Ulthuan mod plan

Post » Fri May 27, 2011 10:46 am

Coobster,
I'm so sorry to here about MTM and that whole thing!
But I gotta say, to just bounce back and do a project like this... Wow! You really diserve a lot of respect for that!
I'm really looking forward to this. The other mod never really appealed to me anyway. This does!!!
Thanks!
Dudish
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nath
 
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Post » Fri May 27, 2011 3:22 am

Coobster,
I'm so sorry to here about MTM and that whole thing!
But I gotta say, to just bounce back and do a project like this... Wow! You really diserve a lot of respect for that!
I'm really looking forward to this. The other mod never really appealed to me anyway. This does!!!
Thanks!
Dudish


thanks for the support dudish, i apprieciatte praise!



hey lord, you checked it out yet?
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Vera Maslar
 
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Post » Fri May 27, 2011 1:09 pm

Unfortunately the heightmap is not great. The scale is quite good, but the file is littered with duplicate id's and bashed form, typically from using other plugins while editing your own and not saving everything properly, this could cause problems down the line. Large chunks of the island are missing cells caused by not repairing the world mesh from errors after heightmap generation. As for the island itself you used too big a brush to create everything and no noise. This makes for a very artificial looking landscape with very circular hills and lakes. The height for the hills is wrong it's like going up and down a roller coaster. The core of ulthuan needs to be isolated from the exterior with large impassable mountains which weren't present. The island doesn't resemble ulthuan that closely I recommend using an overlay picture next time (I do recommend starting again especially to remove those duplicate id's). What I would say is that making a good heightmap takes time to do properly but it is vital to get right as we will base everything else in the mod on it. If I sound harsh I apologize but the current map is just unusable. I'd recommend having another go at it using an overlay, start at the middle with the isle of the dead and test it in game. The area shouldn't be that large or hilly but large enough that it takes about a minute to walk across. You should also use backups made regularly so that if any errors you can't get rid of start showing up you can go back to a previous day.
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Gemma Woods Illustration
 
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Post » Thu May 26, 2011 11:18 pm

Coobster, where exactly are you going to place that ''Vortex'' i made for you?
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Dorian Cozens
 
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Post » Fri May 27, 2011 2:45 am

Coobster, where exactly are you going to place that ''Vortex'' i made for you?


where the isle of the dead is

LordH, ill go over it again. I havent really used heightmap that much and not familliar with it, Ill try this time make it alot better
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GEo LIme
 
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Post » Fri May 27, 2011 9:06 am

Can you encircle where the isle of the dead is (on the map i gave you)?
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Siobhan Thompson
 
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Post » Thu May 26, 2011 10:25 pm

How's the progress?
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Tiffany Castillo
 
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Post » Fri May 27, 2011 5:01 am

Okay, I've worked up a list of the what graphics we need for the storyline, with the first in the list most important because they will be used first:

Everqueen palace (organic made of wood and plants, layout similar to vanilla oblivion castles needs a dining hall, various quarters, barracks and throne room)
High elf warriors (Standard spearmen, Avelorn [like high elves in wood elves armor] and blighted isle variants [similar to shining guard])
Dark elf warriors (obviously)
Black ark with jail, captains quarters, dining chamber, barracks, armory
city in tiranoc (can be reused to form other elven cities)
Shadow warriors
Phoenix guard
Lothern
lord malekith
Anlec (similar to black arc)
Blighted isle
Shrine of khaine with sword of khaine both lodged in rock and usable weapon
Tor achare (heavily fortified)
White lions of Chrace
Shrine of assuryan
Isle of the dead with vortex

Graphics required for side quests:
Ellyrian Reavers (would probably be best to model the elf and horse in one go and use a creature nif)
Tor Ellyr
different variants of dark elves
Tower of hoeth (can use modified white tower)
swordmasters of hoeth
city of caledor
dragon

The mages house at the beginning is not essential and can be done at anytime.
Google these and pictures will show up for most of them (artwork or warhammer models), videos of warhammer online are also useful. For some like the palace of the everqueen you have to use some imagination.
For future reference this map shows all the locations listed: http://forboards.tripod.com/Ulthuan.jpg
The only thing it doesn't include are the mountains which are in this map: http://zielonawieza.pl/www/img/ulthuan.jpg
The mountains shown are far too thick for our purposes but otherwise perfect, the mountains should be just thick enough to obstruct movement between the outer and inner kingdoms but not look ridiculous.
I'm completing the storyline and will P.m it to coobster shortly for his approval, the dialog doesn't need to be done for a while but is underway. Glad to see you giving the heightmap another try Coobster.
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Pat RiMsey
 
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Post » Fri May 27, 2011 1:44 am

Okay I've sent Coobster the storyline. Bonecollector, Uglulyx are you up for the job of making the meshes and textures listed?
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Abi Emily
 
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Post » Thu May 26, 2011 10:16 pm

This looks like it is growing into an INSTANTDOWLOAD...whenvever it gets completed.
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Trish
 
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Post » Fri May 27, 2011 1:21 am

hey people

im back on the job. Ive worked up a heightmap, althought my cs crashes alot, ive added noise and collision but i still get the hills, split land etc.

aarrgghh :D
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Angela Woods
 
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Post » Fri May 27, 2011 10:02 am

Very nice story lord, the only thing i can fault it on is that theres no way to get back afterwards :)

I like the fact its very war interiated and i think the oblivion MQ lacked some battles :D
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Nauty
 
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Post » Fri May 27, 2011 10:20 am

Thanks man, I figure the mage will be able to send you back in a different body, skaven sidequest perhaps? As regards the heightmap you could always start a new thread requesting someone to do it. Maybe they could do the detailed landscape too.
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Roisan Sweeney
 
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Post » Fri May 27, 2011 8:53 am

Thanks man, I figure the mage will be able to send you back in a different body, skaven sidequest perhaps? As regards the heightmap you could always start a new thread requesting someone to do it. Maybe they could do the detailed landscape too.


I reckon that will have to be. Ive tried many of times, but my cs doesnt like erosion being added, it crashes. kinda annoying i did very detailed islands with the impassable mountains like you said
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Tiff Clark
 
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Post » Fri May 27, 2011 3:44 am

got one over on TES construction set thread

http://www.gamesas.com/bgsforums/index.php?showtopic=1045567
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claire ley
 
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Post » Thu May 26, 2011 10:15 pm

I'll start another thread in the mod forum.
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Elea Rossi
 
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Post » Fri May 27, 2011 6:07 am

No, at 11 pages a moderator closes the topic, at 11 pages you need to start a new thread
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bonita mathews
 
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Post » Fri May 27, 2011 3:58 am

No, at 11 pages a moderator closes the topic, at 11 pages you need to start a new thread

The limit is actually 200 posts, so start a new thread when you reach that.

Though I believe LordHibernus started a new thread in order to get more attention, not because this one was full - which is generally not acceptable. :nono:
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Natalie Taylor
 
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Post » Fri May 27, 2011 12:21 pm

The limit is actually 200 posts, so start a new thread when you reach that.

Though I believe LordHibernus started a new thread in order to get more attention, not because this one was full - which is generally not acceptable. :nono:


Yeah, i meant 200 posts(=11 pages ;)).

Why should we need more attention, we've got enough already. :)

Hey coobster, how's the progress?
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Anna Watts
 
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Post » Fri May 27, 2011 11:48 am

TOoo late bout the second thread, heado n over there matey
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 8:24 am

Closed by request
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Ice Fire
 
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