[WIPz] Elsweyr's Kingdom of Rimmen, Thread 4

Post » Tue May 03, 2011 3:32 am

:celebration: A Happy Birthday :cake: to Rimmen, it's a year since grzesiog1 startet it all. :celebration:

Happy birthday Rimmen. Happy Birthday Rimmen. Happy Birthday dear Rimmen Happy Birthday to you! :D
i cant believe its been a year... feels a lot less to me. Auryga how did figure that out, did you go back through the threads and find it?
and for your problem ive never heard of something like that before, sorry
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OnlyDumazzapplyhere
 
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Post » Mon May 02, 2011 10:49 pm

Seems to be bugs when selecting cells for any purpose at all.
Also, on a possibly related note, a while back when attempting to select a bunch of chairs at once in Rimmen, I discovered a bunch of trees hundreds of units below the ground that were also selected. Has anyone else seen this? And if so, have they deleted it? Seems like a waste of FPS having to render trees that you don't even see...

The 'drowned' trees are the vanilla trees in this region. And I had to learn that you never should delete such vanilla landscape objects, but only move them 'out of sight' and disable them. It's explained here in the CS wiki: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide, in 'To Prevent Crash-on-Exit'.

Happy birthday Rimmen. Happy Birthday Rimmen. Happy Birthday dear Rimmen Happy Birthday to you! :D
i cant believe its been a year... feels a lot less to me. Auryga how did figure that out, did you go back through the threads and find it?
and for your problem ive never heard of something like that before, sorry

When setting up the Rimmen website some months ago I did scan back through all the threads for things that should be part of the website. Found my first post and then grzesiog1's first one saying 'I want to do Rimmen', and thought this should be marked as Rimmen's birthday on my calender. It's still availiable:http://www.gamesas.com/index.php?/topic/1061217-relzbeta-elsweyr-the-deserts-of-anequina-thread-5/page__view__findpost__p__15418904
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le GraiN
 
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Post » Tue May 03, 2011 8:47 am

@TheNiceOne: I did a mini Rimmen map and merged it into Kiwi-hawks elven style map. Looked not really bad :P and showed up in the right place matching our Rimmen map markers. But I couldn't get Kiwis map exported again without lots of white dot errors in the DDS file. Can't figure out why that occurs, never had problems like that before with DDS exports. Here are some pictures of what I did (without the errors):

...

Edit: having this base now I think I can do several different versions of this city map 'icon'. If you point me to the different maps you want to use, I should be able to adapt their 'style' to make Rimmen match in.


Hi, I have now released a beta version of my http://www.gamesas.com/index.php?/topic/1149198-beta-dynamic-map/ mod, so now is a good time to get map of Rimmen (and the other improved Elsweyr cities). Could you post (or PM me) a link to your .dds map?
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Soph
 
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Post » Tue May 03, 2011 9:59 am

@TheNiceOne: PMed you a link.

On invitation of Lady Li I'm currently preparing a thread about our Rimmen project on this german site: http://www.egg-of-time.us/. My thread will be in german only and more an introduction to the Rimmen project for german users (no, I don't have any plans for a german translation, sorry).
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Crystal Birch
 
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Post » Tue May 03, 2011 4:00 am

Happy christmas everybody! :celebration:

First a present from Lady Li, new windows for Rimmens palace:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/5767437_orig.jpg

It's another one of http://www.tesnexus.com/downloads/file.php?id=35974, with her permission I changed it into this great looking glass texture.

My own texture work isn't that sophisticated, but at least Rimmen got's his 'properitary' road sign in a more Akaviri style:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/3215913_orig.jpg

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/7370433_orig.jpg
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Cagla Cali
 
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Post » Tue May 03, 2011 12:44 am

Very nice! :)

In particular, those windows are absolutely stunning. :foodndrink:
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Louise
 
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Post » Tue May 03, 2011 1:43 am

Happy christmas everybody! :celebration:

First a present from Lady Li, new windows for Rimmens palace:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/5767437_orig.jpg

It's another one of http://www.tesnexus.com/downloads/file.php?id=35974, with her permission I changed it into this great looking glass texture.

My own texture work isn't that sophisticated, but at least Rimmen got's his 'properitary' road sign in a more Akaviri style:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/3215913_orig.jpg

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/7370433_orig.jpg

Very nice boss! im gonna go do some exterior cluttering today
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Emma Copeland
 
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Post » Tue May 03, 2011 12:11 am

Beautiful windows!
Beautiful palace!
Beautiful everything!
Very, very nice work!

I haven't gotten, well, anything done as of yet, and it might be even longer before I get to do anything. I have exams coming up next week, and have had some computer problems.
I found out that windows doesn't like it when I open multiple zip files at the same time. I tried extracting 5 zip files that were on my desktop, my laptop BSODed, and when I booted it back up, my entire desktop was corrupted. There goes almost everything Oblivion-related I had.
I fixed the desktop and managed to get most of my stuff back, but the oblivion stuff got corrupted. And now I'm stuck with around 5 GB of corrupted files and folders that I can't delete without formating the computer. I can't even delete the corrupted files from my Ubuntu partition, nor can any programs delete it. Ah well, I was due for a formatting anyway.
In a few weeks I hope to begin cluttering interiors again.
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Alan Cutler
 
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Post » Mon May 02, 2011 9:43 pm

Been a bit quiet from my side, as I was really busy with rebuilding my whole Oblivion setup.

But besides that, I finished new lower class houses:

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/8508585_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/6376451_orig.jpg

Wanted to get more Akaviri look back into Rimmen, especially because I think there is still hope for some living Akaviri in the city ;).
On the first discussions about Rimmen's lore background, Lady Nerevar pointed me to the http://www.uesp.net/wiki/Oblivion:Fan_Interview_III and told us there should be no more living Akaviri in Tamriel according to what was said there.

Well, I think (hope?) she's wrong. May be it's splitting hairs, but question and answer in the interview are about Cyrodiil, not about the rest of Tamriel. Think it's within lore to let the Akaviri gain more influence on Rimmen now, although I still will leave them unseen in the background.
After I read all that announcements on the new Skyrim game, I've stopped my work on the Tsaesci body and animations for now. Doesn't make sense to continue if the new game allows much better solutions or may be even has a snake race already. And I would like to 'port' Rimmen to the new game, if that is possible. Not sure about, for instance there might be a completly new resource format not supported by Blender. And we would need a new Tamriel worldspace too.

As my time for modding is so limited, I don't expect to finish more than the basic resources for Rimmen until that 'triple 11' day. Better hurry back to work .... :bolt:
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Marine Arrègle
 
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Post » Tue May 03, 2011 4:12 am

Imho, if you want to have Akaviri, Tsaeci or whatever in your mod - have them. Have the lore as well of information and inspiration, but not as a blocking factor.

Although I think that those snake people in Oblivion look more silly then The Blue Racer.
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Breautiful
 
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Post » Tue May 03, 2011 4:32 am

Imho, if you want to have Akaviri, Tsaeci or whatever in your mod - have them. Have the lore as well of information and inspiration, but not as a blocking factor.

Not that much fun, to play the game out of it's rules. :P So I try to follow the lore at least as good as Bethesda does. :angel: Ok, may be a bad example ... :D

Although I think that those snake people in Oblivion look more silly then The Blue Racer.

Had some ideas to improve that look, but it's a lot of work (e.g. changing EVERY animation). That's why I hope for better tools or may be there's a beast race in the new game with snake body.
Or may be there are already some Tsaesci in Skyrim ... as they already 'ate' a dragon species, they might like to have some more for lunch :whistling:
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Terry
 
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Post » Tue May 03, 2011 8:37 am

Yes, follow lore i.e. don't put Mickey Mouse race or something, but if you want to add Tsaesci there, add them. Not that much fun to have to worry about what could some 'lore buff' say when you're making a mod. How ever good it gets in the end, it's a user mod, not official lore.
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vanuza
 
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Post » Tue May 03, 2011 1:19 am

I really need to download and test your alpha-work. I love the Anequina-mod and wouldn't be seen playing Oblivion without it, and I'm looking for more content to add to it.

Keep up this nice work!
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Kate Norris
 
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Post » Tue May 03, 2011 9:14 am

I really need to download and test your alpha-work. I love the Anequina-mod and wouldn't be seen playing Oblivion without it, and I'm looking for more content to add to it.

Keep up this nice work!

Yep, Ilianas mod is one of my all time favourites too. Wished I were as fast as she is in building her towns. Compared to what she added since we started the Rimmen project, we should have finished everything and also added a complete Halls of Colosus :blush:
So don't expect too much, it's mainly resources up to now. At least you can find a place to sleep in the temple priests house. ;)
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James Wilson
 
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Post » Tue May 03, 2011 12:35 am

Porting Rimmen to SKyrim sounds awesome! I assume we would port Onras Tamriel heightmap to Skyrim and build from there or would be like Mournhold in Morrowind, where we couldnt go outside city walls?
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Chica Cheve
 
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Post » Tue May 03, 2011 1:56 am

Porting Rimmen to SKyrim sounds awesome! I assume we would port Onras Tamriel heightmap to Skyrim and build from there or would be like Mournhold in Morrowind, where we couldnt go outside city walls?

For me only on a 'real' worldspace. Especially with the current walls, they look only half as high as those around the vanilla cities. Think I have to increase their height.
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gemma
 
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Post » Mon May 02, 2011 10:09 pm

I tried the mod out, and I find it a really good start for something awesome. The things that have been done already, have been done very well. I only found one pavewalk stone off and out of place. It's really a sign of professional and dedicated work that it indeed hangs together so fine although it's obviously not done yet.

My only real wish for city design is the following. I really don't like the big, empty space in the middle of town before the castle and before the running water. I'd just love to paste a cathedral on that space and then build the poor parts and rich parts of town around that. The market could be moved around the Cathedral too: maybe along the side walls of it. I dunno if a cathedral suits the lore, but there must be something else that could be placed on there to make the skyline more impressive and to fill that gaping space. Also, a city will feel much larger if the player is confronted with great walls and high towers everywhere he turns. This is just my personal opinion.

Otherwise, this is a really good start for a great city. I will be following this project and will download your updates, because I love the Anequina mod and think your Rimmen is really comendable. Keep it up!
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Melis Hristina
 
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Post » Mon May 02, 2011 11:10 pm

I tried the mod out, and I find it a really good start for something awesome. The things that have been done already, have been done very well. I only found one pavewalk stone off and out of place. It's really a sign of professional and dedicated work that it indeed hangs together so fine although it's obviously not done yet.

My only real wish for city design is the following. I really don't like the big, empty space in the middle of town before the castle and before the running water. I'd just love to paste a cathedral on that space and then build the poor parts and rich parts of town around that. The market could be moved around the Cathedral too: maybe along the side walls of it. I dunno if a cathedral suits the lore, but there must be something else that could be placed on there to make the skyline more impressive and to fill that gaping space. Also, a city will feel much larger if the player is confronted with great walls and high towers everywhere he turns. This is just my personal opinion.
...

Thanks, glad you like it!

For that big empty space: we follow the description of Rimmen found in the novel 'The Infernal City'. You find this part of the book in the readme or the first entry of this thread. Although I often think, Mr. Keyes description in the 'Infernal Novel' doesn't match to what was in the lore already. Anyway, I try to stay close to this (but also put more of Akavir into it :whistling: ):

And the book describes a market place 'empty in the middle', followed by 'a broad avenue flanked by even more expansive waterways'. Which is a typical structure I often see in pictures of old japanese or chinese cities, especially around temples and palaces.

Overall it's indeed still a bit too empty, but we need to finish all buildings etc. first before it can be cluttered further. For instance I had planed to add colonades having dome roofs (similar to that wall towers) to the market place. Also some statues, wells, banners, lights and so on. And I love to do this kind of resources myself, to get something unique. Although this has the drawback that progress is very slowly, sorry.

As far as I know you don't find Cathedrals outside of Cyrodiil or at least not outside Imperial cities. Rimmen is part of Elsweyr and was build by Akaviri, so it has an Akaviri temple instead, the Tonenaka. And the novel says, it's east of the palace, not inside the city.

Next update shouldn't be so far away, I 'only' have to finish the new lower class houses first, and my progress is not that bad currently.

... I only found one pavewalk stone off and out of place. ...

And were is that 'pavewalk stone off and out of place' exactly? I need some more hints to fix that ...
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Marcus Jordan
 
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Post » Tue May 03, 2011 6:32 am

Excellent! I'm really glad to hear about your plans for the mod.

The pavewent stone that is a tad off, is on the right ledge when you go up towards the Rimmen Passages great door. My little lady was kind enough to http://i889.photobucket.com/albums/ac96/Antiscamp/PointingStoneOutInRimmen.jpg too.
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Karine laverre
 
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Post » Mon May 02, 2011 8:49 pm

Excellent! I'm really glad to hear about your plans for the mod.

The pavewent stone that is a tad off, is on the right ledge when you go up towards the Rimmen Passages great door. My little lady was kind enough to http://i889.photobucket.com/albums/ac96/Antiscamp/PointingStoneOutInRimmen.jpg too.

Gonna fix that block, thanks, especially to your lady! ;)
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Christie Mitchell
 
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Post » Tue May 03, 2011 4:53 am

Thanks, glad you like it!

For that big empty space: we follow the description of Rimmen found in the novel 'The Infernal City'. You find this part of the book in the readme or the first entry of this thread. Although I often think, Mr. Keyes description in the 'Infernal Novel' doesn't match to what was in the lore already. Anyway, I try to stay close to this (but also put more of Akavir into it :whistling: ):

And the book describes a market place 'empty in the middle', followed by 'a broad avenue flanked by even more expansive waterways'. Which is a typical structure I often see in pictures of old japanese or chinese cities, especially around temples and palaces.

Overall it's indeed still a bit too empty, but we need to finish all buildings etc. first before it can be cluttered further. For instance I had planed to add colonades having dome roofs (similar to that wall towers) to the market place. Also some statues, wells, banners, lights and so on. And I love to do this kind of resources myself, to get something unique. Although this has the drawback that progress is very slowly, sorry.

As far as I know you don't find Cathedrals outside of Cyrodiil or at least not outside Imperial cities. Rimmen is part of Elsweyr and was build by Akaviri, so it has an Akaviri temple instead, the Tonenaka. And the novel says, it's east of the palace, not inside the city.

Next update shouldn't be so far away, I 'only' have to finish the new lower class houses first, and my progress is not that bad currently.


And were is that 'pavewalk stone off and out of place' exactly? I need some more hints to fix that ...

When you have finished those lower class homes send em my way and ill redo the Lower class section with em. Also I like your little work around on Keyes lore, we can still have our lotsa Akaviri things now! :D
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Rach B
 
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Post » Tue May 03, 2011 7:20 am

I'm hoping to see some real progress in the months ahead. :thumbsup: Haven't checked out the alpha yet, but I will soon. Cheers!
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luis ortiz
 
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Post » Tue May 03, 2011 5:43 am

I'm hoping to see some real progress in the months ahead. :thumbsup: Haven't checked out the alpha yet, but I will soon. Cheers!

Hoping that too ... :P
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Chris BEvan
 
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Post » Tue May 03, 2011 9:55 am

Been a bit ill for the last weeks, some mysterious infection, so my progress was very low. Anyway, last weekend I set up the new lower class buildings for a more Akaviri version of Rimmen.

Put in a new version for all the houses John had 'filled' already, and seems the region http://tesalliance.org/forums/uploads/1299885429/gallery_1380_236_26350.jpg has mainly craftsmen. Needs a lot more clutter of course, next thing I want to do are several flag/banner types like http://www.tesnexus.com/downloads/images/31203-2-1272736449.jpg, to show you were you can buy your alchemy supplies etc.

Here's Johns http://tesalliance.org/forums/uploads/1299885429/gallery_1380_236_4919.jpg entry; and no, the picture on the lantern is not John :P

Forget the pictures of the new Akaviri hearth I did for the interior, will post that later.

The houses are done as a heavily tiled set, usable both for interior and exterior. First it was a bit complicate to place them into Tamriel worldspace, but I figured out a relativly easy way to do it.

But what's worse: somehow it seems to generate a strange LOD problem ...

This is the http://tesalliance.org/forums/uploads/1299885429/gallery_1380_236_42208.jpg of the houses, and
http://tesalliance.org/forums/uploads/1299885429/gallery_1380_236_48325.jpg is a zoomed in look of the FAR look.

I was testing the FAR texture for one of the house parts, so only the many instances of this part show up. But their orientation is totally crazy, and even the city walls around it are shifted now. They looked ok before ...

Haven't had the time to check it in detail yesterday, especially not looked for any Tes4LODgen errors yet. Any ideas?
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CORY
 
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Post » Tue May 03, 2011 4:51 am

Whoa I like the tavern lantern that looks awesome! Great job on the city looks so far to, looks awesome!
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Raymond J. Ramirez
 
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