Some new pics from Dune:
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/dune14.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/dune15.jpg
Liliana, would you mind telling me who made Orcrest? Would this individual mind if I altered the meshes? I'd like to improve them a bit.
There would be a downside to this as well: The meshes might get more complex, resulting in fewer FPS. Should I give it a go?
btw is there any chance to get someone to redo the ANQPalmetto - trees? From a distance, they look like http://img231.imageshack.us/img231/710/treesjj.jpg... there's something wrong with the texture I guess??
The Orcrest meshes were mostly made by theKarithian. Its ok to make changes to them as long we pass those on to him.
The houses in the residential district are retextures of models made by DarknessEternal.
It would be cool if the Orcrest architecture was elaborated. Its a mainly orc city so it should look quite rough and fortressy. Things like those spikes you did for the Dune city walls would really look good. And the buildings in the oasis district could be more elaborate or multi-storied. I have an inn there which is short on space for actual inn rooms!
FPS shouldn't be a problem, because most of the city is in its own worldspace, and the open part with the large oasis is quite sparse.
The palmettos really need TES4LODGen to appear properly. They become stretched at mid distance without those lods.
But overall the landscape should look like this when its been generated--
http://www.tesnexus.com/downloads/images/25023-1-1252527276.jpg
I guess the speed trees could still be improved. But I hear the software is quite finicky to work with.
Cool thanks. Although I already found that one and, as you said, the transitions weren't really great so I wasn't sure how accurate it was with your mod overall. Guess it's a good enough reference.

Yes I noticed that, at first I thought the original colored map was incorrect but checking it ingame showed me the map reflected the landscape. Made things a bit odd at first, as almost all maps of Tamriel/other provinces have a much wider landmass at the Topal Bay.
I was thinking of that aswell, maybe in a later stage though. I would have to create the southern shore (and the southeast point with Senchal) on the map, I'm a bit hesitant to do that without an ingame reference. Maybe when your great mod has expanded further south....? :angel: Adding Torval would be an option, if I'd have the skill to make a cool new city texture for it. Currently my texturing skills lie somewhere between copy-pasting and blending layers.

-kyoma
It does match up alot better with the old TES Arena map of Elsweyr, if you rotate that one clockwise 30 degrees or so. There is a huge stretch of coastline between Alabaster and Duncori Walk. The province gets a bit squished up in the second official map.
http://www.imperial-library.info/maps/maps_elsweyr.shtml
Yep, its probably best to just stick to the modded area. The rest is undefined, so its hard to include on a map. Its simpler just to slap down the word "Tenmar Forest" beyond Corinthe, and call it uncharted jungle.
I know what you're talking about, I felt that exact same feeling! :woot: It just felt so realistic, and amazing. I had never seen a land like that before. It was all new to me.
. . . its not a very big jungle. And if you wander too far the giant tiger will gobble you up! That thing was just a test monster, but people liked it so I left it there.
Aha! I asked before about getting cell coordinates, but no one answered me. I'll do that and add the screenshots.

Sure thing.
And in other news, Reaper9111 has released a player home for this mod: http://www.tesnexus.com/downloads/file.php?id=28517. I downloaded/installed it last night, but I haven't checked it out yet. It's right near the Temple of the Two Moons.
Yes, Reaper9111 made a really nice player home at the oasis opposite the temple. I'm trying it out myself at the moment.