High Rock 427

Post » Sat May 17, 2014 10:13 pm

Here's a little bit of progress. Not much really. Muspila modelled the rocks and trees plus textures for them and the ground. I made the grass model and textures. Then just made a text file to generate everything including the trees and rocks.
Without breaks it probably took me about two hours in total, that included experimenting with placement, modelling grass, making textures.
http://i.imgur.com/10t3Jsz.jpg
http://i.imgur.com/nh82Q4e.jpg
http://i.imgur.com/zaZlBZO.jpg
http://i.imgur.com/qDh9ES4.jpg
http://i.imgur.com/IoZIuma.jpg
http://i.imgur.com/WZ94Hyt.jpg

Welcome to High Rock....

http://i.imgur.com/oFctSWQ.jpg
http://i.imgur.com/3yAiox0.jpg
Mge was being odd for a minute. Think I had just launched the game via the launcher as opposed to "Morrowind.exe"
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Alisha Clarke
 
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Post » Sun May 18, 2014 9:41 am

Just as I imagined. It turned out really well, SG.

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Catherine Harte
 
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Post » Sun May 18, 2014 4:16 am

Oh, this looks very nice! Hope to see/hear more about what you are working on right now :)

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Jah Allen
 
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Post » Sun May 18, 2014 6:56 am

Out of curiosity, how much time did you spend touching up that area, if you used a randomized generator?

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Eric Hayes
 
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Post » Sat May 17, 2014 6:52 pm

wow! all the models/textures definitely have the right feel to it. and the landscape, even though it's probably not been finished detailing, already looks amazing.

i'd say you're on the right track with this.

curious about the architecture now ;)

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Sara Johanna Scenariste
 
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Post » Sun May 18, 2014 8:19 am

I haven't opened either of the plugins generated in the editor at all.

Will be posting screens of the architecture as soon as they are looking more complete.

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Aman Bhattal
 
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Post » Sat May 17, 2014 11:33 pm

The result is beyond my imagination. I'd say generating the whole High Rock landmass with these tools on your pre made heightmap and releasing it as a showcase would definitely lure some modders to the project. It may be a good idea to start the project this way, IMO.

edit: by the way did you guys checked how High Rock looks in The Elder Scrolls Online? Based on what I saw in screenshots ESO approach for provinces is rather simplistic and not necessarily a good inspiration for province mods, but on the other hand adopting things like geographical region differences (which part of the province is mountainous, lowlands, uplands, marshlands, climate differences etc.) could somewhat speed up the brainstorm stage for the province.

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kirsty joanne hines
 
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Post » Sun May 18, 2014 2:45 am

I definitelly agree :)

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Kelly John
 
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Post » Sun May 18, 2014 5:09 am

Care to share the .inis please? I tried doing it with one landmass mod of mine but no dice :(

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Chenae Butler
 
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Post » Sun May 18, 2014 6:51 am

There wouldnt really be anything different to show you. You just have to make sure the mesh base is below -32 in the file and it will generate below the ground level. Also, Its worth noting that it doesn't work well with massive models. Well, it works, but you will have loads of models inside each other. You obviously just need to increase the spacing.

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Chloe Yarnall
 
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Post » Sat May 17, 2014 9:35 pm


I tried it with an icy region but nothing ever shows up :(
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benjamin corsini
 
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Post » Sun May 18, 2014 1:10 am

Vanilla meshes? Vanilla ground texture ID's? Wanna show me your config file?

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Emilie M
 
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Post » Sun May 18, 2014 8:50 am

Yep, vanilla meshes and ground texture ID's. My config file is:

Spoiler
[Tx_BM_ice_03.dds]bPlaceGrass=1bPosRand=1bRandClump=0bSclRand=0fPosMax=128fPosMin=-128fSclMax=1.1fSclMin=0.56iGap=256iWeight=0sChance0=10sChance1=10sChance2=10sChance3=10sChance4=10sChance5=10sChance6=10sChance7=10sChance8=10sChance9=10sID0=sID1=sID2=sID3=sID4=sID5=sID6=sID7=sID8=sID9=sMesh0=f\terrain_bm_ice_10.nifsMesh1=f\terrain_bm_ice_09.nifsMesh2=f\terrain_bm_ice_08.nifsMesh3=f\terrain_bm_ice_07.nifsMesh4=f\terrain_bm_ice_06.nifsMesh5=f\terrain_bm_ice_05.nifsMesh6=f\terrain_bm_ice_04.nifsMesh7=f\terrain_bm_ice_03.nifsMesh8=f\terrain_bm_ice_02.nifsMesh9=f\terrain_bm_ice_01.nifsName=sRecType=STATsScript=

It's for an icy region in my partial conversion in a different folder to the Morrowind's one. I specifically specified the correct folder but the icy region won't generate for some reason (as in it generates but when I load it up in the CS, it doesn't make a difference).

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Dalton Greynolds
 
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Post » Sun May 18, 2014 7:01 am

http://i.imgur.com/6YGKHZ1.png

That config works fine as far as I can tell. Problem I have with the generator is it can be very picky with selected plugins.

Try that config and add both morrowind.esm and bloodmoon.esm to the data files to search. First try it without your extra plugin, then try it with.

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Benji
 
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Post » Sat May 17, 2014 11:17 pm

Progress has been a bit slow this week. But here you go

http://i.imgur.com/w5d1p8i.jpg

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Reanan-Marie Olsen
 
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Post » Sun May 18, 2014 6:00 am

Looks great, SG.

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Tikarma Vodicka-McPherson
 
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Post » Sun May 18, 2014 9:15 am

I really like this a lot. It is a great piece of work, sure, but your progress is really good! Makes me kind of want to participate, especially since you say you are in need of assets. But I'm afraid my numerous other projects - MW-related or otherwise - do not allow this at the moment.

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Bambi
 
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Post » Sun May 18, 2014 9:22 am

http://highrock.project-tamriel.com/viewtopic.php?f=70&t=32

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Teghan Harris
 
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Post » Sun May 18, 2014 1:04 am

Looking great - as normal - SG! It's good to see just how much a modeler can do by themselves when it comes to such a big project.

Although I feel like you should save yourself some time and make some unique creates and barrels now, with regional level lists. Separate provinces should either be completely graphically separate from Morrowind (although aesthetically similar) or almost the same. A mix and match of modern and 2002 always looks bad.

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Racheal Robertson
 
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Post » Sun May 18, 2014 5:47 am

If I were ever to model some new crates and barrels I would model them with the same dimensions as vanilla ones anyway. Has SHOTN or P:C modeled unique ones?

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SamanthaLove
 
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Post » Sun May 18, 2014 2:00 am

SHOTN en P:C both have new crate meshes. SHOTN's has a couple of culturally defined models (Nordic, Orcish), while P:C's are more generic. I think P:C's crates would fit well with what I've seen of your architecture, you should ask for them.

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Ray
 
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Post » Sat May 17, 2014 6:22 pm

It's looking really good! You cranked out those buildings really quickly!

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Syaza Ramali
 
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Post » Sun May 18, 2014 10:10 am

Will probably model myself a few variations. Afair, there are only a couple of variations in vanilla. Should be able to knock some up one evening.

Took longer than I intended but I was helping the missus study for exams

I think theyve turned out pretty good so far though. Just need to finish them off. Gonna start modelling unique buildings for the guilds maybe. Not sure if they should be unique or not.

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*Chloe*
 
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Post » Sun May 18, 2014 4:01 am

Well it's more than I accomplished for modding last week. I got eaten up by multiplayer Terraria...

I also think they turned out well. They fit in with the world of Morrowind. Maybe it's just my own vision of High Rock, but I'd like to see some flashy things; maybe even incorporated into the architecture. Signs of casual magic usage. Seemingly nonsensical architectural flairs. Maybe in another city. Obviously you haven't gotten to the details yet, but just something to think about.

I think unique buildings is a swell idea. Wouldn't have to be anything too fancy. But maybe just something to make them memorable.

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Crystal Clarke
 
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Post » Sat May 17, 2014 7:58 pm

Buildings look amazing! I also agree that unique buildings would be nice addition. Looking forward too see more shots :thumbsup:

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naome duncan
 
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