Andoran[WIP]

Post » Tue Mar 29, 2011 10:26 pm

I wondered what happened to this thread, is it still in the works?

Something like that. After the news about TESV the Andoran team decided to focus on Prologue(part II), so Axis(part I) english translation is kinda frozen for now.

I could post some screenshots of Axis and a couple of translated books if anyone's interested.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Wed Mar 30, 2011 1:28 pm

I could post some screenshots of Axis and a couple of translated books if anyone's interested.


Of course there is!
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Wed Mar 30, 2011 2:57 am

Of course there is!

Ummm... Okay. Here are some screenshots from the Axis gallery.
http://tes-revenge.ru/images/Gallery/Original/DC27B6C39620-10.jpg
http://tes-revenge.ru/images/Gallery/Original/2DA15FA63FEF-10.jpg
http://tes-revenge.ru/images/Gallery/Original/DA7A5D227E2A-10.jpg
http://tes-revenge.ru/images/Gallery/Original/7877E80450B0-10.jpg
http://tes-revenge.ru/images/Gallery/Original/25E9DABD82A0-10.jpg
http://tes-revenge.ru/images/Gallery/Original/463F15267DE7-10.jpg
http://tes-revenge.ru/images/Gallery/Original/2055BE3F4F1F-10.jpg
http://tes-revenge.ru/images/Gallery/Original/6897FA9EEF73-10.jpg

And the translated guide - 4 books describing the plugin.

Axis. Tome One. Origins.

The place we live in appeared only recently. We were the first creatures to step into the stream. Not by our own will but by a twist of fate we were thrown into the flux, where we could only observe and learn. Stream brought us wisdom and power, but the purpose of our existence was still unknown.

At first, only spirits and daedra were our neighbors. But as days passed, others appeared. People. Mer. And existence was brought. Images, sounds, smells. All intertwined, tying itself in a knot , axis was created. There were too many images. Smells, sounds and feelings shifted into one another as the knot got tighter, and pulled all that was close in it. The resulting space was an incomprehensible mess, many of us are still out there. Lost their minds, they have. Wandering the axis. Attacking anyone - living or dead. Oh, Sheogorath would love this place…

For survival of our species, the most gifted of us united and embarked on a search for a quiet place, without shifts, without all this mess, and without mad, enraged monsters, our brothers have become. A place, we could call home.

Of course, it was utopian. But, in our search, we’ve grasped our purpose. We are here for the sake of knowledge, and knowledge itself will bring us peace and harmony. Prolonged study of the axis gave results. Having chosen a calm pocket , we localized its raging energy and shifted our tribesmen there through neighboring planes.

As I write these lines, my kin has opened a portal and shifted the last member of our group to this plane. Here, the Great Ratville will be founded – the refuge of all the rats of the Axis.




Axis. Tome Two. Habitation.

Many species dwell on the Axis. In this work, the author will try to describe and classify most of the usual and prominent creatures.

A large number of Axis-influenced specimens are found within explicit range of the stream. Usually referred to as the Lunatics, they’ve adopted five-dimensional logics due to a very long time spent within close range of point zero. Lunacy appears in stages, but is very fast as a transformation. At first, the specimen gets confused from the ever-changing surroundings. Then desperately tries to keep his wits intact. But usually loses contact with reality and lives with his own, incomprehensible goal, which drives him through the Axis. Any means to engage in two-sided conversation have been proven futile. However, a tendency to write notes, diaries, or to express their thoughts by other methods, has been noted. In certain conditions, a Lunatics body can rot, turning into a zombie or skeleton. At the same time, a new aspect of this Lunatic appears on its plane, immediately shifting into the stream, due to their plane being dissolved in it. The same happens when a specimen gets wounded or loses a lot of its lifeforce. During its shift into the stream, an aspect of the specimen can split into several aspects, due to stream multidimensionality. This considerably hinders separate specimen classification.

Specimen less influenced by the stream stay on their plane, although a deviation in stability is usually found, expressed by partial property and essence loss of an aspect and its plane. Generally – Lunatics spawn from these entities, as their plane loses balance on its sector and collapses into the lower hypersphere. The specimen themselves identify their plane with the term “dream”, which has something to do with their transliminal travel as was found recently. There are reasons to speculate that a part of their entity is anchored on Nirn, as this could be the most plausible explanation for aspect points, through which most specimen disappear during the day.

Spirits and specters of the Axis, attracted by stream magicka, hail from Oblivion - a dark void that surrounds the Axis. Some of them harmless. The rest – as ruthless and unpredictable as the Lunatics, fallen under stream influence. They dwell in lower sectors. Craving lifeforce, svcking it from other unfortunate beings. Deteriorating their own flesh over time until acts of absorption harm themselves more than their prey. As a spirit loses its form, he is cast back into Oblivion. From its remains, a piece of ectoplasm can be acquired. Ectoplasm, influenced by stream magicka, has unusual properties, and is currently being studied in our Mages Guild.

Daedra, very much like spirits, are attracted by stream magicka, but are mostly immune to its effects. Which leaves their motives to speculation. Possibly, couriers of more powerful daedric lords, they scout the Axis. Their unyielding interest in Ratville should be noted, as waves of atronach are constantly appearing in our shifts. It is still widely argued, whether we can attribute the Axis itself a possible daedric origin. Thereby, most remains unknown on this subject.

The creatures, that also should be noted, are not exactly creatures as we are accustomed to see them. Manifestations of Axis planes, the “dreams” of their aspects. This group consists of inanimate objects, that somehow acquired lifeforce, and other golem-like objects of all imaginable and unimaginable shapes. Unrecognizable, they are often mistaken for other creatures and objects, thus proven virtually unclassifiable.

And, as the final paragraph, it is important to note the species your humble author belongs to. Proud inhabitants of Ratville – the Rat kin. Our history has been previously described in the first tome of this chronicle, but, as a conclusion of the second, the Rats are a unique, independent tribe, that inhabits our Axis.





Axis. Tome Three. Metaphysics.

From the standpoint of metaphysics and mysticism - the stream represents a ray of morpholith, cutting through Oblivion. Dissolving a part of morpholith in themselves, beings and planes are attracted to the stream and form an Axis - a chaotic accumulation of objects. Movement of planes relative to each other and to the flow causes a shift, taking in some objects from their planes and mixing them. Such a shift may be caused by creatures that have available a sufficient amount of morpholith to form a relationship with the flow. Cases were observed, where spirits, full of stream magicka, opened portals and shifted to the neighboring plane where they felt lifeforce.

Some slowdown in movement of planes was noticed after sunrise and sunset - from 7 to 11 and from 19 to 23 hours, respectively. At this time, plane displacement can be approximated by a three-dimensional coordinate system. This is used when opening portals to other planes, especially to sector Ayem, closest to the stream. With one portal constantly open to point Ayem-Ayem directly in the stream, a second channel of the Hunters Guild is associated to the shift channel, and an anchor is sent through, held in a five-dimensional space in Ayem sector at some distance from the stream to avoid being drifted. Then, having constant communication with the stream through the main portal, secondary portals are opened around it, leading to planes currently studied. Unfortunately, the system is not quite refined and secondary portals in the Hunters‘ Guild exhibit four-dimensional characteristics when opened. A major achievement was to provide a stable three-dimensional opening at the other end, ensuring safe traffic during abovementioned hours. Overall - the only place near the stream, which could hold a permanent portal - was and remains at Ayem-Ayem point, even though it is in five-dimensional space.

The main source of magic capable of portal management is still the crystallized morpholith on our plane, where Ratville is based. At this point nothing else can be synthesized, but work is underway on samples of saturated ectoplasm collected in the Hunters' Guild from spirits crawling out of portals. Crystallized morpholith on other planes has similar properties, but, as is this one, is fixed in one point on the plane and gives away only a small portion of its substance on contact.

The basics of portal management with crystallized morpholith are not about harnessing its magic, but rather in directing spells at it, reorienting shifts existing on given plane.

Unlike the inhabitants of the planes drawn to the stream, there is no Nirn-assosiated point for rats, and rematerialization happens directly in the stream. So the only way to get a stable rematerialization point is to tie ones essence with a powerful enchantment to a crystallized morpholith on one of the planes. Enchanting moves the subject from the stream into the Ratville source hall via morpholith, which is an inverted process and further crystallizes the morpholith. The direct process - moving a subject from the point of connection into the stream promotes the dissolution of morpholith in the plane. Long-term termination of connection point usage contributes to that as well.

Spontaneous magic emission from a morpholith can be used to generate shifts, but it’s too strong and it takes too long to accumulate it, which hinders regular use. But recently conducted studies show that a piece of crystallized morpholith is transported with the subject through all offset distance and persists even after that, merging with the subject. It is reasonable to assume that it can be transported with the subject through the Nirn-assosiated point of connection, if the shift will go directly from the morpholith to the point of connection. Which is usually the default direction, as the morpholith crystallizes only on planes with a regularly used connection point.
As stated above - portal shift travel is possible due to a stable morpholith connection with the Ayem-Ayem point in the stream. This point is a buffer that prevents further movement along the stream. All associated planes intersect there as shifts are made. Disclosure of reasons for Ayem-Ayem point occurrence would be an enormous leap forward for the current cosmology, since its existence does not allow us to triangulate the end point of the stream, if one exists.





Axis. Tome Four. Cosmology.

Axis Cosmology confronts a problem not as to establish the exact coordinates of the planes, bus as to classify them by location. For the triangulation of exact coordinates of the plane, it is advised to apply to the local portal superintendent.

As you probably know, the center of Axis is a stream that consists of a beam of morpholith. Recent calculations determine that the base of the beam is somewhere on Nirn. But whether there is a second base and whether it actually is a beam remains unknown due to Ayem-Ayem point existence in the stream, which obscures further parts of the flow and doesn’t allow exact trajectory observation. Hence, cosmology is focused on a detailed study of this point to determine its properties. Calculations available at this moment allow us to situate, with high certainty, the point Ayem-Ayem as the nearest point of the stream to Quagmire, however, without having any contact with it.

In the heart of Axis is Ayem sector that has a five-dimensional space having the usual three coordinates, the fourth characterizing one of the levels of a multilayer sphere, and changes in time as well, which is the fifth coordinate. Ayem sectors’ central point is the aforementioned Ayem-Ayem. Though an observational point of view depicts the stream at Ayem-Ayem as a three-dimensional beam, it is actually an expansion of its four-dimensionality and movement along the flow in any direction concludes to repositioning oneself on Axis without any possibility of escape. This discovery led to the currently utilized angular system.

Planes beyond sector Ayem are randomly arranged, having a structure similar to three-dimensional, though at times space there varies depending on certain time periods. The planes can be classified by their proximity to the stream, thus dividing Axis into sectors which represent a rough approximation of spheres with different radius and center point in Ayem-Ayem. The sectors are identified by their distance from the center. Sector Bedt is the closest, and though no planes were observed there, certain activity still exists throughout it. Sector Yakem - the most remote, holds pseudostable planes.

As stated above - no planes were registered in Bedt, but some creatures use it as an intermediate point between Ayem and Cess sectors. Several moving objects were observed, that are classified as plane scraps left from Ayem creation.

Sector Cess has the most turbulent of known planes. But it's worth noting that it is possible to control shifts there to some extent. A transition from five-dimensional space to simpler forms takes place. Powerful Axis magic, distorting the Cess sector, gives plane owners some rather unusual properties. Individuals, not slipped into lunacy, exert control over their planes to some extent. Is this a consequence or cause of their immunity - not currently known.

The outer limits of Doht sector compose a border, by crossing it the plane becomes unstable and parts of it shift to Ayem. Quite often, along with plane scraps, creatures living on it are captured as well. Most lunatics are formed as a result of such biases.

The following sectors up to Meht have lasting effects of the stream, which decrease with distance. Consequently, creature activity reduction is also proportional to distance. Ongoing Axis creature studies show that their majority is accumulated in Ayem, Cess and Doht and decreases outward up to the fact that no extraneous life-forms were found in Meht other than natural plane inhabitants. Sector Bedt is an exception due to the above stated reasons.

Sector Yakem is the most remote location from the stream with the presence of morpholith on its planes. Ratville was based on the first of the planes detected in this sector, registered as Yakem-Ayem. Originally, activity in this sector has been incredibly low. However, our shift manipulations seem to have given rise to some imbalance on several planes. In particular, it concerns the plane Yakem-Bedt, on which there is a stable portal to Ayem sector. Unusually strong morpholith dissolution was detected, as well as a disappearance of the Nirn connection point. Assumptions dictate that it was caused by the multiple shifts, opened during the movement of our people through that plane to Ratville, but this point of view has not subsequently been confirmed.

The most distant area where shifts were indicated is registered as Zyr sector. In fact - it is an Oblivion void, the spirits’ abode. Here, they penetrate into the Axis through the shifts, attracted by stream magicka.




I'll find some more screens later.
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Tue Mar 29, 2011 11:42 pm

Very interesting read and the screenshots looks great. Hope to see this in english one day
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Wed Mar 30, 2011 11:31 am

Prologue gallery has been updated:

http://pikucha.ru/i47xB
http://pikucha.ru/i47xC
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_9.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_8.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_5.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_4.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_3.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_0.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_1.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_2.jpg
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Wed Mar 30, 2011 4:33 am

Looks great! Never heard of this until now.
Environment look very nice. I see lots of new models and stuff that looks really interesting.
Seems like NPCs have some nice animations too (guy carrying a barrel).
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Mar 30, 2011 3:16 am

Nice trees and animation, buildings and cliffs!
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Mar 30, 2011 7:11 am

Awesome project! So this will be within Tamriel then? Or a separate mod?
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Wed Mar 30, 2011 7:24 am

Politically - Andoran is a part of the Empire, it's an island to the south of the Black Marsh. You can travel there from Cyrodiil.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Mar 30, 2011 3:26 am

I have just noticed a horse pulling a cart on one of the screenshots! :D
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Wed Mar 30, 2011 3:04 am

I have just noticed a horse pulling a cart on one of the screenshots! :D

Yes, and you may http://pikucha.ru/i4dJn... or http://pikucha.ru/i4dHz, lol
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Wed Mar 30, 2011 5:48 am

2 new screenshots:

http://pikucha.ru/i4gYB
http://pikucha.ru/i4gYC
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Wed Mar 30, 2011 2:46 am

http://tes-revenge.ru/images/Gallery/Original/7877E80450B0-10.jpg

What's this?
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Wed Mar 30, 2011 10:08 am

This is probably a stupid question, but if Andoran Isles are south of Black Marsh, shouldn't they be tropical? Or are they "so south" that they are in Nirn's antarctic region?
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Mar 30, 2011 2:21 am

What's this?

Zyr sector.
The most distant area where shifts were indicated is registered as Zyr sector. In fact - it is an Oblivion void, the spirits’ abode. Here, they penetrate into the Axis through the shifts, attracted by stream magicka.

Basically, that's the outer shell of the Axis. The green portals lead to various places in it.


This is probably a stupid question, but if Andoran Isles are south of Black Marsh, shouldn't they be tropical? Or are they "so south" that they are in Nirn's antarctic region?

Common question about Andoran. That's a local weather anomaly, there are going to be several quests to investigate the weird weather in the region.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Mar 30, 2011 12:14 pm

Common question about Andoran. That's a local weather anomaly, there are going to be several quests to investigate the weird weather in the region.

Aah, well that sounds actually very cool! Gives kinda Lost vibe, in good way that is!
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Wed Mar 30, 2011 2:17 pm

Here are some fresh Andoran screenshots (Phitt's tilesets and tomerk's snow shader included):

http://pikucha.ru/i4kzY

http://pikucha.ru/i4ktg
http://pikucha.ru/i4kth
http://pikucha.ru/i4ktk
http://pikucha.ru/i4kte
http://pikucha.ru/i4ktf
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Wed Mar 30, 2011 7:58 am

Greetings!

As member of the Andoran project I want to show program that we will use for Voice recording and management.
This is only beta though ;) can have bugs, feel free to test it.
It will be great if it will help anyone outside of our project.

Here is the link:
http://webfile.ru/5192945
Password: andoran

Best regards, Anry Narleyn,
Andoran Designer.
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Wed Mar 30, 2011 1:06 am

I couldn't decipher where is the 'Download' button. :)

What does this program?
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Mar 30, 2011 9:49 am

washngton

"Получить ссылку" = "Get link"
"Пароль:" = "Password", pass is "andoran".

Program can be used to provide some assist in the voice file recording and management for a small and large mods.
I've realized all what I have planned, but it should be tested though. :)

P.S.>
During creating of this program I've spend a lot of time studying the .lip facial animation files that Bethesda had used in the Oblivion and Fallout 3. This files are created using the OC3 Entertainment Impersonator Studio, which SDK should be included in the CS to generate this files. In Fallout 3: New Vegas Bethesda moved to the next step in Impersonator's evolution - the OC3 Entertainment FaceFX.
I have discovered that the Impersonator technology seems to be first used in the UT2004, and there is freely distributable version of the Impersonator studio, that has more setting to characters' faces animation than was in CS (just emotions) and advanced graphics interface. I think that it can be used to produce more complex facial animations for NPCs. This package is called "UT2004ImpersonatorPack" and can be found somewhere in the Internet.
Hope that this information along with our program will be useful for someone.

Best regards, Anry Narleyn,
Andoran Designer
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Wed Mar 30, 2011 8:37 am

Thanks! Very cool program!
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Wed Mar 30, 2011 1:38 pm

You are welcome!
I hope this will help you in your work!
I will be glad if you will report any bugs or somewhat if you will discover it if you will work with it.

Best regards, Anry Narleyn,
Andoran Designer ;)
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Mar 29, 2011 11:20 pm

Heh, I thought the topic said "Andorian" before I clicked, I was expecting blue people with antenna. What you are doing looks more interesting though. The screenshots look great.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Tue Mar 29, 2011 10:33 pm

For English translation .. I really don't mind about voice acting. As long as the text is in English, I'm happy. Hope to see it released soon!
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Wed Mar 30, 2011 2:25 am

This looks great! A nice addition to Tamriel ;) Can you say something about mod progress? How much until release?
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

PreviousNext

Return to IV - Oblivion