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

Post » Tue Feb 01, 2011 7:44 pm

Unfortunately TES Alliance allows a maximum of 64MB uploads. This is nearly 1GB so that one is out.

Looking for another.


Just ask the admins, they have been known to make exceptions :P
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Steve Smith
 
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Post » Tue Feb 01, 2011 11:51 pm

Uploaded to Planet Elder Scrolls, waiting for the site to link to the files via ftp. Shouldnt be long. An updated master file and data file are on this site and megamanager, this means people can test out the agaria plugin! (select active modding members of course)
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James Smart
 
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Post » Tue Feb 01, 2011 11:30 pm

Looking forward to testing this out as soon as I get my new pc. My current rig is tapped out, unfortunately. Glad to see you're still going strong. :)
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Danel
 
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Post » Tue Feb 01, 2011 10:21 pm

Just added another video of the ongoing progress with the City of Illusidum.

Illusidum East is a slightly wealthier section of the city and home to some of the Consullors who govern. You can enter the Emperors Palace from here. This section neighbours the Agaria and the main city port (not the agaria port, slum bit).
There will be a 24 hour market and a few priests and soldiers in this section.
Anyway have a quick peek: excuse the crackle in the soundtrack, its the way the writer compiled it on Newgrounds. The soundtracks are newgrounds intellectual property but may be used if linked, to allow for promotion of the writer:

http://www.youtube.com/user/Valisarius#p/u/0/Hcpp2g3LHKY
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Mistress trades Melissa
 
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Post » Tue Feb 01, 2011 3:41 pm

Unfortunately TES Alliance allows a maximum of 64MB uploads. This is nearly 1GB so that one is out.

Looking for another.


Not true, that's just the onsite upload, the ftp upload on TESA has no limit and we have unlimited bandwidth so it's a great choice for large files and the wait for ftp password is usually less than a minute. :)


On another note, any small retex jobs you could use a hand with?

I have an assassin banner I did for someone else, but they never collected it and they dropped the project so if you'd like it you're welcome to it here's a pic: http://i244.photobucket.com/albums/gg21/Darkrder/Banner.jpg :foodndrink:
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Erika Ellsworth
 
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Post » Tue Feb 01, 2011 11:51 pm

Hello, yes I could definately make use of that banner! Excellent work.

I will take another look over at TES. Alliance, if I can ftp the files that will be a great help. For retexturing, yes definately there are a lot of meshes in the mod, and hundreds of textures, some not quite so good. Have you had a look at some of the building meshes etc? Also we could do with some graffiti textures to add to walls, to make places look more lived in. A bit like Pompeii.
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Lauren Graves
 
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Post » Wed Feb 02, 2011 1:27 am

Are you thinking of graffiti textures as decals to place anywhere? That would certainly be doable, I'll give those a try. :foodndrink:
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MISS KEEP UR
 
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Post » Wed Feb 02, 2011 12:10 am

Are you thinking of graffiti textures as decals to place anywhere? That would certainly be doable, I'll give those a try. :foodndrink:


Yes decals would be great. If you ever saw the start of Rome HBO/BBC thats the kind of grubby, lived in look I am aiming for.
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Veronica Martinez
 
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Post » Tue Feb 01, 2011 3:17 pm

One more video added. I am now working on the Middenstalian, or canol district of Illusidum. The city is split into several parts, that gives us the opportunity to have more NPC's than if it was an open city with one district. The area is not complete and needs a few exterior bits completing and also the interiors, then we can move to add NPC's.

Anyway take a look: http://www.youtube.com/watch?v=ibiytxo9kss
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Daniel Brown
 
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Post » Tue Feb 01, 2011 7:09 pm

Looking great, karithian! That's some serious city-building you've done. :thumbsup:

You might want to tone down the specular on some of your textures, though. They're pretty shiny in direct sunlight.
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Allison C
 
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Post » Tue Feb 01, 2011 2:23 pm

I need to get someone to help on that point. Ive tried all sorts of things to get the specular down and apart from not having time to work through all of the textures, I cant get it to tone down anyway. If there are any volunteers to sort the gleam on the textures out that would be one massive help for the mod.
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KU Fint
 
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Post » Tue Feb 01, 2011 9:17 pm

I think that you only need to make alpha channel on _n textures either black or dark, dark grey.

I remember you were looking for some amphorae? Have you found any? I have one wip, when I finish it you can have it if you want. I have started it but stopped working on it.
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rae.x
 
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Post » Tue Feb 01, 2011 6:32 pm

Hey thekarithian,

I'm really really sorry about this. I guess I just get too excited when I get into a mod.

I won't be able to work on Mesogea for a very long while. I currently am working to help another total conversion: De-throned.

I know I promised you that I would come back and support you, and I feel really bad for forgetting about that promise.

Anyway, the reason I post this is to ask you a big favor: Can I keep the Doraeans until I'm ready to resume work on this mod? I'm not saying that I'll be gone forever, just a couple of months. I know you might want to speed up progress or work, but I really love putting a personal touch on a people that I can call my own.

Anyway, if you could let me know if this is at all possible, that would be great.

Thank you, and good luck,

Kroot
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Danielle Brown
 
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Post » Tue Feb 01, 2011 9:46 am

I need to get someone to help on that point. Ive tried all sorts of things to get the specular down and apart from not having time to work through all of the textures, I cant get it to tone down anyway. If there are any volunteers to sort the gleam on the textures out that would be one massive help for the mod.

If you're using the Gimp, you can't edit the alpha channel directly so you have to take an eraser to the normal map with about 95% opacity and erase the image. You can adjust the opacity on the eraser to suit the texture (more eraser opacity = more transparent image = less shiny texture). The final image will probably be very faint for something like brick or stone. It took me a while to figure that out, but it works. I usually scale the brush up to max size and wipe it out in one zig-zaggy stroke. Only takes a few seconds. I'd offer to do it myself but I don't have enough room on my harddrive to install a whack of textures. If you don't have time to do it atm, you can leave it for now (it's not really that critical) and I'll do it when I get my new rig (might be a couple months--waiting for my b-day!).
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Ebou Suso
 
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Post » Tue Feb 01, 2011 11:37 pm

I use Paint.net, that seems to handle normal maps quite well. They are a bit shiny though.
Kroot, yes fine, come and go as you wish. Please log a claim for the work you are doing so I remember who is doing what.
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Karen anwyn Green
 
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Post » Tue Feb 01, 2011 1:44 pm

save the texture as a DTX1 - it ignores the alpha channel completely and should get rid of the shininess. i remember doing this to some your textures several releases back, it fixed the problems and greatly reduced the filesize. not sure if thats something i uploaded though.
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Leticia Hernandez
 
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Post » Wed Feb 02, 2011 1:26 am

Excellent, thats something I will need to do. I will try that.
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RObert loVes MOmmy
 
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Post » Tue Feb 01, 2011 12:22 pm

New video, showcasing the deserts of Karithia.

The Karithian deserts are situated in the southwest of Mesogea with extensive coastline and varied landscape; from extensive sand dunes, barren mountains, oasis, wide slow rivers, scrubland, rock strewn wastes, eerie but beautiful sculpted mountain regions similar to monument valley and semi lush areas bordering the Karithian mountains. To take a walk across the Karithian desert would take I would guess about a week of game time. By horse is much faster obviously. The intention is to make water an absolute neccesity and to introduce a water need, that as time goes by the player will become dehydrated, so none of this wandering around for weeks on end without a sip or bite to eat!

Anyway please take a look and comments please.

http://www.youtube.com/watch?v=FsMUPOtK4l4
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Zach Hunter
 
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Post » Tue Feb 01, 2011 7:50 pm

List of the current videos:

http://www.youtube.com/watch?v=FsMUPOtK4l4
http://www.youtube.com/user/Valisarius#p/u/1/ibiytxo9kss
http://www.youtube.com/user/Valisarius#p/u/2/Hcpp2g3LHKY
http://www.youtube.com/user/Valisarius#p/u/3/SZRAT0XWiaE
http://www.youtube.com/user/Valisarius#p/u/5/N09WDCJcVSk
http://www.youtube.com/user/Valisarius#p/u/4/oeRISyaoHDA

Obviously I am working very hard on this mod and enjoying every minute of it. The question is, what do people want?

What raises your interest in the mod?
What would you like to see released as soon as possible?
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Gemma Archer
 
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Post » Tue Feb 01, 2011 6:09 pm

a font that isnt Papyrus :P

in all seriousness, its looking great. i've been casually following along since its inception, and i'm loving how its coming along. my biggest complaint would be the landscapes, they look like procedurally generated cyrodiil for the most part. this is a pretty common problem with most mods actually, but it really stands out in comparison to all the new architecture you've made. i think its possible to make quite a bit of variation simply by retexturing existing items from oblivion.

maybe its just me, but i actually prefer screenshots to videos :shrug: youtube is often wonky on my end, and screenshots require less commitment than sitting down and looking at a video.

[edit] oh, and a map would be spiffy too. i think i remember seeing one, but can't find it now

[edit2] some sort of general outline of the races, locations, etc. would be nice as well. i have a basic idea of what it is, but i'm a svcker for lore. is there room for creative development, or has everything been thought out?

i'm a needy peach, ain't i? :P
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Emmanuel Morales
 
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Post » Tue Feb 01, 2011 7:18 pm

Thanks, good answer.

Papyrus. Thats just corporate branding :woot:

The landscape I agree with, a good proportion is fairly generic stuff except for the deserts of course. There is quite a bit of variation, very much like a continent would be, hot and arid, steamy swamps, forests of many kids, lush to dense forest and savannah etc. The idea was to get the land done so that 80 percent of the world wouldnt need effort from modders and players could travel between the heavily modded sections through an already prepared landscape with variety.

Screenshots, definately. I will work on them over the next couple of days and get a whole album of them online. I have dozens already.

The map is available : http://www.tesnexus.com/downloads/file.php?id=26570 Just remember to set it LAST IN ANY LOAD LIST. or it wont show up. (oblivion mod manager is great for this.)

As for Lore. A lot of it is written but it is an outline in a lot of respects. There is enough to make a good story already but the novel The Lightning Shore is a work in progress. However there is a lot of it I can put on the web and loads of annals and histories, race descriptions etc. Again I will work on them over the next couple of days.

Thanks L.N, your post was a lot of help.
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Farrah Lee
 
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Post » Tue Feb 01, 2011 10:16 am

an outline will be just fine.

trying to download files atm. fileplanet is not working on either chrome or safari, so i'd really appreciate another mirror. right now i'm getting the textures from your website. i really think you should be using 7z instead of rar, it gets a much better compression on ultra. i've gotten it to something like a 76% reduction in size (iirc), which would make a huge difference in the size of your downloads.

thanks for the map and the quick response :)

in terms of corporate branding... http://www.1001freefonts.com/PossumSaltare.php, http://www.urbanfonts.com/fonts/Aquiline.htm, and http://www.urbanfonts.com/fonts/Anke_Calligraphic.htm could be kinda cool :shrug:
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Nick Swan
 
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Post » Tue Feb 01, 2011 7:41 pm

Thanks, I like the first font. Im downloading it.

I have uploaded the newest landmass, texture and mesh files to Planet Elder Scrolls, but unfortunately for the last two weeks these have not been linked via ftp owing to problems on the site. I have also put them on Mega Upload which might also help.
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Connor Wing
 
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Post » Tue Feb 01, 2011 5:53 pm

Can anyone suggest any site that can host large files?

So far :

Planet Elder Scrolls. problems with linking to ftp uploads so no go.
TesNexus, limit of 250MB per file.
Mega Upload. Done
Hosting it myself; Limit of 250GB bandwidth per month.
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Nick Pryce
 
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Post » Tue Feb 01, 2011 4:49 pm

i use Dropbox. basic account has 2 gigs of space, which should be just enough.its super easy for the user, just click the link and it downloads (no wait times, no adds, etc.). its easy for the author as well, since it stores files and has a program version that you can install on your computer. it also allows you to revert versions, create several folders, and create public/private files.

you get .25 gigs for refering friends, so if you want to give it a try https://www.dropbox.com/referrals/NTMzODMxMTA5 :P

looking at the textures linked on the website (have not had time to redownload the new ones), i can see several things you can do to limit the filesize.

1) resave most textures as DTX1. this will half the filesize and get rid of shinyness. textures with transparency, parallax maps, or shinyness detail on the _n maps should be kept at DTX5
2) reduce size. a quick browse reveals several textures which are primarily one color (architecture/desert/cities/golddeco.dds for example), these could be halved or quartered without loosing much visual quality. long trim textures with repeating details (eg. architecture/desert/cities/trim21.dds) can cut in half widthwise.
3) cut unnecessary folders and files. architecture/desert/tombs includes a PS work folder which includes wip files. architecture\mesogea\anvilinterior is a duplicate folder with oblivion textures. the textures/desert folder is a copy of the textures/architecture/desert folder, one of them needs to be cut. architecture\mesogea also contains a ton of duplicate oblivion textures and several extraneous (.uvw, .jpg) files. those types or random files are also littered around the other folders.
4) use oblivion textures whenever possible. things like wood,metal, and cloth can often be reused without the player noticing. some of oblivion's stone textures could probably also work. these don't need to be included in the file.

i also noticed you include a folder of TR textures. not sure if its on purpose, but i really would have liked to be asked first (especially since i wanted to keep many of these unique to hammerfell). we can discuss usage terms later, but just about all of them have been moved around and optimized since the version you're using.

i of course don't know if any of this has been fixed in later versions, but i'm noting it none the less. i think maintaining a neat archive is vital to a mod this size and scope.
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Gemma Woods Illustration
 
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