Miniature Imperial City

Post » Fri May 27, 2011 11:15 am

Can anyone help me with this small problem that i have for a mod i'm working on? The problem is that i need to have a miniature model of the Imperial City that can fit into an interior, about the size of the of the Temple of the One interior. There has to be enough space forNPC 's to walk around the area around the city miniature.

Now, am i right in thinking that the only way to do this is to scale down the size of each individual Imperial City section, then put them carefully together until they form a miniature city. This would likely be a long, boring series of events to get the right results, so there has to be some other way to do this, isn't there?

Or even if anyone can direct me to a mod that already incorporates this, that too would be great!
Thanks for any help.
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Manuela Ribeiro Pereira
 
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Post » Fri May 27, 2011 6:10 pm

The method you described would probably be one of the easiest ways to do it; and it has quite a few problems with it too! For example, it'll be like looking at all of the Imperial City in one window. All these faces and high-poly meshes (considering the size they'll be) might be a significant FPS hit. Also, you won't have any of the terrain or water that should go with the insides of the city walls. Another thing is that there's no mesh for the walkways between the walls, since the player is never expected to be higher than the walls. Not that it would be a major problem, but when the NPCs were scaled down (presuming they wouldn't be animated), if they got killed they would resume a normal scale (1.00).
A better way to do it would be to make a whole new mesh with a lower poly count, walkways, a mesh instead of the proper terrain in the construction set, and water using the 'LAVA' material. It'd be much more efficient in running terms, and look better to boot.

Hope that helped!
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BlackaneseB
 
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Post » Fri May 27, 2011 10:35 am

That has helped a lot, thanks, i suppose i may as well just make a complete static mesh of the city in Blender.
Thanks again!
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Brittany Abner
 
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