[WIP] Argonia

Post » Sat Jun 19, 2010 1:32 pm

i'd suggest looking in on the lgnpc boards. i believe they had some scheduled npc's in their mods. without script extender usage.
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Music Show
 
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Post » Sat Jun 19, 2010 4:22 am

Most of the older screenshot links give me a "Page not found" error
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Mark Churchman
 
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Post » Sat Jun 19, 2010 2:24 pm

Most of the older screenshot links give me a "Page not found" error


I explained this but its in an obscure post. I moved around my photobucket account so things no longer link correctly. Ill update the op now so it works.
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Alex Vincent
 
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Post » Sat Jun 19, 2010 9:49 am

You are using all billboard trees right? They're better than the original trees, but something in the vein of Vurt's work tends to play nicer with MGE.

Regardless, I'm excited to see what you come up with.
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Rusty Billiot
 
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Post » Sat Jun 19, 2010 3:07 pm

You are using all billboard trees right? They're better than the original trees, but something in the vein of Vurt's work tends to play nicer with MGE.

Regardless, I'm excited to see what you come up with.



Still billboards and i doubt Ill be switching from that.
MGE not doing well with billboards is mainly blown out of proportion by those who used Vality's Ascadian Isle tree replacer. I think they look just fine when the trees are made with MGE in mind and Im committed to finding a way that they look even better.
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Roberto Gaeta
 
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Post » Sat Jun 19, 2010 1:06 pm

Still billboards and i doubt Ill be switching from that.
MGE not doing well with billboards is mainly blown out of proportion by those who used Vality's Ascadian Isle tree replacer. I think they look just fine when the trees are made with MGE in mind and Im committed to finding a way that they look even better.


Not so much for Cyrodil, but for Blackmarsh you could simply turn up the fog, it would make sense there.

Also, when I used to use Vality's AI mod, I made spacial darker variants of the leaves for MGE static generation and used the standard texture for Morrowind's engine. It worked decent.

Maybe make a static model version for MGE and use the billboards for Morrowind? I think that is how Fallout 3 does it's very, very few trees.

In Morrowind, the billboards rotating is really obvious because of how the lighting affects the leaves. Is there a way around this? I don't recall Oblivion having the same problem...
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Laura Ellaby
 
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Post » Sat Jun 19, 2010 11:35 am

Thats actually what im considering doing, the latter part of your post ayways. Or creating a plane with a picture of my tree with an alpha, then copy pasting and spinning it around on the z axis. Very, very low poly. Could turn out ugly though, we'll see.
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Amelia Pritchard
 
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Post » Sat Jun 19, 2010 10:01 am

Thats actually what im considering doing, the latter part of your post ayways. Or creating a plane with a picture of my tree with an alpha, then copy pasting and spinning it around on the z axis. Very, very low poly. Could turn out ugly though, we'll see.


If worse comes to worse I'm sure they'll still be vastly superior to anything in Vanilla. What I have seen thus far doesn't look half bad anyways.
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cutiecute
 
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Post » Sat Jun 19, 2010 4:13 pm


So I have a question for anybody who can answer it.
Is it possible to script objects/npcs to appear/disappear on certain days? So, say I want a village to move to a different location every ten days or so as it follows its food source or whatever. Is it possible?
Have a look at Brother Juniper's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1713, IIRC that was set-up so that the traders and their wares would disappear and reappear based on the game day. The market stalls they set-up would remain in place constantly but I'm sure what he did could be adapted.

And if it is possible is there anyway to have MGE generate the statics correctly without regenerating them every few days?
I don't think this is currently possible. It would need a mod that was able to enable and disable distant statics, I don't think that functionality's in MGE at the moment.

Second thing, I already have all the regions already mapped out, with Murkwood, the large inhabitable swamp being pretty much the center of Argonia. Does anybody besides me think that instead of creating Murkwood as its own region I should take areas all around Murkwood and including Murkwood and add them to a region entitled "Uncharted" or "Unknown"? That way when you play the game you cant rely on your map to save you. I also am thinking about taking locations and not naming them in the editor, so that just because you found a settlement once, you dont just get a box on your map you can go right back to.You hae to search for it repeatedly.
If Murkwood and all the regions thereabouts have the same weather settings then that could be done, you could call it "The uncharted expanse of Argonia" or "Argonia's dark heart" or "Deepest, darkest Peru Argonia" or something. Just "Uncharted" or "Unknown" doesn't quite sit right with me.
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hannaH
 
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Post » Sat Jun 19, 2010 1:01 pm

Fantastic ^^ Keep up the good work man.
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Stay-C
 
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Post » Sat Jun 19, 2010 8:12 am

Obviously I didnt post a video of the re-development of the Greenway Coast, but for good reason. I have alot of progress done within the last few days as I was hit with the large boulder of inspiration, and from it I produced most of the Kothringi Ruins exterior pieces. Very excited about unveiling those fairly soon. Also I figured a workaround in the nomadic tribes/MGE issue I was trying to figure out by giving the tribal Argonians of the greenway coast a unique type of architecture. yayyay
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Adrian Morales
 
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Post » Sat Jun 19, 2010 1:17 am

I was wondering, since the Empire would be run by Imperials there would be Imperial posts that had grown so big as to for small towns with the usual mix of TES races but it would be inhabited mostly by argonians. Plus all that swamps could be filled with underwater ruins and sunken cities, sounds and looks pretty cool so far
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Stefanny Cardona
 
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Post » Sat Jun 19, 2010 4:43 pm

I always thought the Swamps of Sadness from the movie "The Neverending Story" looked really good. Maybe you could use a few ideas from there. Maybe put a giant creepy turtle in there too.
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Chris Cross Cabaret Man
 
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Post » Sat Jun 19, 2010 4:00 am

This looks interesting, but about the "High-Res textures" you say something about in the 1st post, how high res are they? I'd like to see f I could run this when (if) it's ever finished.
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Trent Theriot
 
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Post » Sat Jun 19, 2010 4:15 am

I don't know if anyone has mentioned it yet, but be sure to read "The Argonian Account" (the sequel to 'A Dance in the Fire') If you are going to do Argonia, it would be nice to be able to visit some of the places mentioned in the book! :)
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Antony Holdsworth
 
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Post » Sat Jun 19, 2010 5:00 pm

Im not at all pleased with my remaking of the greenway coast.

http://i274.photobucket.com/albums/jj265/zackgwin/ZackGs%20Argonia/MGEScreenshot4-3.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/ZackGs%20Argonia/MGEScreenshot3-3.jpg
http://i274.photobucket.com/albums/jj265/zackgwin/ZackGs%20Argonia/MGEScreenshot1-3.jpg
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Klaire
 
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Post » Sat Jun 19, 2010 4:41 pm

Is your displeasure rooted from the color scheme? What about adding a second variety of grass, or more plant life? I believe that would bring more life to it. As it is, I like it, but the colors of the grass and trees seem to be so close to the same.

I always imagined Argonia was so lush you couldn't get far without being hopelessly lost. Also imagined trees and plantlife jutting from the water. Hope this might help with inspiration.

This is kinda how I pictured argonia:
http://www.mynewsletterbuilder.com/ex/template_content_corner/ex120/images/galapagos.jpg
http://media-cdn.tripadvisor.com/media/photo-s/00/1e/4a/dc/galapagos-islands.jpg
http://static.howstuffworks.com/gif/galapagos-islands-3.jpg
http://www.dareksepiolo.com/fotografia_podwodna/portfolio/r03%20papua%20new%20guinea%20reef%20png.jpg
http://travel.nationalgeographic.com/places/images/photos/photo_lg_papuanewguinea.jpg
http://img26.picoodle.com/img/img26/3/1/14/f_rajaampat3m_6bae96a.jpg
http://farm3.static.flickr.com/2562/3979119182_590f988a69.jpg
http://blog.redcross.ca/adamjohnston/uploaded_images/Papua--River-Vallay-716845.JPG
http://matadornetwork.cachefly.net/matadortrips.com/docs//wp-content/images/posts/20090401-PNG10.jpg
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Queen
 
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Post » Sat Jun 19, 2010 2:48 am

It's main problem is in the color scheme, though overall I see little else wrong with it. Well at least for the stage it's in. :)

Maybe the grass should be closer to this http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3801.jpg?t=1274999956. Just for variety.

Grass shouldn't be the only ground cover for Aragonia. In moist climates many other kinds might be better, i think :shrug: Like maybe http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3748.jpg?t=1275000014, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3167.jpg?t=1275000087 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3016.jpg?t=1275000122.

Some that could be added as Statics to coastal areas, especially on cliffs might be utilized well. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3270.jpg?t=1275000198. One could set the collision a little close to the center of the static or plant to give it a sort of spongy feel.

Rocks http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3280.jpg?t=1275000269 could be fairly easy to implement. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3293.jpg?t=1275000309 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3294.jpg?t=1275000358 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3306.jpg?t=1275000387

Twisty roots could make a good static for atmosphere. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3074.jpg?t=1275000445 As would mossy tree trunks and hard to get mushrooms. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_2995.jpg?t=1275000486 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3072.jpg?t=1275000519

Tree Textures (when and if the trunks get bigger) could be covered in strange things that look like this, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3060.jpg?t=1275000559. Or perhaps a red hue would work well http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3032.jpg?t=1275000589, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3033.jpg?t=1275000621.

As for the gound textures (this might be weird) Near or on beaches could have textures that resemble http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3322.jpg?t=1275000659 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3554.jpg?t=1275001702 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3511.jpg?t=1275000718 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3317.jpg?t=1275000772 or maybe http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3529.jpg?t=1275000869 Though I admit those are mostly the same. The trick would be to make some areas randomly bumpy where the water does not cause the sand to be flat.

To give beaches additional character one could add dead trees that were white (as apposed to morrowind's darker dead trees). Mabey something like http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3582.jpg?t=1275000906 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3589.jpg?t=1275000938 Um http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3900.jpg?t=1275000970. Plants similar these might look good. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3767.jpg?t=1275001027 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3175.jpg?t=1275001090 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3971.jpg?t=1275001139. Here's the ground cover idea taken back a bit http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3761.jpg?t=1275001181 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3757.jpg?t=1275001210

Oh! Take note of how creepy seaweed is. It could serve as inspiration for creepy plant ideas http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3645.jpg?t=1275001550

Just some ideas, Looks good so far keep up the good work! :turtle:
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Baby K(:
 
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Post » Sat Jun 19, 2010 4:29 pm

I dunno, from the descriptions of Argonia I've read, I've always imagined it to be more like the tropical rain forests of South America during the wet season.

http://www.explorationsinc.com/photogallery/amazon-tours-rainforest-jungle/004%20Giant-Water-Lilies.jpg
http://www.explorationsinc.com/photogallery/amazon-tours-scenery/080-Yagua-Village.jpg
http://www.globusjourneys.com/Common/Images/Destinations/amazon.jpg
http://www.sheppardsoftware.com/images/South%20America/factfile/Amazon_Rainforest.jpg (with darker water)
http://www.sheppardsoftware.com/images/South%20America/factfile/800px-Air_roots_in_the_Amaz.jpg
http://farm4.static.flickr.com/3159/2866573387_cbccf70dcd.jpg

or, perhaps this (in Central America)

http://www.myworldshots.com/p1/m/Ecuador-Misc/Jungle-along-Amazon-river-6710.jpg

Pretty much, dry land is the exception, not the rule. The water is usually inky black, but deep enough to swim in (and get mauled by fish and snakes). The Argonian account did describe grassy lands a few places, but most of the book seemed to describe it as lush rain forest and jungle.

I'm not sure how to handle the coast lines on the sea, but I would expect that Brazil would look similar.
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Far'ed K.G.h.m
 
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Post » Sat Jun 19, 2010 7:15 am

Ok, To Clarify
Im from Wisconsin. If you asked me what Wisconsin was like, Id probably respond with cold. Snowy, maybe. But wisconsin also has
http://www.enchantedramblings.net/wp-content/uploads/2009/08/Wisconsin-Dells.jpg
http://dustydavis.com/blogimages/spring07/wisconsin_dairy_farm.jpg
http://media-cdn.tripadvisor.com/media/photo-s/00/1d/90/63/swamp-land.jpg

In fact,http://www.google.com/imgres?imgurl=http://botit.botany.wisc.edu/images//veg/N.Wet_N.Wet_Mesic/Black_ash_swamp_I_VK.jpg&imgrefurl=http://www.botany.wisc.edu/herb/wwwherbarium/wisflora/curtis.asp&usg=__8yakknCNDvxo85LVQEehSrBmzuM=&h=695&w=470&sz=170&hl=en&start=14&sig2=i1cOBv3Ye9UPRKTd3RmiDA&um=1&itbs=1&tbnid=sqB3G77S7oeU7M:&tbnh=139&tbnw=94&prev=/images%3Fq%3Dwisconsin%2Bswamp%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26tbs%3Disch:1&ei=Vhv_S9OXKJXyM53z8Dsdescribes many of features of Wisconsin.

My point being, what you are viewing here is such a small view of Argonia that to say this region isnt what Argonia is supposed to look like isnt accurate. I have many ideas for different areas. I have lively swamps, dead swamps, alien swamps, alien jungle/rainforest, a more earthy rainforest, coastal mangrove regions, and so, so much more. So please, keep in mind the scale of the project when viewing screenshots for a coastal area.



Is your displeasure rooted from the color scheme? What about adding a second variety of grass, or more plant life? I believe that would bring more life to it. As it is, I like it, but the colors of the grass and trees seem to be so close to the same.

I always imagined Argonia was so lush you couldn't get far without being hopelessly lost. Also imagined trees and plantlife jutting from the water. Hope this might help with inspiration.

This is kinda how I pictured argonia:
http://www.mynewsletterbuilder.com/ex/template_content_corner/ex120/images/galapagos.jpg
http://media-cdn.tripadvisor.com/media/photo-s/00/1e/4a/dc/galapagos-islands.jpg
http://static.howstuffworks.com/gif/galapagos-islands-3.jpg
http://www.dareksepiolo.com/fotografia_podwodna/portfolio/r03%20papua%20new%20guinea%20reef%20png.jpg
http://travel.nationalgeographic.com/places/images/photos/photo_lg_papuanewguinea.jpg
http://img26.picoodle.com/img/img26/3/1/14/f_rajaampat3m_6bae96a.jpg
http://farm3.static.flickr.com/2562/3979119182_590f988a69.jpg
http://blog.redcross.ca/adamjohnston/uploaded_images/Papua--River-Vallay-716845.JPG
http://matadornetwork.cachefly.net/matadortrips.com/docs//wp-content/images/posts/20090401-PNG10.jpg


Yes, I think the color scheme is most of the problem. There are other, smaller things, but relly it comes down to color scheme and lack of variety in the flora.

Pic 1-A tad too hilly
Pic 2, 3, 4, 6, and 9-These would be better used for a Valenwood or Hammerfell coast I think. They are a tad too bright, pleasant, and inviting.
Pic 5-I love this picture and this is something i want to recreate. The architecture however, I know alot of people kind of expect Argonia to have homes similiar to this but I feel its too cliche and...well, expected. Why play a game you've already explored before you turned it on?
Pic 8-This is almost exactly what I want this region to look like. Dead on.


It's main problem is in the color scheme, though overall I see little else wrong with it. Well at least for the stage it's in. :)

Maybe the grass should be closer to this http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3801.jpg?t=1274999956. Just for variety.

Grass shouldn't be the only ground cover for Aragonia. In moist climates many other kinds might be better, i think :shrug: Like maybe http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3748.jpg?t=1275000014, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3167.jpg?t=1275000087 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3016.jpg?t=1275000122.

Some that could be added as Statics to coastal areas, especially on cliffs might be utilized well. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3270.jpg?t=1275000198. One could set the collision a little close to the center of the static or plant to give it a sort of spongy feel.

Rocks http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3280.jpg?t=1275000269 could be fairly easy to implement. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3293.jpg?t=1275000309 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3294.jpg?t=1275000358 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3306.jpg?t=1275000387

Twisty roots could make a good static for atmosphere. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3074.jpg?t=1275000445 As would mossy tree trunks and hard to get mushrooms. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_2995.jpg?t=1275000486 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3072.jpg?t=1275000519

Tree Textures (when and if the trunks get bigger) could be covered in strange things that look like this, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3060.jpg?t=1275000559. Or perhaps a red hue would work well http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3032.jpg?t=1275000589, http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3033.jpg?t=1275000621.

As for the gound textures (this might be weird) Near or on beaches could have textures that resemble http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3322.jpg?t=1275000659 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3554.jpg?t=1275001702 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3511.jpg?t=1275000718 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3317.jpg?t=1275000772 or maybe http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3529.jpg?t=1275000869 Though I admit those are mostly the same. The trick would be to make some areas randomly bumpy where the water does not cause the sand to be flat.

To give beaches additional character one could add dead trees that were white (as apposed to morrowind's darker dead trees). Mabey something like http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3582.jpg?t=1275000906 or http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3589.jpg?t=1275000938 Um http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3900.jpg?t=1275000970. Plants similar these might look good. http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3767.jpg?t=1275001027 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3175.jpg?t=1275001090 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3971.jpg?t=1275001139. Here's the ground cover idea taken back a bit http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3761.jpg?t=1275001181 http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3757.jpg?t=1275001210

Oh! Take note of how creepy seaweed is. It could serve as inspiration for creepy plant ideas http://i1024.photobucket.com/albums/y305/gnomesrule19/Northern%20California/100_3645.jpg?t=1275001550

Just some ideas, Looks good so far keep up the good work! :turtle:


I dont plan on having grass as the only ground cover, but this southwest region Ive always imagined to be grassy.
Some of the rocks and a few of the plants show good reference pictures for models, but there are also some that really arent workable in game.
Thanks for the links.


I dunno, from the descriptions of Argonia I've read, I've always imagined it to be more like the tropical rain forests of South America during the wet season.

http://www.explorationsinc.com/photogallery/amazon-tours-rainforest-jungle/004%20Giant-Water-Lilies.jpg
http://www.explorationsinc.com/photogallery/amazon-tours-scenery/080-Yagua-Village.jpg
http://www.globusjourneys.com/Common/Images/Destinations/amazon.jpg
http://www.sheppardsoftware.com/images/South%20America/factfile/Amazon_Rainforest.jpg (with darker water)
http://www.sheppardsoftware.com/images/South%20America/factfile/800px-Air_roots_in_the_Amaz.jpg
http://farm4.static.flickr.com/3159/2866573387_cbccf70dcd.jpg

or, perhaps this (in Central America)

http://www.myworldshots.com/p1/m/Ecuador-Misc/Jungle-along-Amazon-river-6710.jpg

Pretty much, dry land is the exception, not the rule. The water is usually inky black, but deep enough to swim in (and get mauled by fish and snakes). The Argonian account did describe grassy lands a few places, but most of the book seemed to describe it as lush rain forest and jungle.

I'm not sure how to handle the coast lines on the sea, but I would expect that Brazil would look similar.


Well, Argonia in TES lore is almost always described as swampland actually. These pictures I posted are of a coastal marshland/grassland.
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CYCO JO-NATE
 
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Post » Sat Jun 19, 2010 4:11 pm

Kukaahinui, gnomesrule19, Morovir :

These very coloured pictures would be more adapted to this mod there, no? => http://www.gamesas.com/index.php?/topic/1057158-super-wip-lyithdonea-the-azurian-isles/
:unsure:
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neen
 
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Post » Sat Jun 19, 2010 9:28 am

Okay, so with the regions of Cyrodiil settled, if not with the community then with myself and this project, now to get down to more detailed issues.
Im going to start at the heart of Cyrodiil and work my ways out. This means project number one is the Imperial City. Im a big fan of immersive cities and realistics actions taking place in them, so what Id like is ideas to make the Imperial City realistic. First up is the Arcane University. What would you expect to see inside of the Arcane University fi you entered it in real life? Feel free if you have ideas for any area to say them.
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Chelsea Head
 
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Post » Sat Jun 19, 2010 11:34 am

What would you expect to see inside of the Arcane University fi you entered it in real life? Feel free if you have ideas for any area to say them.

Halls where the certified necromancers study the corpses of criminals, a vault or two with some magical artifacts (some of them cursed), "classrooms" for different schools of magicka (destruction one with reinforced walls and the like, illusion one full of phantoms and illusions etc). A large council hall with archives describing the Guild's activities and members. A greenhouse with rare plants.

Also, I'd love to see the Imperial Battle College and a larger presence of the Imperial Battlemages in Cyrodiil...
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Janeth Valenzuela Castelo
 
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Post » Sat Jun 19, 2010 5:19 am

Very good ideas.

Would anybody be completely opposed to me removing the arena from the walls of the imperial city and having it in its own area like the arcane university and the imperial city prison? I think i can do it better justice if its on its own.
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Stacyia
 
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Post » Sat Jun 19, 2010 3:11 pm

I would expect there to be a chance of "accidents" occurring. True this place is for more experienced people overall, but professionals and magic don't actually mix well. Someone is always stepping over the bounds they know they shouldn't because they believe they can handle it and magic by it's very nature is unstable and unpredictable. Even when you think you know everything about something, a foreign object or unknown factor can change things up all over again.

So let's see.. get a bunch of people together who are overly focused on it's study, who make it their life and are, for the most part mystical or untrustworthy and then give them toys to play with.. now do this under one roof. Oh yeah, there's gonna be mishaps!


As for the arena, it never made sense to me. In vivec they get a whole giant building, but in the imperial city it's a section? How exactly do they bring the creatures in? Where is the holding area? And who really makes the decisions? For that matter, why can I only ever see one team? Why are there no "freelance" fighters signing up or hanging around like there would be in a real one? Even vivec has a few walking around the compound and they don't have the kind of fights the imperials do!

The whole place needs a rehaul frankly, and if they have to drag dangerous sorts in to the place for people's viewing pleasure, it seems odd to have it where it was without a lot of explaining. Even in rome most of these places were, although well used and well liked, not in the center of town. Still you will want to keep in mind that the denizens of the city would want easy access to the place, and the guards would want it near the city were they could keep an eye on it and call for help if needed.. they certainly would not want it on the outskirts though.. many fighters, especially freelancers, are unsavory sorts that would require careful attention when they weren't in the main areas of arena.

So prolly have several entrances would be feasible. Like say, a main entrance that would be inside the city, providing easy access to the locals and would be on a guard's patrol route and one a little bit out of the way. The one in the city could be a faster way to viewing and social areas, with a gladiator processing area not far away and the entrance that is a little more out of the way could be closer to the areas the fighters might use, and be closer to the area they use to process the creatures and stuff like that. (maybe have the creature area led far outside town through underground tunnels)
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Tina Tupou
 
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