Project Tamriel

Post » Sun Aug 08, 2010 7:18 pm

This should help you get an idea of the size of the thing

http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/MorrowindTESFAITH.gif
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/HighrockHammerfellTESFAITH.gif

http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/Morrowind2010-08-2615-22-42-96.jpg

High Rock and Hammerfell together are just over 5400 cells, Vvardenfell is around 1800 iirc
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Everardo Montano
 
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Post » Sun Aug 08, 2010 12:47 pm

The isle of Balferia is a lot smaller than I thought it'd be, the adamantium tower will take up a lot of that island, from the looks of it.
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Peetay
 
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Post » Sun Aug 08, 2010 9:12 pm

Thank you for the interest. :twirl:

And your not wrong. Will definitely need a fair few modders to work on this. Obviously, each province will be worked on by a separate team, which i hope, will eventually start to work together, share resources, knowledge of lore and ideas and the like.

Here's hoping


Well most of you guys know I already try to facilitate that. As soon as work begins on more provinces and they are open to other modders joining on I'll be right there to continue my spreading my work across the face of Tamriel.
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Oceavision
 
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Post » Sun Aug 08, 2010 8:38 am

That's good to hear. Any kind of support is great, and i know you know what your doing since you work with TR.
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Enie van Bied
 
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Post » Sun Aug 08, 2010 2:07 pm

Oh, is that the only reason? Not that I also work with you on Skyrim? Haha and also Province: Cyrodiil. Also note to anyone else working behind the scenes on any provinces I'll be glad to help out.
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Neliel Kudoh
 
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Post » Sun Aug 08, 2010 6:24 pm

Ok kids. I just deleted 8 or 9 spam posts and a flame or two. I don't care if you are the author of a mod and the topic starter, don't spam up your own thread.
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Justin
 
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Post » Sun Aug 08, 2010 10:33 am

True.
I know, let's go with the daggerfall route and auto gen everything! :disguise:
Seems as though it might be worth at least attempting to auto-gen terrain details like rocks and trees with Yacoby's tool. Just zone the whole map with textures and then run the utility?

But I'm sure it wouldn't be -that- easy. I think it might be worth perhaps recreating Daggerfall cities first, then spreading out with interiors and exterior detailing, with work fanning out around the cities until all of the detailing meets in places. :3
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Dale Johnson
 
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Post » Sun Aug 08, 2010 9:17 pm

The thing is each province ideally has a team working on it in the way Tamriel Rebuilt is doing Morrowind, Province: Cyrodiil is doing Cyrodiil and Skyrim is doing (you guessed it) Skyrim. There is no need to just auto gen all the terrain so long as each team has a nice heightmap that basically matches up with each others eventually you will have all the provinces coming together. By doing things by hand we create a much better level of detail and can do much more impressive things than a simple auto gen. Quality takes time.
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Laura
 
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Post » Sun Aug 08, 2010 10:10 pm

Ok kids. I just deleted 8 or 9 spam posts and a flame or two. I don't care if you are the author of a mod and the topic starter, don't spam up your own thread.

Kids! Ha ha. Im hardly a kid. But anyway, apologies, was only having a laugh.

The thing is each province ideally has a team working on it in the way Tamriel Rebuilt is doing Morrowind, Province: Cyrodiil is doing Cyrodiil and Skyrim is doing (you guessed it) Skyrim. There is no need to just auto gen all the terrain so long as each team has a nice heightmap that basically matches up with each others eventually you will have all the provinces coming together. By doing things by hand we create a much better level of detail and can do much more impressive things than a simple auto gen. Quality takes time.

I think what Enzo Dragon was trying to say is that the cities, villages and towns could be put in place, then texture the whole island roughly how it will look i.e. rock, grass, mud, snow in quite a basic form, then use the mesh generator by Yacoby to scatter statics all over the island, then go about detailing each cell one by one as you go.

Would speed work up a lot and still keep a high level of detail. After generating, you can add more and more statics to each cell, vertex paint, more varied ground textures and such.
This would all work quite well if the mesh generator could handle more than a hundred or so cells, unfortunately its not able to do so Despite my many attempts, i've not managed to find a work around.
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DAVId MArtInez
 
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Post » Sun Aug 08, 2010 1:06 pm

So what do you plan on doing next? Valenwood? Cyrodiil? Would Cyrodiil be in it's jungle form? Will this merge with what work the TR team is doing? :foodndrink:
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Emmie Cate
 
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Post » Sun Aug 08, 2010 1:58 pm

The Province: Cyrodiil team are working on cyrodiil, I believe they are going with the jungle form, and making cyrodiil much larger in general too, to fit with the Morrowind game scale.

The plan is to have all the province projects merged and playable together, if possible.
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emily grieve
 
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Post » Sun Aug 08, 2010 10:10 pm

So what do you plan on doing next? Valenwood? Cyrodiil? Would Cyrodiil be in it's jungle form? Will this merge with what work the TR team is doing? :foodndrink:

The idea is to make all of them. I myself am simply making the heightmaps for each province however. Aswell as being an exterior modder for Skyrim.

................The plan is to have all the province projects merged and playable together, if possible.

Hopefully, eventually. Would be great no?



Anyway, over the last week, ive been re-making the old crappy height maps ive made. So far ive mainly been concentrating on High Rock, Hammerfell and Cyrodiil. Cyrodiil is being a pain in the rectum however... but it's getting there.

Here are some renders ive made in 3ds max to show the whole of Tamriel in 3d. The reason ive made these is its much quicker and easier to see the overall height of the land. It also makes it much easier for me to match up borders and such. You may notice at some borders, mainly between Cyrodiil and Elsweyr that the terrain completely drops. This is just because the Elsweyr one is one of those old crappy ones i mentioned earlier. Not got round to doing Valenwood or Elsweyr yet, although, they should be pretty quick to make.

http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/Tamriel1.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/river.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/ImperialCity.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/HighrockHammerfell.jpg

Enjoy!
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Bambi
 
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Post » Sun Aug 08, 2010 12:36 pm

One of these days you are going to have to show me how you do this. Amazing.
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Jade Muggeridge
 
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Post » Sun Aug 08, 2010 1:30 pm

Ha, glad you like em. Come on Skype and i'll gladly show you how its done.

Or sign up on the skyrim forums, get promoted and check out my tutorial. :facepalm:
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Kristian Perez
 
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Post » Sun Aug 08, 2010 2:46 pm

Respect, maaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaad respect.
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Robyn Lena
 
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Post » Sun Aug 08, 2010 1:47 pm

http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/Tamriel1.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/river.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/ImperialCity.jpg
http://i974.photobucket.com/albums/ae229/SG-Monkey/Heightmaps/HighrockHammerfell.jpg

Enjoy!
Looks [censored] awesome and definitely true to lore, SGMonkey.

Ever consider doing some heightmaps for the other continents? :hubbahubba:

By the way, I completely understand why this would be such a pain, -especially- Cyrodil since it's been thoroughly established in a game who's engine allows for per-cell water height. I noticed in your sketches the land around the mountain lakes drops sort of abruptly, at least I think that is what I am seeing. I don't think anyone would blame you if you decided to reinvent some of the landscape to fit in with Morrowind's antiquated engine.

The mountain height issue must also be a pain in the ass. I trust you are taking into consideration the lore regarding Red Mountain as the highest in Tamriel?
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Kristina Campbell
 
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Post » Sun Aug 08, 2010 4:17 pm

:) Glad you like em Enzo.

I have considered doing the other continents yeah. My original height maps included Yokuda, Thras an Pyandonea. But I thought having those could be a tad lore breaking, can't remember which one it is or weither its all of them, but didnt they disappear? Correct me if im wrong, im no lore buff :P And as for Atmora and Akavir, I wold like to make maps for them, but I can't find any maps of those places, so I would have no idea where to start. So if anyone has any? Send me my way :)

And yeah, Cyrodiil is being a reet pain in the ass. I need to see what the PC boys want me to do with regards to certain areas, ive since sorted out all the rivers edges, made them into banks instead of cliffs, but the lakes are a nightmare, and im pretty sure half of the lakes weren't even in oblivion. Could oblivion really have different height water planes per cell?

Last but not least, yeah I have. I believe we had a discussion about this either in the last thread or the one before, and i believe overall people thought it was a bad idea to stick to the fact of Red Mountain being the biggest mountain. If I did stick to that, then Cyrodiil, Hammerfell, High Rock and Skyrim, would all be very very dull indeed.

Put it this way, the Red Mountain is around 19000 game units in height, the maximum the game can handle however is 32768 game units.


EDIT: Speaking of the older theads, some of you guys came up with some pretty [censored]in cool ideas. Anyone interested should definitely have a quick read through
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.X chantelle .x Smith
 
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Post » Sun Aug 08, 2010 7:39 pm

This is the thread I always hoped I would one day see. The whole continent, in one game. This could very well redefine an epic mod.

I am glad to see that integration with TR is going to be attempted - it would be a shame to have to choose between them - since they both appear to be going the route of extremely high quality. I would be nice if other lore friendly land mass mods could be integrated as well - and it might take some of the work out of the Eastern provinces.

I have to admit, I am a bit worried about everyone looking like epileptics off their meds in High Rock, but we'll have to see. I'm also worried about the sheer amount of texture and vertex painting that will be required - never mind the statics.

Still, if this could be pulled off, it would be freaking amazing.
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michael danso
 
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Post » Sun Aug 08, 2010 12:58 pm

That reminds me, I need to put together a bit of a test to show off the graphical glitches when so far away from 0,0

I will put together a load of stuff such as tiled walls, NPC's, creatures and try some spells shoot some arrows and such. To hopefully give a better idea of the severity of the problems.

Anyone got any ideas of anything else i should test so far away from 0,0?
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Angel Torres
 
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Post » Sun Aug 08, 2010 10:17 am

That reminds me, I need to put together a bit of a test to show off the graphical glitches when so far away from 0,0

I will put together a load of stuff such as tiled walls, NPC's, creatures and try some spells shoot some arrows and such. To hopefully give a better idea of the severity of the problems.

Anyone got any ideas of anything else i should test so far away from 0,0?

I usually only notice problems with 1st-person hands. Maybe also include tests for the player in both 1st-person and 3rd-person mode.
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Curveballs On Phoenix
 
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Post » Sun Aug 08, 2010 5:21 pm

Put it this way, the Red Mountain is around 19000 game units in height, the maximum the game can handle however is 32768 game units.
Sounds like the solution instead should be that someone make a taller Red Mountain. Perhaps that entire region is due for an overhall. That's the kind of thing I'd like to see in Darknut's GDR v2, but I don't know if Darknut in particular would be up to the task. Haven't seen much of him lately.
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Yonah
 
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Post » Sun Aug 08, 2010 2:52 pm

http://www.youtube.com/watch?v=VGaF5jAWt3M

Here's a short video showing the problems with being so far away from 0,0
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Tanya Parra
 
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Post » Sun Aug 08, 2010 8:34 am

Seriously, if those are the only problems involved, then I don't think most people would even notice really, its just not a big deal at all imo! :D
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BRIANNA
 
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Post » Sun Aug 08, 2010 12:32 pm

It may be worth it, but it is still annoying and distracting. I experience it in my WIP...
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jaideep singh
 
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Post » Sun Aug 08, 2010 3:48 pm

http://www.youtube.com/watch?v=VGaF5jAWt3M

Here's a short video showing the problems with being so far away from 0,0

Could MCP do something about it maybe?
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Jordan Moreno
 
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