[WIPz]Hammerfell

Post » Fri May 27, 2011 8:14 am

I notice that there are alot of bug fixing more than adding material.... are we perhaps seeing a beta soon?

relatively soon, i'd say :) if you look back on this thread you'll notice that most people wanted quests for a primary release, so that will take a while. besides merging the exteriors we also have to finish up interiors (which are traditionally a very fast area of TR). we are also trying to organize better and add mode models (even though we have 500+ already) so that Hammerfell really stands apart from Cyrodiil.

Also has there been any concept art or talk on Sentinel itself?

there have been discussions and concepts, but its not seriously being considered atm. its still a long way off :)

And, I'm only a beginning modder so this isn't exactly within my knowledge---but would there be a way to put Hammerfell into the same world as Tamriel?

theoretically... yes, i suppose. Vorians said earlier in this thread that TES4Edit can move land records between worldspaces, and i suppose that there is a way to move objects and textures as well. some things like quests would have to be done anew of course. it would take a lot of time and probably has a larger margin of error.

but we have no intention of doing this. working within our own worldspace gives us much more freedom as to what we can do, and it absolves us from any sort of incompatibility problems. as ive said below, the "Hammerfell" in the Tamriel worldspace is horribly inaccurate and tiny. we decided early on that fixing it would be too much work. additionally, when we started this mod there was a limit to how many quads you could have in each world (which has since been broken). part of it still remains though, the bigger your land gets the more LOD and objects you have the laggier your game gets. therefore, a new worldspace allows the modders more freedom and allows the players a cleaner, more stable game.

the one thing that i really would consider doing (as a separate add on) is lining the entire border with automatic teleport trigger zones. that way you just "walk" into hammerfell. but thats still a long way off and out of the scope of the main project.

Also...I have some concepts for Hammerfell wildlife as well as quest ideas. I was going to offer them up to Broad0000 and his/her Hammerfell mod, but there has been quite lack of activity as of late...and I'm not entirely sure that he/she wants any outside help at all.

yep, were interested :) as ive already mentioned were going to be doing some quests for the initial release, so we definitely need ideas. the best place for both of these would be the showcase forum i think, but you can also put concepts into the concept art forum and quest ideas into lore&quests (reading through the stickies in those forums is also beneficial)

When making a new province in a new world space, how do you solve the problem of parts of the province already existing in the Cyrodiil Worldspace? And how is the transition between the world space being done in-game?

the transition is done with two border forts and a smugglers cave on the Cyrodiil side of the border, going through them will take you to the new world. we are making some additions to the vanilla worldspace to show some of Hammerfell beyond it, but over all we are ignoring that it exists. the "Hammerfell" that is already there doesn't fit with vanilla maps or even logic, and our world is radically different from the landscape it presents. the last couple pages have a bit more detail on the issue of borders.

thanks for the interest guys, it makes me all warm and fuzzy inside :D
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Shelby Huffman
 
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Post » Fri May 27, 2011 5:11 am

I am totally warm and fuzzy inside myself!
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Eddie Howe
 
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Post » Thu May 26, 2011 11:48 pm

How big will this province actually be? Bigger then Cyrodiil? I do hope so, because Cyrodiil is rediculously small in TES4, compared to Vvardenfell in TES3
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Sophie Morrell
 
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Post » Fri May 27, 2011 1:21 am

its about the size of Cyrodiil, partly to keep with lore (if we did a hammerfell thats 4x bigger than cyrodiil it wouldnt make sense) and partly to save us some work (even at this scale we need to fill thousands of cells, creates thousands of models, hundreds of NPCs, etc.). we are currently brainstorming some ideas that will make it seem much bigger :) denser, more populated cities already help. Even though Rihad is smaller than the IC in size it feels like its much bigger due to how its set up.
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Mariaa EM.
 
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Post » Fri May 27, 2011 6:39 am

its about the size of Cyrodiil, partly to keep with lore (if we did a hammerfell thats 4x bigger than cyrodiil it wouldnt make sense) and partly to save us some work (even at this scale we need to fill thousands of cells, creates thousands of models, hundreds of NPCs, etc.). we are currently brainstorming some ideas that will make it seem much bigger :) denser, more populated cities already help. Even though Rihad is smaller than the IC in size it feels like its much bigger due to how its set up.


Ok, thanks for the info, luckily it isn't smaller then Cyrodiil :P But I have enjoyed many adventures in Cyrodiil, even with the relatively small size, so I'll have alot of fun in Hammerfell too!

And one last question, will there be cliffs and ravines? You know, the ones where you can jump off and kill yourself or land in the water :)
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Lucky Boy
 
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Post » Fri May 27, 2011 1:02 am

And one last question, will there be cliffs and ravines? You know, the ones where you can jump off and kill yourself or land in the water :)

im pretty sure, yes. well, i found a very high poly cliff mesh in the old OOT from 2008. i think you can kill yourself jumping of that baby.
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Laura-Jayne Lee
 
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Post » Fri May 27, 2011 6:41 am

First game vanilla Cyrodiil...then Elswyr. Now Hammerfell soon, and then I hear Blackmarsh. Soon, this game will be an unedable EPIC adventure.
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 9:30 am

And one last question, will there be cliffs and ravines? You know, the ones where you can jump off and kill yourself or land in the water :)

yep :) goldmoor already has some pretty epic cliffs, and it will only get better as we go up into the mountains.

im pretty sure that the mesh Simon mentions has been deleted though. right now we use a mix of SI cliffs and Mr.Siika's rock resources.
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emily grieve
 
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Post » Fri May 27, 2011 4:23 am

yep :) goldmoor already has some pretty epic cliffs, and it will only get better as we go up into the mountains.

im pretty sure that the mesh Simon mentions has been deleted though. right now we use a mix of SI cliffs and Mr.Siika's rock resources.


Oh dear lord, I'm gonna stop doing things with my life, I'm just gonna watch this thread the whole day :P
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ANaIs GRelot
 
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Post » Fri May 27, 2011 6:30 am

im pretty sure that the mesh Simon mentions has been deleted though. right now we use a mix of SI cliffs and Mr.Siika's rock resources.

that is good news, it was quite high poly.
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 1:40 am

Oh dear lord, I'm gonna stop doing things with my life, I'm just gonna watch this thread the whole day :P

you could always register on our forums and hang out there, thats where the real news happens :)
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GRAEME
 
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Post » Fri May 27, 2011 12:26 am

theoretically... yes, i suppose. Vorians said earlier in this thread that TES4Edit can move land records between worldspaces, and i suppose that there is a way to move objects and textures as well. some things like quests would have to be done anew of course. it would take a lot of time and probably has a larger margin of error.

but we have no intention of doing this. working within our own worldspace gives us much more freedom as to what we can do, and it absolves us from any sort of incompatibility problems. as ive said below, the "Hammerfell" in the Tamriel worldspace is horribly inaccurate and tiny. we decided early on that fixing it would be too much work. additionally, when we started this mod there was a limit to how many quads you could have in each world (which has since been broken). part of it still remains though, the bigger your land gets the more LOD and objects you have the laggier your game gets. therefore, a new worldspace allows the modders more freedom and allows the players a cleaner, more stable game.


If your cell coordinates matched the corresponding ones in the Tamriel worldspace (cell -20, 45 in Hammerfell for example being in the same location as cell -20, 45 in Tamriel worldspace) then a simple copy from Hammerfell, Paste in Place in Tamriel would move the objects across (unless Paste in Place is dependent on parent worldspace links, in which case it wouldn't be possible to do this even if the cells did line up). Then quests etc. would all need updating to point to the Tamriel worldspace. It would work exactly the same as the process for creating an Open City.

But I highly doubt that the Hammerfell worldspace will have cell coordinates matching Tamriel worldspace! Thus there would be no easy way to do this.

I believe the game engine would allow it, but at a certain distance from worldspace centre, things start to vibrate (here is the game engine limitation - not that it cannot handle the worldspace size, but that it cannot smoothly handle the player being there), and if Hammerfell extended beyond that distance, it will become unplayable. Best not to even contemplate it really :)
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keri seymour
 
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Post » Fri May 27, 2011 1:58 am

Are you guys gonna vertex paint some of the meshes around the bottom? Some of them look really clean (http://ladyn.tamriel-rebuilt.org/PR/Taneth17.jpg for instance)

Otherwise, coming along pretty damn nicely!
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Judy Lynch
 
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Post » Thu May 26, 2011 11:10 pm

Are you guys gonna vertex paint some of the meshes around the bottom? Some of them look really clean (http://ladyn.tamriel-rebuilt.org/PR/Taneth17.jpg for instance)

Otherwise, coming along pretty damn nicely!


Keep in mind that these pictures are works in progress, expect the finished result to be of the same quality (or better :P) as our Stirk and Morrowind releases.

In other news, we have a new http://tamriel-rebuilt.org/blog/index.php?/archives/73-Hammerfell-Border-Crossings.html, concerning the Cyrodiil Border Crossings!
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Michelle Chau
 
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Post » Thu May 26, 2011 9:48 pm

its a really old screenshot. some of the meshes have already been shaded (like the MC houses). some, like the sidewalks, are just sunk too far into the ground.

the blog is basically a restatement of what ive already posted in this thread. atm im taking a little break from the borders and working on Hammerfell proper again. fixing vertex shading, textures, making sure grass works how its supposed to. pre-merging fixes, basically.

about Tamriel worldspace Hammerfell, Vorians is completely right.
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Chrissie Pillinger
 
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Post » Thu May 26, 2011 9:35 pm

Alright, kerbump. Ive got some really exciting new eye candy for yall:

http://www.youtube.com/watch?v=h2WqwJzLuCs

The video shows off the detailing our modders have done on the region. The first town we see is Stonemoor, which is perched high up on a cliff overlooking the land. The next one is the small town (as of yet unnamed) right outside Rihad. Many unique wilderness features are shown off, such as our waterfalls, cliffs, and roads (its actually interesting to use them this time around).

Keep in mind that some of the footage was shot before review and fixing - so you will notice some errors in places. I was also running old LOD for most of the video, but you can see what the updated LOD looks like at the very end.

please comment (preferably here)!
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Dan Endacott
 
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Post » Fri May 27, 2011 8:14 am

A new video,amazing!

Thanks LadyN!

`Senten
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sunny lovett
 
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Post » Thu May 26, 2011 10:19 pm

Amazing Video. Great Work!

Very Beautiful. I am very much anxiously waiting for the first map. Great Work!
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Lily Something
 
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Post » Thu May 26, 2011 11:45 pm

Oh I can't wait for this mod to come out keep it up.
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Michelle Chau
 
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Post » Thu May 26, 2011 11:23 pm

We REALLY need to get some of those _far.nif statics simplified :)
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Oscar Vazquez
 
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Post » Fri May 27, 2011 7:03 am

My eyes just popped an orgism.
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Dale Johnson
 
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Post » Thu May 26, 2011 10:13 pm

just giving this a bit of a bump :) still working on the pre-merging finishes of Goldmoor. its a long (and often boring) task, but once its done Goldmoor will look truly fantastic. I also ran a test merge of the claims that worked without errors. the hammerfell bank of the brena river has given us trouble in the past.

check out the http://www.youtube.com/watch?v=h2WqwJzLuCs, if you havent already!
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Matt Bigelow
 
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Post » Fri May 27, 2011 3:53 am

What an amazing video, you guys are doing an amazing job! I can't wait for the release of this...
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Naomi Ward
 
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Post » Fri May 27, 2011 12:36 pm

Great news, Lady Nerevar :icecream:

The video looks absolutely amazing :bowdown:

Keep up the good work.
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Dan Endacott
 
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Post » Fri May 27, 2011 7:16 am

I have another question will all those islands that I saw on the map will those be explorable?
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Spooky Angel
 
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