has been edited 3 time(s), it was last edited by Alasdair: 02.02.2008 23:13.

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Richard
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I was looking over the last master awhile back and noted some stuff (my tapestries for instance) was IN, but not IN the actual esm. Like all the nifs and textures were there lol but not merged.

One thing you need to include you may have missed (because it's not in the Visual Dev) is the Nord Hall interiors that SAcarrow converted. They're in the Dragonwood settlement claim thread. I'm using them already but not from the master.

On an unrelated note Alasdair, where did you learn all that programming stuff?? Sounds like something from a university IT course but you're only 17!

This post has been edited 2 time(s), it was last edited by Richard: 03.02.2008 07:18.

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Alasdair
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I'll check out those Tapestries, and thanks for reminding me about the Dragon Wood exteriors, I would have totally forgotten about those.

quote:
Originally posted by Richard
On an unrelated note Alasdair, where did you learn all that programming stuff?? Sounds like something from a university IT course but you're only 17!

I'm (hopefully) going to be starting a course in computer science at University this september, so they better have something to teach me. Wink TBH though it's all pretty basic stuff what I'm doing with this OBSE plugin, and I still spend more time staring confused at documentation than actually writing anything.
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Richard
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The exteriors are in the last master, it's the interiors I'm talking about (unless that's what you meant and it was just a typo lol)
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Alasdair
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Yep typo. I think I got most of the stuff I need to put in, but I still have the feeling that I'm missing something...

This post has been edited 1 time(s), it was last edited by Alasdair: 06.02.2008 23:14.

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Siegfried
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How soon can we expect a release do you think?
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Alasdair
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Ok, how about I finish merging a few small things today, I'll upload it tommorow and you can then tell me what I've missed for a final upload this weekend. I've decided to let my OBSE plugin idea rest for a while now until I do some more stuff for Skyrim (I have a working prototype though, it's pretty cool...)

Edit: Also... do you have anyone that needs to be credited in the Readme for stuff that was added ages ago?

Edit 2: Hmm where did I put those nord hall interiors... does anyone have a link?

Edit 3: nvm found them lol.

This post has been edited 3 time(s), it was last edited by Alasdair: 07.02.2008 19:56.

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Alasdair
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Started uploading. If all goes well it should be done in about 2 hours or so...

Edit: 4 hours now apparently. Frown

Edit: The interwebz hates me Frown Frown

This post has been edited 2 time(s), it was last edited by Alasdair: 08.02.2008 23:35.

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Alasdair
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Triple post FTW

Here's the download link, Filefront was being ridiculously slow, so I uploaded it at megaupload. Please check it out and tell me what I've missed out.

http://www.megaupload.com/?d=VY6UV5G5
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Siegfried
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For the most part it looked good, I was getting some error messages for ravenwear gauntlets (though those should have been in an earlier release). There is also something wrong with the texture-paths for the sunbask homes. Should we just delete them from the master file? Right now the Pale where sunbask is located has been cut from the mod. Also I didn't see the burned oaks I made included (was that for a later rlz?)

BTW, I'll be gone for the next 4 days, so this is the last bit of feedback from me.
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Alasdair
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The Sunbask forge houses have never had textures in the master file. :D

Which ravenwear gloves were giving you errors? they all seem to work fine for me. Lastly your burnt oaks are not there because I haven't made billboards for them yet; they will probably be used in Eastmarch, so there is no great hurry for them to be included. Have fun going wherever you are going!
09.02.2008 19:00 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
Skot the Sanguine
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Just two things I noticed (when looking at it in the CS) is that I get the yellow exclamation mark for the fur robe in the player's house. Also, the Riften gatehouse roof is coming up a magenta color, dunno what that is all about (the two that are in Riften and the one in Reich C.) Figured I would mention it.

Edit: I was thinking I didn't see anything of the old border town Haerter's Gap, has that been cut out due to the changing borders of the mod?

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This post has been edited 2 time(s), it was last edited by Skot the Sanguine: 09.02.2008 20:10.

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Richard
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Hmmm looks like everything's there. Maybe for the next one we could restructure the folders to make things easier to find for modders (for instance my rugs are under RI in static, but my tapestries are under Clutter/1SK which is a better location.) It might be daunting to any new worldbuilders as they won't know where things are and will likely overlook them.

...seeing as we don't have any new worldbuilders though, it doesn't really matter =)

EDIT: AGhhhh and the Senaria tapestries don't have normal maps. Just checked the file I got them from and whoever made them hasn't made any (was it WhiteWizard I think?). I'll have to generate some, though it's not urgent.

This post has been edited 1 time(s), it was last edited by Richard: 10.02.2008 10:16.

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Alasdair
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Doesn't look like I missed anything major. I'll create a shiny new thread for it tomorrow, with a small patch fixing some of the issues you guys mentioned.

This post has been edited 1 time(s), it was last edited by Alasdair: 12.02.2008 22:32.

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Richard
Chieftain of Skyrim


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How big is the esm? I think that might be a good way to go Alasdair; just reupoading the esm and any additional meshes etc in a 'patch' style like that in couple-of-megabyte increments.

Regarding 'issues us guys mentioned', about the Senaria tapestries with no normals, don't worry about waiting for me to do those as it's irrelevant until the mod is in a playable state so I'll just do them for the next proper master.

This post has been edited 1 time(s), it was last edited by Richard: 13.02.2008 05:57.

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