[WIPz] Hammerfell

Post » Tue Jul 20, 2010 5:32 am

about 15 (iirc) nightmare dungeons were created using vanilla items. each had a challenge or puzzle which you had to beat to get a "key" that would open a "door" and send you to a new nightmare. some were more literal than others. someone had also modeled the main quagmire daedra, but i don't know if i have those files. either way, the main problems with the levels was cohesion: they felt more like isolated dungeons instead of a united daedric realm.
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мistrєss
 
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Post » Tue Jul 20, 2010 2:52 pm

Lady Nerevar, Im assuming you got my email containing my .esp?
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CxvIII
 
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Post » Tue Jul 20, 2010 4:53 am

yes, i did. haven't gotten a chance to email you the review, been busy or preoccupied with other stuff. i'll try to do that now, thanks for the reminder.

in other news, i successfully generated the helkori grasses. going to do some in game testing and then move on to rocks and statics. i also ran a small (20~ cells) buffer region with cyrodiil in the Colovian Highlands style. it matches the Helkori surprisingly well. I'll probably be working on that myself alongside HK generation, but if someone else wants to mess with it i'd be happy to pass this on. This region includes a cool little settlement built on the ruins of a late 2nd era Septim fort.
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Laura
 
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Post » Tue Jul 20, 2010 8:24 am

How's Goldmoor coming along?
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Karl harris
 
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Post » Tue Jul 20, 2010 4:35 pm

Goldmoor isn't getting much progress, mostly because there is not much more to be done. JD is still working on his claim and i'm still making minor fixes.

most of the progress is being made in the Helkori and beyond. This morning I generated the objects for the Helkori based on a modified West Weald preset. I'll be adding trees in a later pass (as the WW preset was not appropriate for them). Besides that there are also the usual generation errors to fix. I have also been working on Stonedale, an Imperial village between the Helkori and the Colovian border region.

What I could really use some help with is generating LOD textures. my videocard has the black half bug, so if you have an older Nvidia or an ATI please contact me. it should take no more than 10 minutes, and you can play around with hammerfell after.
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Bethany Watkin
 
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Post » Tue Jul 20, 2010 12:14 pm

Goldmoor isn't getting much progress, mostly because there is not much more to be done. JD is still working on his claim and i'm still making minor fixes.

most of the progress is being made in the Helkori and beyond. This morning I generated the objects for the Helkori based on a modified West Weald preset. I'll be adding trees in a later pass (as the WW preset was not appropriate for them). Besides that there are also the usual generation errors to fix. I have also been working on Stonedale, an Imperial village between the Helkori and the Colovian border region.

What I could really use some help with is generating LOD textures. my videocard has the black half bug, so if you have an older Nvidia or an ATI please contact me. it should take no more than 10 minutes, and you can play around with hammerfell after.


Do you mean you have the problem when the LOD textrure is half black?
I've had the same problem, but these tutorials helped me get past it.

http://cs.elderscrolls.com/constwiki/index.php/Landscape_LOD_Tutorial

http://cs.elderscrolls.com/constwiki/index.php/LOD_texture_fix_script
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Margarita Diaz
 
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Post » Tue Jul 20, 2010 3:09 am

yep, thats it. i don't really have the time to go through the back door, so i'd much rather someone just send me the two files. Johnn123 has graciously agreed to help, so i'll hopefully be able to make nice screens of the new region soon.

[edit] just noticed all the screenshots are down :/ this is due to TR's recent server move, and hopefully will be fixed soon.
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Captian Caveman
 
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Post » Tue Jul 20, 2010 5:31 am

just let me know when the files are comin, shouldnt take to long to get the lod files for ya Lady N
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yessenia hermosillo
 
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Post » Tue Jul 20, 2010 10:26 am

Just posting to bump this for the time being. Can't be of much help at the moment, but once I graduate I might designate some time to learn 3d modelling. I fondle the Hammerfell Art Book from time to time, and I would love to have a chance to model some of these. For now, it would be a miracle if I pick up a 3d modelling book in the near future, let alone get good enough to do it justice. Still, it would be a crime if no one ever got around to modelling the stuff in that pdf.

This mod has my enthusiasm and support, as always.
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roxxii lenaghan
 
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Post » Tue Jul 20, 2010 5:24 pm

heh, thanks for the bump.

i haven't had much time to mod either, due to college and finals. i get out this Thursday, so i'll get back to modding then :) right now the Helkori is my biggest priority, i'd like to get it polished and do some sort of release with what we have right now. in that vein, the Corten Mountains still need to be completed - if anyone is interested in doing some modding they would be a perfect place to start :)

i've also run into another strange LOD bug: for some reason my distant land has a whole bunch of triangular holes i've tried everything i can think of, but they aren't going away :nope: anyone know the solution?
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Sheila Reyes
 
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Post » Tue Jul 20, 2010 5:34 pm

Is it the LOD meshes that's full of holes (when opening them in Nifskope) or is it only in-game? If the former it's the CS lousy memory handling. Perhaps you could send the heightmap esm/esp to someone else to generate the LOD meshes? If the latter it's the game engine being stupid. Or it's just the memory chips being a bit too hot.
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john page
 
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Post » Tue Jul 20, 2010 10:24 am

in game, though i've not checked in nifskope. its quite retarded really: my old computer did both textures and meshes perfectly. the two new ones apparently can't do either. so much for upgrades...
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lisa nuttall
 
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Post » Tue Jul 20, 2010 8:25 pm

I can't wait to try this baby out! The more land, the happier I am!
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Pixie
 
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Post » Tue Jul 20, 2010 1:44 pm

A majority of the links are broken on the OP. Re-hosting is needed after the TR split, I think.

Also, I would be delighted to work on this mod over the summer. Right now I'm most interested in modeling, and I've spent the greater part of the last two days learning. I was actually trying to do a jug that was from Hammerfell's vast collection of concept art. You can see my, um, progress here: http://img696.imageshack.us/i/hammerfelljug.jpg/

Insanely enough, I want to get to a point where I can model, texture, and animate creatures/clothing/armor to put into the game. And, as you can tell, that isn't quite on the horizon. More like a couple times around the world...

Right now everything is feeling awkward, and I am clearly not doing things the easiest or most appropriate way yet. It would be helpful to get on video chat with someone who knows a little bit more about 3d modeling than I do. That way they could watch what I do and give helpful hints.

That's my distress call for help, I suppose...

As for other aspects, I'm not strongly interested in working with the construction set. I did some last autumn, but I largely found it very time consuming and a delicate process. Besides, I've only really done interiors anyway. So if you really need aid on interiors, I'll see if I can break out the CS at some point.

Of course, I'd always be willing to forward my ideas. I'm not sure what parts of the game still need ideas (quests, lore, monsters, plants, etc), but I'm fairly acquainted with the standing lore (the product of many hours spent reading last fall), so I have some feel as to what fits within the Tamriel world and what clashes horribly with it.
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noa zarfati
 
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Post » Tue Jul 20, 2010 2:48 pm

A majority of the links are broken on the OP. Re-hosting is needed after the TR split, I think.

that they do. sadly, i did not have a good backup of these image, so i'll have to rummage through my general archive. i'll fix them this weekend, but it probably won't be the same images as were upthere before. of course, the perfect solution would be to fix LOD and get all new screenshots.

Also, I would be delighted to work on this mod over the summer. Right now I'm most interested in modeling, and I've spent the greater part of the last two days learning. I was actually trying to do a jug that was from Hammerfell's vast collection of concept art. You can see my, um, progress here: http://img696.imageshack.us/i/hammerfelljug.jpg/

its not a bad start ;) you conform to the shape quite well, i think you should focus on limiting the number of polygons now, as its important.

Right now everything is feeling awkward, and I am clearly not doing things the easiest or most appropriate way yet. It would be helpful to get on video chat with someone who knows a little bit more about 3d modeling than I do. That way they could watch what I do and give helpful hints.

i can help you out if you want. depending on the software you're using, i may not be able to give you exact steps, but i think i'm pretty good with the general theory. for actual "here is what button you should press" there are plenty of tutorials.

Of course, I'd always be willing to forward my ideas. I'm not sure what parts of the game still need ideas (quests, lore, monsters, plants, etc), but I'm fairly acquainted with the standing lore (the product of many hours spent reading last fall), so I have some feel as to what fits within the Tamriel world and what clashes horribly with it.

we need ideas for just about everything. right now, quests and NPCs are still lacking. there are still many houses in Rihad that need purposes, and i've all but run out of ideas. in terms of quests, we need misc. quests ranging through goldmoor. you can suggest that http://z10.invisionfree.com/Hammerfell/index.php?. besides that i could also use someone to read over what i've posted and just ask questions. i've been dealing with this information for so long that i don't quite realize what is unclear or doesnt make sense,
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Stu Clarke
 
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Post » Tue Jul 20, 2010 6:29 am

I'll be sure to show up on your forums in a few days, then. :)
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Robert
 
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Post » Tue Jul 20, 2010 1:15 pm

First post updated with new screenshot, including some of the brand new Corten Mountains. A little something about the planed release has also been added ;) the screenshots are hosted at my school address, which i've not tested extensively. let me know if there are any problems.

Been doing a lot of merging work, tightening up the cells where the regions touch. Entertaining myself between that by working on the border town, a camp, and a pretty epic ruin/excavation making use of a landscape error. not sure if i'll leave it in, but if i do it could make a great site for the Imperial Archeological Society.

I would love to hear your comments, as always.
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Dj Matty P
 
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Post » Tue Jul 20, 2010 5:52 pm

Amazing! And very high quality. I didn't know how far along you guys were until I saw all the nice clutter scattered around Rihad. That city has really come together, as has Goldmoor. But I'm also glad to see the project move into Taneth, Helkori, and the Corten Mountains. Well done team!

Also, all the links work very well, except:

Rihad Lighthouse, detail.
and
Market Stall | Display Stand
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naome duncan
 
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Post » Tue Jul 20, 2010 11:33 am

Taneth has been in progress for about as long as Rihad, actually, I've just neglected to take screenshots of it. Its had a longer and more confusing history than Rihad, and it needs new meshes more desperately due to having a less zone based layout.

i'll remove those links for now, thanks for reporting.
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Brittany Abner
 
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Post » Tue Jul 20, 2010 10:26 am

Hi, someone sent me over here, as I'm working on recreating the town of Hammerfell on Onra's heightmaps, but this looks like it is progressing nicely, so if you need any help or such like, I'll be willing to lend a hand.

Here is my http://www.gamesas.com/index.php?/topic/1091726-wipz-elinhir-an-open-town-in-hammerfell/
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Claudia Cook
 
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Post » Tue Jul 20, 2010 5:36 am

[
-- News --
May 9th- I've finished my first year of college and gotten back to working on Hammerfell. My main goal is to get everything ready for our first release, tentatively titled Hammerfell: The Eastern Grasslands. It won't be a finished release, but it will still be huge chunk of land covering the Goldmoor, Corten Mountains, and Helkori regions, as well as Rihad and Taneth.

Great news! I look forward to it. :)
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Flash
 
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Post » Tue Jul 20, 2010 1:14 pm

wow the screenshots look awesome! although some of them seem to have the glowing grass bug :lol:
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Ana
 
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Post » Tue Jul 20, 2010 7:49 am

looking forward to this mod, a lot! :D
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amhain
 
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Post » Tue Jul 20, 2010 10:08 pm

thanks for the comments, glad ya'll like it :)

Gekko64: not entirelly sure what you mean by the "glowing grass bug," care to elaborate?

AliTheLord and others: the best way to help right now is to take an exterior or interior claim. In terms of exteriors, there is one Corten mountains http://z10.invisionfree.com/Hammerfell/index.php?showtopic=30 available. In terms of interiors, we have several http://z10.invisionfree.com/Hammerfell/index.php?showforum=9, and quite a few more which need designing. And, as always we need models. interiors for the lower class houses are a big priority, and are relatively easy to make (invert walls, add floors, interior walls and stairs, done).
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Fiori Pra
 
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Post » Tue Jul 20, 2010 2:00 pm

not entirelly sure what you mean by the "glowing grass bug," care to elaborate?

It's just that default grass is way too reflective. So if you use default grass your mod is affected by such issue as well. Some people care, some don't, or simply don't focus their attention on that until you show them what's really going on ;] And that's nothing you should bother yourself about until you want to make a universal fix or create new type of grass especially for your mod.

Look at http://digital.mica.edu/ff210_12/dmakarava/ScreensTEMP/GM01.jpg for example - the grass is so well exposed there as it looks like it wants to jump out of the screenie ;]
And here you have http://tesnexus.com/downloads/file.php?id=10655 which fixes that - look at pictures for comparison.

EDIT:
And I can add that if you use HDR such difference between the grass and terrain is not that obvious, as terrain textures are more shiny in this mode, so they almost equal grass in brightness then. But if you use Bloom (with which those shots were probably made) the difference is significant (quite shiny grass and much darker terrain).
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Lizs
 
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