High Rock: Tamriel Travelers Edition

Post » Sun May 05, 2013 7:41 pm

I'm looking forward to the day when my Breton character will return to her birthplace - Wayrest
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James Baldwin
 
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Post » Sun May 05, 2013 8:15 pm

It's Constance's birthplace too!
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Eddie Howe
 
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Post » Sun May 05, 2013 9:45 pm

Looks very promising! Some nice work you've got going there!

Im not really sure how much this would help, but im an aspiring writer. Im attempting to write a novel right now, but any chance to practice on other projects is always good. If you need any ingame books or anything written for lore immersion, then im up for the challenge!
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Emily Shackleton
 
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Post » Sun May 05, 2013 7:10 pm

Are you still using the same site as 427?
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yessenia hermosillo
 
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Post » Sun May 05, 2013 8:22 pm


Good question!

It's quite vague; the Warp in the West has consolidated power dramatically- what was once a quasi-feudal nation of numerous feuding city states has been brought beneath just a few banners within a short span of time. It is so, that I hope to depict this misnomer, the 'Miracle of Peace' as how it was implied- a bloody scramble for power. Former Lords, who once held lands that were sovereign under their households, are now relegated to positions of Magistrates, Barons, Dukes, etc. Could you possibly imagine all of 'hurt feelings'? The skulduggery subterfuge, politicking, and betrayals of a near Shakespearean level? The fallout, and infinite number of vacuums left open like a festering wound is *the* pivotal narrative of this mod. Even the smaller towns like Glenpoint, now 'Dutchies', a former City-State, have their own order of knights, trade guilds, and once-ago despots who are probably more than just a little resentful.

(Death to Gothyrd!)
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Stu Clarke
 
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Post » Mon May 06, 2013 8:01 am



No website. Just this post.
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rae.x
 
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Post » Mon May 06, 2013 8:45 am

I'm glad that someone is now working on the province whose favourite province it is. I would have worked on this out of a feeling of duty more than real anticipation, although I would still like to do a bit here and there around the western reach like I have already worked on the reach of Skyrim.

What I think you should get planned are dungeons and remnants of past breton and elven cutlure in Highrock. The Direnni-Set I have made for the Reach of Skyrim should be a good start already. And I'm currently working on its interior set after having done the exterior part 2 years or longer ago.

For me province mods are all about working in broad strokes in big dimensions and at the same time putting a lot of love into single spots within this huge vastness
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Neko Jenny
 
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Post » Mon May 06, 2013 7:33 am

Will you be including Orsinium? It's still in High Rock when Morrowind takes place.
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Tyler F
 
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Post » Mon May 06, 2013 4:20 am

Orsinium will most likely be a Release 2 thing along with Wayrest. I'm going to need very specific resources to make both of those cities stand out as they should and I don't want to do a bum job of it. I've *just about* got what I need for Greater Betony. We'll see where I get to in a few months.



Hey buddy! Glad you found the thread. I've been strongly considering how I'm going to approach the Direnni architecture, it's quite important. Any resources that you or the rest of the SHotN boys would like to share would be a blessing. I've got a nice mesh for Direnni Tower and I think it's borderline perfect. It's huge. With LODs generated I can see the svcker from halfway across the Iliac. I'll upload a photo right away.
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Mrs. Patton
 
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Post » Mon May 06, 2013 5:46 am

Direnni Tower-

[img]http://oi47.tinypic.com/35n908m.jpg[/img]

Daggerfall, A VERY ROUGH look at a section of the city, over roof-tops from the Waterfront to Temple Hill. Don't mind the ugly palace place-holder. A Smuggler Boss was nice enough to help display the scale of the foreground drop.

[Img]http://oi45.tinypic.com/2qnpr2u.jpg[/img]

Display of scale part one, a very *very* small section of Daggerfall's exterior wall. There's A Smuggler Boss again, acting like a Boss.

[img]http://oi46.tinypic.com/ezmstu.jpg[/img]

Display of scale part two. Zoomed out. You can see Smuggler Boss lookin' a bit more, uh, tiny. This is about 1/8th of the exterior wall of Daggerfall, to give you an idea of the size of the city. Daggerfall is roughly fourteen cells, squared.

[Img]http://oi49.tinypic.com/28lh0z9.jpg[/Img]
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Ria dell
 
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Post » Mon May 06, 2013 12:16 am

Will the Adamantine Tower have interiors?
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clelia vega
 
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Post » Sun May 05, 2013 7:31 pm

If I find an interior tile set that goes along with the mesh I picked, then absolutely, eventually.

Right now, I'm looking to get Alpha Release .00001 released by this weekend (Yus.) Alpha Release .00000000001 will feature the completed township of Glenpoint and a handful of detailed landscape cells that surround it, as well as (maybe) a nice little tavern interior, and (maybe) a little player house to stash your loot while you swashbuckle across uncompleted, untextured and buggy terrain.

(Glenpoint will be very pretty, however.)
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Josh Lozier
 
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Post » Mon May 06, 2013 3:40 am

Daggerfall is looking appropriately large so far

I'm nonplussed by the Direnni tower's proportions. Maybe try sticking another one of those meshes on top of that one (and scaled down a bit) to make it look less squat?
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jesse villaneda
 
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Post » Mon May 06, 2013 3:20 am

I'll give that a try in a little bit! What do you think of the texture? Is the white marble look a bit overkill? I like it, but it doesn't quite look like it was presented in TES:2.
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chloe hampson
 
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Post » Sun May 05, 2013 10:20 pm

From the angle of the picture I'm confused on how the interior of the tower would be layed out. For instance, how would one make their way to the top?
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Nadia Nad
 
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Post » Sun May 05, 2013 10:32 pm

I'm not quite sure, I like the unconventional design because I figured the oldest known building in Tamriel, "Created by the Aedra for the purpose of discussing the creation of Mundus." I'd assume those fellows are on some next level I-don't-need-no-stair-case stuff, but, evidently the building has been modified some several times over since its creation by the old Direnni, so that mesh, ideally, would serve as a good "Core", but the additional meshes would all have to be re-textured, assuming I could even find ideal meshes. Consider it a place-holder, unless nothing better crops up.
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Nikki Lawrence
 
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Post » Sun May 05, 2013 11:27 pm

My assets for SHOTN were never meant to be directly related to the architecture of Direnni Tower which, as you say, was built by a prehistoric power. The Direnni Set that I have worked on for Skyrim is meant as fortress set built by the Direnni Clan in the 1st era against intrusions of Nords and Bretons in the Western Reach.... parts of which were consumed by Skyrim in the course of the Imperial Simalcrum. That's why we even have this set over there.

Though, I know that a lot of lore from the 1st pg has been retconned by now and it was some kind of a 'last mohican' decision to keep them at SHOTN.
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Alexander Horton
 
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Post » Sun May 05, 2013 8:22 pm

I was talking more specifically for the Western Reach if we ever get to it. If you want 100,000,000,000% artistic control and you want to rock the reach out, at least as much as you'd be able to, I'd be totally OK with that. I can tell you're really into the lore surrounding that and if you think you could really own it, then let's do it. Another pretty swell old-timer offered to bang an exterior (or however much he was planning) out for Camlorn and I bet he's going to do a rad job.

As for Direnni tower, I have plenty of meshes for different types of scaffolding and strange piece inserts. That 'Core' mesh and a little re-texturing on my end to some insert pieces and I can make a pretty rad Direnni Tower.

Anyway, hey look, it's a Mott & Bailey!

http://oi47.tinypic.com/1zzq3b4.jpg

http://oi47.tinypic.com/2ic9nph.jpg
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Jessica Stokes
 
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Post » Mon May 06, 2013 4:08 am

Ha, thanks for saying that. You really seem to trust in my skills, seemingly.

It basically just sounded like you wanted to relate my attempt at Direnni archtecture to the Direnni Tower, so I went on to explain what I had done. I don't know if I want complete control over an entire area, really. I have often given up on certain ideas when working on the other province mods. Otherwise I wouldn't have coped. My basic reasoning is that using some of the special lore of the other province mods will serve in making things somewhat consistent, like they will always refer to TRs lore regarding Morrowind at SHOTN or P:C rather than what TES:O will come up with.
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Jacob Phillips
 
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Post » Mon May 06, 2013 5:24 am


http://s1.zetaboards.com/New_Argon/index/
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Josephine Gowing
 
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Post » Sun May 05, 2013 9:54 pm

This picture here: http://oi46.tinypic.com/1j865x.jpg
See that brick wall on the right? That has many repeats in the texture, far too many. Max there should be a repeat of two there. Basically, the texture used is too darned small and should be swapped out and the UV mapping fixed.
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Emily Rose
 
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Post » Sun May 05, 2013 8:40 pm

I'll be 100% honest, I don't know how to fix up the UV map that but I see the problem. Definitely something I'll have to work on before release 1. Thanks for letting me know, brother-man.
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Grace Francis
 
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Post » Sun May 05, 2013 5:06 pm

Hey guys!

Sorry for the lack of updates. I've been hard at work doing monotonous things like landscaping The March of Glenpoint and the Barony of Tulune and so far, it's looking swell. I've also managed to finish the exterior skeleton-layout of Glenpoint and began to work on the vertex shading for Glenpoint, adding much needed shadows and depth.

[Stuff you probably don't care about:]
I've also began the process of merging resources. ?It's quite imperative, in my view, to have little things like clutter, to big things like outfits and clothing be drastically different from vanilla Morrowind. Most importantly, I'm refusing to use *any* vanilla mesh or vanilla ground texture for terrain and landscaping purposes, meaning that High Rock will hopefully feel like a drastically different country from Morrowind. Typically this goes without saying, however it's best to clarify. CLOTHING is something I've always felt was under-addressed in Provincial, new worlds mods. Animations from 'Animated Morrowind' are also being merged, meaning in the small fishing villages there off the costs of Tulune, farmers farm, and fishers fish. This small detail is so very critical that I've merged both Animated Morrowind and Animated Morrowind II, and cleaned any references effecting the vanilla gameworld. Merged items will also have their ID's swapped to minimize any potential conflictions with the Animated Morrowind or Animated Morrowind II mods, respectively. 'Smokeable Pipes' (Tobacco can be harvested, and consumed!) and 'Sittable Chairs' have also been merged with success in a similar fashion. [/Stuff you don't care about.]

IN OTHER NEWS, Polish-based High Rock: The Land of Magic has decided to join forces to fight the good fight. They're providing much needed resources, as well as extremely valuable input. I know that some of you were dissapointed with the mesh I chose for the Direnni Tower, so here are a few pictures of the brand new mesh, created by one of HR: Land of Magic's very talented modelers.

http://i.imgur.com/Q97V1HC.png

Now, placed in game,

http://i.imgur.com/AOh2He5.jpg


And here are two scant pictures, one of a landscape, and one of the completed skeleton of Glenpoint.

http://i.imgur.com/c3qBvmK.jpg

http://i.imgur.com/dd1siu2.jpg


Some concept art from our excellent Polish comrades.

http://i.imgur.com/gxUUh8v.jpg


More updates (very) soon, including a very, very special surprise for fans of TES2: Daggerfall.
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x a million...
 
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Post » Sun May 05, 2013 6:21 pm

This is looking VERY GOOD.
And THAT IS a real Direnni Tower! You did well in changing the model. This one really looks something out of the concept of mortal architecture.
Well done! Keep this up!
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Nadia Nad
 
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Post » Sun May 05, 2013 10:08 pm

Thanks man! Always appreciated. The real thanks goes to the HR: Land of Magic guys for that mesh. They did and are still doing great work.


So, like, remember when I said I may cave and build Sentinel, too, because I freakin' wanted to?

http://i.imgur.com/8f92ahs.jpg
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David John Hunter
 
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