Red Mountain

Post » Sat Dec 26, 2009 8:25 pm

No it was more of a proof of concept. He scaled the placement of meshes as well as the terrain, which as you can see with the gaps between meshes, it doesn't really work unless you also scale up every mesh.

This actually wouldn't be too complicated, all you would have to do is some creative work placing the meshes to fit with the large scale, and maybe expand the cities to make them of more realistic scale (which BTW I think the scale looks perfect on those 2X2 screens, Balmora especially). This wouldn't even be as ambitious as TR because you don't need quests, meshes, textures or any of that stuff. Just modders who know how to work the CS and just go cell to cell, or use a claim system for cities and such.

I'm guessing the only reason people haven't gone through with it though is because it would be incompatible with just about every mod out there that edits exterior cells.
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Albert Wesker
 
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Post » Sat Dec 26, 2009 11:47 pm

I'm guessing the only reason people haven't gone through with it though is because it would be incompatible with just about every mod out there that edits exterior cells.

Yeah, a lot of us are pretty attached to certain mods so that would be a serious issue. At the same time it would be a lot of fun to explore. If you wanted to retain the original level of detail I think you'd want to be putting in new caves, quests etc. and of course expanding the settlements/cities though I guess that isn't absolutely necessary. If you don't add anyone new in to retain detail you'd mostly just be increasing travel time though obviously everything would look more reasonable for those with a high view distance.
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Latino HeaT
 
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Post » Sun Dec 27, 2009 4:48 am

I'm guessing the only reason people haven't gone through with it though is because it would be incompatible with just about every mod out there that edits exterior cells.
On the other hand, I can't see compatibility patches being too hard to make for existing mods. It would be tedious, but I know I wouldn't let it get in the way of me using a mod as huge as what has been proposed. It's not like half of us don't already go in and mow grass .esps in certain areas and chop down tree .esps in others to make room for the mods we love.
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Samantha Wood
 
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Post » Sat Dec 26, 2009 8:22 pm

I would absolutely love a project that doubled, or even quadrupled, the size of Vvanderfell. To make that though, you'd have to forget about scaling meshes. The way to go about it and have the mod look good is just reposition every mesh again and rebuild/expand every single settlement. The heightmap is the only thing you can import, and with those weird "ribbing" errors that occur when scaling the heightmap, there would still be an insane amount of modification required. Mod authors could go through the tedious task of modifying their mods to fit the landmass, but what about TR? They'd have to change an insane amount of land to make their mod work with Vvanderfell.
I would love whoever tries to do this, but I won't be expecting them to succeed.
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Tamara Primo
 
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Post » Sun Dec 27, 2009 1:04 am

Yeah, a lot of us are pretty attached to certain mods so that would be a serious issue. At the same time it would be a lot of fun to explore. If you wanted to retain the original level of detail I think you'd want to be putting in new caves, quests etc. and of course expanding the settlements/cities though I guess that isn't absolutely necessary. If you don't add anyone new in to retain detail you'd mostly just be increasing travel time though obviously everything would look more reasonable for those with a high view distance.

I think cities and towns would be the only thing that should be expanded. I think it would do a good thing if the caves were further apart, as it is now I think they're too close.

On the other hand, I can't see compatibility patches being too hard to make for existing mods. It would be tedious, but I know I wouldn't let it get in the way of me using a mod as huge as what has been proposed. It's not like half of us don't already go in and mow grass .esps in certain areas and chop down tree .esps in others to make room for the mods we love.

It would depend on the mod. If it just adds a house that's no problem, just a quick edit. But if it edits a huge portion of the landscape (there's quite a few popular ones that do) you might as well just remake it altogether.
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Judy Lynch
 
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Post » Sun Dec 27, 2009 3:47 am

As you say, it would be more tedious than difficult, probably requiring a lot of work, but really unless one changes the land dramatically, every asset should fit to the land with ease, actually this would be a very good project for the morrowind overhaul, since it uses many other mod resources, or Vvardenfell Rebirth, which actually has the very similar goal of almost completely re-making vvardenfell.
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Sarah Edmunds
 
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Post » Sat Dec 26, 2009 9:43 pm

Vvardenfell is little (maybe) but its real problem imho is that it is barren! There is almost nothing but wilderness and very few (generic) NPCs in the vanilla game!

That's why I like:

- Cities expansions (Morrowind: Rebirth and other misc singular mods)
- NPCs additions (Starfire mod, MCA, COM, EOV, etc.)
- Dialogue expansions (mostly the "Less Generic" mods)

And for the world dimensions we just need Tamriel Rebuilt!
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Amanda Furtado
 
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Post » Sun Dec 27, 2009 1:09 am

Nope :)

We still haven't reached the height of Red Mountain. Our current highest peak (16893.006) is 86.977% the height of Red Mountain (19422.281), and we are not exceeding 85% for the rest of our mountains.
But our mountains are nicer than Red Mountain. And less lava. And more details.

Interesting, they certainly look rather high, but it makes sense that they wouldn't be higher than Red Mountain. Good job. :)
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rebecca moody
 
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Post » Sun Dec 27, 2009 7:17 am

I remember SG monkey posting a nice video about this awhile ago related to his tamriel heightmap, but I wasn't really 100% on what was going on in the video and I'm not sure if it covers what I am about to ask.

What would happen if we made RM go to the literal height max and then put a static on top of it? Is it possible for the player and statics to exist correctly beyond the height limit for the landscape?
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Isabel Ruiz
 
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Post » Sun Dec 27, 2009 1:00 am

What would happen if we made RM go to the literal height max and then put a static on top of it? Is it possible for the player and statics to exist correctly beyond the height limit for the landscape?

No. You can go above the 32k limit using TCL, and if you have a mountain that is higher it will work and look fine with distant land, but as soon as you walk on any land (or static) that is above 32K, you get instantly placed -32K, or underwater.

Red Mountain is around 19k, so doubling that puts it to around 38k. I don't know what Lightwave did there, but he probably had to squash that to fit within the limits, which would look weird.
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Andrea Pratt
 
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Post » Sun Dec 27, 2009 8:53 am

so about 1.5 is the max without major landscape editing. so everything at the top of red mountain would clear the limit. that would still give plenty of room for settlement expansion and such. although on further thought. he could ave doubled it without a problem. since if you double it you would have to drop the z axis of everything by half to keep the right water levels. so double the size of the land and dropping the z axis of everything uniformly would do the trick of keeping it below the limit.
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Justin
 
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Post » Sat Dec 26, 2009 11:10 pm

I posted in tracemaster's thread about Morrowind rebirth, asking if he could raise it slightly, so he could possibly do it, though not drastically, we'll see, he's planning pn doing all of vvardenfel, so there is a good opportunity.
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leni
 
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Post » Sat Dec 26, 2009 10:24 pm

so about 1.5 is the max without major landscape editing. so everything at the top of red mountain would clear the limit. that would still give plenty of room for settlement expansion and such. although on further thought. he could ave doubled it without a problem. since if you double it you would have to drop the z axis of everything by half to keep the right water levels. so double the size of the land and dropping the z axis of everything uniformly would do the trick of keeping it below the limit.


That meethod would keep things below the limit, but Red Mountain would look more like a hill than before... Just throwing this out there, but could it be possible to raise the sky?
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Ezekiel Macallister
 
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Post » Sun Dec 27, 2009 8:08 am

That meethod would keep things below the limit, but Red Mountain would look more like a hill than before... Just throwing this out there, but could it be possible to raise the sky?

regrettably no, its a game engine limit. however if someone rescaled the land there it would be a fresh slate and we could reshape red mountain and its environs a bit to give it steepness before adding any statics.
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Jennie Skeletons
 
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Post » Sun Dec 27, 2009 4:57 am

What about lowering the sea level? If that was done then the whole world could be moved down to accommodate the mountain.
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kyle pinchen
 
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