[WIP] Ravenwood Island

Post » Mon Mar 14, 2011 5:03 pm

After many hours in blender, photoshop, and nifskope, I have managed to produce this:

http://img294.imageshack.us/i/ravenwood378.jpg/

It's a computer terminal for the new race. The ones on Ravenwood are primitive versions of these (despite having been created first...) ;)
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Mon Mar 14, 2011 5:21 pm

Sent you a PM.

Looks great hope this all gets completed love the story line the computers are a bit to modern even for the old Dwemer tech but hey it works well with the mod so I guess it fits.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Mon Mar 14, 2011 2:29 pm

More than interesting screens as always in this thread, Morovir. The new cavern set looks awesome :)
Any chance of a beta this year? ;)
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Mon Mar 14, 2011 4:16 pm

Sent you a PM.

Looks great hope this all gets completed love the story line the computers are a bit to modern even for the old Dwemer tech but hey it works well with the mod so I guess it fits.


Ah, but it's not old, and it's not exactly Dwemer. It's not new, either; but that's a different story... ;)

I am going to tone down that texture, though. It's a bit too much, and even I don't like it.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Mon Mar 14, 2011 10:11 pm

More than interesting screens as always in this thread, Morovir. The new cavern set looks awesome :)
Any chance of a beta this year? ;)


An early alpha, maybe. I only get about 2-3 hours a night to work on it.

I actually wouldn't mind letting a few people try it out, and let me know what they do/don't like about the island. Unfortunately it's a mess. I need to take some time and organize my resources a bit.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon Mar 14, 2011 11:24 pm

Ok, first the new terminal textures:
http://img64.imageshack.us/i/ravenwood381.jpg/

I darkened the base texture, and matched the color to that holodisk texture. (it's a third-party retex of the fallout 3 holodisk)

Now, for the work on Arbor Glen:
http://img64.imageshack.us/i/ravenwood379.jpg/
http://img64.imageshack.us/i/ravenwood380.jpg/
http://img64.imageshack.us/i/ravenwood382.jpg/
http://img64.imageshack.us/i/ravenwood383.jpg/
http://img64.imageshack.us/i/ravenwood384.jpg/
http://img64.imageshack.us/i/ravenwood385.jpg/
http://img64.imageshack.us/i/ravenwood386.jpg/
http://img64.imageshack.us/i/ravenwood387.jpg/
http://img64.imageshack.us/i/ravenwood389.jpg/
http://img64.imageshack.us/i/ravenwood390.jpg/

Arbor Glen's forest floor isn't even close to done, but I am getting very happy with the results. I'm using a much darker vine texture on the ground that goes better with the muddy stone I'm using in the waterways. That, combined with more of the dark leaf textures is making the ground much darker and richer. I am still using the lighter dead leaves textures in "pools" where the light shines through the canopy.

Vertex coloring is also coming along nicely. I'm using a dark, forest green under the philodendrons and ferns, and a lighter (but still dark) green in places where the canopy is heavy. I'm aiming for a rain-forest look, and it's finally starting to look a bit more like it. Unfortunately, frame rates are starting to drop in certain areas, especially in fog. I'm going to have to lay off the northern most path, for example. I don't want to go below 30 fps on my rig - which is an AMD 64x2 5600+ with an nVidia 9800 GTX+.

I'm also working on getting the mod packaged up enough to ship as an early alpha. ShaddowT has offered to help out on interiors, and I can certainly use the help. I have a lot of homes that need filling out. Unfortunately, I've been a bit liberal with leaving files all over the place, so I'm going to have to get busy getting things organized!
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Mon Mar 14, 2011 7:21 pm

Very interest items you made. I haven't noticed this thread before, it's so nice to see someone made a unique style mod.


Ok, first the new terminal textures:
http://img64.imageshack.us/i/ravenwood381.jpg/


I think this terminal was made for mobile operation, so, I suggest make the shape looks more like notebook PC / laptop, at the moment, the moniter is too small compare to the keyboard.

good luck.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Mon Mar 14, 2011 5:53 pm

Very interest items you made. I haven't noticed this thread before, it's so nice to see someone made a unique style mod.

I think this terminal was made for mobile operation, so, I suggest make the shape looks more like notebook PC / laptop, at the moment, the moniter is too small compare to the keyboard.

good luck.


Thanks for the comment. I've been working on this monster for a couple of years now.

I tend to agree with you on the display. I may scale up the display emitters a bit, make them fit the back of the frame a bit better. However, it's not a laptop - it has two tape drives for crying out loud! It's actually reminiscent of a newspaper camera control computer I saw back in the early 80's - it used two micro-cassette tapes, one for the program and the other for data. I'm working on a mainframe console to go with it.

It's also not Dwemer tech per-se - at least not in the traditional sense of 'lost Dwemer tech in some dank hole'. It was probably made a few centuries before the events in Ravenwood - or so its owner thinks. A lot of history was lost in the war.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Mon Mar 14, 2011 6:28 pm

Well, Ravenwood is now a team project. ShaddowT has agreed to do some of the interior work, and perhaps some other stuff.

Who knows, this thing might actually get released at some point!
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Tue Mar 15, 2011 4:55 am

Congrats.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Mon Mar 14, 2011 3:23 pm

http://img149.imageshack.us/i/mgescreenshot2.jpg/
http://img149.imageshack.us/i/mgescreenshot3.jpg/
http://img149.imageshack.us/i/mgescreenshot4.jpg/
http://img149.imageshack.us/i/mgescreenshot5.jpg/
http://img149.imageshack.us/i/mgescreenshot6.jpg/
http://img149.imageshack.us/i/mgescreenshot7.jpg/
http://img149.imageshack.us/i/mgescreenshot8.jpg/
http://img149.imageshack.us/i/mgescreenshot9.jpg/
http://img149.imageshack.us/i/mgescreenshot10.jpg/
http://img149.imageshack.us/i/mgescreenshot12v.jpg/
http://img149.imageshack.us/i/mgescreenshot11.jpg/
http://img149.imageshack.us/i/mgescreenshot13.jpg/
http://img149.imageshack.us/i/mgescreenshot14.jpg/

A variety of screen shots from around the island.

The first two are in Hrordis' Sweetshop. I added a cafe section - sort of like Starbucks, but with out the overpriced, crappy coffee. In case anyone is wondering, those are remakes of the counters from oblivion - they are mostly made of stock counters, but with glass panels (they are nifskope productions that I did before learning Blender - so they look kind of lame inside)

The next shot is Kyne's laboratory. I still have a lot of work to do in here, so it's kind of empty at the moment, but he is a consequential character.

The next three shots are in one of the NPC's homes. I'm aiming for imperial bureaucrat, but with some personal touches. The lady in the photograph is across the street...

The next set of shots show the progress on the bridges around the river port. I ditched the cobble stone, and went with dirt/grass paths everywhere. There is still cobblestone in Bree, and the keep itself, but I didn't figure it would make much sense to have paved roads everywhere.

The last two shots are part of the armory in Bree. I'm aiming for a Bass Pro Shop look.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Mon Mar 14, 2011 6:59 pm

I really like the look of the lab in shot 3 - those various instruments look sweet
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Mon Mar 14, 2011 10:34 pm

http://img149.imageshack.us/i/mgescreenshot8.jpg/

I think the use of rocks in this shot is amazing! You've put a lot of work into this so far. Very awesome.
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Mon Mar 14, 2011 5:15 pm

Thanks for the comments. I've been trying to make a second pass over the interior valley, but I'm also eyeing a second pass on the coast as well. I want to implement a frozen river on the Southern tip of the island, as part of the 'wildification' of the coast. I'm aiming to make the coast very difficult to all but the most high-level players.

The real fun is in dialog, though. I'm having a hard time with the dialogue where I explain a redguard female in a nord-style building with a Dwemer name, and what that has to do with a half-elf necromancer, financier, former Imperial officer, and battle-mage. It's a long story... ;)

I did, however; finish Mordac's model, though - and I think she is looking darn fine. She's based on the redguard BB skin by Westly, but with a bunch of adjustment layers to tone her skin color down, and smooth her up a bit - since she's a half-elf. I'm using a face by Emma, and hair by Illy - both of whom do _very_ nice work. ( I can't give enough shout-outs to these two)
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Mon Mar 14, 2011 7:13 pm

An early alpha, maybe. I only get about 2-3 hours a night to work on it.

I actually wouldn't mind letting a few people try it out, and let me know what they do/don't like about the island. Unfortunately it's a mess. I need to take some time and organize my resources a bit.


Take your time, only asking because every time I check your screens, I feel I'd like to explore that nice places and see the effects and implementations done.
Because the whole thing it's big, it's normal it takes time to organize all the resources used and created for the mod. Keep up the good work, and happy modding : D
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Mon Mar 14, 2011 7:22 pm

I appreciate the vote of confidence. I sometimes get overwhelmed, especially when I start walking around the coast line.

I am working on some new areas along the Southern coast, near the shipwreck. I'm aiming for a river that winds up into the mountain with several animal dens as part of a huntsman quest. It's also a nice break from the interior valley, which is rapidly approaching completion.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Mon Mar 14, 2011 5:48 pm

I've gotten a bit of work done on two areas along the Southern Coast - a largely neglected part of the island up until now.

The first is a geothermal pool and river, and the other is a more traditional mountain river with a lodge.

http://img255.imageshack.us/i/mgescreenshot38.jpg/
http://img138.imageshack.us/i/mgescreenshot35.jpg/
http://img823.imageshack.us/i/mgescreenshot32.jpg/
http://img507.imageshack.us/i/mgescreenshot31.jpg/
http://img507.imageshack.us/i/mgescreenshot30.jpg/
http://img412.imageshack.us/i/mgescreenshot25.jpg/
http://img412.imageshack.us/i/mgescreenshot24p.jpg/
http://img412.imageshack.us/i/mgescreenshot23.jpg/
http://img412.imageshack.us/i/mgescreenshot22p.jpg/
http://img412.imageshack.us/i/mgescreenshot21z.jpg/
http://img412.imageshack.us/i/mgescreenshot20k.jpg/
http://img412.imageshack.us/i/mgescreenshot19b.jpg/
http://img576.imageshack.us/i/mgescreenshot18.jpg/
http://img576.imageshack.us/i/mgescreenshot17.jpg/
http://img576.imageshack.us/i/mgescreenshot16.jpg/
http://img576.imageshack.us/i/mgescreenshot15p.jpg/

The geothermal pool area is supposed to be reminiscent of the mineral pools at Yellowstone, though my coloration isn't nearly so good. (I'm still tweaking it)

The other shots are from the Blackwood River. It's a narrow gorge of a river, with a lodge nestled high in the rocks. Both are fairly preliminary areas, but I'm making progress on cleaning them both up.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon Mar 14, 2011 9:44 pm

ooh, nice work again! cant wait :D
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Mon Mar 14, 2011 2:11 pm

ooh, nice work again! cant wait :D


Thanks, I appreciate it.

I couldn't stop on the Blackwood River area - I'm addicted to waterfalls:

http://img818.imageshack.us/i/mgescreenshot40.jpg/

If I could pull it off, I'd add more - but I think this is probably enough... ;)
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Mon Mar 14, 2011 7:22 pm

Thanks, I appreciate it.

I couldn't stop on the Blackwood River area - I'm addicted to waterfalls:

http://img818.imageshack.us/i/mgescreenshot40.jpg/

If I could pull it off, I'd add more - but I think this is probably enough... ;)


yeah gotta love making waterfalls, i once made a valley covered in the things, pretty much steep cliffs of waterfalls on each side. but those waterfalls look different from vanilla? did u make them? and where'd you get most of those rocks? there great :foodndrink:
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Mon Mar 14, 2011 8:51 pm

The waterfall meshes are vanilla, but I retextured them to look better in a cold climate. I also have another retextured version I use in the central valley, where it's much warmer.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Tue Mar 15, 2011 1:42 am

http://img716.imageshack.us/i/mgescreenshot41.jpg/
http://img441.imageshack.us/i/mgescreenshot42.jpg/

The Blackwood Lodge interior. It will be free to use, but not terribly convenient. Unless you can slide over the glacier with levitation, this lodge will be far out in the wilderness along the coast. It's intended to be a respite for hunters.
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Mon Mar 14, 2011 4:59 pm

Fantastic work, Morovir, my chars are willing to enter that geothermal pool (love water!). Waterfalls, I also got fascinated by them in some places.
I made a retexture before Aof's release, and kept that... Transparent water is beautiful ^ ^
Btw, last time I didn't said you how much I love Kyne's lab. I know it's far from being ended, but that apparatuses look gorgeous.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Mon Mar 14, 2011 7:09 pm

I don't know if it is too early to be offering, but if you need any testers then please let me know. This is one of the mods that I really want to test now after just reading a few pages on this.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Mon Mar 14, 2011 3:03 pm

Thanks guys, I appreciate it. Unfortunately, I am still pretty far from beta testing. I sometimes fly over the landscape, and am appalled at how much exterior landscaping is still left. I have a basic texture on everything, but only a first pass. I suspect it's going to be similar to Mireneye's work - it's going to take a loooong time to get it in shape.

BTW - did anyone notice the bearskin rugs? I redid the texturing for a black and snow bear rug from scratch. I'm still not entirely happy with them, but they look a lot better than the ones I started with. If anyone's interested, I can upload them.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

PreviousNext

Return to III - Morrowind