[RELz] [WIPz] Mesogea Thread V (Back to work then.)

Post » Tue Feb 01, 2011 8:48 pm

Ok time for a job list I think. I am putting the finishing touches to the next upload which will incorporate all the work done so far, new models, locations etc.

Work that can be done anyway:

Exterior builders.

Using the current models and items there are the following open for claiming:

Karithian oasis settlements. Pick a water location in the desert, add tents, NPCs, quests etc.
Sarach towns; very much along the lines of Bree from LOTR but with a flavour of a town in Britain under Roman rule. Like Caleva Atrebatum. Read about them here: http://mesogea.spruz.com/pt/Special-Feature-The-Sarach-Lands-and-people/blog.htm

Large map of the Sarach land locations: http://i992.photobucket.com/albums/af43/valisarius/sarachlocations.jpg?t=1274519846

Holorian cities. There are lots of potential locations for Holorian towns and cities. Such as Hithorion, Deboran, Kavarn, Theme. Some are coastal ports, some inland cities.
Abandoned ports: Astaroth and Baranoth: Read about them here: http://mesogea.spruz.com/pt/Port-Astaroth/blog.htm

Holorian military sites:

Talath Vidris, On an island on Lake Arrian in the Sarach Lands. Watches over the plague land of Andeburg -was North Sarachia. Devastated by plague and abandoned. Talath Vidris is home at various times to Alscoria (legions) of the Holorian Army that rotate through various garrisons on a three year tenure. Currently home to the IXth Alscoria. Troops at Talath Vidris, also at twin forts on the Andeburg Fords (south of Lake Arrian) along the River Viknoy. The River Viknoy also has a number of watch towers along its border with Andeburg. The task is to keep people out of the plague lands. (The Holorians dont know yet that Andeburg is now a Vanduric stronghold).

Talath Lindon. A watch tower and minor garrison of cavalry near to the River Hoathing.http://mesogea.spruz.com/pt/Port-Astaroth/blog.htm

Interiors to the Imperial Tombs along the Capranecurum, the causeway of the glorious dead. Make the tombs as deep, or grand, fearsome, or eerie as you wish. Plus throw in some creatures, clutter and scary stuff. Lots of loot. Large chance of death. http://mesogea.spruz.com/pt/Special-Feature-Capranecurum-The-Causeway-of-the-Glorious-Dead/blog.htm
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Jay Baby
 
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Post » Tue Feb 01, 2011 6:05 pm

Bump: Job list above.
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Ownie Zuliana
 
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Post » Tue Feb 01, 2011 6:12 pm

More content added at the website. I have also uploaded a complete list of the Emperors of the Western Holorian Empire and a potted history of each. Just adding the finishing touches to the next upload. This will include all the exteriors of the tombs on the Capranecurum (similar to the valley of the kings), the Agaria including NPC's and tonnes of new content.

Take a look at the special features section of the website. Link in my signature.
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Ludivine Poussineau
 
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Post » Wed Feb 02, 2011 12:47 am

GMT 1808 25th Im on the chat room in Mesogea if anyone wants to comment upon the next release. Anything need adding?

http://mesogea.spruz.com/chat.htm

I am putting together all the files and content for upload later. Just running distant land processes.
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Elizabeth Falvey
 
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Post » Tue Feb 01, 2011 4:30 pm

Just running a last distant land LOD process on Mesogea now. I will then upload the files and folders, all packed together, the latest release of Mesogea.

One or two replies, comments, would be appreciated. Do you want to see Mesogea finished?
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Sarah Unwin
 
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Post » Tue Feb 01, 2011 1:39 pm

I'd just like to say I have the utmost admiration for you and your dedication. :foodndrink: I am, unfortunately too busy making my own mods to even play much, but I think you're doing a grand job.

If you ever need particle effects made for anything, feel free to ask, ok?

All the best,

Vac
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MARLON JOHNSON
 
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Post » Tue Feb 01, 2011 11:33 am

Thanks. Decent reply. Mod makers probably pack it in more often than not owing to lack of anyone being bothered to put a line or two of encouragement now and again. A few more comments would have been helpful.

Screenshots taken after latest distant land process

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot83.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot81.jpg?t=1274911101

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot74.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot82.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot80.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot76.jpg?t=1274911193
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Sammie LM
 
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Post » Tue Feb 01, 2011 1:51 pm

Gorgeous stuff Karithian! I'm still tinkering with those decals, just trying to come up with variation and muddling toward RST's beta at the same time. :foodndrink:
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NEGRO
 
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Post » Tue Feb 01, 2011 3:51 pm

Thanks, D.R

Keeping the last thread topical:

Screenshots taken after latest distant land process

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot83.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot81.jpg?t=1274911101

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot74.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot82.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot80.jpg

http://i992.photobucket.com/albums/af43/valisarius/ScreenShot76.jpg?t=1274911193
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Leticia Hernandez
 
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Post » Tue Feb 01, 2011 9:12 pm

Slight delay on releasing the next version of the mod. Ive done a few models that will help modders, and a couple of distant meshes to make things more realistic.

I still need comments here, the mod needs people to get involved.
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Laura
 
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Post » Wed Feb 02, 2011 1:13 am

bump. Comments needed, any last minute additions before I release the next version?
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Wayne Cole
 
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Post » Tue Feb 01, 2011 2:53 pm

New location added, and video:

http://www.youtube.com/watch?v=7ZMobGgOWS0
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Pawel Platek
 
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Post » Tue Feb 01, 2011 6:50 pm

Looking really good :D

I may get some time to do some work for this mod, as it is awesome, as I've finished my exams, but I have other commitments i.e. MERP and my WIPz Elinhir. If you have any NPCs that need a few small quests doing I would be happy to help :D.

Keep up the good work, and just because people aren't commenting all the time, doesn't mean people arent watching and waiting eagerly :D

I sure am :)
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Catherine Harte
 
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Post » Wed Feb 02, 2011 12:03 am

Thats because you are a gent. :foodndrink:
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CHangohh BOyy
 
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Post » Tue Feb 01, 2011 9:11 am

Another quick addition before the next release (I am trying to set up some locations for people to claim, so we can get some quests underway)

This is Turum garrison, home to the Ist Alscoria, (similar function to the Praetorian guard and urban cohorts) with policing responsibility for Illusidum and its surrounds, rooting out criminals, protecting the city, patrolling its regions, looking after the security of temples, including the Capranecurum.

http://mesogea.spruz.com/forums/?page=post&id=274F7FB8-E3B3-4E1D-8686-9DF22AA8EE29
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Christine
 
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Post » Tue Feb 01, 2011 11:13 am

Were you able to get the .psd file of that map? I don't have it anymore, formatted and installed Win7, didn't back up the Mesogea files. Too bad you are still having the shiny texture problem as well, I had went through and re-saved almost all those textures when I was working on the project as DXT1 files :(
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Tai Scott
 
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Post » Wed Feb 02, 2011 1:28 am

Ooops. I have the map in dds format but not .psd sadly. However I have been adding bits to it along the way and there are loads of locations to put in now if you ever fancy working on it. I also went through loads of textures and converted them before my HD crash. Double oops.

The new website is easy to update and work on, Ive been adding content at a rapid rate of knotts.

http://mesogea.spruz.com/pt/Talath-Lindon/blog.htm
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Jordan Fletcher
 
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Post » Tue Feb 01, 2011 10:13 pm

Looking really good :D

Keep up the good work, and just because people aren't commenting all the time, doesn't mean people arent watching and waiting eagerly :D

I sure am :)

Heartily Agree with everything above!

I don't know if I've commented on this yet (maybe on an earlier thread) but I have meant to. This is looking great, and there is so much info and backstory I don't know where to start asking questions yet.

I just want to see more and more of the world so I will definitely check out your site and watch this thread. I may be able to help out sometime soon, but I am just starting to get my modding feet wet after a looong hiatus and I wouldn't know quite where to start yet or even if my system would handle the massiveness of the huge and wonderful world you have created!

One aspect of this mod that really grabbed me is that a long time ago I wanted to make a (MW) mod based in a sword and sorcery-esque pseudo ancient Earth times world with flavorings of Ancient Babylonia, a smattering of Ancient Egyptian, a pinch of ancient Greece all baked together and sprinkled with mythology from many ancient cultures, and it looks like you have made something very similar to what I wanted to create! Kudos to you for creating this and best of luck finishing it!

Do you have any screens of the world map so we can get a sense of the scale? Or or you not wanting to show that yet?
N/m, I found it on your site! Cool! So, would that be like the Iberian peninsula perhaps, or does it have no relation to ancient Earth geography?
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Katie Pollard
 
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Post » Tue Feb 01, 2011 1:29 pm

The world map. Getting an idea of scale is difficult from this, as the map is used here to highlight one specific region in relation to the others, however its probably about fair to say that the playable area of Oblivion is slightly bigger than the red circled bit pointing out Aretia.

The bottom left hand peninsula is roughly equivalent to Iberia. There is a whole chunk of land in the Middle Sea (known as the Mesogean Sea - but not titled on this map) that as it has no textures asigned, it doesnt show up. The landmass is called Etruscia and is an island. Larandor forest is roughly equivalent to northern France. Yes it does equate to Europe and the Med. However owing to the sheer scale of the real world I had to be sensible about it. If I were creating a world faithful to the stories in some realistic scale it would be absolutely beyond the CS and game running it.

So Mesogea is huge in comparison.

http://i992.photobucket.com/albums/af43/valisarius/Aretiaregion.jpg
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Tyrone Haywood
 
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Post » Tue Feb 01, 2011 7:33 pm

if it helps, i have all the LOD compiled into a giant JPG. its at half scale, which is actually bigger than the map, iirc.

what would really help with modding is a gridded map. its nearly impossible to find a specific area in the CS
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Alexis Estrada
 
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Post » Tue Feb 01, 2011 7:04 pm

I know. The in game map makes it considerably easier, but until major locations are marked on it, it will be difficult. Up to recently we had only a couple of locations. Illusidum City, Ventara and a Karithian city. Now Ive added quite a few. We didnt want to make fast travel possible in the mod as half the fun is getting to places. However we will do a Morrowind style, get a boat or caravan style fast travel, where the player can for a price cadge a lift from someone. I have been adding locations like crazy over the past couple of months and after a while these will be perfect landmarks for longer journeys. I will do a teleport list so that in game, tourists can jump direct to locations.

For modding in the CS, I am starting to add editor locations in the claims so that modders can open the region editor, right click and select, view world here then jump straight to where they want to be. I think half the problem is the world of Mesogea just isnt familiar to anyone but me yet. The special features are being added regularly and hopefully will build into a real library of locations, races, quests, characters, people and so on.
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Lavender Brown
 
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Post » Tue Feb 01, 2011 3:42 pm

not really what i meant. by http://img718.imageshack.us/img718/3214/hfgrid.jpg i mean your normal map but overlaid with lines for the different cells. That way, modders can easily orient themselves within the CS and pick out which areas they want to work on. "i'd like to take cells (76,30)-(70,10) and build TownZ" is both easy to understand and helps in terms of compatibility, so that there is never any overlap of area being worked on.
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Carlitos Avila
 
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Post » Tue Feb 01, 2011 9:25 pm

Hmm, is it fairly easy to make such a grid map? If it is I would make on asap.
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Rebekah Rebekah Nicole
 
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Post » Tue Feb 01, 2011 11:11 pm

not sure really. you'd have to figure out scale first (probably by taking the size of one quad on the map and dividing it by 32). then you'd have to manually draw all the lines at the correct locations (i would do half a quad first and then just copy them over the whole map). afterwards you can lay in the 5 cell spacers for easy reading and potentially quads (which i've found useful for LOD generation). not hard i'd say, just time consuming.
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Rude Gurl
 
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Post » Tue Feb 01, 2011 4:20 pm

I know. The in game map makes it considerably easier, but until major locations are marked on it, it will be difficult. Up to recently we had only a couple of locations. Illusidum City, Ventara and a Karithian city. Now Ive added quite a few.

Don't add too many settlements! I like vast wilderness areas (with plentiful dungeons, caves and ancient ruins to explore and loot!) j/k it's your mod, so please be as creative and give us as much civilization as you deem appropriate!

We didnt want to make fast travel possible in the mod as half the fun is getting to places.

http://www.motherearthbeats.com/wp-content/themes/the%20hobbit/images/wolf097.jpg
I played to level 26, beat the main questline and did much of Shiverine Isles without using fast travel (or at least extremely rarely)!

However we will do a Morrowind style, get a boat or caravan style fast travel, where the player can for a price cadge a lift from someone. I have been adding locations like crazy over the past couple of months and after a while these will be perfect landmarks for longer journeys. I will do a teleport list so that in game, tourists can jump direct to locations.

For modding in the CS, I am starting to add editor locations in the claims so that modders can open the region editor, right click and select, view world here then jump straight to where they want to be. I think half the problem is the world of Mesogea just isnt familiar to anyone but me yet. The special features are being added regularly and hopefully will build into a real library of locations, races, quests, characters, people and so on.

This is cool. Maybe you could have certain MW-style fast travel locations/providers(the more remote ones) that are disabled until the player reaches a certain level or completes certain quests.
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Danial Zachery
 
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