- Ibsen's Ghost - 06-09-2010
Superb! Just what I needed!
The little Hist shrine I set up clearly needs stairs at one point. =)
- sHAdowgAme - 06-12-2010
Here's the textured stairs
- Ibsen's Ghost - 06-12-2010
Sweet! Koniption and I were recently chatting about dungeon tilesets. Do you think this is easily convertible to a dungeon tileset?
- sHAdowgAme - 06-12-2010
Id rather just retexture an existing one, such as the shivering isles dungeon.
- Koniption - 06-12-2010
Quote:Originally posted by sHAdowgAme
Id rather just retexture an existing one, such as the shivering isles dungeon.
The problem with that, is that we've already done a retextured version of the SI root dungeons for something else. If we keep using the same root tileset, it'd become very noticeable to players.
I'm not sure if there is another SI tileset you're referring to, that is not "root" cave based. I haven't opened the SI BSA to see what dungeon meshes are specific to it, so there might be another ruin or dungeon tileset that is used by SI.
If you don't have time or interest in making an interior Hist Shrine tileset for making interior dungeons, that's ok - we'll understand. I'd just ask in that instance, that if I get around to it, that I am allowed to rehash your current Hist Shrine meshes and textures into interior versions?
If I were to need anything specific for rehashing your Hist Shrine models together, I'd probably need a "seamless" brick texture that tiles seamlessly, using same brick texture as you use on most of the Hist Shrine models. Would it be too much trouble to ask for a seamless Hist Shrine brick texture from you?
Great looking stairs, btw! :goodjob:
Koniption
- sHAdowgAme - 06-13-2010
This is an example of the tileset I wanted to retexture
But after thinking about it, I think it would be more fitting to use the vanilla fort tile set and retexture that.
And KP I can make that texture for you.
- Ibsen's Ghost - 06-13-2010
I'd prefer to use the SI dungeon personally. I think the drawback with the SI dungeon is that there really isn't that much variation in the tiles. If I remember correctly, the forts have more longevity in terms of their use. Nevertheless, the amount of Shrine interiors in the BM worldspace will mean that they won't be all that common, so with the SI tiles the amount of variety will be sufficient . I don't know if this factor featured in your thinking there but I certainly preferred the overall look of the SI dungeon to the forts. From a retexturing point of view though, all SI textures that I'm familiar with are highly complex. The creature textures, for example, consist of single big composite textures as opposed to separate textures for body, arms, heads etc. It makes retexturing pretty tough especially when you consider how much the UV maps stretch some parts out. Moreover, the quality of some of those SI textures are pretty damn hard to beat.
I do know that the SI dungeons have some particularly useful features though. For a start, they look much more like a shrine should and they also have such features as pillars which would allow us to amount some of your pillars or one (or more) of our statues.
I guess the bottom line would be: would the Fort retexture look sufficiently different given that we're already using some forts? Personally, I'd appreciate being able to use as many very different tilesets as possible as it helps with the gameplay. If you somehow manage to combine the exterior Hist models with the forts then it's a much more attractive proposition. However, provided that it's possible to retexture the SI dungeons then I'd still opt for them as it appears to be the easier (and probably better) option overall.
- Deeza - 06-14-2010
Bear in mind that one could use the SI shrine in combination with elements from the shrine exteriors to improve the variety and make it look even more different.
- sHAdowgAme - 06-14-2010
I see your point, IG, in using the SI dungeon. But I think the HT dungeon should have a more claustrophobic, primitive, and dangerous feel. Remember the Hist temple is designed to test weather someone is worthy of the hist tree. If we are going to make a Hist Dungeon, I think it should it should be very dark, scary and claustrophobic like a bad hist trip. That way, when they get to the end and presumably see the hist tree, the player's senses have been sort of dulled by the dreariness of the hist dungeon and it will make reaching the hist tree that much more rewarding.
I think the SI dungeon is too grandiose and not primitive enough. If I could re texture the Vanilla forts and add in some HT assets such as totems and a couple statues Ive been working on, I think it would work a lot better. We might even be able to integrate some of the traps from the SI dungeons. I think the HT as a whole should test the player through traps more than enemies. Does that make sense?
- Deeza - 06-14-2010
It makes a lot of sense to me. I think the idea could be that the Argonian shaman have to memorise all the traps and tests as part of their training in order to access the temples (them not having, of course, the player's benefit of save states!) So fiendish puzzles are the order of the day. I think there should be some enemies, but they should be used sparingly and perhaps mainly as scripted events (eg. bursting though a wall behind you)
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