[WIPz] Sheogorad - Forsaken Isles

Post » Tue Dec 14, 2010 11:13 pm

We're really pretty close to an alpha release. There is just a few more things to do (like landscaping). I'm hoping we can come up with something definitive during Christmas break.
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Laura Wilson
 
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Post » Tue Dec 14, 2010 10:13 am

That's good to read! :)
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My blood
 
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Post » Tue Dec 14, 2010 10:52 am

We're really pretty close to an alpha release. There is just a few more things to do (like landscaping). I'm hoping we can come up with something definitive during Christmas break.

thats great to hear! im assuming you got a hold of phitt?
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Lawrence Armijo
 
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Post » Tue Dec 14, 2010 6:21 pm

actually, no. the last I heard from Phitt was October 7th :( But I've been buggin him... and I'm sure he'll give us an update when he has some time.

As for me, I'm planning on trading my camera and old laptop for a brand new gaming machine soon (Donations welcome ;) ), and I'll start working on a few quests and finish up the dungeons that I've started.
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Dagan Wilkin
 
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Post » Tue Dec 14, 2010 5:38 pm

...he has said before that a lot that is left to do is landscaping, and I'm quite sure that can get pretty tedious...


Take it from me, he's absolutely correct! I just finished landscaping Black Marsh's beta regions and it was very painful. With experience, though, you can set it up so that it doesn't hurt as badly as it does when you begin. You learn a few tricks...
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kyle pinchen
 
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Post » Tue Dec 14, 2010 6:34 pm

Needed an extensive break from landscaping and the mod in general, but now I'm back on track and getting closer to an alpha release. All landscaping is 100% finished now except for the main island (which is about 70-80% done). I know most people are mostly interested in new models and stuff like that, but landscaping was by far the most painful experience while making this mod. A random screenshot showing a part of the finished landscape:

http://s66.photobucket.com/albums/h271/Phittte/Ald1.jpg

And finally Captain Ultima's map was implemented:

http://s66.photobucket.com/albums/h271/Phittte/AldMap.jpg

Once the main island is done (and I really, really hope that I can do it this time before losing motivation again) the mod is very close to an alpha release - only a few fixes and small things to do.
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Jeremy Kenney
 
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Post » Tue Dec 14, 2010 10:43 pm

I am of course excited for the new models (they're awesome) but I really appreciate you're going through the pains to completely landscape this thing. Can't wait till it's released.
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Charlotte X
 
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Post » Tue Dec 14, 2010 11:20 pm

Needed an extensive break from landscaping and the mod in general, but now I'm back on track and getting closer to an alpha release. All landscaping is 100% finished now except for the main island (which is about 70-80% done). I know most people are mostly interested in new models and stuff like that, but landscaping was by far the most painful experience while making this mod. A random screenshot showing a part of the finished landscape:

http://s66.photobucket.com/albums/h271/Phittte/Ald1.jpg

And finally Captain Ultima's map was implemented:

http://s66.photobucket.com/albums/h271/Phittte/AldMap.jpg

Once the main island is done (and I really, really hope that I can do it this time before losing motivation again) the mod is very close to an alpha release - only a few fixes and small things to do.

:drool:
my goodness Phitt... im in shock about how beautiful that it is! what an amazing job! thx for all you and your teams hard efforts!
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Laura Elizabeth
 
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Post » Tue Dec 14, 2010 9:57 pm

Nice to see you working on this project again Phitt. I've only done a little bit of landscaping in the CS, but I know how hard it is and doing detailed landscaping in a mod of this scale is an insane amount of work. But what you've done so far looks fantastic, keep up the good work. :foodndrink:
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Captian Caveman
 
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Post » Tue Dec 14, 2010 11:49 am

Good news Phitt! It's looking amazing. All that hard work really looks like it's going to pay off.
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Devin Sluis
 
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Post » Tue Dec 14, 2010 11:10 am

Yes, thank you Pitt. After seeying the morrowind stuff in silgrad tower beta, I'm remembering my love for Morrowind. Good luck with the landscaping ^^
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Marquis deVille
 
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Post » Tue Dec 14, 2010 1:12 pm

Great work Phitt - landscaping is a pain, and I would know as I'm doing it now! (Well not right now, as I'm taking a break on the forums :P ) I find the best way to keep motivated/engaged with it is to add miscellaneous little interesting details, but unfortunately this makes it more time consuming. :shrug: It is looking fantastic now though - keep it up! :thumbsup:
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Kara Payne
 
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Post » Tue Dec 14, 2010 7:30 pm

Very cool stuff. Is that a cliff racer I see up there? Juib missed one!
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Tyrel
 
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Post » Tue Dec 14, 2010 11:17 pm

Maybe... why not use this parasol's texture? => http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8807
:lightbulb:
and possibly the parasol's trunk of this mod (only the 'Vurt_HiRes_Shrooms.rar' file) => http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8190
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Naughty not Nice
 
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Post » Wed Dec 15, 2010 2:09 am

Great work Phitt - landscaping is a pain, and I would know as I'm doing it now! (Well not right now, as I'm taking a break on the forums :P ) I find the best way to keep motivated/engaged with it is to add miscellaneous little interesting details, but unfortunately this makes it more time consuming. :shrug: It is looking fantastic now though - keep it up! :thumbsup:


That is the problem. I try to add as many details as possible, but with ~600 cells to landscape from scratch I simply can't spend 1+ hour per cell. I started landscaping about three years ago (obviously with a lot of breaks in between) and I'm still not done yet.

Very cool stuff. Is that a cliff racer I see up there? Juib missed one!


There are quite a few cliff racers, but they're just for decoration purposes circling high above in the sky. The Jiub rumor was more an 'inside joke' anyway and not a full-blown lore fact I'd say :P.

Maybe... why not use this parasol's texture? => http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8807
:lightbulb:
and possibly the parasol's trunk of this mod (only the 'Vurt_HiRes_Shrooms.rar' file) => http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8190

There is examples with these textures (above) =>
http://img3.imageshack.us/img3/536/sanstitre1qfh.jpg
http://img17.imageshack.us/img17/60/sanstitre2ti.jpg
http://img153.imageshack.us/img153/8177/sanstitre3dlq.jpg
http://img826.imageshack.us/img826/2703/sanstitre4u.jpg
http://img703.imageshack.us/img703/4629/sanstitre5j.jpg
http://img52.imageshack.us/img52/880/sanstitre6fk.jpg


We already have a custom texture made from scratch for the parasols (made by our very talented texture artist Kzinistzerg) that looks like the original texture, only in highres. An tbh I think it looks way better (and obviously much more similar to the 'real' MW texture) than the one from the replacer you linked to, which looks more like a random googled mushroom top texture. I even have a highres version of the parasol texture on my hd, so if people hate seeing their 2gb of vram unused I can give them all they need. But for the initial release I aim for a texture size similar to what would be used in vanilla Oblivion.
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Alyce Argabright
 
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Post » Tue Dec 14, 2010 9:17 pm

Ah great!!! Highres version powaaa! :celebration:
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michael danso
 
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Post » Wed Dec 15, 2010 2:56 am

Oh wow, good news from 2 of the biggest Morrowind mods in the making in one week, splendid!
And the quality is one again baffling!
Very glad those Cliffracers are staying high and dry though:P.
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Nathan Risch
 
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Post » Tue Dec 14, 2010 7:40 pm

There are quite a few cliff racers, but they're just for decoration purposes circling high above in the sky.

Perfect, just as we always wanted them!
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Naomi Ward
 
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Post » Tue Dec 14, 2010 5:43 pm

Perfect, just as we always wanted them!

:lol:
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Rachyroo
 
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Post » Tue Dec 14, 2010 2:17 pm

Fabulous!

Did the interiors I made get used?
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ANaIs GRelot
 
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Post » Wed Dec 15, 2010 3:36 am

I've been reading since the first thread, and I'm amazed at how much progress there's been - I half expected it to be vaporware... should have known better :) And one incidental question, what are you doing with the vampire hideouts - the Aundae clan stronghold for example?
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Kira! :)))
 
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Post » Tue Dec 14, 2010 5:36 pm

Updated the esm and (again) generated preliminary LOD. Since landscaping isn't finished it is not complete, but I guess posting a few LOD screens can't hurt:

http://s66.photobucket.com/albums/h271/Phittte/LOD1-1.jpg

http://s66.photobucket.com/albums/h271/Phittte/LOD2-1.jpg

Fabulous!

Did the interiors I made get used?


Sure, why would I not use them?

I've been reading since the first thread, and I'm amazed at how much progress there's been - I half expected it to be vaporware... should have known better :) And one incidental question, what are you doing with the vampire hideouts - the Aundae clan stronghold for example?


Vampires are currently last on the to-do list, sorry. Personally I never liked playing as a vampire. We also won't have all the dungeons in the Sheogorad region complete for the alpha release (there are 35 of them). If it is in then Ashmelech will probably be a regular Velothi tomb with vampires inside, but no special quests or backstory or anything like that. But the mod will be in esm format, so vampire lovers can easily add their own ideas.
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Nymph
 
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Post » Tue Dec 14, 2010 7:09 pm

Beautiful screenshots Phitt, you really captured the look and feel of Morrowind.
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Tiffany Castillo
 
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Post » Wed Dec 15, 2010 1:29 am

Oh. My. God! :drool:

Absolutely stunning. Though I must wait, that doesn't mean I have to like doing so. :sad:

Awesome things to look forward to, even so. :)
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Sasha Brown
 
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Post » Tue Dec 14, 2010 9:31 pm

Really nice stuff! I love those Velothi towers!
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Hazel Sian ogden
 
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