[WIP]Kinscavion - Dedication

Post » Sat May 28, 2011 5:08 pm

Thanks people =)

It still doesn't really display the texture detail I'd like to. MW does only support 2048x2048 textures. And yes I only tile them very seldom across new meshes so you will hardly notice the effect. Also for a bit smaller landscape meshes I can customly texture roads into it. I'm thinking about playing with some kind of default detail texture or bump to get a bit of extra topping on the awesomeness =)

One of the things I've started to realize is how difficult it is to maintain good collision on all meshes. It's so random. Sometimes I create super complex shapes that seems to work without any problem and then at some times I create these overhang type meshes with come concave shapes and it all just falls apart. I'm not sure what triggers it. I only know that splitting meshes seems to help but it's just so daunting. Especially piecing things together later again.

The castle is a nightmare to export, and a few landscape meshes are really problematic. Any nifskope wizard who knows some about 3d and can tell me what's wrong that would be super appriciated.

One thing I notice is that resizing the mesh in Nifskope can seemingly sometimes mess up the collision. But that might also be superstition.

@Evil Eye
This area is border between Keltrock and Sylvin. It's supposed to be pretty barren. I do want to add tree trunks and many more rock shapes and some more special features. I also need some more tree types for later but I'll get to that.
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Lance Vannortwick
 
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Post » Sat May 28, 2011 7:07 pm

If you are importing an OBJ to Nifskope and attempting to export as an NIF....

I could never get that to work. It would always crash the CS for me. I usually import to Gmax and export with that NIF exporter and then import it into nifskope.

And I am also pretty sure that resizing in NS does mess up the collision.
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SEXY QUEEN
 
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Post » Sat May 28, 2011 1:46 pm

You probably already know about this, but whenever collision messes up for me I setup a quick rootcollisionnode and it fixes the collision nicely.
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Steeeph
 
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Post » Sat May 28, 2011 9:41 pm

You probably already know about this, but whenever collision messes up for me I setup a quick rootcollisionnode and it fixes the collision nicely.

Hmm. I did not know that. How do I do this?
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Susan Elizabeth
 
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Post » Sat May 28, 2011 6:34 pm

It's where you setup up a collision mesh like on vanilla models (open up a vanilla tileset piece in NifSkope and tick show hidden, the untextured collision mesh should show up).
I usually just use my actual mesh as the collision mesh as well, to save time, but a lot of people like to make lower poly collision meshes.

To quickly set one up using your actual mesh as collision, open your mesh in NifSkope, right click on your scene root, then select Block->Insert->Bethesda->RootCollisionNode
Then copy and paste your meshes into the RootCollisionNode and remove the NiTexturingProperties.

If you make a collision mesh (I actually usually merge my meshes into a single collison mesh before exporting, so this is what I usually do) it's even easier, right click on the collision mesh and select Node->Attach Parent Node->RootCollisionNode. Try it out and see if it works.

Using a collision mesh is also useful for controlling what collides and what doesn't (setting collision detection to none doesn't usually work IIRC).
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Aaron Clark
 
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Post » Sat May 28, 2011 9:59 am

snip

Aah I see. I don't think that will work in this case since this is a pretty complex mesh. Approximating it will just look awful. I think I will just split it up into two or more meshes and piece them together in the editor. Bah... I dislike doing it that way but oh well.

I'm sorry I haven't updated in a while. What can I say? real life stuff happening right now and lots of it. And with all the lingering tiny issues my creative spirit kind of dies a bit. I'll get back to it for sure. This is by far my favorit iteration so far of the project. I only feel that I'd like to change the way the gameplay works pretty radically to be able to give the players a fun experiance =)
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Nick Tyler
 
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Post » Sat May 28, 2011 4:13 pm

*snip* I only feel that I'd like to change the way the gameplay works pretty radically to be able to give the players a fun experiance =)


If wishes were kisses...

Best not to go there CM - gamers play for different reasons some like to run and gun, others jump and thump and still others go for the full immersion experience. People who are still playing Morrowind I think understand the confines of the game and accept them - if not then they go play another genre specifically designed to enable them to do the things they want.

When modding I sometimes think about what Ken Ralston said about Morrowind:

In Morrowind, the main quest story is of secondary importance. I use it to drag you across all the distracting crosscurrents of the faction conflicts. It is my profoundest hope that while advancing along the main quest line, you will find some story YOU want to tell about yourself, or some aspect of the world YOU want to explore, and turn at right angles to the main quest narrative and march off on your own.

I'm glad that many players deliberately avoid pursuing the main quest when they start playing Morrowind, preferring instead to explore faction advancement ladders, pump up their skills, search for loot, hunt monsters - or innocent civilians - or just wander around like a tourist.

There are epic characters, stories and themes behind Morrowind's main quest, but you can ignore them and still enjoy the main quest gameplay. Even if you don't explore the background of the main quest, however, that epic background gives the world dignity, and by association, gives your hero dignity for the part he plays in its affairs.


As a player that's what attracted me to Morroind - epic characters, stories and themes. I felt part of the world, even if they called me a foreigner and kept giving me fetch missions :)

Am not saying don't try and add new ways of playing just that I know oh too well the feeling of being limited by the Morrowind engine - however I find that when i focus on how much I appreciate what i do have to work with the modding creativity flows more smoothly.

All the best with the RL :)
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chloe hampson
 
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Post » Sat May 28, 2011 2:49 pm

Thank you for the reminder. It is best to work with the tools instead of always kind of struggling against them. Wise words.

I do like to push what is possible. I've worked a lot with scale recently and I think I have kind of realized those limits and I have just about started getting used on how to work with it.

As for gameplay it will be more like extending what is already there yet changing the flow of how the story is presented. Kinscavion was always meant to be open but I'm a one man team more or less (with support from some awersome folks and I love them). And as such one of the gameplay descicions which will also provide much more focused fun (I think) in a whole notehr way, have to be much more linear.

It's not the way I'd envisioned it but I'm more mature now. My old dreams were childish yet pure and I will abide by them if I ever stumble upon the chance to realize them.

Morrowind is my home. And I will work with that single harmony to bring something that I think will, visually awe people and hopefully gameplay wise (if I ever get there) entertain =)
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Blessed DIVA
 
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Post » Sat May 28, 2011 1:51 pm

I was playing FF13 the other day and the crystal lake reminded me of your mod :)
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Destinyscharm
 
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Post » Sat May 28, 2011 8:36 pm

I was playing FF13 the other day and the crystal lake reminded me of your mod :)

Excellent! One day... maybe I'll be able to do something like that. Dunno if MW is capable of pulling it off totally but I will go down trying =)
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Casey
 
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Post » Sat May 28, 2011 11:45 am

I was playing FF13 the other day and the crystal lake reminded me of your mod :)


Yeah, I thought of the same few days ago, how they totally look like http://images2.wikia.nocookie.net/__cb20100313231215/finalfantasy/images/5/50/Lake_Bresha_FFXIII.png crystals! And the red ones look like crystallized fire in the ruins after :D Wanted to post but I forgot :P
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Becky Cox
 
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Post » Sat May 28, 2011 7:37 pm

Yeah, I thought of the same few days ago, how they totally look like http://images2.wikia.nocookie.net/__cb20100313231215/finalfantasy/images/5/50/Lake_Bresha_FFXIII.png crystals! And the red ones look like crystallized fire in the ruins after :D Wanted to post but I forgot :P

yeah, lol. It was like wtf? didnt I see this on the morrowind forums? haha
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Veronica Flores
 
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Post » Sat May 28, 2011 7:40 am

yeah, lol. It was like wtf? didnt I see this on the morrowind forums? haha


It seems FF is a good material for ideas, both Mireneye and Melchior are pretty inspired by it, and they are both doing a magnificent job!
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Ownie Zuliana
 
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Post » Sat May 28, 2011 4:06 pm

Yes, yes it is good inspiration. Too bad I accidentally sold my X disc instead of my X-2 CD :facepalm: I'd have a little more to go on, lol!
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Khamaji Taylor
 
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Post » Sat May 28, 2011 5:32 pm

Yes, yes it is good inspiration. Too bad I accidentally sold my X disc instead of my X-2 CD :facepalm: I'd have a little more to go on, lol!

haha I've just 5 mins ago ordered X off amazon as I have spent the last 2 weeks looking for my disc and cant find it!
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Ben sutton
 
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Post » Sat May 28, 2011 1:44 pm

Yes, yes it is good inspiration. Too bad I accidentally sold my X disc instead of my X-2 CD :facepalm: I'd have a little more to go on, lol!


Well at least for landscaping inspiration you can still visit most of the places from X :P
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SEXY QUEEN
 
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Post » Sat May 28, 2011 1:02 pm

haha I've just 5 mins ago ordered X off amazon as I have spent the last 2 weeks looking for my disc and cant find it!

Tidus hates us :(

Well at least for landscaping inspiration you can still visit most of the places from X

This is true... but I tried playing it once and just couldn't. Maybe if I get bored I'll try again, though I think my roommate would laugh at me, hehe.

(sorry for babbling in your thread Mireneye)
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~Sylvia~
 
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Post » Sat May 28, 2011 7:53 pm

twO aeon bridal, wish were weld.
http://wordsmith.org/anagram/anagram.cgi?anagram=will+be+rewarded&t=1000&a=n

I'm at it again my friends.
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Add Meeh
 
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Post » Sat May 28, 2011 9:05 am

Input too long (14 letters).

The permitted input length (maximum 35 letters) varies depending on the server load. Currently it's limited to 3 letters.

Please try again later or try a shorter input.
:banghead:


Anyhow, good to hear you're at it again!
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Nicole Elocin
 
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Post » Sat May 28, 2011 4:23 pm

Hi

the screenshot about the swampy house looks very fit the feel.

any chance a update for the resource pack ? guess 1.4 ?
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Miss Hayley
 
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Post » Sat May 28, 2011 5:59 pm

Hi

the screenshot about the swampy house looks very fit the feel.

any chance a update for the resource pack ? guess 1.4 ?

Update is the closest thing to a release. I have some nagging bugs that I want to take care of, and honestly they have been breaking my progress lately.

On the upside I have again experianced a game that refreshes my drive to make meshes. The beautiful game of Castlevania - Lords of shadow. A lot of the stuff in there are things I wanted to archive, feeling wise. so with renewed inspiration it is VERY possible I might again revisit a bunch of meshes and remake them and make it all, just even better.

I mean OMG:
http://www.youtube.com/watch?v=RGAy6jrRUaY
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Ashley Clifft
 
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Post » Sat May 28, 2011 1:44 pm

To C

after seen your video about Castlevania - Lords of shadow, I searched net for more videos about it.

after watched hours videos, I think that's a beautifull look games. fine time.
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Shiarra Curtis
 
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Post » Sat May 28, 2011 8:16 pm

To C

after seen your video about Castlevania - Lords of shadow, I searched net for more videos about it.

after watched hours videos, I think that's a beautifull look games. fine time.

Happy you like that piece of inspiration =)

I'm deciding now how to approach the project in the future. It seems I'm getting a lot of problems with my big meshes, especially the terrain ones and I'm trying to figure out what the main problem is.
Once that is done I'm thinking about remaking a bunch of meshes to better fit a 2011 mod. I can still make this look much, much better =)
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Darlene DIllow
 
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Post » Sat May 28, 2011 9:53 pm

Got my workstation setup again, this time It's much more ergonomically and much more esthetically pleasing, this will hopefully help to kick me back into creative mode. This aint precisely much but it's a small start on various meshes that are needed to create the complex scaffolding stuff that will be scattered systematically around the city beneath and on Keltrock.

http://i52.tinypic.com/21jr9mu.jpg

General todo: Add Icicles on meshes.
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Matt Fletcher
 
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Post » Sat May 28, 2011 6:52 pm

Don't get too distracted by your aesthetically pleasing workstation :P

That's pretty cool, how big is that texture?
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CORY
 
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