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Silgrad Tower from the Ashes
Redoran Buildings Progress Thread (1) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Redoran Buildings Progress Thread (1) (/Thread-Redoran-Buildings-Progress-Thread-1)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46


- masbeth - 05-08-2006

yeah i definatly agree with nerbod...

maybe even give the texture a greyish hue... right not its a bit to bright/orange/redish....

but great work.. the models are looking great guys :goodjob: :goodjob: :goodjob:


- Zarf - 05-08-2006

Yeah, my green is definately too green. Razorwing, the huts all look like you are taking screenshots of them during sunset or sunrise. Can you take a pic of them in game at about Noon? That will give me the best reference EVAR.

New glass texture forthcomming... also, did I redo that border texture on the bottom yet?

EDIT: Glass texture. I'm MUCH happier with this one. I'm also thinking it should be 128x128. I'll wait for Razorwing to say something about this before I go resizing textures though.

[Image: glasstest2.jpg]

Compare. Easy with Firefox, just open each link in a new tab.

http://www.zarfstudios.com/ob/redoran/glasstest.jpg
http://www.zarfstudios.com/ob/redoran/glasstest2.jpg

Temporary non-orange redoran wall. This *might* work for the final texture, but I'm going to await said screenshots first. :-)

[Image: redoran-base.jpg]

Download here (DOES NOT INCLUDE NORMAL MAPS - use the old ones. Smile )

http://www.zarfstudios.com/ob/redoran/glass_n_walls.zip


- Caligula Superfly - 05-08-2006

Well, here is the deal with the mapping. I mapped all of the surfaces for the model I uploaded that needed to be mapped. Aside from the boarders that you had already detached and created textures for, the whole thing should be ready to go. Once everything has been imported, you should be able to see the "blueprint" image layed out on the model just like it is supposed to. I uploaded some images so you can see what is looks like (to me).

This way, Zarf won't have to do any real work in max at all, he can just start making his texture, using max just to see how it looks on the model. The problem is that Zarf can't seem to get it to import right. Now I know you and I got this to import into max perfectly with that test we did a long time ago, so we really need you to try this out and help Zarf get it working or he won't be able to make his texture! ;( And if Zarf still can't get it working (be it his version of max or something) then I am guessing Zarf would need you to render screens of his texture as he works on it so he can see how it looks on the model.

About those windows: I do agree they look kind of funny the way they are currently placed in the CS. I designed them extra long so that you would be able to place the face of the window perpendicular to the ground on uneven surfaces. I would recommend first making it a bit bigger, placing them so that they are perpendicular to the ground (as in facing the player directly rather than sticking up), then having them "inside" the structure as much as nessisary for it to look natural and not have any holes.


- Razorwing - 05-08-2006

Caligula Superfly:
Certainly. Smile

I did everything just like I remembered it the last time it worked, and made sure to:
- convert the gifs back to bmp
- import the .mtl
- browse to them again so the textures had the correct local path on my machine
- (and so on).

But when I render it, I get the error seen in the attached picture. It would seem that the model I imported simply doesn't have mapping on it. So, my best guess would be that when you exported it, somehow the mapping you set up didn't get exported with it.

Okidoki, I'll be sure to modify the placement of the windows like you (and LN) asked. Smile

Quote:Originally posted by Zarf:
Yeah, my green is definately too green. Razorwing, the huts all look like you are taking screenshots of them during sunset or sunrise. Can you take a pic of them in game at about Noon? That will give me the best reference EVAR.

I've set up your new textures and will playtest them soon and take screenshots of how they look at different times during the day and in different weather. Smile

Quote:Originally posted by Zarf:
Download here (DOES NOT INCLUDE NORMAL MAPS - use the old ones. Smile )

I don't use any normal maps at all at the moment. The exporter I use can't handle them, and I don't know how to use NifSkope.

Quote:Originally posted by Zarf:
also, did I redo that border texture on the bottom yet?

You made a border texture that was 256x512, which I think might have been intended as the border texture nearest the ground. But it didn't turn out to look very good for that particular purpose, because the bottom ring is not very high, so a 256x512 texture looked squashed. I'm sure there are other architectural details it could be used on, but for the bottom border I think we'd need an elongated texture.

Quote:Originally posted by Zarf:
EDIT: Glass texture. I'm MUCH happier with this one. I'm also thinking it should be 128x128. I'll wait for Razorwing to say something about this before I go resizing textures though.

The size is perfect as it is right now, thanks Smile



EDIT:
I appended six screenshots showing the Tavern model at different times of the day. The last one, well... for "good measure" Tongue not really related to anything. I used medium brightness in the video settings and didn't have any screen-altering spell effects on me. It's totally possible for me to make the texture darker in the Max settings, although that makes it darker evenly all over and probably wouldn't look very good.


- Axen - 05-08-2006

Hmm... perhaps the median between the orange and grayish Redoran textures' vibrance would be good.

And, also... those buildings are HUGE.


- Razorwing - 05-08-2006

Quote:Originally posted by Axen
And, also... those buildings are HUGE.

1:1 ratio size comparison:


- Axen - 05-09-2006

Quote:Originally posted by Razorwing
Quote:Originally posted by Axen
And, also... those buildings are HUGE.

1:1 ratio size comparison:
Thing is... they're HUTS.


- Caligula Superfly - 05-09-2006

I do agree that considering those are the smallest of the buildings I created, we should think about finding ways to shrink them down a bit. If those are as big as an inn then the others are going to be like football stadiums. Big Grin Mabie I should take another look at those entryway sizes now that we have doorjams, but then again that would undermine alot of the work you have done.

Anyway, I find the fact that the UVs didn't import properly a bit troubling.Sad Ill try and see if I didn't have a setting on or something.

EDIT: That (redoran) inn rocks by the way, even if its a bit grey.


- Axen - 05-09-2006

I can tell you that the hole in the inn is supposed to be at the player's height (but SLIGHTLY higher so that you can walk through it).


- gravedigger84 - 05-09-2006

Nice job Razor! Looks great to me. Those are pretty high buildings but im not to say necassarily too high. I think they dont have to be 1:1 to Morrowind size anyway.. Oblivion in general has more large scale i think..

The last pic is cool also.
That pond screams lonely mystic quest tent next to it Big Grin