[RELz] Siege at Firemoth Fort -- Interior Version

Post » Thu May 05, 2011 10:12 am

Never saw this until now! :ooo:

I'm gonna give this a dl for sure. Seems that much of why I never played the orginal one has been fixed. Before I do though, I ask the same question as terror. I don't want to dl it just to have an update in a week or so..
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Jason Rice
 
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Post » Thu May 05, 2011 10:35 am

Quorn hasn't been here for months, so I think this is the final version.
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john palmer
 
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Post » Thu May 05, 2011 9:47 am

okay I guess I'll write down that reenabling command for the boats in case I like this place and then I'll wait for a little bit, just in case. If I hear nothing, I'll give it a dl.
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Sheila Reyes
 
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Post » Wed May 04, 2011 8:54 pm

Has anyone had any issues with this being fully interior?

I've experimented with making the landscape better detailed, I just need to refine my blender work with it. Anyone know if blender has an automated function to split a mesh into x pieces automatically? Interior landscaping either requires huge textures, or a lot of custom meshwork to get textures to work right.

I'm asking because I've been experimenting with other landmass mods and their feasibility as interiors. Like for instance Haldenshore, which works perfectly performance-wise, and Havish, which works good although a bit sluggish in the city.

Let me know, thanks! ^_^
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koumba
 
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Post » Thu May 05, 2011 2:37 am

Nope, haven't had any problems at all :)
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NAtIVe GOddess
 
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Post » Wed May 04, 2011 11:18 pm

Thanks for the input! Anyone else have any comments or issues on this release? How about performance?

I did begin working on in better landscape in blender. It'll be higher poly count (making it less blocky), and I'm trying some new techniques for more variety. It still won't look as good as regular exterior terrain, but it will have more texture variety as well as some vertex shading, and support texture replacers. The whole process is a bit clunky, but I'm hopeful. ^_^
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TWITTER.COM
 
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