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Silgrad Tower from the Ashes
Velothi Tile Set - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions)
+--- Forum: Discussion boards for our towns & cities TESIV (https://www.silgradmodding.net/forum/Forum-Discussion-boards-for-our-towns-cities-TESIV)
+--- Thread: Velothi Tile Set (/Thread-Velothi-Tile-Set)

Pages: 1 2 3 4 5 6 7 8 9 10


- KuKulzA - 02-14-2006

so your suggesting a blend of original and current?
like a more rustic tannish that goes well with Dunmer and making it dimmer like the current?
sounds good to me...


- spankybus - 02-14-2006

That is exactly, what I did, i looked at the screens of the ambience of Oblivions Dungeons, and used similar lighting and mood.

The textures are just about spot-on color matched to the morrowind tiles, as I've compared them in MAX.

I do not know if OB will have a means to alter the color of light coming into a skylight based on the time of day.

The bluish-green light is similar to the lighting of OB's dungeons, though it a player is carrying a torch, the light will be a white-spectral light and make the dungeon near the player look like the velothi of TES3.

Understand I do NOT want to capture the pure feeling of TES3's dungeons, the lighting sucked, and the detail was lacking. That was the limits of the PC at that time. there the tomb was bright, almost chipper...give me a break. :lmao:


- KuKulzA - 02-14-2006

Big Grin well, the Dunmer cared a lot for their ancestors! wanted them to have a cozy home!

...well, I think maybe your lighting with a brownish tint is good... thats just me...
I like you newest version so far :yes:


- spankybus - 02-14-2006

Here are 'saylight' versions, using a deep tan light, instead of the moonlight blue. Would be great if the game can differentiate lighting for day or night, but we'll see, i doubt it.

yal can decide how you like it. I don't think lighting is handled on my end, uless it's to be built into the tiles with skylights, again another unknown of the games engine.

spankybus has attached these images (downsized versions):
[Image: thumb_spankybus_velothi_int_2006-02-13_1..._light.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_1...f_Dawn.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_1...lights.jpg]


- Quentin Fortune - 02-14-2006

Quote:Originally posted by spankybus
Btw, who is my texture guy? I need some wood textures for the doors and pillars, and some metal for door rings, bolts, etc. Whatever metal would be appropirate for the lore is fine, I leave that stuff to you guys. The stone textures I have are actually pretty kick-ass, I thing Quentin did em.


Now ... since you like my stone textures, I feel obliged to provide you with anything else you need.
I'll check out the original stuff to see in which direction I should go and in the meantime you could tell me which size the textures should have and which format you'd prefer.

Quote:Originally posted by spankybus
Let me know what y'al think of the lighting, because as they are now, none of the tiles have skylights build into them, the lights are just there, it would be easy enough to add the pillars in the roof so when the player looks up the shaft it seems he can see a small square at the top, and daylight!

I really like the lighting and I wonder, if a skylight is really realsitic ... with the tomb underneath the surface of the earth. :hmm:

Greetings

Quentin


- noremorse - 02-14-2006

They look amazing spankybus, but as Q said, maybe the skylight won't really work out because of that. I guess depending on where it was used in the tomb would be appropriate though.
How many poly's are the columns made of? The part near the ground looks to be just 4 faces, too square to me. If you chamfer the edges a bit, I'm sure it will look even better. :yes:


- spankybus - 02-14-2006

Light shafts were common in catacombs, at least on earth, for both lighting and ventelation reasons. Air gets stale and dangerous otherwise.

The light should be dark. If npc's have taken up residence, torches can be used in creating the tomb in question, and would be a good indication to the player that more then the dead live here. If it's deadra or the undead, they don't need torchlight to see, particularly with many of those tombs being really remote. But, that's yal's call, I am simply experienced in creating atmosphere based on realworld physics.

For the textures. 265x256 is probably good enough, 32bit is good, you can make it a solid wood grain, no planking, as I will probably make doors and woodwork one plank at a time.. Metal can be a multi-texture if you want to have multiple metal types on one texture, i can use UV mapping to apply them. I still haven't done all the UV mapping yet. If you want to do the same with multiple types of wood, thats fine to. i't sup to yal as to how much diversity of wood and metal you want.


- Quentin Fortune - 02-14-2006

Quote:Originally posted by spankybus
[...]

The light should be dark. If npc's have taken up residence, torches can be used in creating hte tomb in question, and would be a good indication o the player that more then the dead live here. If its deadra or hte undead, they don't need torchlight to see, particularly with many of those tombs being really remote. But, that's yal's call, I am simply experienced in creating atmosphere based on realworld physics.

[...]

Very good thinking :goodjob: and you've done a marvellous job.

Greetings

Quentin


- dwemer lizard - 02-14-2006

Quote:Originally posted by spankybus
Light shafts were common in catacombs, at least on earth, for both lighting and ventelation reasons. Air gets stale and dangerous otherwise.

The light should be dark. If npc's have taken up residence, torches can be used in creating hte tomb in question, and would be a good indication o the player that more then the dead live here. If its deadra or hte undead, they don't need torchlight to see, particularly with many of those tombs being really remote. But, that's yal's call, I am simply experienced in creating atmosphere based on realworld physics.

You are right.

The player can carry his own torch.

He doesn't needs torches on the walls.

I think. :eek:


- horodnicdragos - 02-14-2006

Cool! Exactly OB quality! I love them. But the only thing are....ehm.....the textures. If the player places two torches the interior will look strange. Ignore me. They are very cool. :goodjob: