Building Morrowind to scale

Post » Mon Mar 14, 2011 3:18 pm

I'm sure most of us can agree that Daggerfall had the most likely size for the game world out of the entire series. So, I got to thinking what a mod for Morrowind that resizes the game world to be on a similar scale to that of Daggerfall would be like.

So, if such a mod existed, would you play it? How different do you think it would be from the regular game?
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Mon Mar 14, 2011 6:53 pm

For one, if such a mod existed, I would play it to death, as it would take the game of Morrowind and make that much more epic and awesome. It would also make for one hell of an awesome roleplay to walk from Mournhold to Red Mountain on a sort of pilgrimage or something

However, such a mod would take years to make and would likely, unless it has about 5x the support that Tamriel Rebuilt has (if not more), never be finished.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Mon Mar 14, 2011 1:34 pm

If such a mod existed I would also play it to death. But it would take a crazy amount of time for one person to complete such a project without a large team I'd bet.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Mon Mar 14, 2011 3:31 pm

i always wonder why people make new continents rather that perfect the current one.
intense as bro!
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Mar 14, 2011 3:53 pm

http://www.youtube.com/watch?v=u6ALySsPXt0 I triple dog dare you.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Mon Mar 14, 2011 2:07 pm

yeh PLEASE DO IT! and if u do i might help??! :P always wanted to redo the west gash :P
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Mon Mar 14, 2011 6:03 pm

This looks promising
http://www.projectmanager.f2s.com/morrowind/TESAnnwyn/index.html
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Tue Mar 15, 2011 3:10 am

A bit more pictures of the aforementioned project (long gone, dead & forgotten) by Lightwave. Note that it's converted to Oblivion.
http://projectmanager.f2s.com/morrowind/2x2/index.html

Here's what happens when normal size objects are placed on quadrupled terrain:
http://projectmanager.f2s.com/morrowind/2x2/MW_2x2_Balmora0.jpg

A few thoughts: Convert the supersized terrain to Oblivion, then use it's region generation feature to automatically place trees, bushes and whatnot, then convert back and replace objects with morrowind equivalents or stuff made by vurt for example (and ask zackg for instructions). Cut out the supersized towns and villages, put in the normal sized ones, then fill out the empty ring that's left with something that blends them in. Fix and clutter up the wilderness, replicating important landmarks and memorable scenes to more or less match original in slightly more epic proportion (read up Tamriel Rebuilt instructions on how to do good exteriors).

Not saying i'd do it myself, but of course i'd play it to death in OpenMW. :P
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Mon Mar 14, 2011 3:56 pm

hmm, i guess there could be teams, a group of city remakes who make then new bigger cities fit in. a bunch of people to do exterior's that have become [censored]. and a bunch of people to fix up landmarks and all that, all the stuff with interiors like dunmer strongholds and daedric ones while others do bulk exterior's. i guess there could be even sub groups, a bunch of people on a region and some on another, some who do daedric etc etc.

and then people could gather together some of that best mesh and tex replacers etc. and then we can add other mods that improve things, (some of the nice town expansion and all that) though this paragraph of ideas should be done in a optional download, overwise it'd be like a 2G mod :( and a landremaker wouldn't have all those extra texture's and stuff. then there could be more things, like a group of mods that remake the game like BTB's stuff. and then things like "axe queen of bats" could finnally be added with their own quests.
just ideas...
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Mon Mar 14, 2011 5:10 pm

i always wonder why people make new continents rather that perfect the current one.
intense as bro!


Hey, New Morrowind ftw! :D
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Mon Mar 14, 2011 10:01 pm

hmm, i guess there could be teams, a group of city remakes who make then new bigger cities fit in. a bunch of people to do exterior's that have become [censored]. and a bunch of people to fix up landmarks and all that, all the stuff with interiors like dunmer strongholds and daedric ones while others do bulk exterior's. i guess there could be even sub groups, a bunch of people on a region and some on another, some who do daedric etc etc.

It would be far, far simpler and faster to put together a tool that could fix the cities, then go through and check if it had run correctly. Having people fix each one would probably take too long, compared to automatically fixing then hand-tweaking. Of course, there's more cost up-front in writing a tool to do that, where as people are cheap. :P
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Mon Mar 14, 2011 1:17 pm

It appears that the scaled-up Oblivion files from that website are gone. Nobody would happen to have a backup on their pocket, would they?
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Mon Mar 14, 2011 3:28 pm

Woah, hold it, does this involve actually using TESIV bits and resources? Because Bethesda really cracks down on people importing stuff from one TES game into another.

Great concept, but to be realistic one might need to do some research on landscapes and ecology, and what things affect the distribution and abundance of species. Additionally, you'd want to research a bit of geology.

Fractals provide one method for generating river outlines, mountains, and forests height and distance distribution. Check out my post http://www.gamesas.com/index.php?/topic/1100340-fractal-geometry-making-realistic-landscapes/page__p__16084915__fromsearch__1&#entry16084915, or just watch the video I linked to. It's a pretty lengthy program (about an hour?), but you can see it all for free and without commercials. I recall that it is more towards the later segments that show the link between predicting the length of shorelines use fractal math, and how vegetation distribution is fractal in nature. Applications: being able to generate realistic vegetation in the landscape, along with other features (river, mountain) = less time spent having to hand-place trees and shrubs.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Tue Mar 15, 2011 4:02 am

nah. it doesn't use tesV stuff, it's jst a highmap or whatever. SGmonkey would know :P
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Tue Mar 15, 2011 1:28 am

Woah, hold it, does this involve actually using TESIV bits and resources? Because Bethesda really cracks down on people importing stuff from one TES game into another.

Until someone finally bothers to take them to court and point out they can't do that, which is probably what would happen. But that's not a discussion for here.

Great concept, but to be realistic one might need to do some research on landscapes and ecology, and what things affect the distribution and abundance of species. Additionally, you'd want to research a bit of geology.

I don't think Morrowind involved all of that so much, and it worked alright. :P Admittedly, with some research, you could come up with quite the interesting world.

Fractals provide one method for generating river outlines, mountains, and forests height and distance distribution. Check out my post http://www.gamesas.com/index.php?/topic/1100340-fractal-geometry-making-realistic-landscapes/page__p__16084915__fromsearch__1&#entry16084915, or just watch the video I linked to. It's a pretty lengthy program (about an hour?), but you can see it all for free and without commercials. I recall that it is more towards the later segments that show the link between predicting the length of shorelines use fractal math, and how vegetation distribution is fractal in nature. Applications: being able to generate realistic vegetation in the landscape, along with other features (river, mountain) = less time spent having to hand-place trees and shrubs.

Aye, fractals have been used for landscape generation for quite some time. They don't always work, but certain ones work great for coasts, rivers, and even trees themselves. Overlaying a fractal over the Morrowind terrain heightmap could add the detail necessary to counter expanding it by 2 or 4 times size.
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

Post » Mon Mar 14, 2011 11:54 pm

I like these concepts you guys are coming up with! Any EXPANSION OF VVARDENFELL sounds cool to me!
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Mon Mar 14, 2011 2:29 pm

I am totally awesomed by this idea. It would be great to have a greater scale Morrowind to play with. It would be a great resource for modders, too, as it would throw out a lot more real estate to play around with (though some popular mods might need redone to work with it. I would definitely love to see something like this.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Mon Mar 14, 2011 1:23 pm

While it certainly is an appealing concept; I have to say that i doubt that it is possible for one single person or a small group to perform.
However should you proceed with your plans you have my best wishes; and you can be certain that if you manage to produce it; I'll be one of the first to try it.
Good luck

Regards

The Mage
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Tue Mar 15, 2011 4:23 am

I just wondered...would this mean that any modders created mods would not fit in correctly with this NEW morrowind scale?
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Tue Mar 15, 2011 1:39 am

I just wondered...would this mean that any modders created mods would not fit in correctly with this NEW morrowind scale?


Yes - this would nuke just about any landmass altering mod, since the landscape would be so dramatically different. Even the old NoM would be affected, since the new stores would likely be underground (the hard way) That said, I'd still play it - I'd just manually fix the handful of exterior mods I use to accommodate the new landmass.

Oh, if the landmass really is 2x the size of the old one, someone had better think about moving Solstheim - elsewise it will be possible to simply walk there.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am


Return to III - Morrowind