Skyrim Alpha 02 |
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
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. |
|
31.12.2007 18:26 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
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. |
|
01.01.2008 02:50 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
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 |
|
|
SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
|
|
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 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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.
|
|
06.01.2008 13:29 |
|
|
SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
|
|
Once I see on here that #2 is up, then I'll pull #1.
Steve
|
|
06.01.2008 15:07 |
|
|
Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
|
|
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.
|
|
07.01.2008 03:16 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
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. |
|
09.01.2008 02:20 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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 |
|
|
thomsoda
Associate
Registration Date: 08.01.2008
Posts: 1
Location: NOVA SCOTIA
|
|
how do you get to skyrim??
__________________ P1E Guy
|
|
13.01.2008 23:00 |
|
|
Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
|
|
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 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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 |
|
|
Skot the Sanguine
Knight
Registration Date: 11.10.2006
Posts: 93
Location: New York, USA
|
|
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).
__________________ That which does not kill me only delays the inevitable.
|
|
15.01.2008 18:47 |
|
|
Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
|
|
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.
|
|
25.01.2008 03:46 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
|
26.01.2008 22:33 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
That's fine Al, do what you can. The project is going at it's own pace. No hurry
__________________ 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
|
|
29.01.2008 11:28 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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...
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?
|
|
29.01.2008 22:25 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
Sounds like a cool utitility. Do you plan on releasing it to the public after you complete it?
|
|
30.01.2008 05:40 |
|
|
Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
|
|
Alasdair you are a man of many talents lol.
|
|
30.01.2008 06:31 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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...
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.
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?
This post has been edited 3 time(s), it was last edited by Alasdair: 02.02.2008 23:13.
|
|
02.02.2008 22:28 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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.
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. |
|
04.02.2008 15:55 |
|
|
Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
|
|
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)
|
|
05.02.2008 05:02 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
How soon can we expect a release do you think?
|
|
07.02.2008 01:23 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
|
08.02.2008 21:53 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
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
|
|
09.02.2008 01:22 |
|
|
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
|
|
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.
|
|
09.02.2008 06:56 |
|
|
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
|
|
The Sunbask forge houses have never had textures in the master file.
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 |
|
|
|