Connary's Graphical Compendium#7

Post » Fri May 27, 2011 5:45 pm

There is no reason to criticize Wacka.


Why not? I find fault with his comment, I do not want to see the work Connary has done change, I like it as is. ;)
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Emilie M
 
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Post » Fri May 27, 2011 6:15 pm

Why not? I find fault with his comment, I do not want to see the work Connary has done change, I like it as is. ;)

but what if the change is for the better?
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Kristina Campbell
 
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Post » Fri May 27, 2011 5:06 am

There are several shots with the extravagant robes and the imperial armor. Difficult to track i must say,perhaps thread #4 or #5. Im guilty. Someday, near the completion i will create a collection of screenshots with the general look of the mod.


Someday? That sounds so far away.
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Sabrina Schwarz
 
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Post » Fri May 27, 2011 3:08 pm

Do you need a few idea's for what a fortress should look like? Or are you having problems with just making a fortress without a door? Normally a fort would have what you made as above, but the door inside a door seems redundant. The whole archway would normally have a door to fit the whole arch itself. "Rakes" would also be used, but often behind the wooden gate.

IE= Wooden gate fitting the archway and behind that would be a rake coming downwards. The metal would have been to difficult to use from the side's. It was easier to tactically drop the rake than to push it by force. Side rake's may want to think of changing. =)

What is the proper name for a castle gate/"rake"= Portcullis


Portcullis. This is the word im searching?

Well, its not a matter of realism or fortress knowledge, im living in a country plenty of castles. Its a problem trying to find of a solution in a modular world. A common door is not possible due the space needed to turn the door sheets. All around Ebonheart you will find stairs in the middle of the archway that make impossible this turn. Also there are side doors in the archway that must be left accessible.
The vertical solution isnt good for me cause there are archways with 30 metres high. You will need 30 more metres on top of archway to left the portcullis open. Nasty.
The horizontal solution dont touch any element that i can test in CS and brings a rare look that works well with Morrowind. Well, this is what i need to know from people.

Its dificult to take a good screenshot in the archway reduced space. The best is a betatest:

http://rapidshare.com/files/274770823/Horizontal_Portcullis.rar


Please, to all interested betatesters, download this mesh, install and share your thoughts.
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Aaron Clark
 
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Post » Fri May 27, 2011 8:14 am

Good work connary :clap:
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Sharra Llenos
 
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Post » Fri May 27, 2011 9:49 am

Thanks Ayleid. Added a link to the portcullis mesh in my anterior topic.
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Blackdrak
 
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Post » Fri May 27, 2011 5:34 pm

Please, to all interested betatesters, download this mesh, install and share your thoughts.

Well, I like how they look, i think it fits well... but they have a huge collision box around them.
You have to "tcl" just to get near them :P

Also, I don't think the portcullis would go all the way to the top. Maybe just a 10 feet section at ground level would suffice. It would make it feel more like a gate, instead of a piece of the wall.
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MatthewJontully
 
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Post » Fri May 27, 2011 8:02 pm

Well, I like how they look, i think it fits well... but they have a huge collision box around them.
You have to "tcl" just to get near them :P

Also, I don't think the portcullis would go all the way to the top. Maybe just a 10 feet section at ground level would suffice. It would make it feel more like a gate, instead of a piece of the wall.



There arent a ground level of reference Pluto. This mesh is used in all kind of positions (high) taking how reference the landscape ground. Check the forts in CS.
I will take a look to the collision box. In fact, i dont want a very near look :biglaugh:
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Rhiannon Jones
 
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Post » Fri May 27, 2011 4:46 pm

A better portcullis mesh: http://rapidshare.com/files/274770823/Horizontal_Portcullis.rar

Please beta test and share your thoughts.

Im playing around some forts and ebonheart and the new mesh works perfect imho. Its a subtle diference not so obvious but brings the sensation of security inside forts.

Opinions needed.

Another thought. I need an scripter to create an functional portcullis. I mean a portcullis that we can close an open using a point of activation in an interior part of the arch. What do you think?
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Sarah MacLeod
 
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Post » Fri May 27, 2011 9:23 pm

Looks great Connary, but lacks collision.
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Jonathan Montero
 
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Post » Fri May 27, 2011 8:14 pm

Looks great Connary, but lacks collision.


Nice you like it. The final version will have collision, of course.
I checked the pathways in several places an always there are a unique pathway in the middle of the arch. This mess dont block the way to npc. But more eyes testing the better.
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TASTY TRACY
 
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Post » Fri May 27, 2011 6:07 pm

Works great connary.^^

Edit: I don't recognized that it has no colision. :P
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Alexander Lee
 
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Post » Fri May 27, 2011 10:34 am

Final mesh with his proper collision for the purist nitpicking fu... bast.... :swear:

:D

http://rapidshare.com/files/274790072/Horizontal_portcullis.rar
All of you are invited to test.

Well, this can be a final version if no one finds a problem with this design.
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Rhysa Hughes
 
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Post » Fri May 27, 2011 1:56 pm

-snip-
Another thought. I need an scripter to create an functional portcullis. I mean a portcullis that we can close an open using a point of activation in an interior part of the arch. What do you think?


I'm not wild about this, to be honest. Maybe have the functional porticullis (sp?) be an optional .esp? I just want my game to look prettier, I don't need a bunch of extra things :shrug:

The gate itself looks great, as usual :)
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Rachel Cafferty
 
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Post » Fri May 27, 2011 9:28 am

Hmm, I still have trouble imagining a horizontal porticullis.

Oh well, whatever right?
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elliot mudd
 
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Post » Fri May 27, 2011 4:11 pm

Hmm, I still have trouble imagining a horizontal porticullis.

Oh well, whatever right?


You do not have to imagine it, try it out.

Downloading your new version now Connary. :)

Edit - Tried it out, NPC's pass through fine. It can be a bit sticky for the player character when scraping past it, any way to smooth that out?

About the functional portcullis, no reason not to include it, so long as it is optional. :)
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Javaun Thompson
 
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Post » Fri May 27, 2011 3:09 pm

The porcullis sounds great. Even if it wasn't optional, you don't' have to push the button to use it. *chuckle* have you ever used the "A Porcullis for..." mods for the various forts?
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Kitana Lucas
 
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Post » Fri May 27, 2011 6:42 am

I don't use a lot of the "realism" mods because it usually ends up less fun to play :shrug:

I'll download this anyway when it's released, it's just a little dark spot on the periphery of my vision now.
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butterfly
 
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Post » Fri May 27, 2011 6:36 am

I don't use a lot of the "realism" mods because it usually ends up less fun to play :shrug:

I'll download this anyway when it's released, it's just a little dark spot on the periphery of my vision now.


Not relay a dark spot, if you do not want it just delete the model when you install the compendium, everything should look normal.

Simple.
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Smokey
 
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Post » Fri May 27, 2011 12:38 pm

Oh, no, I'm fine with there being a modeled door, au contraire, I think it looks amazing. I'm just not excited about it actually opening and closing. That just adds an extra step to getting inside the building. I didn't enjoy it in Oblivion's Ayleid ruins, nor in Shivering Isles, and I'm fairly certain I won't be too excited about it here either. Just my opinion.
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elliot mudd
 
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Post » Fri May 27, 2011 2:21 pm

Ah. I assumed that the door would be open by default. And one could simply not use whatever esp was involved.
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Brittany Abner
 
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Post » Fri May 27, 2011 10:38 am

Ah. I assumed that the door would be open by default. And one could simply not use whatever esp was involved.


I assumed the same.
But dont worry Lucien i will not push things far away for the replacer boundaries. It was only a foolish idea.
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 8:00 am

sideways Portcullis, in agreement for it to be optional.

Kinda takes me out of the game. I keep thinking about Indiana Jones and the Temple of Doom lol

come to think of it, about what Akallabeth mentioned about deleting the door when its installed. A- how would I know which file/'s to delete, and kinda makes me also wonder if that would have some kind of conflict? IE- if its an esp?
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Madison Poo
 
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Post » Fri May 27, 2011 2:17 pm

I assumed the same.
But dont worry Lucien i will not push things far away for the replacer boundaries. It was only a foolish idea.

:nope: No no, that's not what I meant at all! It's a neat idea, just not for my game. And obviously the error was on my part- I thought the door would be closed by default and there would be a lever hidden somewhere nearby that I would have to find. If that's not the case, then I apologize for that little tantrum.
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Michelle davies
 
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Post » Fri May 27, 2011 5:03 pm

Can't we just have it open and close depending on the time of day? During day have the gates open and at night closed?
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Roanne Bardsley
 
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