[Super WIP] Lyithdonea: The Azurian Isles

Post » Sun May 16, 2010 1:37 am

That's all? That's ALL!

Holy bajeebers, that is some absolutely incredible work. I don't pass out praise that kind of praise freely, either, because my standards are fairly high. However, these last set of screenshots are absolutely astounding. I really feel this is what Vivec should have looked like. It truly does have a 'city of a god' (or, in this case, daedra) written all over it. At the very least, this should have been somewhere in the original game - it fits in that nicely. Probably the best use of stock meshes and textures I have ever seen.

I can only imagine what it would look like with a good texture replacer. The islands already look great with vanilla textures, and in a way, I appreciate the use of vanilla textures, because it will allow for a seamless experience if you do use them. I would be so tempted to use some modern grass textures on the landscape, though.

As for the cloud mesh, I dunno. On the one hand, it does simulate greater height by obscuring the water; but on the other hand, it leaves nasty lines on the rocks. I'm also not sure what it does for frame rate. I tried using some of Mireneyes meshes in a narrow canyon area, and my frame rate dropped to the single digits. It's nice work, but the poly count is way too high for casual use.

Thanks Morovir. I've put a lot of work into trying to make this mod stand out and yet fit in. Using stock meshes and textures has always been a pleasure of mine, to see what new things can be done with them!

The isles hopefully should transfer to texture replacers fairly well. Other than a few custom textures I have made. But for the most part, when I retexture something, its with a vanilla texture :).

I personally don't use the cloud mesh, I'm still researching how to make them. But if it's the one I think it is, then I'm pretty sure it's quite poly-friendly.

As for other meshes, yes they are rather high-poly. Especially the landscape ones.
It's mostly because there are pretty few tricks that I can use to get the same sense of detail, suffice to say tho, if I took time to model the detail more individually i could cut off a few hundred to a few thousand polygons.

Mind telling me which meshes are giving you trouble? All meshes are to be considered as tests and are a subject to change so any input on that is valuable to me. PM thanks?

Grand work here! I adore the use of stock-statics that you make so good use of to make something familiar yet so unique!

Mireneye,
The cloud mesh I had used was certainly fine for my FPS. The comments I would have for it are that: it looks great from above and below but you can see all the slices from the side. The other thing is that it has collision...my test char was walking on the clouds, lol. I had tp tcl to explore the area properly.

Thanks for the comments guys, hopefully in the weeks to come i can pull myself away from city-building and get some landscaping done!

-Melchior Dahrk
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Jason King
 
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Post » Sun May 16, 2010 5:18 am

Mireneye,
The cloud mesh I had used was certainly fine for my FPS. The comments I would have for it are that: it looks great from above and below but you can see all the slices from the side. The other thing is that it has collision...my test char was walking on the clouds, lol. I had tp tcl to explore the area properly.


This, at least, is easy enough to handle. Open the nif in nifskope, delete the rootcollisionnode if present, and add an nistringextradata block, with the value (data) being 'NCO'. Nifskope will usually handle adding this block to the root ninode if you right-click on it, and add the block. However, if it doesn't, go into the root ninode's properties, increase the number of extra data blocks count by 1, expand the extra data list, and add the node number of the new block to that section.

Done properly, the engine will completely ignore the mesh for collision, so you should be able to walk right through it.
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Jason Rice
 
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Post » Sun May 16, 2010 3:05 am

This, at least, is easy enough to handle. Open the nif in nifskope, delete the rootcollisionnode if present, and add an nistringextradata block, with the value (data) being 'NCO'. Nifskope will usually handle adding this block to the root ninode if you right-click on it, and add the block. However, if it doesn't, go into the root ninode's properties, increase the number of extra data blocks count by 1, expand the extra data list, and add the node number of the new block to that section.

Done properly, the engine will completely ignore the mesh for collision, so you should be able to walk right through it.

Hmm, I've just deleted collisions nodes before. I didn't know it was that in-depth to truly remove them! Thanks for the tip Morovir!
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MARLON JOHNSON
 
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Post » Sun May 16, 2010 9:02 am

I've posted on this thread already I know but just.. wow.

And thanks so much for using vanilla stuff MD. I am one of those that isn't using replacers and I am practically drooling over the pics you posted. I find myself already imagining walking around there, and I definitely am setting up there when it's done. I know I said I might before, but after all that, it's settled. I'm moving! How do you know your doing good work? I am already picturing my character moving around in those pics, and your not even done! :lol:

Keep up the great work. :D
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neen
 
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Post » Sat May 15, 2010 7:34 pm

I come here once in a while just to get some crazy inspiration! :D

Wonderful skill you have, I wish I could cobble objects together like that. Damn good work Melchior!
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CHANONE
 
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Post » Sun May 16, 2010 10:03 am

Hmm, I've just deleted collisions nodes before. I didn't know it was that in-depth to truly remove them! Thanks for the tip Morovir!

I usually set the flag on the geometry to have "no collision" I don't remember the setting quite but it's damn easy. There will of course still be a collision mesh but it won't use it. I suppose it will kind of render or run through it at some point which means It's not optimal to do it that way.
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Chloe Lou
 
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Post » Sun May 16, 2010 8:14 am

I updated my first group of posts to reflect the pictures which are scattered throughout this thread. Just in case people missed some of them. So have another look just in case you missed something!
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Ashley Campos
 
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Post » Sun May 16, 2010 4:11 am

Here's one of the many items I plan to incorporate into The Azurian Isles. A Calendar! It will be complete with Tamriellic and Lyithdonean Holidays. I've finished most of it already I just need to impliment it in game. But I'll let you guys see http://i489.photobucket.com/albums/rr256/ericthered1090/Random%20Stuff/TamriellicCalendar_01_MS.jpg and http://i489.photobucket.com/albums/rr256/ericthered1090/Random%20Stuff/TamriellicCalendar_02_SDa.jpg.

The calendar will be sold by the local Painter(s).

Hope ya like :wave:

-Melchior Dahrk
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xxLindsAffec
 
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Post » Sun May 16, 2010 3:35 am

Hehe, third consecutive post. But I wanted to show a creature I am nearly finished with.

http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/UndeadTwilight.jpg
There are rumors in the isles that a Sload necromancer is practicing his dark magics on the denizens of Lyithdonea. Though the whereabouts of this necromancer have not been discovered, the appearace of deadly undead have become more prevalent in certain areas of the isles.

Later,
-Melchior Dahrk
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Amy Cooper
 
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Post » Sun May 16, 2010 3:53 am

Oh my god this is too amazing. I can't wait to explore this world of yours!

The armor is worn by the Refulgent Erudites, who are (kind-of) the equivalent of the Indoril Ordinators in the Azurian Isles. Only they are slightly stranger (especially to talk to!). The armor is crafted from the scaly hide of the Illuvitar, an evil daedra created by Azura in some dark corners of Lyithdonea. The Refulgent Erudites mainly function as guards for the Azuran Presbytery.


You're going to make Illuvitar? Or have you already made it?

Edit: Just realized that you even have a picture of it on the first page. Pardon.

Looks good though!
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Tai Scott
 
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Post » Sun May 16, 2010 10:46 am

some real great stuff here! keep it up!
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Mari martnez Martinez
 
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Post » Sun May 16, 2010 5:02 am

Oh my god this is too amazing. I can't wait to explore this world of yours!

For now I hope you enjoy exploring the screenshots I post ;)

I try to keep this thread fairly up-to-date with my progress, but I still have a while to go!

some real great stuff here! keep it up!

Thanks :) I keep it up whenever I can. Busy busy busy...
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Jade
 
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Post » Sun May 16, 2010 9:00 am

Illuvitar

I could have sworn I've read that in some LotR book, I think it was the Silmarillion. (Oh wait, that is spelled Illuvatar, really similar, not that it matters) Oh well, this is all incredible work you are doing. The undead wWinged Twilight is really cool.
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Amy Smith
 
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Post » Sun May 16, 2010 3:26 am

I could have sworn I've read that in some LotR book, I think it was the Silmarillion. (Oh wait, that is spelled Illuvatar, really similar, not that it matters) Oh well, this is all incredible work you are doing. The undead wWinged Twilight is really cool.

Heh, I've read that book twice. I didn't even remember the Illuvatar. Very similar naming indeed.

Glad you liked the undead winged twilight, I actually still need to patch that one up in blender because I edited out some seams which appeared when I removed the wings...
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Motionsharp
 
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Post » Sun May 16, 2010 10:44 am

I've been having more time than usual to work on this, so here's another update!

Here are some shots of the Jermora Docks, all the way down the big hill.
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot2.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot4-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot3-1.jpg
This is a shot of a barge I whipped together in nifskope...
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot5-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot6.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot7-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot8-1.jpg

If you head up the hill to Jermora City from the Docks, you have a long climb ahead of you.
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot9-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot10.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot11-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot12.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot13-1.jpg
Testing out a new resource I've become privy to ;)
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot14-1.jpg

Also part of that resource...Sugarcane!
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot16-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot17.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot18-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot19-1.jpg

Here's the Dundaeth Lagoon where the little rowboat ferry was before (check the OP). The Orc who runs it was also commisioned to build this covered walkway leading towards Drakhis.
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot15-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot20.jpg

Entering the Drakhis Region, you begin to encounter new types of Palms and vegitation.
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot21-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot22.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot23-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot24-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot25-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot26-1.jpg

Just a little wilderness area I thought I'd show...
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot27-1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot28.jpg
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Czar Kahchi
 
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Post » Sun May 16, 2010 11:37 am

I like how you have manipulated the original architecture models into something completely different. Looks nice. :goodjob:
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Channing
 
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Post » Sun May 16, 2010 11:50 am

I can't wait to walk around the new lands! Everything looks amazing. :)


KF
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biiibi
 
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Post » Sun May 16, 2010 8:46 am

This looks amazing! (I might have already asked, but will this/does this now conflict with Tamriel Rebuilt?)
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ILy- Forver
 
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Post » Sun May 16, 2010 8:07 am

Great update. :thumbsup:

Thanks again for all the work your doing, it's looking great!
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Adam
 
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Post » Sun May 16, 2010 7:19 am

I like how you have manipulated the original architecture models into something completely different. Looks nice. :goodjob:

I can't wait to walk around the new lands! Everything looks amazing. :)

KF

This looks amazing! (I might have already asked, but will this/does this now conflict with Tamriel Rebuilt?)

Great update. :thumbsup:

Thanks again for all the work your doing, it's looking great!


Thanks everyone :D I have a whole slew of flora to add to the isles so hopefully I will be working on some landscaping for a little while. As I slowly get more and more finished the mod seems smaller and smaller to me... then I remember I still have to do interiors and dungeons :P

@Blade117: It does not currently and will not conflict with TR. Nope. Though in the future I may need to move it to try and avoid the whole giggety giggety glitch issue. :swear:


I'll let everyone know when there is more progress, I've also bee attempting to learn some Blender.... maybe.... maybe, something will come of it...
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Leanne Molloy
 
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Post » Sun May 16, 2010 12:04 pm

@Blade117: It does not currently and will not conflict with TR. Nope. Though in the future I may need to move it to try and avoid the whole giggety giggety glitch issue. :swear:

Good luck with blender. I'm glad it doesn't conflict with TR (Yet, they still have 5 or so maps to go.)
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benjamin corsini
 
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Post » Sun May 16, 2010 3:11 am

Good luck with blender. I'm glad it doesn't conflict with TR (Yet, they still have 5 or so maps to go.)

I have all of their non-released maps on my comp. So no worries there ;) [unless there is some drastic change which I doubt...]
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Amber Hubbard
 
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Post » Sun May 16, 2010 2:58 am

I have all of their non-released maps on my comp. So no worries there ;) [unless there is some drastic change which I doubt...]

TR modders and their smugness. Just wait 'till I'm one of you... (Of course, they aren't smug if I'm among them...)
Good to know.
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Bloomer
 
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Post » Sun May 16, 2010 8:51 am

TR modders and their smugness. Just wait 'till I'm one of you... (Of course, they aren't smug if I'm among them...)
Good to know.

The smug ones are the ones who don't actually contribute anything :blush:

Ahem. But anyway, the weather's great here at http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MGEScreenshot7.jpg in Jermora. I can just smell the sugarcane on the breeze...
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Harry Leon
 
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Post » Sun May 16, 2010 9:51 am

Very nice work on that. Impressive architecture.
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TASTY TRACY
 
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