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Alasdair
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Lamp Skyrim Beta Release Plan Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

We're going to release a public Beta of this mod in late august (hopefully). It will be a small area of skyrim (about 1/4 -> 1/3 of the area we are modding). The map below shows this area in all it's glory. As you can see it consists of the area around Vernim Wood and Pagran village. This area was chosed because there are no big cities, it's rather nordic and contains lots of new resources that wern't used in earlier more southern areas of our mod.



Essentially what we are aiming for with this beta release is a complete landscape in the aformentioned area, all interiors for Vernim Wood and Pagran Village complete, a few nice dungeons and maybe a few misc quests. Plus maybe some working arena type pit fights.

We are closer to these goals than you may think - Ideally we would need about 6 tombs, 6 caves and 3 ice caves for the area.

We currently have:

5/5 Tombs (2 have been connected to the exterior world)

1/6 Caves (We do have some caves but they need to be reviewed etc)

4/4 Ice caves (4 caves have been reviewed and connected, although some still need enemies and they could do with improved exteriors.)

1/3 Forts have been completed

As for interiors, we have:

9/9 Interiors complete for Vernim Wood.

6/6 Interiors for Pagran Village.

Pagran village has basic dialog.

Vernim wood needs basic dialog.

Vernim wood needs improved AI routines.

On the exterior side of things:
The exterior landscape is about 100% complete, minus small bugs like floating rocks etc...

Pathgrids have been generated.

60% of the landscape has enemies.

We don't have many unique ingrediants.

We have some levelled lists for Skyrim enemies.

Weather has been implemented.

Quests etc:

We have no quests

Pits have not been implemented (see: here)

That may seem like a lot of red up there, but most of the hard stuff has already been done, such as a good portion of the landscaping and a nice portion of the interiors... It'll all go green soon...

This post has been edited 10 time(s), it was last edited by Alasdair: 23.12.2008 20:14.

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Sounds awesome!Can't wait to play it. Wink

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Siegfried
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I'll get to work on reviewing and completing the dungeons. I've got a cave that is mostly complete now, so we can add that to the list. After that I'll go to making a Pit for Pagran Village and polishing up the one in Vernim wood. Then come interiors for Pagran if we need them, concepts for flora, and I'd be happy when all that is done to set up some new leveled lists.
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I see a nice sheme. The peolple here will know what needs to happen.
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Alasdair
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Cool Good job! Once you have the dungeons done, just upload them and I'll link them to the exterior, or you can link them to the exterior yourself if you want to.
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Siegfried
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What type of terrain is the 20% that has yet to be generated? I just got permission from Jarrod to use his texture pack, so I think we should do it using those. Also they are 1024x1024, I assume we want to reduce them to 512x512? If so I can scale them, get them ingame, and generate normals.
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Alasdair
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All the terrain has been generated, the 20% is basically how much it needs to be tweaked by hand to a level where it could be considered releasable. There's also still some work to do on the eastern area of the Redwoods, but nothing that requires the region editor.

That said we could use some new textures for Eastmarch and in order to avoid killing graphics cards, 512x512 would definitely be best.
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Quokimbo
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Can I post here?

Ok, Siegfried told me it would be best if I modeled some weapons, but some questions.

How many poly's on the axe, hammer, sword and spear?
Do you want them to look pretty close to these?
http://s24.photobucket.com/albums/c23/qi...tmanweapons.jpg
I will try these as soon as I finish mowing the front yard.

I will also try my hand at some rocks.

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With weapons, I think between 3k-7k polygons are OK. If you need more, take them. I could be wrong, open up a beth weapon and check on it, whatever it has, you can take at least a few thousand more polys if you think you need them for a weapon.

And you're welcome to post anywhere you please around our boards, so post to your heart's content.

This post has been edited 1 time(s), it was last edited by Siegfried: 12.06.2008 20:08.

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are you talking about opening them up in the construction set? I have played around a bit, tried to figure out the camera movement controls and whatnot, but its a confusing interface.

I need to sit down and grab these beasts by their horns!

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I was saying open them in a modeling app, but now that I think about it that would be a lot of extra converting and exporting. Polys aren't that much of an issue with weapons just so long as they're under 9k or so.

If you need any tips about CS use I can give you a useful list of hotkeys for editing stuff in there.
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Alasdair
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Most of Bethesda's weapons are in the 1.5k -> 3k poly range (maybe a bit more for large and complex weapons). Lots of modded weapons do go as high as the poly counts Sieg mentioned, but it's kinda unnecessary.

Edit: and it's probably best to not make the spear, as we can only use it for decorative purposes. :D

This post has been edited 1 time(s), it was last edited by Alasdair: 14.06.2008 19:14.

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Siegfried
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Could you give me some locations, cell coordinates for where you would like the dungeons on our world map? I'll go ahead and set up exteriors and connect them to ints after that is done.
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My apologies to everyone. I took a three day vacation to go with my brother to his college orientation. I got back played some video games, then did some modeling. I did the stone sword axe and hammer.

Sword comes in at a whopping 384 triangles
Hammer has a bit more with 870 triangles
Axe has the most with 1114 triangles

I think the axe could be reduced, but a grand for the axe I do not feel is bad. Time for shots of them.

1. http://i36.photobucket.com/albums/e10/Quok1mb0/StoneSwordAxeHammer2.jpg

2. http://i36.photobucket.com/albums/e10/Quok1mb0/StoneSwordAxeHammer1.jpg

3. http://i36.photobucket.com/albums/e10/Quok1mb0/StoneSwordAxeHammer.jpg

4. Here is the wire frame. Also it works as a scale comparison.


OK, one thing I thought about was before I(or someone else) tries to texture it, I will move some of the verticies around to make them look more jagged. I mean so it does not look so symmetrical, and more like stone.

Also I think I might shorten the sword handle to make the blade longer. Maybe. Here was what I used for reference. http://s24.photobucket.com/albums/c23/qi...tmanweapons.jpg Let me know what you think.

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This post has been edited 1 time(s), it was last edited by Quokimbo: 24.06.2008 21:42.

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quote:
Originally posted by Quokimbo
My apologies to everyone. I took a three day vacation to go with my brother to his college orientation. I got back played some video games, then did some modeling. I did the stone sword axe and hammer.

Sword comes in at a whopping 384 triangles
Hammer has a bit more with 870 triangles
Axe has the most with 1114 triangles

I think the axe could be reduced, but a grand for the axe I do not feel is bad. Time for shots of them.

I'd add more polygons to the sword, mostly in the crossguard and the blade and move the extra verts around to make them seem more natural and rugged. The crossguard at the moment looks a bit too perfect, what I suggested should sort that.

The 'hammer' is actually a different axe, so I think the edges should come to more of a point, rather than being so round.
quote:

OK, one thing I thought about was before I(or someone else) tries to texture it, I will move some of the verticies around to make them look more jagged. I mean so it does not look so symmetrical, and more like stone.

Also I think I might shorten the sword handle to make the blade longer. Maybe. Here was what I used for reference. http://s24.photobucket.com/albums/c23/qi...tmanweapons.jpg Let me know what you think.

Yeah, we're thinking along the same lines, roughen them up a little. This will also be done with the normal map, but you're well within any polygon limits, so I'd say put a bit more detail into the model.

Overall, I'd say they're looking good. Good job!
24.06.2008 21:54 nick_op is offline Search for Posts by nick_op Add nick_op to your Buddy List
Alasdair
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Lookin' good so far, Good job! but you can easily go to 2000 tris for weapons. definitely make the stone blades more jaggy and rough, you have plenty of poly to spare, so go wild! Also you could model some rope to go around the weapons, like in the reference pic.

Edit: Oh and the hammer should be an axe like nick_op said, so it needs to be more pointed. :)

This post has been edited 3 time(s), it was last edited by Alasdair: 24.06.2008 22:01.

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I like them, and no worries about vacations, take a break when you need, we don't pay you or anything. If you are working on a really big or important project for the mod before you take a break, please upload it before you head out.

On hammers, what about including a stone headed hammer as well something similar to this though stylistically more like the hunstman weapons.

This post has been edited 1 time(s), it was last edited by Siegfried: 24.06.2008 22:26.

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That is kind of what I was going for with the hammer, I did not know it was just supposed to be another axe. I will change it, and maybe try something like you posted siegfried, maybe tomorrow.

Also you want me to try modeling the rope handle? I can try that as well, no guarantees how it comes out though Cool

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This post has been edited 1 time(s), it was last edited by Quokimbo: 24.06.2008 22:28.

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I'd say it's worth trying the rope handle. While something like that could be done fairly well with a normal map, having the geometry for it would look much better. Of course, the downside is that it would probabably take up lots of polys. I'd try to do it in relatively few, probably with half an 8 sided cylinder, with the smoothing groups set up correctly it would look good.
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Playing around with a handle. All I did was use the helix tool and reduce many times to get something that looked kind of irregular.



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I like it, though I think it could do with being smoothed, rather than having the hard edges.
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Alasdair
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I updated the progress list in the OP.
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Alasdair
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Updated the list - I have just generated pathgrids for the whole Beta area and I've added weather to the area.

During the next week I plan to place some critters on the landscape and hook up some dungeons to the exterior, as well as getting cow's rocks in-game.
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Alasdair
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Been kinda busy this last week, but some progress was made nonetheless. =) About 60% of the creatures have been placed and I set up some caves.
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Hello!

The forum is so silent.What happened?

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I believe Alasdair's in university. Personally I am creating concept art for Windhelm.

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Allright,can't wait to see your concept,Marcus.

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The thing is I work slower than a snail :D

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com
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quote:
Originally posted by MarcusAurelio
The thing is I work slower than a snail :D


Haha :D :D

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So is this the part of Skyrim that's just across the border from Cyrodiil, over Pale Pass?

Plus: Tell me what you want inside the caves, Alasdair, and I'll whip a couple up for you. I really want to be able to visit Skyrim!

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Eastern Skyrim , The Rift and Eastmarch , Riften and Windhelm areas respectively Wink

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com
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So it's actually just across the border from Silgrad Tower's Great Gate?

How is the player going to get there from Cyrodiil?
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I'm not really quite well informed on these things...
One passage should be the Dunmeth Pass from Windhelm as far as I think I know.

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com
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Sorry, I've been reaally busy lately. If you want to do some caves (that would be awesome), it's totally up to you what you want to include.

I think the only pass we were going to have in our mod was dunmeth pass, but we could put one further south near silgrad.
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Sure. So you want one ice cave, and maybe 2 or 3 regular caves?

Plus, what about barrows? Have you made any new cave or tomb tilesets that I could use?

Out of interest, how much of Skyrim is finished, apart from this area?
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The Rift and Eastmarch are the only ones to be completed as of now.
The other holds are possible and I expect discussions on those things when these are done , if I'm correct Wink

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com

This post has been edited 1 time(s), it was last edited by MarcusAurelio: 07.10.2008 19:29.

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Deeza
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So are those going to be included in this beta or not?
07.10.2008 19:29 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List
MarcusAurelio
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I don't have a clue

EDIT:You should get your answer from Page 1 of this thread. Wink

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com

This post has been edited 2 time(s), it was last edited by MarcusAurelio: 07.10.2008 20:27.

07.10.2008 19:30 MarcusAurelio is offline Send an Email to MarcusAurelio Search for Posts by MarcusAurelio Add MarcusAurelio to your Buddy List
Senten
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Long time no see any progress :/ :/

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29.10.2008 23:08 Senten is offline Send an Email to Senten Homepage of Senten Search for Posts by Senten Add Senten to your Buddy List YIM Account Name of Senten: Senten16 View the MSN Profile for Senten
MarcusAurelio
First Knight


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Registration Date: 24.02.2008
Posts: 138
Location: Tallinn , Estland

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http://ysgramor.deviantart.com/
Although it bears little importance, this is where I'm uploading concept art time to time .

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The Nord pointed his finger at the building on the hill , and said :"That is the Emerald Hall , the Palace of Ysgramor."

How can you tell if a Bosmer is lying? If his lips are moving.

my concepts - http://ysgramor.deviantart.com
31.10.2008 19:04 MarcusAurelio is offline Send an Email to MarcusAurelio Search for Posts by MarcusAurelio Add MarcusAurelio to your Buddy List
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