Show Us What You're Working On!

Post » Fri Jun 25, 2010 12:03 am

A Work in Progress Thread for the Community

This is a thread intended for the community as a whole. A place to show and discuss with the community what you are working on without the obligation that a "WIP" thread generally implies, for those who are just not quite to the point where there project warrants a formal "WIP" thread, or for whatever reason you might have for not wishing to start a "WIP" thread. :)

As this is in the Morrowind modding forum please keep whatever you are showing here limited to Morrowind mods or projects that you intend to implement into your game.

So lets see what your up to. :)

_________________________________________________________________________________________





I will start with a video I posted in another thread showing Indoril armor bump mapped and ref mapped along with the help of MCP. :foodndrink: Also shown is a waterfall re-texture I was working on months ago, though it wasn't intended to be the focus of the video. :S The waterfall I will finish at some point and release. The armor I am not sure about yet.

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=IndorilArmor.mp4
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teeny
 
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Post » Thu Jun 24, 2010 4:57 pm

So lets see what your up to. :)


Shouldn't that be, "So let us see up to what you are"? After all, it's a federal crime to end with a preposition, right up there with murder.
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Carys
 
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Post » Thu Jun 24, 2010 11:18 pm

this is great, i meantion something like this on the screenshot thread :bowdown: ok i'll go next:

first as i'm retexturing stuff (maybe not improving it though) like a mad man just to learn:
dagoth_jeffs suggestion :wavey: http://i740.photobucket.com/albums/xx49/wollibeebee/MGEScreenshot43.png?t=1277350695 (clipping cos i forgot better bodies :stare: )

then a city for some one :wavey: (sry if u wanted it kept secret but i'm having to much fun :P ) http://i740.photobucket.com/albums/xx49/wollibeebee/formatt.png?t=1277350820

then i'm making a house
and copying aof but with helseth armor
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bonita mathews
 
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Post » Fri Jun 25, 2010 8:02 am

Shouldn't that be, "So let us see up to what you are"? After all, it's a federal crime to end with a preposition, right up there with murder.


I made several grammar errors in my initial post, in the past, and will more then likely continue to. :P However what you wrote doesn't seem to imply the same thing I was attempting to. :whistling: Either way I am only concerned about my grammar as far as it is readable and understandable. :)

Now stop critiquing my grammar and "show us what you're up to." :glare:



this is great, i meantion something like this on the screenshot thread ok i'll go next:

first as i'm retexturing stuff (maybe not improving it though) like a mad man just to learn:
dagoth_jeffs suggestion http://i740.photobuc...ng?t=1277350695 (clipping cos i forgot better bodies )

then a city for some one (sry if u wanted it kept secret but i'm having to much fun ) http://i740.photobuc...ng?t=1277350820

then i'm making a house
and copying aof but with helseth armor



Yes, I sorta stole the idea from another forum. :whisper:

Is that armor from OB mod? The mask sorta reminds me of Mantodea aka Braddocks indoril hlem.

For texturing help..... I had some links that videos that offer some great tips and tricks for game art texturing, i will try to find them if you are interested?
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Josee Leach
 
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Post » Thu Jun 24, 2010 11:56 pm

AOF Please tell me you'll release that indoril armor! It's absolutely gorgeous! :drool:
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Jennie Skeletons
 
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Post » Thu Jun 24, 2010 9:25 pm

I made several grammar errors in my initial post, in the past, and will more then likely continue to. :P However what you wrote doesn't seem to imply the same thing I was attempting to. :whistling: Either way I am only concerned about my grammar as far as it is readable and understandable. :)

Now stop critiquing my grammar and "show us what you're up to." :glare:


It was a joke, though. Writing it the way I wrote it sounds very stilted and square. lol kinda like how Yoda talks
I'm working on pelagiad expanded right now, but I won't show you any pictures because it's top top top top (bottom) top secret!
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Dorian Cozens
 
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Post » Thu Jun 24, 2010 9:49 pm

I made several grammar errors in my initial post, in the past, and will more then likely continue to. :P However what you wrote doesn't seem to imply the same thing I was attempting to. :whistling: Either way I am only concerned about my grammar as far as it is readable and understandable. :)

Now stop critiquing my grammar and "show us what you're up to." :glare:






Yes, I sorta stole the idea from another forum. :whisper:

Is that armor from OB mod? The mask sorta reminds me of Mantodea aka Braddocks indoril hlem.

For texturing help..... I had some links that videos that offer some great tips and tricks for game art texturing, i will try to find them if you are interested?



yep sure! :nod: i've mainly been teaching my self (by reading what people's tips etc) and chainy has taught me quite a bit :hehe: but some proper tut's would be awesome.. and then i'll try and retexture the bottle's again :ahhh:
but thanks for that :celebration:

and kiteflyer, can we please not me this a request thread?? :facepalm:

edit: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4043 thats the armor and no it's not from oblivion but i nealy have it solved and i might get around to finishing the nord armor (cos that's another wip )
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StunnaLiike FiiFii
 
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Post » Fri Jun 25, 2010 6:57 am

Though it wasn't the showcase of the video, that waterfall retexture is VERY nice and I look forward to it being released at some point.
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Adam Baumgartner
 
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Post » Fri Jun 25, 2010 5:29 am

Nice safe thread AOF3 :)

I've been working on a quest mod that interlinks with the main quest through to the conclusion of Tribunal

It has a focus on mysticism and speechcraft and is dialogue intensive

Have been plugging away at it for 18 months now and posting occasional shots of NPC's in the screenshot thrreads - I do have a WIP on princess stomper's site - though not much detail about the mod there just screenshots of what I'm working on

This is a dream sequence of one of the character's http://yfrog.com/i3riellez

I recently exported the dialogue to do a spellcheck and clean up - and there are 1851 entries and I am about half way through the story line - all dialogue is prewritten in a special spreadsheet template I made which allows for spell checking and story tracking as a number of the NPC's have variable conversations depending on the choices the player makes

Some of the Vvardenfell NPC's are shown in this http://yfrog.com/2odunhavengolz

Part of the story takes the player down to Tear to a saltrice plantation run by House Dres and I recently completed the interiors, NPC placement and some of the trade that occurs there such as the market which includes a http://img641.imageshack.us/img641/1963/markett.jpg and slave market run by http://img25.imageshack.us/img25/7530/modryn.jpg

Cyrano kindly (and very patiently) has helped me with some scripting - scripting really slowed me down as I forget how painfully long it takes to test it. I really would like to get this finished this year but won't release until happy with it and until I feel I have got the bulk of it doneI won't start an official thread

Anyway it's nice to have a thread that allows a little showcasing without feeling committed
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Sandeep Khatkar
 
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Post » Thu Jun 24, 2010 11:10 pm

"Finishing" Better Music System, going to make a lite version and trying to make it compatible with all mods that adds new cells/landmasses. Then I think it would be "almost" complete.
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hannaH
 
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Post » Fri Jun 25, 2010 2:07 am

Though it wasn't the showcase of the video, that waterfall retexture is VERY nice and I look forward to it being released at some point.

Ditto. The armour is great too, breathes new life into the stock armour sets.

I've been working on a quest mod that interlinks with the main quest through to the conclusion of Tribunal

I've seen bits and pieces of your mod in various threads, I must say I'm very looking forward to playing it!

Here's a little thing from me, I've put http://www.gamesas.com/index.php?/topic/1068023-wip-pegasus-estate-second-thread/page__view__findpost__p__15520740 on the side for a while to work on a RP oriented mod for bards.
So far, I've got http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20A%20Bard%20s%20life/LUTES.jpg (weapon and armour) and 40 music sheets that can be played when a lute is equipped. A quest to get the 1st lute and song, a treasure hunt for the others. Much like in Entertainers, you can play in taverns for a bit of gold. There's much more planned but it's a start.
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Chavala
 
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Post » Fri Jun 25, 2010 3:19 am

http://i261.photobucket.com/albums/ii44/Cool_Shady/MGEScreenshot4.jpg :whisper:
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Emily abigail Villarreal
 
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Post » Fri Jun 25, 2010 12:11 am

I cross my fingers, and say it aloud: I'm working on a new release of Almilia's Daughters. Yes, I've made such an http://www.angelfire.com/rpg2/mad_weather/alm_announce.htm 2.5 years ago, and I actually started much earlier, and I'm still not done with it. And if I wait until everything that I want to implement will be completed... I have no idea how many lazy years it will take. But at least I've spent few last months debugging what already has been done, so an interim version may probably be ready for release... hopefully, *this* summer.
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Monika Fiolek
 
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Post » Thu Jun 24, 2010 10:28 pm

gonna make vivec, ghostgate, and velothi domes all individually unique. right now am looking at texture sets and considering which will be best for each set. have decided to use the white and purple marble one for ghostgate. since it looks real good with the blue forcfield.
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Dewayne Quattlebaum
 
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Post » Thu Jun 24, 2010 7:35 pm

I've made sporadic attempts at creating a Morrowind Crafting compatible addition that allows you to either cut or collect wood. My initial attempts got to where you could equip any standard axe and swing it at any tree "marked for cutting", causing a log to fall at your feet. This was very unrealistic, and not at all what I wanted as an "end product", but proved the concept and basic core of the script. The next stage was to have the "attack" apply damage to the tree or fallen branch until it was reduced to 0, which would THEN generate the logs. It was also supposed to apply gradual wear on the weapon to prevent you from running around non-stop and hacking down all of the trees in the game. These stages I failed miserably at doing, despite all sorts of workarounds using spell effects, converting the tree into a creature for the second that it took for the axe to hit and do damage, and all sorts of other weird methods to apply damage to both target and weapon. Sad to say, but so far, the CS has been getting the better of me.

Second attempt was to have the trees occasionally drop fallen branches, which you could cut up with your axe and collect as logs, rather than chop the whole tree down. This would have the advantage of not depleting the trees in the game, while providing a slowly renewable source of wood. Lack of decent models for the branches have all but put a stop to that, since I don't want anything like the heavy fallen trees that are currently used in the game, such as along the shoreline East of Suran. Eventually, I'll get back to it, even if I have to learn how to make the branches myself from scratch.

With nothing "useful" to show for the effort so far, I'm currently taking a break from the game to do a few other things (painting historical military miniatures, playing a historical computer wargame for a bit, fixing my house, etc.). After a couple of months, the urge to fire up MW again will hit as it usually does, and then I'll start taking a renewed interest in modding it.
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Krystina Proietti
 
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Post » Thu Jun 24, 2010 9:10 pm

http://i261.photobucket.com/albums/ii44/Cool_Shady/MGEScreenshot4.jpg :whisper:


Beautiful vista. Textures look top notch too. Something Valenwoody, perhaps?

Also, AOF, +2 to releasing those waterfall textures. Do they have some kind of special shine effect or summat? Ooh, ohh, and what about that retextured BC tree? Does it have any completed friends?
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Eileen Collinson
 
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Post » Fri Jun 25, 2010 12:39 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.

I've made sporadic attempts at creating a Morrowind Crafting compatible addition that allows you to either cut or collect wood. My initial attempts got to where you could equip any standard axe and swing it at any tree "marked for cutting", causing a log to fall at your feet. This was very unrealistic, and not at all what I wanted as an "end product", but proved the concept and basic core of the script. The next stage was to have the "attack" apply damage to the tree or fallen branch until it was reduced to 0, which would THEN generate the logs. It was also supposed to apply gradual wear on the weapon to prevent you from running around non-stop and hacking down all of the trees in the game. These stages I failed miserably at doing, despite all sorts of workarounds using spell effects, converting the tree into a creature for the second that it took for the axe to hit and do damage, and all sorts of other weird methods to apply damage to both target and weapon. Sad to say, but so far, the CS has been getting the better of me.

Second attempt was to have the trees occasionally drop fallen branches, which you could cut up with your axe and collect as logs, rather than chop the whole tree down. This would have the advantage of not depleting the trees in the game, while providing a slowly renewable source of wood. Lack of decent models for the branches have all but put a stop to that, since I don't want anything like the heavy fallen trees that are currently used in the game, such as along the shoreline East of Suran. Eventually, I'll get back to it, even if I have to learn how to make the branches myself from scratch.

With nothing "useful" to show for the effort so far, I'm currently taking a break from the game to do a few other things (painting historical military miniatures, playing a historical computer wargame for a bit, fixing my house, etc.). After a couple of months, the urge to fire up MW again will hit as it usually does, and then I'll start taking a renewed interest in modding it.


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...

Begin CT_SampleTreeScriptShort TreeHP ;Tree's HP.Short SwingState ;Necessary to assure tree's response to player's swing happens only once.Short Calculating ;To grab PC's strength.Float DamageTimer ;Time the degredation spell remains on you.If ( SwingState == 0 )	Set TreeHP to 100	Set SwingState to 1EndifIf ( SwingState == 1 ) ;This needs to happen once, not every frame.	If ( GetDistance Player < 200 ) ;The player should be close to the tree.		If ( Player->GetSoundPlaying "Weapon Swish" == 1 ) ;This is to detect the player's swing.			Set SwingState to 2 ;To keep code block from repeating.			PlaySound "Chop Sound" ;Whatever you choose...			Set Calculating to ( Player->GetStrength ) ;Grabbing player's strength.			Set TreeHP to ( TreeHP - Calculating ) ;Stronger player is, the more damage you do.			Player->AddSpell "Degrade Weapon" ;This should be your own spell, a "disease" that damages your weapon.		Endif	EndifEndifIf ( SwingState >= 2 ) ;Next step...	Set DamageTimer to ( DamageTimer + GetSecondsPassed ) ;We need to set this timer.EndifIf ( DamageTimer > 0.5 )	Set SwingState to 3	Set DamageTimer to 0	Player->RemoveSpell "Degrade Weapon" ;This assures this "disease" remains on the player for half a second.EndifIf ( SwingState == 3 ) ;Weapon has swung... damage to weapon has been done, damage to tree has been done.	If ( Player->GetSoundPlaying "Weapon Swish" == 0 ) ;But isn't swinging anymore.		Set SwingState to 0 ;Reset.	EndifEndifIf ( TreeHP <= 0 )	If ( SwingState != 4 )		Set SwingState to 4		;PRODUCE LOG...whatever code you wanna use. Tree should be dead.	Endif ;Reset SwingState to 0 and TreeHP to 100 to resurrect tree.EndifEnd of this tree script.


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.
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Hot
 
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Post » Thu Jun 24, 2010 7:08 pm

Since Wolli yelled at me. :D

A little mod I've been working on for about 8 months.


Dungeons! v0.3

This will eventually be a large collection of dungeons ranging in size from tiny little one room caves to very long and complex dungeon crawls.

A few screenies to tease. :)

A Hlaalu style vampire lair. http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_514_76_194257.jpg http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_514_76_80127.jpg

An Imperial prison. http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_514_76_96574.jpg http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_514_76_28648.jpg


There are a lot of others as well but I can't give away all my secrets. :)


KF
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Nany Smith
 
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Post » Thu Jun 24, 2010 6:39 pm

yes from new textures for the waterfalls are very awaited by the players. :bowdown:

Because at present with water quality creates by MGE… :mohawk:
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Lynne Hinton
 
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Post » Fri Jun 25, 2010 4:56 am

It's not ready for its own thread yet, so this is a handy place to share that I'm working on a Morrowind quest mod. It's actually an extension of my much earlier Oblivion quest mod that's still far from completion, but I realized that the reason I was having such a hard time with scope creep was because there was just way too much exposition to present up-front. So, instead of telling the player the back-story, they will be able to play it through the TES game set in the appropriate time frame.
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Brandon Wilson
 
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Post » Fri Jun 25, 2010 6:44 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 :)
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Penny Courture
 
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Post » Fri Jun 25, 2010 5:47 am

Someone just wanted another excuse to post that awesome video. :P

-----

Anywho, I'm working on a couple things as I can never concentrate on just one at a time. xD

My MWSE-based http://www.gamesas.com/index.php?/topic/1095949-beta-locking-bashing-mod/page__p__16005929&#entry16005929 mod.

Immersible Morrowind - Roleplaying http://www.gamesas.com/index.php?/topic/1093724-situationals/page__st__20 modifications... with the main intention of making Morrowind even more fun on a universal scale. Ways to manipulate and use the in-game environment in new and interesting ways, and make the world effect the character in new and interesting ways. I kinda want to do a lot of things along these lines so it'll take a while, and some will require MWSE. I don't really want to go into it too much right now as I'm not 100% sure as to the scope, but things I've already started working on ranges from things such as Siltstriders not traveling during bad weather to a magic system with more role-playing applications set upon the already existing effects.
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Vicki Gunn
 
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Post » Thu Jun 24, 2010 11:26 pm

Immersible Morrowind - Roleplaying http://www.gamesas.com/index.php?/topic/1093724-situationals/page__st__20 modifications... with the main intention of making Morrowind even more fun on a universal scale. Ways to manipulate and use the in-game environment in new and interesting ways, and make the world effect the character in new and interesting ways. I kinda want to do a lot of things along these lines so it'll take a while, and some will require MWSE. I don't really want to go into it too much right now as I'm not 100% sure as to the scope, but things I've already started working on ranges from things such as Siltstriders not traveling during bad weather to a magic system with more role-playing applications set upon the already existing effects.


I like this idea. Do you want help with the modding?
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brandon frier
 
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Post » Fri Jun 25, 2010 10:07 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 :)


looks cool. give it lots of hp and have it be a terminator against its brethren. but also it would have to have a script to make it wait outside.(and underwing rapidfire fireball launchers!!!!!!.....just kiding, bit of humor) looks like fun though.
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Marine Arrègle
 
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Post » Fri Jun 25, 2010 1:55 am

Also shown is a waterfall re-texture I was working on months ago, though it wasn't intended to be the focus of the video. :S The waterfall I will finish at some point and release.

I want that waterfall. I will murder for it, i swear :toughninja: just kidding ;)

but seroiusly aof, i want that waterfall. it's absolutely gorgeous!

maybe one day i got all permissions and will http://i213.photobucket.com/albums/cc288/SisterV/orcbeautiessm.jpg...
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Brandi Norton
 
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