Welcome to High Rock....
Welcome to High Rock....
Just as I imagined. It turned out really well, SG.
Oh, this looks very nice! Hope to see/hear more about what you are working on right now
Out of curiosity, how much time did you spend touching up that area, if you used a randomized generator?
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
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.
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.
Care to share the .inis please? I tried doing it with one landmass mod of mine but no dice
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.
Vanilla meshes? Vanilla ground texture ID's? Wanna show me your config file?
Yep, vanilla meshes and ground texture ID's. My config file is:
[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).
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.
Progress has been a bit slow this week. But here you go
http://i.imgur.com/w5d1p8i.jpg
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.
http://highrock.project-tamriel.com/viewtopic.php?f=70&t=32
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.
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?
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.
It's looking really good! You cranked out those buildings really quickly!
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.
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.
Buildings look amazing! I also agree that unique buildings would be nice addition. Looking forward too see more shots