[WIP] Continent of Yesterbreeze

Post » Mon Jul 12, 2010 5:15 pm

from the map. it seems nearly half landscape done. good.

but i still feel there are too many city/town [12]. I guess 6 town/city are enough. suggest make them few but great. others can be ruins or just wildness.

I allways feel there are too many city/town in stock game. for example, I can hardly believe etomheart and vivec are two cities, because they are too near.
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Lisha Boo
 
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Post » Tue Jul 13, 2010 1:49 am

from the map. it seems nearly half landscape done. good.

but i still feel there are too many city/town [12]. I guess 6 town/city are enough. suggest make them few but great. others can be ruins or just wildness.

I allways feel there are too many city/town in stock game. for example, I can hardly believe etomheart and vivec are two cities, because they are too near.

if your worried that the towns will seem packed in together let me assure you there is quite a bit of walk travel time between town/cities and some of them are very very large cities while others do have more of a town or out post feel to them. ive made it my personal goal each time i test a new esp im given to cover every square of the map and that in its self is no small task. at this point i think if any of the towns were to be taken out it would leave it unbalanced landscape wise. meaning to much room between towns with huge gaps. i know its hard to visualize unless your wandering around it your self . all i can say is that so far i havent been disapointed in the slightest.
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Tracy Byworth
 
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Post » Tue Jul 13, 2010 1:12 am

Also, remember that Ebonheart is more of a fort than a city.
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Beat freak
 
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Post » Tue Jul 13, 2010 3:25 am

Absolutely gorgeous. I greatly look forward to exploring the many beautiful regions depicted in your screenshots!!

:wub:
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chloe hampson
 
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Post » Mon Jul 12, 2010 7:25 pm

Yes, the landscape looks very wonderfull. I can hardly forget this mod.

How the develop process going ?
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Leilene Nessel
 
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Post » Mon Jul 12, 2010 1:13 pm

Yes, the landscape looks very wonderfull. I can hardly forget this mod.

How the develop process going ?

It's going well. There's been quite a bit done on Southern Tyrthol Coast. But I haven't taken any screenshots yet. Also Wzurv has had a makeover, since I never really liked that town.

Also, Cullanna took http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/Morrowind2008-10-0310-38-57-76bmp.jpg of YB using MGE so you can truly see the size comparison with MW, thanks to him.

I'll post some more screens of Wzurv and Southern Tyrthol soon.
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joseluis perez
 
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Post » Tue Jul 13, 2010 5:07 am

Okay, a bit of a mix today, but here are the latest screenshots:

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_129.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_130.jpg

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_132.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_131.jpg

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_127.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_128.jpg

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_134.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_135.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_136.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_137.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_138.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_139.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_140.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_141.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_142.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_143.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_144.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_145.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_146.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot_147.jpg

Feedback (comments/improvements) welcome, as usual.

Enjoy,
Regaez
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Teghan Harris
 
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Post » Tue Jul 13, 2010 5:06 am

Great screenshots as always Regaez. I especially like the last few of the ruined fort...that would be one seriously long fall. :shocking:
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Samantha Jane Adams
 
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Post » Mon Jul 12, 2010 4:51 pm

this is surely the best landscape mod. I havn't seen such a grand detailed landscape mod.

Good to hear it going well.

Regaez, if anything I can help, just call me.
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Eve(G)
 
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Post » Mon Jul 12, 2010 8:58 pm

YB is primarily a continent mod, so there is a great emphasis on the world building. The ultimate goal in creating YB is to make things you've never seen in MW before, to make you go "Wow, that's cool!"


TheDaywalker: "Wow, that's cool!!!"

Very good work mate!!! Very detailed and realistic topography of the landscape, never getting boring at all. Me myself is a big fan of landscaping too and I'm always trying to do something new with the stuff the Cs delivers, but the way you use the exteriors is really awesome.

Can't wait to play the mod!!! :bigsmile:


Greets, TheDaywalker!!! :rock:
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Nikki Morse
 
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Post » Tue Jul 13, 2010 4:27 am

Tyrthol looks simply excellent :drool: . That would be an awesome place to hunt. Nice work so far, Regaez!
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Jordan Moreno
 
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Post » Mon Jul 12, 2010 5:55 pm

Thanks for your responses! It's always encouraging to get such good praise after posting screenshots of a large amount of landscape - it means I don't have to redo it! :D I'll be sure to post some more screenshots once I've got some more substantial development done and worth taking some screens of.


@TheDaywalker: You know, I think you're the first to say that to me.
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Enny Labinjo
 
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Post » Tue Jul 13, 2010 2:23 am

i do like what im seeing. I love the shape of the landmass. And the orange and green remind me of my favorite place in guild wars :) so extra bonus's for me, i also like the desert. Im really looking forward to this :)

what im worried about is the amount of trees and rocks in each cell. Will the player be able to move around in the trees because the they look packed. Now it looks like from the pictures the cells need to be less packed.

Heres a question how many objects are in a cell?
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Rachel Eloise Getoutofmyface
 
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Post » Mon Jul 12, 2010 3:48 pm

what im worried about is the amount of trees and rocks in each cell. Will the player be able to move around in the trees because the they look packed. Now it looks like from the pictures the cells need to be less packed.

Heres a question how many objects are in a cell?

You needn't be worried about not being able to walk through the forest, unless your character is obese (I hope not). :D There's plenty of room to walk through the forest, but you will need to navigate yourself. My intention when creating these large forests was so that you might get lost in the sea of tree trunks and that you have to twist and turn and sidestep your way through the trees because, in my opinion, a forest like that was one thing MW really lacked. (And also because I love forests :hehe:)

Don't worry, though. I assure you that you will be able to walk through the forests. If I get the opportunity, I might make a short video walking through some of the forest so I can show you how it is like.

As to your question... the highest reference count in Tyrthol Coast is 725, but that is around the islands and is largely due to all the ice layers on the ocean. Most of the others are 200-300 references per cell.
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Melly Angelic
 
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Post » Mon Jul 12, 2010 11:08 pm

(...)

Beautiful :)
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Roddy
 
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Post » Tue Jul 13, 2010 3:04 am

new month come, any new news ?
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Evaa
 
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Post » Mon Jul 12, 2010 2:34 pm

what happened to this project ? need any help ?
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Cagla Cali
 
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Post » Mon Jul 12, 2010 2:15 pm

what happened to this project ? need any help ?

Sorry, but there hasn't been any progress made this last month due to the fact that I have been extremely busy and stressed, but also because my computer was having hard drive problems which made modding very difficult. However, I now have a new computer and am just going through the process of getting everything sorted out and installed. I currently have MW installed, but am yet to copy over my WIP mods from my old computer.

I am unlikely to be able to work on it for these next two weeks, but after that my life will hopefully become a little more flexible with my free time and less stressful, so that I can actually sit down and enjoy modding.

So, no, this project hasn't died.
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Danii Brown
 
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Post » Tue Jul 13, 2010 5:49 am

Well it's good to hear that this mod isn't dead. It is always sad when big mods like this just stop because the author doesn't have the time to work on them. I know very well what that is like too!

And this mod is looking very good so far! So keep up the good work! :goodjob:
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Add Me
 
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Post » Mon Jul 12, 2010 11:11 pm

I know you do not have time to work on this right now but I wanted to suggest that for the the Raven Rock style village, Y'furan? (don't remember how to spell it), you use http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6979 a wonderful retexture that uses pine needles for the roof instaed of snow and icicles. Just a small suggestion, good luck!
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Jade Barnes-Mackey
 
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Post » Mon Jul 12, 2010 2:43 pm

no its not dead just takes time. it really is a huge mod and we do not have a huge team working on it. but i assure you that progress is being made slowly
and i would think that with as considerate as Regaez is if by some odd chance he did decide that it was no longer going to happen im sure that it would be posted as such as to not leave ppl hanging. i have been leary to dabble in the CS i know if i tried i could probably figure out how to deco some of the interiors which would speed up the process. but i seem to stay busy running threw the continent looking for things that need to be fixed. thank you all for your continued comments and support for this mod. and im sure we will keep you posted.
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Quick Draw
 
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Post » Mon Jul 12, 2010 4:22 pm

Hey, thanks Melchior Dahrk. I think I will use that resource. That was one thing that always bothered me about Y'Fyran, but now I can fix it. :D

Also, I've installed the majority of YB onto my computer, and just have to find a couple of files I missed. I have just got MGE with YB working, as well. So, when I get the chance, I'll take some pics using MGE and post them.
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Damian Parsons
 
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Post » Mon Jul 12, 2010 3:08 pm

I just took a look at this thread and the screenshots in it, this mod looks amazing and I for one look forward to the future release of Yesterbreeze.
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Andrew Perry
 
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Post » Mon Jul 12, 2010 10:57 pm

I just took a look at this thread and the screenshots in it, this mod looks amazing and I for one look forward to the future release of Yesterbreeze.

well thank you i know i cant speak for everyone working on the project. we just hope that everyone will have as much fun exploring it as we are getting it out there to the community.
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Emma Pennington
 
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Post » Tue Jul 13, 2010 2:52 am

I noticed something about the name of this mod. Is it just a coincidence or did you guys plan this out...?

Morrow-Yester
Wind-Breeze

Seems like an odd coincidence :)

Great looking mod, and I too cannot wait for a release!
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Laura Ellaby
 
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