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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


- Razorwing - 05-12-2006

Quote:Originally posted by Caligula Superfly
Cool! Ill make sure to ckeck it out. Just out of curiosity, do you want me to just adjust the size of everything and the shape of the entryways, or do you actually want me to make all of the entryways look the same? I should probably know before I do too much.

Nice Big Grin
There was a minor bug of sorts with the first release of 04.5; I forgot to put the ST-Razorwing folder in Data\Meshes, which means no models will be displayed in-game unless the ST-Razorwing folder is drag-n-dropped into the Meshes folder. I'm uploading a fixed release right now so future downloaders won't experience the bug.

Actually I think the best solution, if you're up for a bit more work, would be to completely remove and smooth out all the entryways on the models and then model a separate entryway/doorjamb model. That would ensure that it's identical on all the buildings. I'm not sure whether that would be easier for you than to standardize the entryways on the buildings one by one, but either way would work.

I think the entrances have perfect dimensions at the moment. Or rather, the doors in the entrances do, as they are about the same height as an NPC. So it would be the bodies of the buildings that would need to be sized the most in my humble opinion. But you'll see when you playtest the mod, I'm sure - that'll be a better indicator than anything I could say. Smile


Oh, and about the huge walls; they didn't make it into Alpha 04.5, but I've checked them out in Max they look splendid. Big Grin Do you have any wishes for which textures you'd like to see used on which parts of them?


- Caligula Superfly - 05-12-2006

Whatever texture will be used for the surface of the horn accesory models would be what I want on the wall's horns. As for the rest of it, all I really had in mind was that some time in the future I would map out the UVs for the main Wall tiles (due to their complex shape) so more customized textures can be made for them, just like with the buildings. The rest of it can be whatever you want it to be.

The best solution for the doors I think would be for me to work on making each entryway an exact duplicate of the "hut" entryway. I did notice that there is a bit of a gap between the top of the true door and the top of the entryway arch, is there any way I could have the doorjam model used in the CS to try and fit it as best I can with the buildings?


- Zarf - 05-12-2006

Erm, whatever the case, before you get to working on more UVWs, we HAVE GOT to get the UVWs working in Max. I'll download Blender today and see what I can make of things... I also reccomend you upgrade to the latest version as well. :-)


- Razorwing - 05-12-2006

Caligula Superfly: Kk, I'll keep that in mind.

Sure, I've attached the door+doorjamb in both MaxV8 and Obj formats. I think it's the door that isn't centered in the universe, because that makes the door + doorjamb fit (almost) seamlessly together if set up using snap-to-grid in the CS. If the entryways fit snugly directly over the door model, like I think Axen suggested above, I think that would look the best. But that's just my opinion.


- Caligula Superfly - 05-13-2006

Well, I can just combine them into one mesh to circumvent the need for any placement, unless you still wanted to create variations.

As for the UV mapping, since I am resizing all of the buildings anyway I will need to redo any Uv work I have already done, so it really doesn't matter if I send any fo my old maps out in Nif or not, sicne they won't be able to be used.

Oh, and I hope you don't mind RW but I will probably have to remove some of those separations you made on the buildings when I edit them. You may need to redo the mapping of the bottom strip (the other edges will be a part of the larger maps now), is that alright?


- Razorwing - 05-13-2006

Quote:Well, I can just combine them into one mesh to circumvent the need for any placement, unless you still wanted to create variations.

You meant combine doorjamb and building, right? At first I thought you meant to combine doorjamb and door, and that would have made it complicated because I figured the door could double as an interior door between rooms as well. Yes, please do combine doorjamb and building so we're only left with X number of buildings + a universal door for all of them; alternatively nix the doorjamb and only use the entryway. Whichever way works best for you.

Quote:Oh, and I hope you don't mind RW but I will probably have to remove some of those separations you made on the buildings when I edit them. You may need to redo the mapping of the bottom strip (the other edges will be a part of the larger maps now), is that alright?

Absolutely, go right ahead. I realized I would have to remap them from scratch when it was decided to resize them, and I don't mind at all. It would probably also be easier for me to re-cut them and set up the mapping again than to edit the mapping on the resized models. I didn't think you were going to use the .obj I exported though, I thought you were going to start from the final buildings you sent to me. Either way works fine with me. Lead on my friend. Smile


- Caligula Superfly - 05-13-2006

Good point, using the originals is simpler than welding those back together.

Scale text #1! Bigger, smaller, or just right? ( once I have scale set I will be fine tuning this and welding the doorjam model to the hut).


- Zarf - 05-13-2006

I didn't see Caligula's edit about Nifskope... Whaddayamean? You can see your maps in NifSkope?


- Axen - 05-13-2006

As I said in a previous post, I think it'd be better to have the entryway fit around the door WITHOUT the need for a doorjamb (well, have a version that doesn't need a doorjamb and one that does, for variation).


- Caligula Superfly - 05-13-2006

Once I have the scale set to where everyone likes It I do plan on welding the doorjam to the object itself, making it seamless. It has already been decided that the entryway's shape as it is is to wide to realistically act as a door, and if the entryway were to be molded to a proper door shape it would look something like the image I attached below. Now I think it looks a little funny, but if people seem to like it than we can use it as one of the hut styles.

@Zarf: Yes, I had to re attach the proper images to the mapping, but all of the Uv data got into nifskope jsut fine.

@ Everyone: Scale? I would really like to know if the iamges I posted seem like an appropriate scale for the hut, since once I have this right then I can use it to determine the scale of the rest of the buildings.