Show us what you are working on #26

Post » Thu May 03, 2012 4:47 am

Also is that "Mountainous Red Mountain" in the background? Or just the same meshes/textures?
Yes, it's Mountainous Red Mountain in the background. Distant land is at around 36 cells, just to give you a measure of the distance.
Wow, those rock stairs look gorgeous! The name is a bit cheesy though...
Thank you! The name is just something temporary until I can come up with a decent name.
I agree with the name being cheesy, but that's just made for wandering around in. My characters would absolutely love it. I can just see standing next to the statue in the first pic and watching the sun rise.
There is plenty of spots to see beautiful scenery around the volcano, inside it and above it. I hope you have many water-breathing potions, and some levitation ones too, because you'll need them.
Hope it has plenty of Centurions wandering around the interiors. :smile:
I have yet to see how NPCs/creatures walk/run on the rather bumpy terrain. I'm starting doing the interiors.
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Robert Jackson
 
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Post » Thu May 03, 2012 12:27 pm

I have yet to see how NPCs/creatures walk/run on the rather bumpy terrain. I'm starting doing the interiors.

I anticipate a lot of pathgrid work for you with the exteriors. Have fun. :P
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Britta Gronkowski
 
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Post » Thu May 03, 2012 2:40 pm

I anticipate a lot of pathgrid work for you with the exteriors. Have fun. :tongue:
Oh, those are already done. It was fun! :lol:
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NeverStopThe
 
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Post » Thu May 03, 2012 4:26 am

looks good fulgore, I like the way up :)
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gandalf
 
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Post » Thu May 03, 2012 2:44 pm

Wow! this is awesome!
But I sure hope you will move it to Mainland Morrowind. Vvardenfell is so overcrowded.
I wish this was a replacer for one of the more generic Dwemer ruins in the game.
Well done!
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sw1ss
 
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Post » Thu May 03, 2012 10:44 am

Wow! this is awesome!
But I sure hope you will move it to Mainland Morrowind. Vvardenfell is so overcrowded.
I wish this was a replacer for one of the more generic Dwemer ruins in the game.
Well done!
I'll move it in Azura's Bay when Sacred East will come out.
looks good fulgore, I like the way up :smile:
Thank you Praedator!!!
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Vickey Martinez
 
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Post » Thu May 03, 2012 2:32 pm

I'll move it in Azura's Bay when Sacred East will come out.

Maybe you could work that migration into the lore of the place? Like, it rests on some kind of shifting magical plate? I don't know if there's room for that in the lore, then again, I like breaking the lore. :P

By the way, since I never actually used it, there's a Dwemerish location name I'll run by you: Ahkmchambir.
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Kate Schofield
 
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Post » Thu May 03, 2012 1:45 am

Ahkmchambir.

Ack! My Chamber!

I love Dwemer location names! :)
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Manuela Ribeiro Pereira
 
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Post » Thu May 03, 2012 7:20 am

The migration was just because I was looking at TR maps and I saw that Azura's Bay was big enough to fit the whole place in, so I thought it could have been cool to have a large bay with a volcano in the middle.
Ahkmchambir? Sounds good! Taken.
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carley moss
 
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Post » Thu May 03, 2012 4:52 pm

The migration was just because I was looking at TR maps and I saw that Azura's Bay was big enough to fit the whole place in, so I thought it could have been cool to have a large bay with a volcano in the middle.
Ahkmchambir? Sounds good! Taken.

Okay, I get it. Yes, that will be cool. Like a mini-Vvardenfell. :)

Glad you like the name. It was going to be a Dwemer ruin where they hid a bunch of valuable items during the war, like a giant cache. I never finished it though, and don't plan to. I'm good with my project list as is.
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Nicole M
 
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Post » Thu May 03, 2012 3:29 pm

Pics from the current build of Morrowind Rebirth:

http://img441.imageshack.us/img441/7464/westgashrebirth.jpg
http://img41.imageshack.us/img41/3066/seydaneenrebirth2.jpg
http://img705.imageshack.us/img705/4585/seydaneenrebirth1.jpg
http://img718.imageshack.us/img718/5164/pelagiadrebirth.jpg
http://img12.imageshack.us/img12/983/pelagiadrebirth2.jpg
http://img710.imageshack.us/img710/4072/ebonheartrebirth2.jpg
http://img718.imageshack.us/img718/3152/ebonheartrebirth1.jpg
http://img11.imageshack.us/img11/9839/drenplantationrebirth1.jpg
http://img714.imageshack.us/img714/2442/calderarebirth2.jpg
http://img163.imageshack.us/img163/7695/calderarebirth1.jpg
http://img813.imageshack.us/img813/8952/balmorarebirth3.jpg
http://img252.imageshack.us/img252/6789/balmorarebirth2.jpg
http://img685.imageshack.us/img685/5752/balmorarebirth1.jpg
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Alyesha Neufeld
 
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Post » Thu May 03, 2012 8:32 am

Trance: the screens look nice. However, I think you should make the farms denser, either by making them a bit smaller or adding another row on the plot. There seems to be a lot of space a farmer could use to grow even more plants on the plots.
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claire ley
 
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Post » Thu May 03, 2012 1:14 am

Trance: the screens look nice. However, I think you should make the farms denser, either by making them a bit smaller or adding another row on the plot. There seems to be a lot of space a farmer could use to grow even more plants on the plots.

Refering to this pic: http://img11.imageshack.us/img11/9839/drenplantationrebirth1.jpg ?

I started of a lot denser, however the engine will go bananas if I keep adding more things to that area :P
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Laura-Jayne Lee
 
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Post » Thu May 03, 2012 9:42 am

Refering to this pic: http://img11.imageshack.us/img11/9839/drenplantationrebirth1.jpg ?

I started of a lot denser, however the engine will go bananas if I keep adding more things to that area :tongue:

Not that there is anything wrong with your farm - it's gorgeous, but I built http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash4/430493_276062662470961_250637605013467_621423_302797217_n.jpg in Keening that's very densely planted and I haven't noticed an fps hit. Could that be because of MGE XE? I don't use XE, as my computer gives me an fps of less than 2 with XE enabled, regardless of location. So, I'm asking because I can't test my own work on Morrowind using MGE XE yet.
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RaeAnne
 
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Post » Thu May 03, 2012 8:29 am

actually MGE XE is more FPS friendly than MGE. You can better alter the level of detail, as well as AA sampling.
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Emmanuel Morales
 
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Post » Thu May 03, 2012 1:47 am

actually MGE XE is more FPS friendly than MGE. You can better alter the level of detail, as well as AA sampling.

Oh, I should mention I was referring to using them with Distant Land and Shaders turned OFF. Switching back to MGE brought my FPS back to a workable level. *shrugs*
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Betsy Humpledink
 
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Post » Thu May 03, 2012 5:58 am

you must have a pretty old system then I am afraid.
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Tom
 
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Post » Thu May 03, 2012 11:50 am

you must have a pretty old system then I am afraid.

I only have 4 gb of ram, but I can run both Oblivion and Skyrim.. just not Morrowind Distant Land. *shrugs* But I think you misunderstand... my inquiry was not about the value of one MGE version over another... I was asking because trancemaster mentioned that a dense farmland would cause the engine to go bananas. Meanwhile, on my "old system," I am creating very dense farms and not having a problem. So, naturally I was curious as to why that was... and I guess the answer is that even with a powerful computer while running distant land, the engine may not be able to handle more intense exteriors. Being unable to test my dense interiors on MGE XE, I figured it was okay to ask. as that really applies to all of us. Few of us are game studios that can test out the performance of our work on a variety of systems. I think it's an important thing to know if making detailed exteriors in a mod is just going to wreck the performance of someone's game, right? But Chaka started this thread, which seems to be pretty much the same question: http://www.gamesas.com/topic/1360367-game-restrictions-how-much-per-cell/.
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Kate Murrell
 
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Post » Thu May 03, 2012 12:33 pm

I only have 2 gb of ram. *shrugs* But I think you misunderstand... my inquiry was not about the value of one MGE version over another... I was asking because trancemaster mentioned that a dense farmland would cause the engine to go bananas. Meanwhile, on my "old system," I am creating very dense farms and not having a problem. So, naturally I was curious as to why that was... and I guess the answer is that even with a powerful computer while running distant land, the engine may not be able to handle more intense exteriors. Being unable to test my dense interiors on MGE XE, I figured it was okay to ask. as that really applies to all of us. Few of us are game studios that can test out the performance of our work on a variety of systems. I think it's an important thing to know if making detailed exteriors in a mod is just going to wreck the performance of someone's game, right?

It's not the problem in the farms, but overall object/face count in the area. You can check a thread I where was asking about these numbers bellow this one.
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Darren
 
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Post » Thu May 03, 2012 12:49 pm

Being unable to test my dense interiors on MGE XE, I figured it was okay to ask. as that really applies to all of us. Few of us are game studios that can test out the performance of our work on a variety of systems. I think it's an important thing to know if making detailed exteriors in a mod is just going to wreck the performance of someone's game, right?

Certainly a legitimate concern, especially when building a mod (Sorry, "expansion pack" :P) like KEENING. In looking at what I've seen so far, I do imagine there's a strong chance my game is going to throw a tiny fit when I install it and venture over to that island. Now, I'm the kind of person who will gladly modify someone's work as much as I have to get it to function properly for me (not that I do it often), but I'm insane. One cannot count on having a guy like me as a majority of their fanbase. :P

The best person to consult around these parts, when it comes to density and object numbers and such, is probably Praedator.
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yermom
 
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Post » Thu May 03, 2012 3:41 am

especially when building a mod (Sorry, "expansion pack" :tongue:) like KEENING.

It's a mod. ;) Calling it Expansion Pack just makes me happy, and one need to be happy in order to do lots of work for no pay. ^_^
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Rudy Paint fingers
 
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Post » Thu May 03, 2012 6:29 am

Heh, some people who get paid to do something aren't happy at all. :P
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Carys
 
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Post » Thu May 03, 2012 8:03 am

Just posting a release announcement of a project I've been working on.

Enhanced Economics
Version 1.3
Cleaned with Enchanted Editor
Requires only Morrowind

Description

With the passing of time the Vvardenfell economy grows. New trade links and previously unexplored regions have been opened for and although many dangers still exist, merchants have expanded to the four corners of the continent. More ingredients have become available. More weapons. More items. More clothing. More armour. More alchemy. More of what the population of Morrowind are willing to shed gold for. And where the gold goes, the Merchants follow.

This mod adds to the leveled lists

- 86 types of alchemic brews
- 2 alchemy apparatus
- 64 pieces of armour
- 28 books
- 9 clothing
- 27 enchantments
- 16 ingredients
- 182 miscellaneous items
- 1 new lockpick
- 4 repair equipment
- 158 weapons

Enhanced Economics places custom objects in the leveled lists. It adds the random chance of finding new and unique items in locations across the land. In boxes and closets, in urns and in vases, every time you explore a chest, barrel or crate, there will be a chance of finding something different.

Download

My site on Tumblr
- http://crankgorilla.tumblr.com/

PES
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9241

Thanks and I hope you get a chance to try it!
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Niisha
 
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Post » Thu May 03, 2012 9:13 am

Thanks, Crankgorilla! I'll check it out right now.... along with a few of your other mods, too :)
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Unstoppable Judge
 
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Post » Thu May 03, 2012 6:56 am

I only have 4 gb of ram, but I can run both Oblivion and Skyrim.. just not Morrowind Distant Land. *shrugs* But I think you misunderstand... my inquiry was not about the value of one MGE version over another... I was asking because trancemaster mentioned that a dense farmland would cause the engine to go bananas. Meanwhile, on my "old system," I am creating very dense farms and not having a problem. So, naturally I was curious as to why that was... and I guess the answer is that even with a powerful computer while running distant land, the engine may not be able to handle more intense exteriors. Being unable to test my dense interiors on MGE XE, I figured it was okay to ask. as that really applies to all of us. Few of us are game studios that can test out the performance of our work on a variety of systems. I think it's an important thing to know if making detailed exteriors in a mod is just going to wreck the performance of someone's game, right? But Chaka started this thread, which seems to be pretty much the same question: http://www.gamesas.com/topic/1360367-game-restrictions-how-much-per-cell/.

I answered in that thread.
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Neliel Kudoh
 
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