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Elsweyr Resources
07-30-2010, 11:42 PM,
#11
 
Quote:Originally posted by morcroft
AAAAAAAAAAAAAAAAARRRRRRRRRRRGGGGGGGGGGGHHHHHHHHHH!!!!

I NEEDED TO KNOW THAT TWO YEARS AGO!!!!!!!

Ahem.

Thank you for that really useful tip, TOYB. Much appreciated.

:bash:

No worries Cool
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08-13-2010, 10:33 PM,
#12
Latest additions
So I'm working on the resources - really slowly but we'll get there - and I'm checking out rocks. Which leads me to landscape textures. Oh dear. Just the usual suspects: sand and more sand, most of it from Unique Landscapes and all of it very, very familiar.

No. Those landscape textures are out.

I've had a crack at a small set of badlands textures. I mean, yes we'll need sand, I'll give it a go when I feel up to it, but how much of the world's arid regions is really sand?

So: bare sedimentary rock; cracked earth; a few scrubby plants.

Then there's rocks. OK, the selection is pretty much Mr Siika's; Sachiel's; and vanilla.

So I've retexed the lot. So far I have 69 models, but I've still got a few "rocks with a landscape texture on top" to add different landscapes to.
[Edit: now 101]
[Edit: Done the sand cave entrances so now it's 110]
And a few need some tlc in Blender to get the UV maps to match the scale of the model.

But I think it's getting there, so I've put together a test patch. It's going to take a better modder than me to lay this all out nicely, but I think it's got promise.

Opinions?

[Image: th_Desert02.jpg] [Image: th_Desert01.jpg] [Image: th_Desert03.jpg]
Morcroft Darkes
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08-24-2010, 11:49 AM,
#13
 
We've agreed "EC" for the mod identifier, but I'm not sure what do do about the top level of the folder structure. I've been using "Elsweyr" as before because it's easier for porting stuff out of the old ESM - and despite TOYB's helpful drag-and-drop suggestion, some stuff is just easier in Gecko. It also cuts down on the remapping of NIFs - although again, that's not hard.

Shall I keep using "Elsweyr" or should we change? - If so then to what? "ElsweyrConfederacy" is distinctive, but a bit long.

Opinions please - if I don't get a different answer pretty quickly then I'm sticking to "\Elsweyr\"
Morcroft Darkes
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08-24-2010, 12:41 PM,
#14
 
ElsCon ?
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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08-25-2010, 04:53 AM,
#15
 
I'd be happiest with sticking to 'Elsweyr'.
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09-08-2010, 06:11 AM,
#16
 
http://www.tesnexus.com/downloads/file.php?id=33839 (only an appropriate amount of the bags)

http://www.tesnexus.com/downloads/file.php?id=30541 (mainly for the use of Dunmer Slaver's).

http://www.tesnexus.com/downloads/file.php?id=15063 (the regular Ordinator armour from here).

http://www.tesnexus.com/downloads/file.php?id=33033 (for the Halls of the Collosus, renaming the set under "HallsoftheCollosus" or some such so modders are aware it's a unique set. The dungeon itself will be comparable in size, atleast in the interior, to Sancre Tor, so having a unique tileset will really help to make for a unique experience).

http://www.tesnexus.com/downloads/file.p...2114&tab=3 (for Rimmen).
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09-08-2010, 08:29 AM,
#17
 
http://www.tesnexus.com/downloads/file.php?id=25827 (this foot mesh needs to be taken, and the settings for it need to be set as a quest item, so NPC's can't remove/replace it, and set as not-playable, so that the player can't use them, and set up as armour. Added in the CS to bipedal Khajiit who aren't of the same breed in OB.)

http://www.tesnexus.com/downloads/file.php?id=28232 (Ohmes races needed to be added -bothersome that's theres s many, but that's the way things go).
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09-08-2010, 08:42 AM,
#18
 
Good finds - I've downloaded them and added the import to my to-do.

Do you have a particular plan for the Ordinator armour? Seems a little out of place otherwise.

From a first glance, the chitin set looks awful big: 33Mb rar. I think we should be a little careful not to bloat the download too much. Looking at the files, the textures appear to be mainly 1024x1024 DXT5 - may be able to save space with a different format - DXT1 knocks 'em down 50%: probably don't need the alpha channel for most visible files. Can't do much about the normal maps.
Morcroft Darkes
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09-08-2010, 09:08 AM,
#19
 
Quote:Originally posted by morcroft
Good finds - I've downloaded them and added the import to my to-do.

Do you have a particular plan for the Ordinator armour? Seems a little out of place otherwise.

From a first glance, the chitin set looks awful big: 33Mb rar. I think we should be a little careful not to bloat the download too much. Looking at the files, the textures appear to be mainly 1024x1024 DXT5 - may be able to save space with a different format - DXT1 knocks 'em down 50%: probably don't need the alpha channel for most visible files. Can't do much about the normal maps.

The textures in general need work on the chitin armour, they look too much like they're from Morrowind (which in this case is a bad thing, the textures need to refined to fit the new game engine).

And yes, the Ordinator armour is planned, it'll be involved in a 2-quest questline involved with cracking down on the Slavers from the Morrowind Government on orders from King Helseth.
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09-08-2010, 09:22 AM,
#20
 
OK: That makes a lot of sense, and I like the premise.

I won't merge those files yet anyway: I'm intending to concentrate on landscape support for the moment rather than throwing everything in at once.
Morcroft Darkes
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