Deep Sea (TC) working title

Post » Wed Mar 16, 2011 1:43 pm

Good point?!?
It's in the very early stages of a TC (do you know what that is?) and you're expressing confusion over how anything's going to work...in practice.

Well... yes. The last thing I want to happen is to follow what TDW's doing while he makes hundreds of awesome models only to realise just before he finishes that it won't work.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed Mar 16, 2011 5:18 am

@The Greatness: I wouldn't make thousand models, if I wasn't sure it would work. This would be a pain in the butt for me too!!! :P I'm modding for more than 2 years now and although I can't do things like scripting, I'm very well aware what MW game engine is capeable of and what not. Besides that, I've watched dozens of game production videos and I know techniques that were used in several other games and should also work very well in MW.

If you take a look at MW from the technical side, the whole exteriors is nothing else than meshes and textures, meaning water, sky, rain, snow, ash storm and whatever. All that can be altered aftter your own needs. I can make models, paint textures, animate... so it shouldn't be a problem to have that submarine world working. The player will be able to buy special equipement to make submarine exploring as comfortable as on land. Swimming speed will be increased, oxygen tanks will allow almost unlimited breath capacity, infravision devices will be used in dark depth, summonable torpedo fish robots will take care of enemies by exploding on contact and much more. I've collected a whole pool full of ideas, which I never could use for MW and now the TC shall profit from that.


PS: If anyone has good ideas for this TC and even better yet knows how to do it technically, please let me know. I'm in planning phase now. :)


TheDaywalker :rock:
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Wed Mar 16, 2011 10:55 am

City Base is done, now I will add more clutter and texture all that stuff. Pictures of the city ingame won't be posted that soon, shall be a surprise!!! :)

http://img835.imageshack.us/img835/2568/renconcept01.jpg


TheDaywalker :rock:
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Wed Mar 16, 2011 1:25 pm

City Base is done, now I will add more clutter and texture all that stuff. Pictures of the city ingame won't be posted that soon, shall be a surprise!!! :)

http://img835.imageshack.us/img835/2568/renconcept01.jpg


TheDaywalker :rock:

there we go! :) i'm no longer disappointed in you TDW

@greatness, please, if u dont think TDW's gonna finish it go talk about it somewhere else... but dont clog up HIS thread about your opinions on how or if this mods gonna be done.
and a seriously doubt he's gonna "run away crying like a little girl" as it's been put, when things go down hill this time he has a team to back him :)
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Wed Mar 16, 2011 3:48 am

Guys, as you might have noticed I'm just working on this TC for about two weeks, what you expect me to do in that short time??? Complete dungeon or city tilesets? :o

I'm working mostly on my own on this project and all the models are made from scratch, no ressources sofar. You gotta be a bit more patient with me!!! ;)

Just trust me on that. I wouldn't have started this TC, if I wasn't sure if it is working!!! ;)


It's really easy to make something like that, it has been done before and you'll do it again, except with much better meshes and stuff. Don't get nervous, you are actually pretty fast on this, especially considering the fact that you're making all the meshes from scratch. Tho yeah, what am I talking about, we are all already convinced it's not really hard for you to make a good mesh in short time :goodjob:

I svck at modeling, but I can't wait to see some CS/in game shots of things you put together!
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Wed Mar 16, 2011 3:02 pm

@greatness, please, if u dont think TDW's gonna finish it go talk about it somewhere else... but dont clog up HIS thread about your opinions on how or if this mods gonna be done.
and a seriously doubt he's gonna "run away crying like a little girl" as it's been put, when things go down hill this time he has a team to back him :)

Bloody Hell, you ask a simple question (or two)...

Anyway, I'm with this all the way.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Mar 16, 2011 4:54 am

Let's stop this unfruitful discussion about if it can be done or not and if I will quit and whine or not. I have always tried to make huge mods with massive changes to all kind of things. I'm not a person that does easily quit, but the things I have worked on where always of a size a team is supposed to work on, not a single person. Instead of doing a TC, I could work on ressources, make nice house mods or release a new sword or armor once a month. But this is not what does excite me. The essence of modding for me personally is to create an entire new world from scratch, making my own game, anything else is like eating a bubble gum another person has yet chewed on before. That a TC is an exhausting, difficult and time consuming project, is not new to me, but it is fun to me and that's what does count.

As ChakaCG already said, this is not the first game that is set under water and I don't see any reason why it should not function in MW. So many things have been done with this old game, which people said/ thought would never be possible. So I see it rather as a challenge to do this and make the best out of the given possibilities. ;)


TheDaywalker :rock:
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Wed Mar 16, 2011 6:12 am

Cool. If you're interested I once worked on a script for controlling a vehicle. It was originally for Oblivion but it could easily be tweaked for submarines in Morrowind. I never got to fully test it because I realised it would be very difficult to release (it was based on someone elses house mod that I wanted to make into a vehicle, long story) but the script functioned well. With the global script system Morrowind provides it could be made slightly easier, although some work would have to be done reducing its FPS impact, and I'd have to implement things like weapons (I assume you want your submarines to be able to shoot).
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Wed Mar 16, 2011 10:02 am

mean! do it. (starts chanting)
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Wed Mar 16, 2011 3:54 pm

@The Greatness: If this script would work for MW, would be great. We should definately give it a try!!! Thx!!! ;)


As the main city model is done, I began with producing custom textures. The base texture will stay riveted metal, but there'll be a large variety due to withereing, damage, stains, signs, paint, barnacles and whatever can alter a material that has to last years and years in submarine environment. In case some of you are skilled in Photoshop or Gimp and want to help with this, plz let me know, I will send you the base textures then, on which you can work. Doesn't matter wether you use free!!! stock fotos, textures or decal maps or paint it yourself.

Here's some samples I made:

http://img9.imageshack.us/img9/1467/sample01f.jpg
http://img441.imageshack.us/img441/5826/sample02o.jpg
http://img24.imageshack.us/img24/1879/sample03b.jpg

TheDaywalker :rock:
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Wed Mar 16, 2011 3:00 pm

@ TDW

If you are able to keep this mod alive for a longer time I'll be interested in doing an exterior claim...not to big, cause I'm involved in another project, but I like the idea of this mod and it would be fun to do some post apcalyptic exterior. I just wanna wait till I'm convienced that this mod will see the light of the day and not join the destiny of other TC's in the past. Excuse my scepticism, I just saw too many TC's fail in the 3 years we know eachother and I wanna be sure that I don't waist my time, :icecream:

Btw, the models you posted so far look great :goodjob:
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Wed Mar 16, 2011 6:46 am

@ TDW

If you are able to keep this mod alive for a longer time I'll be interested in doing an exterior claim...not to big, cause I'm involved in another project, but I like the idea of this mod and it would be fun to do some post apcalyptic exterior. I just wanna wait till I'm convienced that this mod will see the light of the day and not join the destiny of other TC's in the past. Excuse my scepticism, I just saw too many TC's fail in the 3 years we know eachother and I wanna be sure that I don't waist my time, :icecream:

Btw, the models you posted so far look great :goodjob:



Ha, great, you're welcome!!! ;) When people hear the word TC, they always get spontanious shivers. I don't get that. A TC can be a simple row of mods, that slowly puzzle together to a complete build. I will release the first city in about half a year. Then make further addons. Hopefully TC will be a succes, so other people might like to add their own mods to it. :)


EDIT: Btw, if someone had written something like you just did at time you started Skyrim, you'd have literary killed him, remember?! :P


TheDaywalker :rock:
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Mar 16, 2011 3:39 pm

Let's stop this unfruitful discussion about if it can be done or not and if I will quit and whine or not. I have always tried to make huge mods with massive changes to all kind of things. I'm not a person that does easily quit, but the things I have worked on where always of a size a team is supposed to work on, not a single person. Instead of doing a TC, I could work on ressources, make nice house mods or release a new sword or armor once a month. But this is not what does excite me. The essence of modding for me personally is to create an entire new world from scratch, making my own game, anything else is like eating a bubble gum another person has yet chewed on before. That a TC is an exhausting, difficult and time consuming project, is not new to me, but it is fun to me and that's what does count.

As ChakaCG already said, this is not the first game that is set under water and I don't see any reason why it should not function in MW. So many things have been done with this old game, which people said/ thought would never be possible. So I see it rather as a challenge to do this and make the best out of the given possibilities. ;)


TheDaywalker :rock:


Indeed, but what I meant was, it has been done in Morrowind as well. Not as detailed as you plan, but it surely works and is VERY easy to make, doesn't involve any knowledge aside from some landscaping and such (and in your case with modeling).

And you're bloody boring with the CG thingy :laugh:
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Wed Mar 16, 2011 7:53 am


EDIT: Btw, if someone had written something like you just did at time you started Skyrim, you'd have literary killed him, remember?! :P


TheDaywalker :rock:



Hehe, you mean the old days in the german community? Yes, I've killed some of them, but not for offering help and declearing their scepticism, I killed them for stupid, piontless, unqualified blah, blah and I still don't feel guilty about that.

No, what I wanted to tell you is that I would be glad to lend you a little hand if the mod reach a matured stage...I can't help a lot cause Skyrim has priority for me, but I would be happy to do a 15-20 cell claim for you if you don't need it finished very fast.

Selfedit: Fixed spell mistaks :whistling:
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Wed Mar 16, 2011 7:52 am

Those doors look great.
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Wed Mar 16, 2011 3:09 pm

@Lestat: No need to hurry with those cells. You know, I make all models from scratch and we will need a whole lot of stuff, to get such a large area decorated. I think your help won't be needed earlier than in three month, assuming I find the time to produce at least a couple of models each day. :)


TheDaywalker :rock:
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Mar 16, 2011 4:08 am

Made a set of 20 new textures today, based on the riveted metal texture I'm using for the buildings of the humanlike race. Til end of weekend I want to have done a set of 100 textures, so that I have a good stash to work with. When TC is released, textures and models will be free as a ressource for those who intend to mod this TC.

My textures are all 2048x2048 pixel at the moment and even in Blender I have severe problems with performance yet, due to that high resolution. So I will make a low res version of all my textures for me to be able to work without fps loss and for those people like myself, who still run very weak and old PCs.

What is the average texture size you guys use ingame these days anybody even playing with 2048 x2048 pixel???

Here some simple lowpoly generator with some of teh new textures. I made metal with different kind of damages, signal-stripes, barnacles, algai, corrosion, switches and buttons, ventilation grill and much more.

http://img294.imageshack.us/img294/5441/generator1.jpg



TheDaywalker :rock:
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Wed Mar 16, 2011 7:42 am

Made a set of 20 new textures today, based on the riveted metal texture I'm using for the buildings of the humanlike race. Til end of weekend I want to have done a set of 100 textures, so that I have a good stash to work with. When TC is released, textures and models will be available as a ressource for those who intend to mod this TC.

My textures are all 2048x2048 pixel at the moment and even in Blender I have severe problems with performance yet, due to that high resolution. So I will make a low res version of all my textures for me to be able to work without fps loss and for those people like myself, who still run very weak and old PCs.

What is the average texture size you guys use ingame these days? Anybody even playing with 2048 x2048 pixel???

Here some simple lowpoly generator with some of the new textures. I made metal with different kind of damages, signal-stripes, barnacles, algae corrosion, switches and buttons, ventilation grill and much more.

http://img294.imageshack.us/img294/5441/generator1.jpg



TheDaywalker :rock:
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 16, 2011 4:58 pm

I'd say 2048 is pretty wasteful. I would cap your textures at 1024 because anything above that is barely noticable, unless it needs to be stretched of course.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Wed Mar 16, 2011 2:43 pm

@TheGreatness: You're probably right although some of my models, like the city architecture are really huge and it might not matter if you use a row of small textures or just a single big one. But I rhink for the standard size objects I'll be fine with 1024x1024.


I opened up a TC project forum yesterday, to have a place to discuss and keep all info and work together in one place. Site is still under construction, but feel free to register and maybe even help improving forum's structure. This is a TC related forum, so no MW or Oblivion in there, but best see yourself!!! ;) I made a "Site Construction Discussion" forum in the offtopics section!!!

http://deepsea.forumieren.com/forum.htm


PS: I know project is still at a very early stage, but I intend to finish it, whatever happens and I wish to gather a team in time and not when TC is already half done. :)

I'll make a link in signature in a moment...


TheDaywalker :rock:
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Wed Mar 16, 2011 8:49 am

Another vehicle in progress...

http://img207.imageshack.us/img207/1085/hotrod03.jpg


TC-Forum:

http://deepsea.forumieren.com/forum.htm



TheDaywalker :rock:
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed Mar 16, 2011 3:24 pm

Another vehicle in progress...
http://img207.imageshack.us/img207/1085/hotrod03.jpg

That's a pimpin' ride, yo!
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Mar 16, 2011 8:54 am

Another vehicle in progress...

http://img207.imageshack.us/img207/1085/hotrod03.jpg


TC-Forum:

http://deepsea.forumieren.com/forum.htm



TheDaywalker :rock:

Looking good!

and I will sign up to the forum as well :)
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Wed Mar 16, 2011 5:29 am

Thx, guys for the continuous support, much appreciated!!! ;)


Today is "Blender Day" from dusk til dawn. Here comes a first quick half an hour concept of the "Amphibians" race (male_head_01:

http://img543.imageshack.us/img543/8035/amphibianconcept01.jpg
http://img233.imageshack.us/img233/2094/amphibianconcept02.jpg
http://img94.imageshack.us/img94/1876/amphibianconcept03.jpg

Update:

http://img227.imageshack.us/img227/5495/amphibianconcept04.jpg
http://img502.imageshack.us/img502/7958/amphibianconcept05.jpg


TheDaywalker :rock:
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Wed Mar 16, 2011 1:00 pm

You might consider looking at Blade Runner for inspiration on the human settlements. If you recall, the entire city was drenched and rotting - which would fit perfectly in your TC. Also, the art deco style of the buildings seems fairly similar to what you are already aiming for.

Rapture would be another interesting city to glean ideas from as well, since it is very similar in concept, but the Los Angeles of Blade Runner had more character in my opinion.

Just a thought, and you probably can't go too far with it - since you are creating an alien TC - but that architecture was amazing.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

PreviousNext

Return to III - Morrowind