[WIP] High Rock

Post » Fri May 27, 2011 7:25 pm

Wonderful work from mr_siika, as always! :goodjob:

Anyway, I don't know if it has been mentioned before. But did you plan to release a certain part of High Rock first, perhaps like Iliana's Elsweyr Anequina where she released the town of Riverhold (then gradually update the mod)? This way player can get a bit of taste of "High Rock". The decision is yours, though.
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casey macmillan
 
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Post » Fri May 27, 2011 10:53 pm

Here some pics of the tileset I'm developing at the moment.

http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock02.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock03.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock04.jpg

I'm thinking about adding a mill as the last building. Would you prefer a water- or a windmill?


First of all, because of how awesome it's looking, and because you made it really fast, I'm going to virtually hug you *hugs*. And Windmill definetly! :)

So from how the tileset is developing, it'll probably be used in Shornhelm/Sharnhelm, which is a Breton-Imperial City (becomming Imperial after the War of the Red Diamond, in which it was given to Andorak Septim to end the war (and his and his heir's influence on the city as thusly influenced the architecture and 'flavour' of the city), which makes it perfect for this architecture :) Shornhelm is in the mountains, so it'll be in a similar setting to which you've got the architecture in screenshots (also the architecture will be used in two other settlements in the County of Shornhelm).

Wonderful work from mr_siika, as always! :goodjob:

Anyway, I don't know if it has been mentioned before. But did you plan to release a certain part of High Rock first, perhaps like Iliana's Elsweyr Anequina where she released the town of Riverhold (then gradually update the mod)? This way player can get a bit of taste of "High Rock". The decision is yours, though.


Yup, we'll be releasing bits as we go along, with possibly a 'Betony' Teaser as some point :)
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Nauty
 
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Post » Sat May 28, 2011 6:05 am

So,,, you've got both Phitt and Mr Silka contributing!

This has just upgraded the mod in my eyes from 'good luck, I'll wait and see' to 'awesome, can't wait' status.
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Dj Matty P
 
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Post » Sat May 28, 2011 1:55 am

Yup, we'll be releasing bits as we go along, with possibly a 'Betony' Teaser as some point :)

Excellent! I believe you've paved the first path for your mod to succeed. Looking forward the premiere!
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Bryanna Vacchiano
 
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Post » Fri May 27, 2011 8:18 pm

And Windmill definetly! :)


Here you go...
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock05.jpg
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Jonathan Egan
 
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Post » Sat May 28, 2011 7:26 am

and another one...
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock08.jpg
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steve brewin
 
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Post » Fri May 27, 2011 7:14 pm

Great work mr_siika :icecream:
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leigh stewart
 
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Post » Fri May 27, 2011 6:35 pm

Looks very promising, but I bet its still a very long way till release version. How much progress is already made for province lands, interiors and quests?
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Sun of Sammy
 
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Post » Fri May 27, 2011 10:44 pm

everything is looking great.
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Rhiannon Jones
 
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Post » Sat May 28, 2011 9:13 am

Here you go...
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock05.jpg


Long time no see mr_siika! Your work is as astounding as always.
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Angus Poole
 
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Post » Sat May 28, 2011 2:37 am

Thanks very much! But the exteriors were the fun part... now I have to make the interiors ;-)
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Rachell Katherine
 
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Post » Fri May 27, 2011 9:09 pm

Doing quests in this new land is going to be the new rage!
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Eve Booker
 
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Post » Sat May 28, 2011 2:43 am

Thanks very much! But the exteriors were the fun part... now I have to make the interiors ;-)

I know I have nothing to say in this, but I have always preferred those "tileset-interiors" (like the basemant set from the vanilla game) to interiors that exactly match the shape of the exterior of the house. Especially since modders often use several house statics to create the exterior of a bigger house, in which case it gets really complicated to work with interiors that can't be customized that easily.
And I thought it might be easier for you to create one of these - since you wouldn't have to do 10 different big interiors, but only one tileset that consists of maybe 10 small meshes that can be done more quickly.

Just a thought.

All the different architectural styles so far leave me very excited about all this as well. I can't wait to see the Anticlere tileset :lol:
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Claire Mclaughlin
 
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Post » Sat May 28, 2011 4:14 am

I know I have nothing to say in this, but I have always preferred those "tileset-interiors" (like the basemant set from the vanilla game) to interiors that exactly match the shape of the exterior of the house. Especially since modders often use several house statics to create the exterior of a bigger house, in which case it gets really complicated to work with interiors that can't be customized that easily.
And I thought it might be easier for you to create one of these - since you wouldn't have to do 10 different big interiors, but only one tileset that consists of maybe 10 small meshes that can be done more quickly.

Just a thought.

All the different architectural styles so far leave me very excited about all this as well. I can't wait to see the Anticlere tileset :lol:


I think it may be better to have most of the house with little interchangeable slots for things like fireplaces and the like but the house should match the exterior.
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james tait
 
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Post » Fri May 27, 2011 6:53 pm

I think it may be better to have most of the house with little interchangeable slots for things like fireplaces and the like but the house should match the exterior.


Yes, it would just be unrealistic to have interiors not match the exteriors. It wouldn't make sense at all :facepalm:
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Tyrone Haywood
 
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Post » Sat May 28, 2011 9:37 am

Here you go...
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock05.jpg

and another one...
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/highrock08.jpg


Looking great Mr Siika, they'll be great to see in Shornhelm! :)
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lillian luna
 
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Post » Sat May 28, 2011 8:17 am

1 of 5 interiors done. I went for the "one mesh for the entire interior" approach.

I know I have nothing to say in this, but I have always preferred those "tileset-interiors" (like the basemant set from the vanilla game) to interiors that exactly match the shape of the exterior of the house. Especially since modders often use several house statics to create the exterior of a bigger house, in which case it gets really complicated to work with interiors that can't be customized that easily.
And I thought it might be easier for you to create one of these - since you wouldn't have to do 10 different big interiors, but only one tileset that consists of maybe 10 small meshes that can be done more quickly.

There are three main disadvantage of "tileset" interiors or breaking up the interior in "floor-tiles", "wall-tiles","window-tiles" etc. The first is, that the one who hast to place them in the CS has more work to do.
Second, there may be seams visible, and third, the map of the interior may look strange (because it shows all meshes, not just the ones visible to the player).
Imho, interior tilesets can safely be used for big buildings (really big) and/or buildings with a very simple shape.

Yes, it would just be unrealistic to have interiors not match the exteriors. It wouldn't make sense at all :facepalm:

You can create interiors out of tilesets that match the exteriors, but you can run into the problems I described above.

edit:
Looking great Mr Siika, they'll be great to see in Shornhelm! :)

Thanks, glad you like it!
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Amanda Furtado
 
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Post » Sat May 28, 2011 9:08 am

1 of 5 interiors done. I went for the "one mesh for the entire interior" approach.


There are three main disadvantage of "tileset" interiors or breaking up the interior in "floor-tiles", "wall-tiles","window-tiles" etc. The first is, that the one who hast to place them in the CS has more work to do.
Second, there may be seams visible, and third, the map of the interior may look strange (because it shows all meshes, not just the ones visible to the player).
Imho, interior tilesets can safely be used for big buildings (really big) and/or buildings with a very simple shape.


You can create interiors out of tilesets that match the exteriors, but you can run into the problems I described above.


Agreed, one mesh for an entire interior is the better approach, and it'll allow modders to more quickly work (also, when handing out interior claims that are seperate from the exterior claim, it's easier for the modder as they don't have to keep referencing the exterior shape, they only have to know what interior mesh to use (which can be included in the claim thread)). Great job Mr Siika, and keep up the great work :)
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A Dardzz
 
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Post » Sat May 28, 2011 5:24 am

Anyone from mod team can answer on my question?
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Sarah Bishop
 
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Post » Fri May 27, 2011 10:38 pm

Has anyone had a problem related to LOD or land data not showing up (in the High Rock world space)? I know it's a Load Order problem, I just want to know if it's isolated to just me, or that if anyone else who has downloaded the Height Map and experienced it too, a fast reply from anyone who has tried out the Height Map would be excellent :)

Looks very promising, but I bet its still a very long way till release version. How much progress is already made for province lands, interiors and quests?


We have a fully region gen'd Height map, and currently no interiors nor quests have been made as of yet (though planning is already done for most of it) :)
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claire ley
 
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Post » Fri May 27, 2011 10:44 pm

I've tried it out, and it looks good to me, never had any problems.

I generated my own textures for it (just for fun), but I know you've already said that you didn't add them on purpose.

Edit:

Oh, but for load order I'm not sure. I'm pretty sure I just loaded it right after the Oblivion.esm
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Kayla Bee
 
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Post » Sat May 28, 2011 7:16 am

I have a quick question: your concept art shows walled cities like in vanilla Oblivion... do they exist in separate worldspaces like the original cities? I would love it if they did... there's a whole slew of people who complain about that (thus Open Cities :P), but I never minded it, and it would make the addon seem more like the same game. I was moved to ask this because I really liked the concept art, and mr_siika's work is fabulous as always, and this looks really cool. Basically, I wouldn't care, except that you've MADE me care :P
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Kat Lehmann
 
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Post » Sat May 28, 2011 12:48 am

I have a quick question: your concept art shows walled cities like in vanilla Oblivion... do they exist in separate worldspaces like the original cities? I would love it if they did... there's a whole slew of people who complain about that (thus Open Cities :P), but I never minded it, and it would make the addon seem more like the same game. I was moved to ask this because I really liked the concept art, and mr_siika's work is fabulous as always, and this looks really cool. Basically, I wouldn't care, except that you've MADE me care :P


Yes they will be in seperate Worldspaces, like the oringinal cities, however it's very possible that there will eventually be a seperate release with an Open Cities version of the mod, either made by the team itself, or by an outside modder, however like the original cities, they will be developed in the main worldspace, and then moved over into the Child Wordspace when the cities are finished (so while the mod is still in development, the cities will most likely still be in the main worldspace until later releases) :) Hope this answers your question.
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Rachel Eloise Getoutofmyface
 
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Post » Fri May 27, 2011 9:33 pm

Has anyone had a problem related to LOD or land data not showing up (in the High Rock world space)? I know it's a Load Order problem, I just want to know if it's isolated to just me, or that if anyone else who has downloaded the Height Map and experienced it too, a fast reply from anyone who has tried out the Height Map would be excellent :)



We have a fully region gen'd Height map, and currently no interiors nor quests have been made as of yet (though planning is already done for most of it) :)


I've actually had that problem. No LOD shows up in my game.

EDIT: I fiddled with load order, and fixed it :hehe:
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Hearts
 
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Post » Sat May 28, 2011 7:25 am

hmm...should the LOD be all pink/purple?
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joseluis perez
 
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