Stop by and say hello :)
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06-12-2005, 07:30 AM,
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Stop by and say hello :)
If you like the idea behind the Modders' Resource Library and want to become an initial participant, why not stop by and introduce yourself? Let the rest of the guys and girls know where you're from and what your background in the community is.
Once Morel becomes a physical reality, i.e. after the release of Oblivion, being a participant takes on a different meaning as a participant then is a modder who's personal mod is a part of the dependancy chain, and the modder starts "feeding" stuff upwards for inclusion. So becoming an initial participant is sort-of a declaration on your part that you want to influence the forming project and plan to become an active participant after Oblivion's release. And through the beauty of democracy, you can challenge anything and everything I personally suggest and put it to a vote among the other participants. Being an Initial Participant of course doesn't require that you upload 3DS models to the database library, as being a modeller is definitely not a requirement ? now or afterwards. But if you are a modeller I hope you choose to upload your models. Whether as a convenient backup place, or as a showcase of your work, or to make it available to our project and others who frequent us. You might get valuable tips and feedback from others here if you do. Once Oblivion is a reality, the project won't focus as much on 3D Studio Max. Rather, most participants would probably find neat stuff on the internet, get approval from its creator, and then feed it upwards. Having participants who speak different languages is a real boon, as a lot of cool stuff comes out from countries like Russia, Japan, Korea and other places where most citizens don't speak english. Here's my presentation: Quote:Originally posted by Razorwing 06.05.2005, 03:15 Quote:Originally posted by NoRemorse 06.05.2005, 06:29 Quote:Originally posted by Padschild Quote:Originally posted by Screaming Dude in Vegas 06.05.2005, 21:41 Quote:Originally posted by Haplo 07.05.2005, 16:34 Quote:Originally posted by Cheese 07.05.2005, 17:26 Quote:Originally posted by Kriss 07.05.2005, 17:39 Quote:Originally posted by arcadea 10.05.2005, 19:46 Quote:Originally posted by Coolman 25.05.2005, 20:50
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-12-2005, 10:01 AM,
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Well, my nick, Afrobent, which I use for gaming and surfing purposes, is nicely ambivalent. In danish (I'm danish) it means something like Negro-Joe. But in english, it turned out like something bent in black. Afro-bent. Nevermind. Misleading as my nick is, I'm moderately pale, and have Nord-blond hair I attend gymnasium, which is my... 11th? year of education. Apart from playing RPG's i sing in a boys choir (no, I'm straight, and I have a wonderful girlfriend!) and play classical Double-Bass. I don't have a clue on how to model, but I tend to put people's models to good use. I once furnished a big cathedral, and I am somewhat experienced in exteriors and cave-building. Currently, I am working on a cave with a lot of nice scenery, some of which you can check out in my gallery here on the ST Forums. Attached is screens of my going berserk with N'Dib-trees in Vvardenfell. But after I found out Corv's Ultimate Ranger Mod replaced all trees with activators, I dropped the idea.
- Afro-bent
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06-12-2005, 10:09 AM,
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Lovely screenies! Especially the second one, I think. Very interesting landscape you have going there.
If you have an opportunity at some point to get hold of (and permission to use) 3DS models you think you'd like to use in your future Oblivion mod projects, I hope you choose to upload them at the library. I'm trying to get some new stuff into it because everyone knows about the swords. Trees would be hard, though. I think static Morrowind trees would look spooky compared to the ones Oblivion will use. Retextured faces would be even harder to re-use. Pretty much everything else from Morrowind mods would be totally convertible I think.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-12-2005, 10:25 AM,
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I guess I should introduce myself? (by the way nice piccies )
My name is "Fang" :] my real name is Brandon, i'm 15 (just turned 15, but i'm quite intelligent for my age) I live in a giant mitten. :eek: Michigan I started playing Morrowind maybe a year and a half-ago, and I started on the XBox, which I beat only twice, then I got it for PC and started modding not to long ago. I started building houses and such, one of my first mods was a mod called "Seyda Neen Aesthetically Enhanced" (snae) which added a few houses, edited a bit of the landscape in Seyda Neen, even a travel service, I still have it too. :] And thanks for the sub-domain guys, i'll try and fill it with wonderful mods. :applause: |
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06-24-2005, 12:49 AM,
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Hi, my name is Jon, and I've been an Elder Scrolls junkie since the Daggerfall days. As I mentioned to Razorwing on the ESF, I think MOREL is a great idea, and would like to get involved.
I don't have any kind of modding work to show for myself, but what I can do is model fairly well. My only limitation right now is that I don't have 3D Studio Max. I use a program called Rhinoceros for modelling. It does export to a number of formats, including .3ds, so I'm hoping I'll be able to collaborate with someone on getting models I make converted to .nif format. My life right now is pretty hectic, with a graveyard shift job, and an up and coming marriage, so I can't promise or commit to anything at this point. However, I'll do what I can, when I can, which leads me to the couple of images I've got in my gallery here. (Click the link under my name over there in the left column). My current interest is getting Hlaalu architecture legally into Oblivion. Bethesda's PR guy, Pete Hines has already stated that transferring Morrowind assets into Oblivion for public distribution in mods will not be allowed, so that means the community is going to have to produce some lookalikes. Eventually, I'd like to see a full set of Hlaalu buildings for Oblivion come into fruition, with all the graphical features of the new game, like parrallax and normal mapping. Anyway, just thought I'd say hello. If anyone else is working on something similar, please let me know! Thanks! -Jon |
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06-24-2005, 01:17 AM,
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Quote:Originally posted by jonrd463 Jon, you've got mail. Please check the "Messages" in the page header. Well then, congratulations are in order I wish you and the Mrs. all the best. I think your models look really great, and they would go a long way in enabling modders to recreate Hlaalu settlements. As I mentioned in the PM, the idea I had is that buildings could be cut up into set pieces, which fit snugly with each other in 256x256x256 blocks. So one could build an exterior in the CS by assembling blocks, similar to how interiors are built. I think one can achieve a great level of diversity that way, with a limited amount of set pieces needed. Taking Concept 2 for example (I love the colors on that one, btw), the basic structure looks like it could be cut into three set pieces: entrance, corner and wall. If it's possible for a modder to to manually place the pylons (I don't know what those things sticking out are called) on the building, the room for diversity is even greater. So, by using set pieces, I have no doubt that hundreds of Hlaalu building could be made to look unique. I can export models to the NIF format if you want, if you are sure you have mapping and textures set up properly. I'm personally working on figuring out how Morrowind wants me to map textures for them to show up. So unless you're sure, I can't guarantee that they'll be exported properly. But I think it would be a great idea to export them, because I would imagine that the way they look and behave in Morrowind will be similar to how they would look and behave in Oblivion, so it would be a terrific way of testing them out. But I also think a lot of Morrowind modders will love it if you were able to release your models. So I'll do what I can to help By the way, on the grayish Hlaalu building; the second pylon from the right looks different from the others, almost like the left side of it is sloping. How come? Anyway, thanks a lot for coming here Jon, the prospect of rebuilding Silgrad Tower never looked brighter
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-24-2005, 02:41 AM,
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Quote:Originally posted by Razorwing Why thank you kindly! We're excited... and scared to death. Quote:I think your models look really great, and they would go a long way in enabling modders to recreate Hlaalu settlements. As I mentioned in the PM, the idea I had is that buildings could be cut up into set pieces, which fit snugly with each other in 256x256x256 blocks. So one could build an exterior in the CS by assembling blocks, similar to how interiors are built. I think one can achieve a great level of diversity that way, with a limited amount of set pieces needed. Taking Concept 2 for example (I love the colors on that one, btw), the basic structure looks like it could be cut into three set pieces: entrance, corner and wall. If it's possible for a modder to to manually place the pylons (I don't know what those things sticking out are called) on the building, the room for diversity is even greater. So, by using set pieces, I have no doubt that hundreds of Hlaalu building could be made to look unique. As I said in the PM, that's the basic idea I'm going for. Modular buildings worked great in Morrowind, so there's good reason to believe that's how they did it for Oblivion, too. At this point, I'm modelling whole buildings to get the big picture. I'll either slice them up into sections, or create a template and model the pieces seperately. Quote:I can export models to the NIF format if you want, if you are sure you have mapping and textures set up properly. I haven't even begun to think about mapping yet. What I'm using now is a basic procedural texture I whipped up in Photoshop. It's just a dirty Balmora Brown with varying degrees of noise. I wanted to get a general idea of what the finished model would look like. I'm considering getting ahold of Gmax to see if there's any possible way I could set up texture mapping in it so it would hopefully be compatible with 3D Studio. I've never used it myself, but I hear it's basically a watered down 3D Studio. Quote: I'm personally working on figuring out how Morrowind wants me to map textures for them to show up. So unless you're sure, I can't guarantee that they'll be exported properly. But I think it would be a great idea to export them, because I would imagine that the way they look and behave in Morrowind will be similar to how they would look and behave in Oblivion, so it would be a terrific way of testing them out. But I also think a lot of Morrowind modders will love it if you were able to release your models. So I'll do what I can to help While the intention is to have them in Oblivion, it would be pretty cool to see my models in a game now. I'll see what I can do. Bit of bad news, though: in trying to export that second building to 3ds format, the source file somehow became corrupt. The good news is that the creation of the building was a learning process. I'll be able to redo it, and probably better, in about a third of the time now. Quote:By the way, on the grayish Hlaalu building; the second pylon from the right looks different from the others, almost like the left side of it is sloping. How come? I looked at it, but couldn't figure out exactly what you're talking about. It's probably a trick of the light and/or perspective, because those pylons (I think the proper term may be buttresses. Just not the flying variety seen on gothic cathedrals) are just copies of one model. Quote:Anyway, thanks a lot for coming here Jon, the prospect of rebuilding Silgrad Tower never looked brighter No problem! I hope and look forward to getting involved and adding to the already great mod you guys have built! Thanks for having me. -Jon |
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06-24-2005, 03:49 AM,
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Quote:Originally posted by jonrd463 Well, marriage is one of life's three rituals most people go to - good thing one doesn't really have to worry about the last one I don't know if I'll ever get hitched with my girlfriend, but if I do, I imagine I'd have to be mighty drunk to get up in front of all those people, hehe. Modelling whole buildings before slicing them is probably the best way to go, I think. That way one knows that they'll line up perfectly. Morrowind also seems to use some kind of invisible buffer around their set pieces, so while no set piece is physically 256x256x256, they'll behave like they are and can be lined up with the snap-to-grid. Aah, ok; well, mapping only matters right now if you want them to look good in Morrowind. I'd expect Oblivion to be more lenient in regards to textures (here's hoping). The models will work fine from a technical viewpoint in Morrowind without mapping or textures, so I can whip up some NIFs that can be checked out in-game if you want? That wouldn't be a problem And frankly the camera in Morrowind is much easier to use than the camera in 3D Studio max. Just enter "togglecollision" (I think it was) in the console and you can move the camera / player character around freely in all three dimensions around the NIF. Quite handy sometimes. I've attached an edit of your picture and drawn a crude line around the area that at first looked odd to me. But in hindsight, it probably is the light that played a trick on me, so please disregard what I said
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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