Eldanorcara Redux?

Post » Tue Mar 02, 2010 12:10 pm

just 1k poly? mhhh there is something wrong so :P ehehe you are using solid modelling?

Yeah, more or less. Still learning. Max is a lot more frustrating than Solidworks. Its very finicky. The model for that first pic I had all the vertices welded, saved it, then reopened it later and half the points are no longer welded. Weird things like that. But its better than 20K polys for the same sword.
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Sheila Reyes
 
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Post » Tue Mar 02, 2010 9:04 am

you are doing very fine so dont worry too much, maybe you have exported it instead of saved or maybe you used a vertx weld modifier instead of physically weld all the vertexs
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Eileen Müller
 
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Post » Tue Mar 02, 2010 10:23 am

you are doing very fine so dont worry too much, maybe you have exported it instead of saved or maybe you used a vertx weld modifier instead of physically weld all the vertexs

I exported it as a 3ds. And I used a vert weld modifier as well as physically welding everything. I know there's a secret. I just haven't figured it out yet.
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Kortknee Bell
 
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Post » Tue Mar 02, 2010 11:22 am

Hrm this one sounds awful familiar...is this the one I am thinking of that started back in 2005 or am I thinking of a different mod?
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Monika Fiolek
 
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Post » Mon Mar 01, 2010 11:04 pm

AD or BC? Yeah, its probably the same one you're thinking of.
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Khamaji Taylor
 
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Post » Tue Mar 02, 2010 2:05 am

Hey SkinJack, I just haven't had much time but I've got to say that the simplified meshes make it a lot easier to see and texture. I've found that in Blander with the 3DS plug-in that I can smooth the meshes and save as 3DS file and shortly there after open the 'solid' mesh in Blander and smooth it again and it will stay smooth (now that's smooth :lol: ). Also, I MUST bump and reflect these. Send me some more, would ya? :D I cannot guarantee a time because I will be moving house soon. I only have one little concern with the sickle you sent, when I smoothed it I had both sides of the blade meshing over each, much like when you go into the CS and try over-lapping floors together (best way I can explain). I like razor sharp, but wow! :D
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Philip Rua
 
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Post » Tue Mar 02, 2010 7:25 am

Yeah, I noticed the edge in Max when I converted it. One of the downsides of using engineering software. It didn't show up as overlapping. I may consider trying to redo some of them in Max. I''ll try to get some more off to you tonight or tomorrow, DL.
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Neko Jenny
 
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Post » Tue Mar 02, 2010 10:23 am

Sounds good, thanks B)
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Neko Jenny
 
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Post » Mon Mar 01, 2010 9:56 pm

OK, Bump and a question.

When you are creating new interiors that have more than one room, are the walls between the rooms simply singular planes, or are they two surfaces set apart like the 3 dimensional real thing? Or does it matter? I'm trying to figure out how to make the interiors for the buildings, but I'm not quite sure what original ones should look like. Any suggestions and ideas are nice, but if anyone has any pictures as examples, that would be so much better and greatly appreciated. Thanks.
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Rinceoir
 
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Post » Mon Mar 01, 2010 10:44 pm

This is one GREAT looking mod! I cannot wait to see how this turns out!

Keep up the good work! :goodjob:
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Jade
 
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Post » Mon Mar 01, 2010 11:47 pm

the interior are only the "inside" of the room you dont need to create the external "surface".
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Yvonne Gruening
 
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Post » Tue Mar 02, 2010 1:01 pm

OK, its been 3 months, so I figure this can be bumped.

I'm looking for someone who has experience creating their own interiors that I can pester for awhile. I've been harassing Oriphier, but he's pretty busy with RL, and it usually takes him awhile to get back to me. By that time, I've forged ahead with what I was doing, only to find out I've been doing it wrong. So, what I need is someone who is a little more accessible (until Oriphier has some spare time) so that they can give me an idea of what I need to do or if what I'm doing is right. Besides, I like to spread the harassment around. :biglaugh:
Originally, I was doing each level as a single model. However, since some of those levels can have up to six or more rooms, it was getting complicated. So, instead of trying to do each level for the tree as individual models, I've decided it will be much easier to break each level into completely separate rooms (at least those that are separated by a door). That will also make it easier to map them later. They can be put together in the CS later. I've got some models done after Oriphier's last slap on the hand, er... uhm... correction, so if anyone who knows anything about building their own interiors is willing to take a look, please PM me and I will send them to you. I'm using Max 9, but I can convert them if needed. I really don't want to get all the models done (again) to find out they are still wrong. Any help is greatly appreciated.
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Breanna Van Dijk
 
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Post » Tue Mar 02, 2010 8:47 am

expecially from texturers! anyway ( sorry Sj for being so late, but i'm really busy with work and school ).
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Amanda savory
 
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Post » Mon Mar 01, 2010 11:03 pm

expecially from texturers! anyway ( sorry Sj for being so late, but i'm really busy with work and school ).

Yep, which is why I'm trying to drum up some help here, even if its just a "Nope, that's wrong. Again. You really are clueless, Skinjack." I know what its like to do the whole work/school thing. I've done them both full time. Several times. I think I'm getting a little old to do that anymore. And I really don't have a problem trying the whole texturing thing once I get to that point. I'm just kind of methodical in the way I do my work flow. I like to have everything done up to a certain point before I go on to the next thing. Right now I just want to make sure I have the rooms that I have done set up correctly so that I can go on with the rest of them. Then I'll try the whole mapping/texturing thing.

So, no victi... volunteers?
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Your Mum
 
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Post » Tue Mar 02, 2010 4:06 am

Glad to see you're still plugging away at this thing. I hope you manage to get some volunteers, I would if I could. Just curious, did everyone else bail again? AOF was working on the exteriors, and DragonLance, RogueShadow and Oriphier were working on stuff last we heard. Has there been any progress by them, or is it all on you now? I'm not whining, just curious...
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no_excuse
 
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Post » Tue Mar 02, 2010 2:38 am

...patiently awaits reply...
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josie treuberg
 
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Post » Mon Mar 01, 2010 10:16 pm

Well, let's see... in order...

AOF has gone off to focus on a portfolio project, so I don't expect him to be helping much in the near future. (Of course, I may have scared him off with so many questions/expectations.) But I do hope at some time he will pass along what he had completed so that we don't need to start from the beginning on the exteriors again.

DragonLance... seems to be rather busy cranking out his own mods/weapons. Although I did send him the two or three weapon models that I actually did in Max a few months ago. Whether he actually got them is up in the air, but if he would like I can resend them.

Rogue_Shadow... the Great Slacker has slunk away. :biglaugh: Kidding. I'm not sure what he's up to, as I haven't heard from him in awhile. Maybe he found another girlfriend. :hubbahubba:

Oriphier... well, he's still posting here, and he's still responding to my questions, and he has the patience of a Saint. He's pretty busy in RL, with school, work, and The Dreamlore (which is a pretty sweet band), but I think he's in it for the long run. He's just waiting for me to get my &^$*% together.

And as for Skinjack, he's still busy trying to make heads or tails of the interior models in between work and remodelling (currently redoing my daughter's bathroom, which all started this last weekend over an argument between her and my wife over a toothbrush holder. Not sure how I wound up redoing a bathroom over that. :blink: :shrug: ). The problem with my house is that everytime I start what should be a small remodel, I expose the shortcuts that the previous hack-of-all-trades owner made. But, since the fine weather here in the Everett, Washington area is not cooperating (as usual), I do have a little time over the next week or so to play with the interiors some more. Maybe this time around I'll get them right.

Still looking for volunteers, though. :bigsmile:
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Cool Man Sam
 
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Post » Tue Mar 02, 2010 2:58 am

Hmmm, silly question perhaps, but... is a cell measured in only x,y coordinates, or does it also include z? I forget the exact dimensions of a cell along the ground, but does that limitation also apply to vertical dimensions? I'd hate to get this tree done someday to find out that it looks like Paul Bunyan came along and lopped off the top 100 feet or so. I know I've seen floating islands, etc., way up there, so I'm assuming that the vertical limit (if there is one) is not the same as what is measured along the ground. Anyone know for sure?

Oh yeah, bump.
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Shaylee Shaw
 
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Post » Tue Mar 02, 2010 3:45 am

DragonLance... seems to be rather busy cranking out his own mods/weapons. Although I did send him the two or three weapon models that I actually did in Max a few months ago. Whether he actually got them is up in the air, but if he would like I can resend them.


Now I don't mean to nag :lol: , but I am still waiting on the "simplified meshes" that I haven't received yet, good sir. Did I miss an e-mail?
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Ebou Suso
 
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Post » Tue Mar 02, 2010 12:34 pm

Hmmm, silly question perhaps, but... is a cell measured in only x,y coordinates, or does it also include z?

IIRC it's only in x,y.
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Russell Davies
 
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Post » Mon Mar 01, 2010 11:44 pm

Hmmm, silly question perhaps, but... is a cell measured in only x,y coordinates, or does it also include z? I forget the exact dimensions of a cell along the ground, but does that limitation also apply to vertical dimensions? I'd hate to get this tree done someday to find out that it looks like Paul Bunyan came along and lopped off the top 100 feet or so. I know I've seen floating islands, etc., way up there, so I'm assuming that the vertical limit (if there is one) is not the same as what is measured along the ground. Anyone know for sure?

Oh yeah, bump.

Ridiculously large stuff that go from ground up have a tendency to look really odd. I resized one of Qarl blood meshes and retextured it (I just needed an alpha plane) and resized it LOTS... like first 5000x in nifskope. This results in quite weird effect. There's some limit to the size of an object that seems to have to do with the z-buffer, depth stuff get's messed up.

Still 5000x is large as hell... And even larger.
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CYCO JO-NATE
 
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Post » Tue Mar 02, 2010 10:33 am

Now I don't mean to nag :lol: , but I am still waiting on the "simplified meshes" that I haven't received yet, good sir. Did I miss an e-mail?

Hmmm, you must have missed something or I sent them to the wrong address. I'll resend them now. If you don't have them by tomorrow, you know where to bitc... erm, complain. :hehe:

And thanks for the info on heights and large objects. I haven't tried to put this in-game in awhile, but I seem to recall it being in the 400-500 foot tall range. I could be mistaken. Maybe I should have Oriphier check how it looks in-game (since I never actually got it to work, but he said he did).
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YO MAma
 
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Post » Mon Mar 01, 2010 10:42 pm

:blink:
This.......is still being worked on?
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Sebrina Johnstone
 
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Post » Tue Mar 02, 2010 9:28 am

That tree is pretty damn cool!
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Charles Weber
 
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Post » Tue Mar 02, 2010 1:09 pm

sorry for the lack of update but i'm very busy helping my parents repair the roof ( i know it sound like some kind of joke but it isnt not. )
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Sarah Knight
 
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