Deep Sea (TC) working title

Post » Tue Mar 15, 2011 3:35 pm

DEEP SEA (tc)





http://img828.imageshack.us/img828/1747/new2r.jpg
http://img137.imageshack.us/img137/1847/new1vm.jpg
http://img28.imageshack.us/img28/9954/new3oq.jpg
http://img251.imageshack.us/img251/1882/new4bt.jpg
http://img209.imageshack.us/img209/7408/new5m.jpg


You like sci fi, cyberpunk, dystopian settings, movies like "Bladerunner"? You're utterly tired of giant mushrooms, nixhounds and kwama eggs?

You got some skills in any discipline like 3D modelling, questing, story writing, scripting or whatever else?

If you want to take part in this young project, just send me a PM!!! ;)

PS: This project is just in planning phase, so no storyline made yet. Just some basic stats:

-The TC will use the MW game engine, but it will have nothing to do with that game at all. It will use a blank .esm. No MW meshes will be used at all. I wish it to have it's own unique design. Vague style is steampunk->retro sci fi->sci fi. I shall look rather realistic, meaning no manga or cartoon creatures, no typical medievil things. Most of the TC's exteriors will be located below sea level. The TC will have a dark, grimey, badass feel to it, more advlt in it's quests and dialogues like you might be used to from existing rpgs. Characters will be portrait in depth and have their own story ingame. No standing around in one spot whole game.

- Exterior terrain will be made by a large height map with TesAnwynn and lateron customized after our needs. So no time wasting on raising the landmass.

-Races will all be custom, varying from humanlike, amphibians, cyborgs, robots to alien creatures.

-Playable races (see above)

-Submarine vehicles, MW game engine has it's limitations, but I think there will be a way to have submarines, some kind of gliders and maybe rideable creatures. Already have some ideas how to do that all. ;)

-Underwater bases and cities. How it is done: The cities' exteriors will be build under sea level, so you can have some awesome optics when diving down into the deth, exploring the submarine environment. As soon as you enter a city, you will get teleported into an identical interior cell, with all sea environment around being faked by landmeshes, animated textures, fishes flying around the outsides, water bubble particles going up to the imaginary surface and so on...

That shall be enough for the start, feel free to offer help and/or spread some good ideas. :)

PS: I know, I might not have the bestest reputation inside this community, but this is about the project only, you need not marry me!!! :tongue: I also know, I have started a tons of mods and TCs in the past, that never got finished, but the amount of models, landscape and other stuff I have made would easily suit a TC yet. I'm a highly productive person and although I cba with MW anymore, I can't let modding go.


The TC will be released piece after piece to make it more realistic to get this project finished, fisrt a small explore mod with char gen and introduction to the gameplay and then additional plugins will be added.

I'm actually working on this project with Chainy, whom some of you might know from the officials. What you see on the screens was made by me alone in 1,5 days. So you see, it's doable, but I would love to get some help on this. Even small contributions are welcome. 3D modellers would be most welcome though!!! :D

All you doubters please stay away, I know it is a hell of work and chances are low, but first time, I'm doing only what I want to without any limitations and this is pure fun to me.


Thx in advance, TheDaywalker aka Almilexia!!! :rock:
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Soku Nyorah
 
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Post » Tue Mar 15, 2011 11:59 pm

DEEP SEA (tc)
-snnnnnnnnniiiiiiiiiiiipppppppppp-
I'm a highly productive person and although I cba with MW anymore, I can't let modding go.


still got the modding bug? :goodjob:
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Dean Brown
 
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Post » Tue Mar 15, 2011 3:10 pm

You change so fast!
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ashleigh bryden
 
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Post » Tue Mar 15, 2011 10:00 pm

This looks really interesting. Usually I'd have my doubts, but knowing your productivity and the stunning work already done for this I can't help but be hopeful and exited. There's only one thing I don't quite get: why Morrowind?

BTW are you seriously Almilexia? I would have honestly never known. However, I did recognise those underwater pics.
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Austin Suggs
 
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Post » Tue Mar 15, 2011 6:54 pm

Yeah I am really Almilexia, had some fun infiltrating TR, but soon got bored there!!! :P

I originally planned to learn UDK and make the TC with that, but I don't wanted to wait another 2 years, til I have figured out that new gameengine. MW is the game i do know best and all my modding skills are bound to that game. The Elder Scrolls IV: The Elder Scrolls IV: Oblivion is the greatest game in the history of the universe.., you can't even yet make new heads, except retexturing those eastereggs from facegen. Another thing is that my PC is very old and can hardly handle any games newer then 2005. I would rather like to be a professional game designer, work in a team of awesome modelers and programmers and use the newest software, but sadly I'm just a stupid modder, so -> Morrowind

The Elder Scrolls IV: The Elder Scrolls IV: Oblivion is the greatest game in the history of the universe


Haha, good joke!!! :P replace quote with svcks


TheDaywalker:rock:
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Raymond J. Ramirez
 
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Post » Tue Mar 15, 2011 10:01 pm

Yay! You're not done modding! Oh thank gods you make awesome stuff and I don't have ANY OF IT YET - that's nearly enough to make this old mod hoarder cry! As for Oblivion - yeah you can make new heads several people have already :shrug: Not that you should mod for it unless it's another TC, the thing bores me to tears.
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Christina Trayler
 
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Post » Tue Mar 15, 2011 10:26 pm

:drool: :drool:

If i could have six with those screenshots I would ( no I really would)

This looks and sounds ammazing!!!!! Glad your back to modding day walker ^_^ and with a return such as this!


I will be following this mod so close you could slap me with a potatoe and it would kill me.
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Meghan Terry
 
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Post » Tue Mar 15, 2011 7:43 pm

I'll Join in for modelling some stuff. I have some nice ideas I was gonna execute anyhow and it would seem these ideas would fit right in here. Sorry that I haven't answered your PM. It's lookiong pretty good so far! What we need is some direction. What is gameplay gonna be like? What can water do for us? And how do we execute it?

Also, using no gamesas meshes is a prettty bold claim ( I know this pretty well myself ). I like the idea but I'd still say you/we could use some standards like BB meshes for human bodies if humans are even a part of this. Otherwise I know you (in comparison to me) kinda know how to make custom races from scratch so maybe this won't be a big problem.

Another thing that is kind of hard to just toss out and replace is weather and sky mesh. Sure possible but it's hardly really worth it. Textures can be changed around of course.

If nothing else I'll contribute the meshes that I was gonna make anyhow. They are a pretty nice bunch but I haven't really figured out how to do some of them yet.

Umm.. What else...

An idea that would be interesting to explore would be the "post apocalyptic" scenario where nature has gone so far as it's starting to reclaim/taking back everything. More so then Rapture, I'm thinking plants and stuff that has grown over the entire complex and so on.
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Kayla Bee
 
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Post » Tue Mar 15, 2011 9:41 pm

Sounds interesting.
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Olga Xx
 
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Post » Wed Mar 16, 2011 3:43 am

It's good to see you modding again. Try not to burn yourself out. :foodndrink:
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Glu Glu
 
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Post » Wed Mar 16, 2011 5:00 am

Looks amazing, and I'm glad to see you back to modding!
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Sebrina Johnstone
 
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Post » Wed Mar 16, 2011 1:03 am

Some posts have been deleted. Keep any further posts on topic and constructive, or keep out.
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Ryan Lutz
 
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Post » Tue Mar 15, 2011 11:40 pm

Looks good, and glad to see you back :D something along the veins of Bioshock or Deus Ex?
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herrade
 
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Post » Wed Mar 16, 2011 12:20 am

Some posts have been deleted. Keep any further posts on topic and constructive, or keep out.



??? Needs explanation, can't figure having said anything that wasn't ok ???
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Mizz.Jayy
 
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Post » Tue Mar 15, 2011 6:12 pm

??? Needs explanation, can't figure having said anything that wasn't ok ???

nah, your all cool man :goodjob: just same trolls really..
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naana
 
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Post » Tue Mar 15, 2011 9:24 pm

When you get a bit later on, after the races and buildings have been created and imported, I can create a small base, and work on some misc quests or even a faction. I won't be available until 2011 though, busy on my own projects.
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Jessie Rae Brouillette
 
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Post » Wed Mar 16, 2011 1:07 am

@Dark Diva: I wasn't aware you like that one mod so much and I feel very sorry that I didn't get it finished. Sadly I lost motivation to continue after pages of discussion about crabs, cable ships and other stuff. As soon as I find time, I will pack all my unfinished stuff in a ressource bundle and you gus can do with it whatever you like. I have no use for it anymore.

Also if someone PMed me and asked for a certain model, I usually gave it away. I'm not stashing away all my stuff, I was just too lazy to release or make the final finish. ;)

@HunterGatherer: I played Deus Ex and I think it had a very unique feel to it, maybe I will take it for some inspiration. Bioshock I like very much from the screens and trailers I've seen sofar, never played it though.

The idea for this TC is a very old one of mine. Originally planned to do something like that for MW about 2 years ago, but I didn't have the necessary skills to make it real. Lately I watched a lot of sci fi movies and animes and really felt the need to do something like that as a mod. I thought a second about making it Dwemer style, as you still can see on the dwemerish font on the neon signs, but suspected discussions about lore and not fitting in of my work made me decide to do it as a TC. So I won't mess up MW landscape and I can make up all "lore" by myself without any limitations.

@Mordigant: Sounds good to me. I plan to do the first release in about half a year and add further plugins piece by piece then.


@ChakaCG:
Looks amazing, and I'm glad to see you back to modding!


I've never left modding, was doing it all the time. I'm very driven and enthusiastic with what I'm doing and different from other modders, who consider this all just as a loose hobby, I take this very serious. If I had the money, I would make this my profession. So, when I leave and come back again, that isn't because I wanna be a drama queen. I really invest a lot of time into my "hobby". It's not just making some bunnies and faeries on a sunny afternoon. I do tutorial after tutorial and spend days and nights to better my skills. Because of that, I can't take it that easily if I'm continously running into walls here like every 2nd time. Nuff said ;)

PS: For those who like to troll or take a p.ss at me, feel free to PM me, just cleaned my inbox. But keep this thread clean, so will I!!! :)


TheDaywalker :rock:
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LijLuva
 
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Post » Wed Mar 16, 2011 4:47 am

PS: For those who like to troll or take a p.ss at me, feel free to PM me, just cleaned my inbox. But keep this thread clean, so will I!!! :)

mwhaha I am gonna spam your inbox :D - lol only joking.

you mention in your first post you have some ideas for ridable creatures/machines ect.... care to give us some more info on this :D - sounds very intresting, i'd love to know what ideas you have!
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Laura Simmonds
 
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Post » Tue Mar 15, 2011 11:34 pm

@MA: Rideable creatures are not new and technique is known to me. Madmax riding scripts are released as ressource, so I guess with some help by a good scripter this should be no big deal. Creatures will be swimming logically though.

Submarines will either be static bases, like in the Star Wars KOTOR series, so that you have some nice interiors, similar to a sci fi house mod and in the cockpit section you can be teleported incl. submarine craft into certain interior cells or the other option I thought of:

We know animations can be synchronised with the player's idles, like already done with animated hair for example. So let's assume, I create a small submarine, animate it synchron to the idles and add it to the player as a helmet. The submarine will be large enough to cover complete player or else replace all bodyparts. This should be no problem in 3rd person. Gotta find a suitable solution for 1st person though. Maybe first person could be blocked while submarine helmet is equipped.

Gliders shouldn't be that difficult to make. There is already a dwemer skyglider as a mod, so I may create something similar for underwater travel.

Player will also have the opportunity to gain certain equipement to enhance traveling underwater, like some backpack boosters that increase his swimming speed and make him capeable of breathing underwater.


I have several other ideas, not yet clear if possible or not. For the moment main priority is producing exteriors and clutter, everything else lateron...


TheDaywalker :rock:
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sw1ss
 
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Post » Wed Mar 16, 2011 1:35 am

Ok, on we go...here is the first concept for a submarine craft. It's called "Groundhopper_g1" and it is a stealth ship. This is a rather small ship and about the class players first ship will possibly be. This ship gets build by the humanlike race, to whom also the base belongs you have already seen on the screens. More details later, when I worked out lore!!! :P

Model and textures aren final yet!!!

http://img100.imageshack.us/img100/3232/groundhopper1.jpg
http://img692.imageshack.us/img692/5788/groundhopper2.jpg
http://img100.imageshack.us/img100/6452/groundhopper3.jpg


TheDaywalker :rock:
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Nims
 
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Post » Wed Mar 16, 2011 2:02 am

That is so cool! Have you got the subs working yet?
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jadie kell
 
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Post » Wed Mar 16, 2011 12:22 am

One idea you could do for the personal sub is create a "cockpit interior" mesh (remember to include windows) and position it in front of the player in first person. Then, have a script that switches between the "interior" object and the "exterior" object when first person and third person views are switched.
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Britta Gronkowski
 
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Post » Wed Mar 16, 2011 4:24 am

@Dark Diva: I wasn't aware you like that one mod so much and I feel very sorry that I didn't get it finished. Sadly I lost motivation to continue after pages of discussion about crabs, cable ships and other stuff. As soon as I find time, I will pack all my unfinished stuff in a ressource bundle and you gus can do with it whatever you like. I have no use for it anymore.

Also if someone PMed me and asked for a certain model, I usually gave it away. I'm not stashing away all my stuff, I was just too lazy to release or make the final finish. ;)


Yeah I've been around for a while and I tend not to speak up on bigger projects that I'm interested in till it either a) reaches a level nearing completeness or B) starts to show signs of disappearing :shrug: Also I tend to be vocal, blunt and confrontational - which leads to either misunderstandings of interest or flame wars, so silence is usually the path of least annoyance for everyone lately it would seem :shrug:

As for the models, it wasn't one thing, the whole area just looked like a fascinating new twist that I was looking forward to exploring later. I suppose I'll wait for the resource bundle.

Oh and Flying killer bug buggy of dooom! Awesome :wink_smile:
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Code Affinity
 
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Post » Tue Mar 15, 2011 8:55 pm

http://img100.imageshack.us/img100/3232/groundhopper1.jpg
http://img692.imageshack.us/img692/5788/groundhopper2.jpg
http://img100.imageshack.us/img100/6452/groundhopper3.jpg

Jesus!
(compliment)
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Richard Dixon
 
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Post » Wed Mar 16, 2011 2:26 am

@The Greatness: No, ship's not working yet. I'm fast, but not that fast, lol!! ;)

@Mordigant: I'd really love to make this a full feature spaceshooter, but don't forget this is MW. You got certain limitations. Even if I cobble together a cockpit and equip it to the player, it still will look crappy, so I guess I won't get to deep into that. At the moment my priority is producing models and models. Gameplay will be taken care of earliest in about 2-3 month I suppose.

I have long thought how the characters of the TC might look like. On the one hand I wanted them to have realistic textures on the other hand I like creating weird freaky characters too much. I won't have any bunnies in this TC, but I think I will stay true to myself and make it freaky again. Maybe the humanoid race can be a bit more decent to balance it out.

What u think?!

Here's the first concept character. His name is "Mad Matt" and he will play the part of the likeable badass in the TC. You must not trust him further than you can spit, but in an odd way, he's a sympathic guy. Matt runs a small undersea bar'nclub called "TheDirtyDepth", of which most people suspect it is just camouflage for a dozen of illegal businesses of the fat Amphibian. More about his person lateron...

Here some screen...

http://img828.imageshack.us/img828/4471/madmatt01.jpg
http://img580.imageshack.us/img580/8734/madmatt02.jpg
http://img692.imageshack.us/img692/3846/51217013.jpg


TheDaywalker :rock:
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Penny Wills
 
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