[IDEA] Project Tamriel...

Post » Fri May 27, 2011 8:10 pm

Well what i do when i first install morrowind is compress te folder into a .7z, then make a couple of versions of the folder so i can have seperate resources for each.

So i have
C:\Program Files\Bethesda Softworks\Morrowind
C:\Program Files\Bethesda Softworks\Skyrim
C:\Program Files\Bethesda Softworks\Morrowind.7z (Backup)

Makes doing things to your game without confusing yourself much easier :D

For the http://downloads.ei-der-zeit.com/images/maps/nirn_edz.jpg of it?

Could the whole planet be imported with a graymap?
I mean, people could keep on adding stuff over the years...
And maybe we can figure how to import heights properly?
That would make for a cool distant land


Thats an awesome map, never seen any including regions other than Tamriel. And yes, its quite easy, and i already know how to import heights properly.
And as for distant land, MGE can only generate land for upto around 140mb plugins. Morrowind in itself is 78mb, then try create distant land for skyrim too, 55mb, it just get's too big for MGE to cope with

Honestly, I think that one would have to have a whole partition empty as possible to be able to have a mod of those proportions on his/her PC.

It's not really that big to be honest, especially when you have a 500GB OS drive and a 1tb drive for docs :)
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saxon
 
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Post » Fri May 27, 2011 11:28 am

It's not really that big to be honest, especially when you have a 500GB OS drive and a 1tb drive for docs :)


Um yeah XD not everyone have uber PCs here :P
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Jessica Nash
 
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Post » Fri May 27, 2011 8:36 pm

Um yeah XD not everyone have uber PCs here :P

Sure we do. :D
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lolly13
 
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Post » Fri May 27, 2011 8:03 pm

Mines not uber really, just got alot of space, my CPU is a Q6600 is old, and i have an nVidia 260

The only thing that doesnt play at full GFX on my pc is, crysis and gta IV cos its rubbish, infact both games are :P

But lets please refrain from turning this thread into a GTAIV bashing thread :P

Although, i do agree with Hitler about the whole situation
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Miguel
 
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Post » Fri May 27, 2011 3:25 pm

*enters thread*
Although, i do agree with Hitler about the whole situation

:blink:
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Christine
 
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Post » Fri May 27, 2011 4:12 pm

Ha ha ha...

I meant http://www.youtube.com/watch?v=_xyhThH7Uro

EDIT: Just curious, but could anyone who thinks this project wont work voice their reasons why they think it wont?
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Kim Kay
 
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Post » Fri May 27, 2011 4:22 pm

I meant http://www.youtube.com/watch?v=_xyhThH7Uro

Not so funny when you know German or have seen that video used for a billion similar things already. :P
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Ash
 
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Post » Fri May 27, 2011 4:06 pm

Ha ha, yeah i can imagine :P

But its so true, the game was such a let down, even more so than san andreas
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Michelle Serenity Boss
 
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Post » Sat May 28, 2011 12:18 am

Ha ha ha...

I meant http://www.youtube.com/watch?v=_xyhThH7Uro

EDIT: Just curious, but could anyone who thinks this project wont work voice their reasons why they think it wont?

First, I didn't vote it can't be done, but you wanted to hear why people can be sceptic about this, so hear is what I've been thinking.

I would really like for this to succed, because I think it's a general problem, that people refuse to work in collaborations to make Morrowind mods, because that's the way great mods are created, and as a moduser, I like great epic mods.

But after having read this thread, I'm still not quite certain, what the scope of this project is. According to usep.wiki the entire continent of Tamriel is http://www.uesp.net/wiki/File:TamrielMap.jpg where Vvardenfall is just a small island and the entire province of Morrowind, which is covered by the Tamrial rebuilt team is only 10-15% of the entire map.
From what I read, you will create everything on this map, where the rest of Morrowind is made by the TR-team (not related to this project), Chaka ZG is already working on black Marsh and the Skyrim team is working on Skyrim. But making a province is a huge undertaking. TR has appearently with a very wellmanaged team already worked for at least 5 years (or maybe 7) and is not even halfway on TR.

So this project is huge, so it needs to be wellorganised, and just having someone say, this is my provence, which I will work on seems a little disorganised to achieve something.

If have understood the scope right, then you need to have some kind of organisation, so people work towards the sam goal, I also don't think you should consentrate on all provences at the same time. Besides that I think a prerequisite for succes is, that the team is large enough, so that nobody on the team is irreplacable, since in a project of this scale, people will come and go, and even the most dedicated modder will need a break.

I'm no modeller or interior or exterior designer, so I can't help with that, but if (or hopefully when) the project reaches a stage where quests and dialogue is needed, I might want to help.

How strict is this project on Lore, is it a strict as TR or are it more open to interpretation (of cause within reason)?
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Chris Johnston
 
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Post » Fri May 27, 2011 10:58 pm

First of all thankyou. You brought up some very good points.

The idea is indeed to re-create all the provinces on that map.

And i intend to have a team of organised people work on each province, i wasnt saying to anyone, take this part of tamriel and work on it all by yourself. Thats not the way to do it, i think each province needs to be worked on and be organised as TR do so very well. It's not aimed to be my goal to re-create the whole of tamriel. It is something for the community to work on for as long as it takes to make.

The idea is for a team to start up and work on a province, not just one person do a province each. At the minute there are already a few provinces being made. Morrowind, by TR, Skyrim by Lestat and Co, Blackmarsh by Chaka ZG and Cyrodil by QuixoteUgly and Co... and others yet to come, i dont expect the project to be easy or done overnight. But whats the harm in starting the project? There really are no problems with being so far away from 0, 0 apart from the character jittering. I have personally tested every other possible thing that could go wrong with collision and co-ordinate related scripts, spells, creatures, pathgrids, you name it, and there is nothing out of the ordinary.

And hopefully yes, there will be enough interested, the project will progress, and you will make some quests and dialogue :)

And i think everyone would want to be as lore freindly as possible, but that is obviously down to the individual province "leader" if you like. But i think most people will agree they want it to be as close to lore as possible

All in all, the success of the project is upto all you modders, if your interested and want to help out then thats great. The more people the better
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sara OMAR
 
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Post » Fri May 27, 2011 4:38 pm

You guys know zackg is already doing Argonia and has been for some time.
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Adrian Morales
 
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Post » Fri May 27, 2011 2:28 pm

Yeah it's been mentioned a few times

EDIT: I actually meant to say in my last post ZackG is working on black marsh, i didnt know Chaka ZG was atall
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Christie Mitchell
 
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Post » Fri May 27, 2011 6:11 pm

Anyone else like to voice their opinion as to why this won't work?
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Celestine Stardust
 
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Post » Fri May 27, 2011 1:35 pm

Anyone else like to voice their opinion as to why this won't work?


Scale seems like the biggest problem to me. It's obviously a ton of work, and your team would have to be dedicated to putting a number of man years into it.

But you might also run into limitations of the MW engine, other than those already mentioned. It's possible that there are practical limits on the number of objects and cells and so forth, that are hard-coded. It would be interesting to do some experiments with very large numbers of cells and objects to see if MW can handle it. You might also find that if a player spends a whole bunch of time in a huge world that their savegames balloon to a huge size and become unmanageable. Or maybe after spending a lot of time in-game, cell load times slow down to a crawl. I know that there are practical limits on the amount of dialogue you can load in one game, after you get too many dialogue heavy mods loaded, the dialogue menus start to slow down very noticeably, and that's just for stuff on Vvardenfell for the most part.

But, maybe by the time you're done, computers will be so fast, that won't matter :)

If it were me, I'd do a single province, and complete it first. Then see if there's room to add another province and then add that.
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Sammie LM
 
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Post » Fri May 27, 2011 9:58 pm

Yeah your right, it is quite a large undertaking :). And its not my team :P the idea is for a few teams to work on each province Therefore each plugin would be a seperate plugin. And probably have other plugins to connect the regions if needed. I myself will only be working on Skyrim, im pretty dedicated to getting alot of hours work on it :D

And yeah, morrowinds engine limitations are the biggest problem with this project. SO FAR, i have only discovered one problem and thats with your character being twitchy as hell, but everything else ive tested works as in vanilla morrowind. And thus far ive not noticed any problems atall with have a large ammount of statics in total, nor in each cell. And as for savegames being very large i think thats pretty much inevitable, but i can't see it being a huge problem. And as for cell loading times slowing down to a crawl after a long time ingame, i think that pretty much happens anyway. And im glad you brought up the point about dialogue, its not been brought up before. It's just a shame i cant go around adding dialogue for hundreds of NPC's in each region as that would take ages, but it would be very handy to test.

And yeah, maybe in, wait... 8 regions..... 7 years each :P so were looking at around another 56 years until its done :)
Let's just hope OpenMW is in BETA by then LMAO!
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Brad Johnson
 
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Post » Sat May 28, 2011 2:05 am

SO FAR, i have only discovered one problem and thats with your character being twitchy as hell


That really sounds unappealing.
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Elisabete Gaspar
 
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Post » Fri May 27, 2011 10:05 am

You know what, its not even that noticeable, ill upload a video of a PC in Summerset Isle to show you
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naomi
 
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Post » Fri May 27, 2011 11:26 am

Here we are, sorry about the delay, my internet dropped for a few minutes there

http://www.youtube.com/watch?v=hYL9n4WZ3k4
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Claire Jackson
 
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Post » Sat May 28, 2011 12:31 am

Here we are, sorry about the delay, my internet dropped for a few minutes there

http://www.youtube.com/watch?v=hYL9n4WZ3k4

Dunno if it's been "processed" yet, but that's the link

Well, it does seem like "twitchy as hell" is overstating it, but, honestly, I do think I'd get tired of looking at that, even though it's fairly subtle.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 8:13 pm

Well if you play in first person alls good :nod:

Would that slight twitchyness stop you from being interested or wanting to download the completed mod?
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Wayne Cole
 
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Post » Fri May 27, 2011 9:21 pm

Well, it does seem like "twitchy as hell" is overstating it, but, honestly, I do think I'd get tired of looking at that, even though it's fairly subtle.


I would hope that by the time any of these projects is finished, OpenMW or TheCrystalScrolls will have been completed at least to a playable point, and will include a fix for this engine limitation. In other words, if you're serious about doing all these provinces, don't worry about the twitching bug; it'll be fixed long before you finish your provinces.
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Michael Russ
 
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Post » Fri May 27, 2011 3:00 pm

Yeah thats what i was thinking, i personally couldnt give a hoot about the twitchyness atall, its hardly noticeable. The same sorta thing happens on the border of argonia and morrowind, and i really hope to see OpenMW finnished, not heard of TheCrystalScrolls, will check it out now

Cheers Haplo
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Robert Jackson
 
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Post » Sat May 28, 2011 12:50 am

Would that slight twitchyness stop you from being interested or wanting to download the completed mod?


I'd certainly download it and try it. You never know until you try.
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gary lee
 
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Post » Sat May 28, 2011 12:29 am

I would hope that by the time any of these projects is finished, OpenMW or TheCrystalScrolls will have been completed at least to a playable point, and will include a fix for this engine limitation. In other words, if you're serious about doing all these provinces, don't worry about the twitching bug; it'll be fixed long before you finish your provinces.

I have to say, The Crystal Scrolls looks quite promising. Would like to see it in working order, it would be excellent, especially if they could incorporate some form of physics and MGE type tweaks
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 3:00 pm

That's the goal for both projects really. OpenMW has been really hurt by some poor choices though, and is having to start from scratch due to those choices, so at this stage expect Crystal Scrolls to become playable before OpenMW. Hopefully both will succeed, though (saying this from a technical viewpoint - OpenMW uses OGRE and Crystal Scrolls uses CrystalSpace).

As for this project, well... I dunno. "Bite off more than you can chew" is something that's running through my head. Hope something good comes out of this, though (whether that's playable regions or something else entirely).
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Anne marie
 
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