Eldanorcara Redux?

Post » Tue Mar 02, 2010 2:27 am

I figured I'd get this thing started since the other thread is due to be closed shortly. Its my first poll, so if I screwed it up just snicker politely behind my back like everyone else and get on with it. Anyway, feel free to voice your opinions, look through the older threads and pick your favorite 'must-haves' in the mod, etc., and, well, basically decide this things fate.

But don't stop there. Feel free to volunteer any time, suggestions, and assistance you can to get this thing out the door. If you have any ideas that you think might salvage this mod, feel free to step up to the mic. I'm sure I'm not the only one who would like to see this thing released someday. Christmas, wasn't it?
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Brandon Wilson
 
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Post » Mon Mar 01, 2010 6:17 pm

What is "Eldancorcara?" I've never heard of it. :huh:
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Enny Labinjo
 
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Post » Tue Mar 02, 2010 1:28 am

Release it as a resrouce, its better to release something than nothing at all ;)

However if you wish to finish it *cough*
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Nymph
 
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Post » Mon Mar 01, 2010 6:18 pm

What is "Eldancorcara?" I've never heard of it. :huh:

Wow. Ouch. You know a mod has been in development too long when....
Anyway, Eldanorcara was started a looong time ago, before you were born. It was the brainchild (or fevered dream) of one Rogue_Shadow, to incorporate a light/good shop and a dark/bad shop in the branches and roots of a tree with a decidedly elven flair. At least that's how it started. There has been at least nine threads since then showcasing various works, concepts, and designs of a number of talented modders. Its been a long, on again, off again road to nowhere. This poll is just an attempt to finally decide its fate and perhaps stir some interest in the newest generation of modders to see it completed. Or not. My suggestion, since I don't seem to have any of the links bookmarked anymore, is to do a search for Eldanorcara and look through the previous threads. I'd reserve an entire day to get through them all.
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JUan Martinez
 
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Post » Tue Mar 02, 2010 1:25 am

What is "Eldancorcara?" I've never heard of it. :huh:

Lower your eyes about six or seven threads from this one.
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kirsty joanne hines
 
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Post » Mon Mar 01, 2010 5:07 pm

Lower your eyes about six or seven threads from this one.

:facepalm: Ah that's what happens when I only use "View New Posts"...
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Bryanna Vacchiano
 
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Post » Mon Mar 01, 2010 10:05 pm

I would start again with the same concept i think i wont be bad to continue in the same way, maybe we can update the model ( you can send me the model only as spline or Pline i will do the surface later ).
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Ross Thomas
 
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Post » Tue Mar 02, 2010 3:17 am

I am going with:
Use the floating orbs as a new home for the shop.


Because:
I think the floating orbs models are nearly done (?)
It would be a pity to not make a shop
Continuing with the tree concept may be good, but how long would it take?
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BEl J
 
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Post » Tue Mar 02, 2010 4:00 am

I voted use a new concept/building in favour of simplifying the mod
so that is not just a resource (as not all who use a mod would
necessarily know how to use a resource). This way, the items will
be purchaseable for those who do not mod but use mods :D. If not
a store, then chuck all of the items in appropriate leveled lists so that
casual adventuring reveals the items (for those that might like the items
to be not so readily available as in an armoury or store). One could
keep the mod cosmopolitan and add it to one of the cities that have
not been the key focus of mods. Or, one could continue with the
Tree & Roots version, but just make them basic themed stores
and not a quested version (just shops, plain and simple). At this point,
keeping it simple is probably best and the most universally beneficial.

:angel:

EDIT: As far as your wonderful additional architecture, Skinjack, why
not release a separate resource pack all your own for those (a showcase
of yours and Rogue's endeavours, as it were :D).
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kevin ball
 
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Post » Tue Mar 02, 2010 3:55 am

I voted use a new concept/building in favour of simplifying the mod
so that is not just a resource (as not all who use a mod would
necessarily know how to use a resource). This way, the items will
be purchaseable for those who do not mod but use mods :D. If not
a store, then chuck all of the items in appropriate leveled lists so that
casual adventuring reveals the items (for those that might like the items
to be not so readily available as in an armoury or store). One could
keep the mod cosmopolitan and add it to one of the cities that have
not been the key focus of mods. Or, one could continue with the
Tree & Roots version, but just make them basic themed stores
and not a quested version (just shops, plain and simple). At this point,
keeping it simple is probably best and the most universally beneficial.

:angel:

EDIT: As far as your wonderful additional architecture, Skinjack, why
not release a separate resource pack all your own for those (a showcase
of yours and Rogue's endeavours, as it were :D).

I had planned on releasing all of my architectural models (with the possibility of a few others) either with Eldanorcara as resource files or as a separate release. Maybe I can talk Oriphier into seeing what he can do with the poly count. As for new concept/building, that is my second choice, the first being the floating orb(s). Maybe if I get a chance this weekend (since my master bath should be done by then - YAY!) I'll sit down and look at a few concepts. I personally think the floating orbs would be the easiest way to go, since the models are done, are not too complex, and we've seen proof of them in-game ala Redguard_Slayer's work. We could do something as simple as an upstairs/downstairs concept and put both shops in one orb. The question is - separate orbs, the single tower orbs, or the quad tower orbs that I did for the pmb project over in Oblivion?
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Dean Ashcroft
 
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Post » Mon Mar 01, 2010 10:21 pm

I had planned on releasing all of my architectural models (with the possibility of a few others) either with Eldanorcara as resource files or as a separate release. Maybe I can talk Oriphier into seeing what he can do with the poly count. As for new concept/building, that is my second choice, the first being the floating orb(s). Maybe if I get a chance this weekend (since my master bath should be done by then - YAY!) I'll sit down and look at a few concepts. I personally think the floating orbs would be the easiest way to go, since the models are done, are not too complex, and we've seen proof of them in-game ala Redguard_Slayer's work. We could do something as simple as an upstairs/downstairs concept and put both shops in one orb. The question is - separate orbs, the single tower orbs, or the quad tower orbs that I did for the pmb project over in Oblivion?

I like the original tree concept. A treetop village would be a lovely setting, but perhaps I shouldn't suggest something like that. A single tree will with the two shops is adequete. Something like a village may be added later.

The orb would make a great mobile home. Both the mono- and the quad tower versions look great. Or a daedric stronghold. Or a stationary floating home. Or a gargantuan construct... So many possibilities. What to do, what to do.....

And you know my view on the other architecture you did. :drool: Give it to me, baby. :hehe:
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Steve Smith
 
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Post » Tue Mar 02, 2010 7:35 am

I voted for the orbs just because it seems like that would make things easiest for the brave people working on this mod. I like the tree/cave better, but it seems as if that might make things drag on longer. I'll be happy with anything but "let it die," and I think R_S should probably be walloped in any case, just because.
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Mrs shelly Sugarplum
 
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Post » Mon Mar 01, 2010 5:36 pm

Hey SkinJack! do you have any messaging program? it would be better to talk about it real time.

Btw the best solution is using Splines exported from Solidwork and do the surface making on max. ( in this way i can decide the topology of the surface and so control the polycount smoothly ).
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Mason Nevitt
 
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Post » Mon Mar 01, 2010 5:23 pm

Hey SkinJack! do you have any messaging program? it would be better to talk about it real time.

Btw the best solution is using Splines exported from Solidwork and do the surface making on max. ( in this way i can decide the topology of the surface and so control the polycount smoothly ).

Hi Oriphier! Sorry, no messaging software at the moment. Still loading software from my reformat. Any particular one that you would suggest? I usually just have Messenger installed. I should be completely set up by Saturday, so we can try chatting then.

As for models, I don't know that SolidWorks will export just splines. That might be something to look into. Maybe if I import the model into Rhino, I can convert it there. I've actually been thinking about simplifying my models anyway. Instead of being all curvy, just using straight lines (in a creative way - see the alternate pmb design in the first post of the new Eldanorcara thread) to reduce the poly count. We'll see. I'm going to try to do nothing but vegetate in front of the TV this weekend. My master bath should finally be done by then. Heh. Want to have a fun three day weekend? Try drywalling a bathroom on crutches with a cast on your foot. Fun times.
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Sammygirl500
 
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Post » Tue Mar 02, 2010 2:15 am

I voted for the orbs just because it seems like that would make things easiest for the brave people working on this mod. I like the tree/cave better, but it seems as if that might make things drag on longer. I'll be happy with anything but "let it die," and I think R_S should probably be walloped in any case, just because.


Ditto. Couldn't have put it better myself. :goodjob:

'Let it die' is the worst; 'resource' is second; for those of us who cannot tel a tga from a gimp, it is very scary to be the one in the lead. :nope:

Gro-Ab-Shalk
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Tanya Parra
 
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Post » Tue Mar 02, 2010 7:12 am

I voted for the orbs just because it seems like that would make things easiest for the brave people working on this mod. I like the tree/cave better, but it seems as if that might make things drag on longer. I'll be happy with anything but "let it die," and I think R_S should probably be walloped in any case, just because.


I'm voting orbs as well even though I really loved the tree idea. Could give the entrance to the orb a time dependant script so that if used during daylight hours it brings you to the 'light' shop and during night hours it brings you to the 'darker' version though. Since the items are pretty poly intense to put them all on display in one world space. So I'd say multiple interiors might be neccesary to keep FPS above a crawl on some machines and I really must insist on everything being displayed in one way or another. There's simply too many beautiful items for them to all of them to not be on display!

There I answered - now gimme!
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Emily Rose
 
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Post » Tue Mar 02, 2010 3:30 am

I'm voting orbs as well even though I really loved the tree idea. Could give the entrance to the orb a time dependant script so that if used during daylight hours it brings you to the 'light' shop and during night hours it brings you to the 'darker' version though. Since the items are pretty poly intense to put them all on display in one world space. So I'd say multiple interiors might be neccesary to keep FPS above a crawl on some machines and I really must insist on everything being displayed in one way or another. There's simply too many beautiful items for them to all of them to not be on display!

There I answered - now gimme!

I like the time dependant script idea. I've been working along a different train of thought, though. I may have to rethink this. As for all of the items being in one space, I may have a solution for that, since I'm playing with some ideas for the orbs interior. You know, just being bored. As it stands, I have a 7-ish level interior, with dual helical ramps between all the layers. The main level in the center is neutral. Go up to the light levels. Go down for the dark. We could split each level into a different cell, to limit the hit on FPS. I'm also considering making the uppermost and bottom levels accessible only by the central elevator. That way they could be set up as apartments for light/dark characters. Still working on the model to check feasibility. There will be large central holes going up through the levels to give a feeling of openness. Same going down, as you go into The Bowels, except it will get darker as you go down. Each level is about 20 feet tall, so you get an idea of scale in the picture.

http://i4.photobucket.com/albums/y131/Skinjack/intfin.jpg

Anyway, they're just ideas. We could always go with the time dependent script. Go to the orb/dark shop at night, and the diamond/light shop during the day. I'd have to scale the orb down. Who need's that much room in a shop?
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lisa nuttall
 
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Post » Mon Mar 01, 2010 6:50 pm

Wow how long has this been in the works???? This mod is like Duke Nukem Fornever lol.
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Symone Velez
 
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Post » Mon Mar 01, 2010 5:09 pm

Anyway, they're just ideas. We could always go with the time dependent script. Go to the orb/dark shop at night, and the diamond/light shop during the day. I'd have to scale the orb down. Who need's that much room in a shop?


If I remember correctly Eldoncara does :P Heh, it was going to have several branching islands at one point as well as the tree wasn't it. Seems like y'all dang nigh need a whole city :lol:
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Samantha hulme
 
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Post » Tue Mar 02, 2010 2:07 am

If I remember correctly Eldoncara does :P Heh, it was going to have several branching islands at one point as well as the tree wasn't it. Seems like y'all dang nigh need a whole city :lol:

Which is why it still isn't done. I think we're going with the minimalist approach now. What exactly do we need to scoot this svcker out the door? I still like the time dependant script idea. With two distinct shops. And I have a wonderful idea for the inside of the orb if it were solely a dark shop. Imagine walking into the main entries at the center of the orb and looking all the up to its top, a lattice work of support beams in the shape of a spider's web. And at the top, a giant spider frozen in place. Oooh, and I actually have all the models to pull that off. Well, looks like I'm off to play on SolidWorks with that concept.
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Darlene DIllow
 
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Post » Tue Mar 02, 2010 12:23 am

Sheesh 6 days and you still do not know what you are going to do with this.

EDIT
WOOT! First person on second page!
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Jon O
 
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Post » Tue Mar 02, 2010 8:15 am

Sheesh 6 days and you still do not know what you are going to do with this.

EDIT
WOOT! First person on second page!

To be honest, I expected a lot more than 30 votes by now. As it stands, I'm going to go with releasing using the orb or somesuch as a shop. The problem with releasing it as a resource is that soooo much stuff (mostly mine) is incomplete. Plus we have to figure out who did what from way back. I haven't seen some of the original contributors around here in quite awhile, so who knows if they even want their stuff released with this mod anymore. And not everybody is proficient in the use of the CS.
We'll see. I'm in no rush to make a call. This has been in the works on and off for 3-ish years. Although it is getting close to Christmas.
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lacy lake
 
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Post » Tue Mar 02, 2010 4:21 am

Lets not actually discuss time shall we. It reminds me that I was still in college when I first picked up a copy of Morrowind... it already feels like ages ago :P
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Rachel Briere
 
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Post » Tue Mar 02, 2010 9:02 am

Sheesh 6 days and you still do not know what you are going to do with this.


:slap:

Patience is a virtue. If you're in a hurry, go buy some simulated food at McDonalds. If you want a good mod, chill out and let them take the time they need to decide what the best way is to handle this.

___________________

Now, it is time for this thread to get back up to the top of the page, so more people will see it and vote.
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Charlotte X
 
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Post » Tue Mar 02, 2010 12:54 am

Well the monolith where about 256 unit tall ( a character in morrowind is around 128 units tall ), actually i dont have the model ready to send, when i will recover them i will send you them as soon as possiblle.
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Chloe Yarnall
 
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