Show Us What You're Working On!

Post » Fri Jun 25, 2010 10:15 am

I can't take credit for the textures, unfortunately. It is indeed Valenwoody, though.


http://i261.photobucket.com/albums/ii44/Cool_Shady/MGEScreenshot1-2.jpg :D

I love the lighting of that shot. And your second screen. It is indeed challenging to design for Morrowind, especially with MGE. But results are worth it.
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Liii BLATES
 
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Post » Fri Jun 25, 2010 7:01 am

Fixing http://www.gamesas.com/index.php?/topic/1097715-relz-khuul-expanded/page__p__16037529__fromsearch__1&#entry16037529
Working on perfecting/releasing http://www.gamesas.com/index.php?/topic/1032302-wipz-realistic-combat/page__p__14952602__fromsearch__1&#entry14952602
Working on a crime/evil mod that lets player do evil things, and fleshes out guard reactions and "wanted levels."
An innovative TC that isn't ready for recruitment yet.



Do you need help with this? Here is what you do:
Each "tree" that is chop-able must have a script upon it, and therefore all MW trees must be converted to activators. This is pretty easy to do and has probably already been done for you.
Within the script of the tree, we need to first detect the player's actions. We also need to define the hit points of the tree. That said...

......

Try this approach. You might wanna make a Player->GetWeaponType check somewhere in that script to prevent it from running unless the player has an axe equipped.


Thanks, but not all that helpful. You might have noted that I had that part more-or-less working (distance check, "attack", and result), INCLUDING checking that the currently equipped class of weapon was an axe. Your script essentially duplicates most of what I had already done, although not in exactly the same manner, and probably with a lot less fumbling with the code than my relative novice attempts.

Applying damage by spell (Disintegrate Weapon) didn't seem to affect the player character's weapon for some reason, not matter how I did it, and there is no command in the CS to do it directly. I eventually gave up on alternate methods, like momentarly converting the tree to a creature so the game's built-in combat resolution mechanisms could apply the proper wear and damage, but that caused all sorts of other issues with followers going into fight mode and other undesirable things like that.

The second-generation try at it, using fallen branches rather than cutting down trees, is currently stalled for lack of appropriate fallen branch models and textures (and my lack of ability to create them yet), not by scripting issues (I gave up in frustration on adding axe wear).
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josie treuberg
 
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Post » Fri Jun 25, 2010 11:56 am

splendid!!! :bowdown:
did you envisage to make them public?


Thanks for the comment :)
The house needs some cleaning before attempting a release, I have one or two oddities to get rid off first.
I've been so used to the house that I was comfortable with all. Then the house itself it's a mixture of very different ingredients.
You'll see it better in the screens below:

http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-43-32-56.jpg

I have an old issue with this one. I used DM Ingredients Pots and Sorter to get my MW, Tribunal and Bloodmoon ingredients sorted and Nicoliathan desorter to get them successfully desorted.
It's an extremely useful resource, but I have two issues: first is I lack two pots (kreshweed and human skin) from DM's and I don't know why aren't they there; second is I have in the warnings "the human skin pot is missing", and I couldn't find it in the resource. I don't get error message for kreshweed.

More:

http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-54-13-59.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-47-02-44.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-50-55-37.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-52-37-54.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-45-38-73.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-41-51-22.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-57-34-69.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-58-06-21.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-58-40-57.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/MGE%20Morrowind%202010/Morrowind2010-06-2509-59-00-63.jpg

Another reason that stopped me from attempting a release was the following: absolutely all object names are in spanish language, because I'm from that country.
A release should need an english version :)

As for the waterfall, the texture it's not good enough for a release. In fact, I'm searching a new one, it needs reflections too ;)
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Reven Lord
 
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Post » Thu Jun 24, 2010 9:26 pm

I can't take credit for the textures, unfortunately. It is indeed Valenwoody, though.


http://i261.photobucket.com/albums/ii44/Cool_Shady/MGEScreenshot1-2.jpg :D


:wub:


Those shots look fantastic.
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Marilú
 
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Post » Fri Jun 25, 2010 10:53 am

Thanks, but not all that helpful. You might have noted that I had that part more-or-less working (distance check, "attack", and result), INCLUDING checking that the currently equipped class of weapon was an axe. Your script essentially duplicates most of what I had already done, although not in exactly the same manner, and probably with a lot less fumbling with the code than my relative novice attempts.

Applying damage by spell (Disintegrate Weapon) didn't seem to affect the player character's weapon for some reason, not matter how I did it, and there is no command in the CS to do it directly. I eventually gave up on alternate methods, like momentarly converting the tree to a creature so the game's built-in combat resolution mechanisms could apply the proper wear and damage, but that caused all sorts of other issues with followers going into fight mode and other undesirable things like that.

The second-generation try at it, using fallen branches rather than cutting down trees, is currently stalled for lack of appropriate fallen branch models and textures (and my lack of ability to create them yet), not by scripting issues (I gave up in frustration on adding axe wear).


Make the spell a "disease" with an effect of Disintegrate Weapon by 10 points. The script should automatically apply the spell and then remove it within the half-second -- I tested this myself and found that your weapon's health will decrease by 10 points with each application of the spell.

And I'll say this just in case, since I usually forget while testing: make sure TGM is off.
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alicia hillier
 
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Post » Fri Jun 25, 2010 8:01 am

Currently working on a http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=2509 and thinking of new books for Stuporstar's book mod. The companion is coming along slowly because my wife and I have been busy with various things and projects around the house. I'm planning on making Wolfie interact with Jasmine (and visa-versa) once I get the MQ dialog done and do his romance line as well as his individual quests. Eventually we'll finish Kiteflyer's Keening reforged mod. :whistling:
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Stat Wrecker
 
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Post » Fri Jun 25, 2010 2:55 am

Still slowly plugging away at Deus Ex Machina. Currently to work on a http://i188.photobucket.com/albums/z307/Trainwiz/dwemerprison.jpg with of course, trains.

For Boatmurdered, a Dorf Fortress inspired mod, I've got the basic landscape down, now just researching into the world of Dwarf Fortress, and trying to find a carp model.

For Ankh-Morpork, finished the exterior (I has a map), got Terry Pratchett to acknowledge it, as well as a video of him talking for twenty minutes straight about his adventures in Oblivion.

So yeah, just working.
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jasminε
 
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Post » Fri Jun 25, 2010 1:17 am

Hm, what a nice thread.

[REL] - Nicos Gift
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift1.jpg
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift2.jpg

[WIP]
1. See my signature
2. Trollf's Junkyard:
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/TrollfsJunkyard.jpg
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cosmo valerga
 
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Post » Fri Jun 25, 2010 12:32 am

Hm, what a nice thread.

[REL] - Nicos Gift
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift1.jpg
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift2.jpg

[WIP]
1. See my signature
2. Trollf's Junkyard:
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/TrollfsJunkyard.jpg

Wow your weapons are gorgeous kalian! Nice work on them :goodjob:
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Connie Thomas
 
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Post » Fri Jun 25, 2010 6:24 am

Thanks, Melchior. But it's only my convertion from Oblivion, heh, It's very simple so sometimes I convert some weapons from different mods. Thank Dagot, I have Nico's and Trollf's permission to do that.
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Sherry Speakman
 
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Post » Thu Jun 24, 2010 11:35 pm

Here's an old picture from an island I've been messing around with for a while. This 1 screen covers like...maybe...1 cell. There are 20+ cells for the entire island.
http://i219.photobucket.com/albums/cc24/Syrcanus/frozenwater.png

These next pictures are from a mod I'm calling Wolverine Hall Renovated, which was originally just going to be an update for Sadrith Mora Mages Guild Expanded by Master Sam. I'm too lazy to take pictures of all the interiors, but you get the idea. Not all of these screens are up to date.
http://i219.photobucket.com/albums/cc24/Syrcanus/WHR.jpg
http://i219.photobucket.com/albums/cc24/Syrcanus/WHR2.jpg
http://i219.photobucket.com/albums/cc24/Syrcanus/MGEScreenshot7-1.png
http://i219.photobucket.com/albums/cc24/Syrcanus/MGEScreenshot5-1.png
http://i219.photobucket.com/albums/cc24/Syrcanus/MGEScreenshot3-1.png
http://i219.photobucket.com/albums/cc24/Syrcanus/MGEScreenshot2-1.png
http://i219.photobucket.com/albums/cc24/Syrcanus/MGEScreenshot1-1.png
http://i219.photobucket.com/albums/cc24/Syrcanus/WHR3.jpg
http://i219.photobucket.com/albums/cc24/Syrcanus/WHR4.jpg
http://i219.photobucket.com/albums/cc24/Syrcanus/WHR5.jpg

In http://s1.zetaboards.com/Illustrious_Studios/topic/330604/1/ over at the IS site you can also look at a bunch of screens for a mod that I currently have on hold.

I have other stuff in the works also, but I'm not willing to post about them yet for various reasons.
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Alexis Acevedo
 
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Post » Fri Jun 25, 2010 2:32 am

http://i261.photobucket.com/albums/ii44/Cool_Shady/MGEScreenshot1-2.jpg :D


Okay, now I really want to see it!
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Chris Cross Cabaret Man
 
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Post » Fri Jun 25, 2010 12:34 pm

started unique ghostgate. here is sample video http://www.youtube.com/watch?v=d8JjFr8MEfQ textures are from vagabondangel and starwarsguy9875. as soon as i finish and get usage OK from them i will release. this is just a start. once that's done then will be the velothi domes, and then vivec. so they can be different from each other.
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El Khatiri
 
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Post » Fri Jun 25, 2010 2:10 am

This is something I threw together this morning. Not sure if this is the place for it-- it's just a random thing and I guess it's done, I just don't know how to implement it in-game. http://img341.imageshack.us/img341/5936/packracer.jpg A note, textures in this pic are connary's-- it'll use whatever textures you use in your game :)


Lol.


Working on same old - The Arificer's Hand:

http://yfrog.com/3dmgescreenshot111j
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u gone see
 
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Post » Fri Jun 25, 2010 2:00 am

http://yfrog.com/3dmgescreenshot111j

Wowza! :shocking: That looks like an epic Dwemer metropolis!
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Mr.Broom30
 
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Post » Fri Jun 25, 2010 1:10 am

Wowza! :shocking: That looks like an epic Dwemer metropolis!


Ta. It started out as just a little Dwemer shop ha ha.

http://yfrog.com/jbmgescreenshot112j
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loste juliana
 
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Post » Thu Jun 24, 2010 9:01 pm

Well, at Fall of 2009, I manage to give the Ungen Race a body replacer using Liztail's BB for Argonians. http://i534.photobucket.com/albums/ee350/Qawsed_Asap/CoH/Ungen20Body.jpg. I also wanted to start adding NPCs via unique and MCA, but I got my order for Fallout 3 at that time and well, it becomes more and more that other games follows and came into my distraction and I haven't added a single NPC, grrrr. So its still "in progress". :sigh:
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Myles
 
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Post » Fri Jun 25, 2010 12:00 pm

Holy COW that Dwemer City is Fantastic please say that you will make some quests and put a lore in then release it PLEASE lol
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mishionary
 
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Post » Fri Jun 25, 2010 10:09 am


The water fall has a reflection and bump map which will be tweaked still before I upload them.

What BC tree? :o I do have a bark texture that I use for my BC trees that I never uploaded, did you see that somewhere?


So modest! What do you call this http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=LG_Tree_Scale.png?
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CArla HOlbert
 
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Post » Thu Jun 24, 2010 9:11 pm

After reading a few books in the game, they mentioned locations that don't exist. So I've taken it upon myself to recreate them as best as I can using resources in the default game. Pretty much done, I just need to stop being lazy and release it. :P

The Axe Man
http://img4.unforgiving-parasite.net/MGE%20Screenshot%2099.jpg

Unnamed Book
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20100.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20101.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20102.jpg

Trap
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20104.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20103.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20105.jpg

Spoiler
The dead man in the cellar in the Recently Deceased screenshot is the main character in Trap. I was originally going to make it an escort mission to save him, but then I realised that nobody is going to want to escort an NPC in the middle of nowhere to a town for little to no reward, especially with Morrowind's depressing NPC AI and pathfinding skills. So he's dead. Guess the vampires finally got bored of that meal.


Note: In the Crumbling Shack screenshot, the dead guy isn't supposed to be dead. Saw right through my invisibility spell. Had to kill the poor vampire. My apologies.
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Britney Lopez
 
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Post » Fri Jun 25, 2010 3:52 am

Lol.


Working on same old - The Arificer's Hand:

http://yfrog.com/3dmgescreenshot111j



Ta. It started out as just a little Dwemer shop ha ha.

http://yfrog.com/jbmgescreenshot112j


And I was already amazed when I first saw the pictures and videos of that little shop :P With each new picture you make me want it more!
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Leonie Connor
 
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Post » Fri Jun 25, 2010 2:34 am

Working on same old - The Arificer's Hand:

http://yfrog.com/3dmgescreenshot111j

You weren't kidding when you said expanded! :clap:
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Alexandra walker
 
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Post » Fri Jun 25, 2010 7:22 am

After reading a few books in the game, they mentioned locations that don't exist. So I've taken it upon myself to recreate them as best as I can using resources in the default game. Pretty much done, I just need to stop being lazy and release it. :P

The Axe Man
http://img4.unforgiving-parasite.net/MGE%20Screenshot%2099.jpg

Unnamed Book
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20100.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20101.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20102.jpg

Trap
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20104.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20103.jpg
http://img4.unforgiving-parasite.net/MGE%20Screenshot%20105.jpg

Spoiler
The dead man in the cellar in the Recently Deceased screenshot is the main character in Trap. I was originally going to make it an escort mission to save him, but then I realised that nobody is going to want to escort an NPC in the middle of nowhere to a town for little to no reward, especially with Morrowind's depressing NPC AI and pathfinding skills. So he's dead. Guess the vampires finally got bored of that meal.


Note: In the Crumbling Shack screenshot, the dead guy isn't supposed to be dead. Saw right through my invisibility spell. Had to kill the poor vampire. My apologies.


Wonderful!

I had a similar idea for the island of Gorne (spelling??) - The house indoril island that was attacked by the sixth house - but then I learnt TR will be making it in the next release :D
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Danny Blight
 
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Post » Fri Jun 25, 2010 7:19 am

http://yfrog.com/jbmgescreenshot112j
[/quote]


Reminds me of a refinery. which helps show more of the dwemer tech level and kinda fills in the hole between mines and robots. cool
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Angela
 
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Post » Thu Jun 24, 2010 11:48 pm

You weren't kidding when you said expanded! :clap:


Here is where the word "expanded" has all its magnificence O o
Amazing dwemer city!
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Nathan Risch
 
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