Show us What Your Working on! (now)

Post » Tue Nov 16, 2010 4:48 pm

-snip-

Phew, someone who knows what they're talking about. I was only speaking from what I've read, not experience.
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An Lor
 
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Post » Wed Nov 17, 2010 12:43 am

As you can probably see, vertex shading appears much darker in the CS than in-game. Your in-game shots don't show enough shading (IMO). You are also suffering from SLS (straight line syndrome). Everything is too perfect and neat. The paths should have a slight to moderate "wobble". Straight lines are fine in big cities, but they look out of place in the more rural areas. The edges of the field are my biggest concern. Unless you're going to put a low wall around it (to hold everything in place), the edges should be more varied and not so "drawn with a ruler" straight.


The design looks great, you just need to get the little details right and this will be awesome. :) I found it quite a learning process when I showcased for TR, but I finally got it well enough to get promoted. :) IMHO, exteriors are the hardest to learn how to do right, but if you get it down right your mods will be ten times better. :)



KF

Well, I've messed with it more, and I just can't get it right, no matter how I adjust the field or the paths to be less straight in a way I like, the texture seams are way too much to handle. I'll probably do as you said and put low walls around the field, because I haven't been able to make it look good anyway I've tried.

Landscape texturing is frustrating as hell. :brokencomputer:

I really want the path up to the manor to be cobblestone but I get annoying seams I can't fix. :swear:

I guess I'm gonna have to live with straight and tidy. :( I want my plantation to be pretty, as I intend it as like the anti-thesis to Orvas Dren's dirty corrupted plantation, but the straight paths are pretty bothersome.

@Jeff, the funny thing is the bright purple and yellow big plants are native to the Ascadian Isles. The smaller ones however are not. :P
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Lil'.KiiDD
 
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Post » Wed Nov 17, 2010 5:46 am

Phew, someone who knows what they're talking about. I was only speaking from what I've read, not experience.



I wouldn't call myself an expert, but I do have some skill. :)


@Sir-Stabs-Alot: I'd be more than happy to share my experience, but we really shouldn't clutter up this thread. :) If you'd like we can take this to PMs and I'll try to teach you everything I know. :)



KF
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glot
 
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Post » Wed Nov 17, 2010 3:14 am

I wouldn't call myself an expert, but I do have some skill. :)


@Sir-Stabs-Alot: I'd be more than happy to share my experience, but we really shouldn't clutter up this thread. :) If you'd like we can take this to PMs and I'll try to teach you everything I know. :)



KF

That sounds like a good idea. I think I'll actually make my WIP right now.
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Ria dell
 
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Post » Tue Nov 16, 2010 8:45 pm

The design looks great, you just need to get the little details right and this will be awesome. :) I found it quite a learning process when I showcased for TR, but I finally got it well enough to get promoted. :) IMHO, exteriors are the hardest to learn how to do right, but if you get it down right your mods will be ten times better. :)

KF


I think quite the opposite. I can't even build interiors (besides decorating) lol, well simple houses I guess. But nothing advanced :D

Lol I was supposed to relz New Caldera this week.. guess It will have to wait.
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Lindsay Dunn
 
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Post » Tue Nov 16, 2010 10:18 pm

I think scripting must be quiet hard to learn, but I can't remember how I learnt. It just kind of came to me. Exteriors, I find impossible. Mine always look rubbish. I end up with loads of flat land.
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Nicole Elocin
 
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Post » Tue Nov 16, 2010 6:52 pm

I think quite the opposite. I can't even build interiors (besides decorating) lol, well simple houses I guess. But nothing advanced :D

Lol I was supposed to relz New Caldera this week.. guess It will have to wait.


Lol, I can build interiors in my sleep, but exteriors take me a long time to get right. I guess it's like anything else, practice makes perfect. :D


KF
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Anna S
 
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Post » Tue Nov 16, 2010 10:27 pm

Honestly, idk how I learned to animate either. I can script a litte, but I can't build exteriors or do dialogue, guess it depends on the person.

Sir-stabs-alot, if that's a rethan manor replacement, then I might just have to build you and the greatness a shrine.
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Elisabete Gaspar
 
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Post » Tue Nov 16, 2010 7:59 pm

Hehe,

I really need some ideas of what to do with New Seyda Neen. (If anything?)

http://i37.tinypic.com/29vj8sw.jpg

Here's a shot showing some of the things that have been changed in the latest version.
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Eduardo Rosas
 
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Post » Tue Nov 16, 2010 11:29 pm

Hehe,

I really need some ideas of what to do with New Seyda Neen. (If anything?)

http://i37.tinypic.com/29vj8sw.jpg

Here's a shot showing some of the things that have been changed in the latest version.


well just a couple. i didn't spot the lighthouse. but i always thought that there shouldn't be any trees around it. what use is a lighthouse to a sailor who can't see it, and if you feel froogy. i would suggest replacing all the building with ones using anoldfriends textures. they look swampy. and would make seyda neen look different from pelegiad.
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Rik Douglas
 
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Post » Tue Nov 16, 2010 7:54 pm

While looking for ideas, I came across a set of daggers (from some other game) and saw one that I thought looked like a cross between a steel and glass dagger, so I whipped http://i3.photobucket.com/albums/y76/Caultus/glass-steeldagger.jpg I wanted to use Bethesda's textures, but I couldn't quite find exactly what I wanted. :shrug: As a quirk, the baubles are only on one side so far, and I may leave it like that.....

Actually, I've been wanting to make mixed weapons for a while (steel and ebony, glass and ebony, et cetera). What do you think so far?


:dead:
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Lori Joe
 
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Post » Tue Nov 16, 2010 9:16 pm

I think that the area of blended iron and glass bands could be reworked somehow swrdphantom. Right now it looks like some strange barber pole. Other than that its a nice idea and an interesting design. I also like that you have the baubles only on one side to add some flair.
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Matt Fletcher
 
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Post » Wed Nov 17, 2010 7:11 am

Well almost everything is a 1024*1024 texture now. I didn't notice any difference but ymmv.

http://img831.imageshack.us/f/morrowind21.jpg/

Very nice, based on pictures of real heather? :)
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Chris Guerin
 
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Post » Wed Nov 17, 2010 4:20 am

Howdy everybody. I don't have anything to show off here, I just want to post somewhere and say goodbye to all of you. :^) I am leaving tomorrow to begin a two year mission in Seattle, Washington in service of the Mormon church. I probably won't be on this forum again until September 2012, so hopefully I'll see some familiar faces then. I just want to say thank you to all of you who have generously shared so much with this community, and me, over the years. So thank you. And see ya later.
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Kelly Osbourne Kelly
 
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Post » Tue Nov 16, 2010 4:19 pm

I don't have any screenies yet, but I am working on two mods.

First, and more important in my opinion, is Mordigant's Museum and library. It will create a museum displaying many of Morrowind and its official expansions armor and weapons, as well as some other unique items (no items from third party mods will be included because I'm trying to make a more functional version of my Xbox museum.) It is designed to be unrobbable, so don't go looking for easy artifacts grabs because you won't be able to. There is a second area consisting of a garden and library. This area will also contain my Xbox character as an NPC (with same outfit), who will talk about the "history" of the museum. Progress as follows:

Surface entrance: done! I think you'll like it. It is a trapdoor by the bridge to Vivec foreign quarter, with a big statue to mark it.

Museum area: around 80% done, armor and robe mannequins are functional and main static displays are complete. Still need to decorate the entrance area (maybe some weapon racks), and finish adding creature mannequins.

Library area: around 15% done. Vivec mannequin and Mordigant NPC's still need their custom dialog. Garden is just a flooded room with no plants yet, and the library only contains the 36 Lessons of Vivec so far. Some NPC mannequins exist now whose presence makes absolutely no sense and they will probably be deleted before final.



The other project is dependent on the famous Children of Morrowind plugin. I saw how there were a bunch of other plugins that utilized COM, such as playable teenagers, the Morrowind family of rescued slave children, and the Harry Potter parody Academy of Magecraft. I like having children in Morrowind and wanted to do something with them. I tried to come up with a unique idea so I decided to do an orphanage.

Surface entrance: pretty much done complete with guard, directly from the north bridge out of Ebonheart plaza (you can see it from the dragon statue) but might get some aesthetic tweaks later.

Interior: the structure might have to be completely redone as it looks a bit small. I want it to be obviously a two-story structure, but only the ground floor will be created. There will be an orc guard standing by the door to the other level, explaining that it is "inappropriate for a complete stranger to go wandering about young children's bedrooms" or some other language to that effect. The door itself will be unable to be clicked.

advlt NPC's: there is a guard outside and a guard by the inaccessible door to the (nonexistant) bedroom area. There is also a Khajiit as the headmistress, and two caretaker ladies. The advlt characters have been created but have not been given their custom greeting and background dialog yet. They will have otherwise normal dialog.

Child NPC's: do not exist yet. I have to figure out how many kids to put in and how to distribute the races and ages (COM has both young kids and teenagers.) I also have to go through the COM scripts, figure out what the differences are, and how to distribute them. They will have the standard child dialog options, as well as custom greetings and backgrounds, and I'll try to make each kid as unique as possible.

Features: at this point I plan for this to be mainly aesthetic. If I can figure out how companion scripts work, I may make it possible to adopt a kid, but it is doubtful at this point.

I will post screens of both mods in progress as soon as possible.
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Rebecca Dosch
 
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Post » Tue Nov 16, 2010 11:52 pm

See ya Bycote, I'll see you when you return and hopefully through TR, P:C, and Skyrim, there will be some goodies to show off for you.
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Jerry Cox
 
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Post » Tue Nov 16, 2010 9:13 pm

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_F01a.jpg

This is just one of the female versions of my unique Stalkers.
There are different clothing, hair length/colour/varying
degrees of said hair having been pulled out, face textures,
and skin textures/models (human and elven) for both sixes.
I even made versions that have been "treated" for the ones
that are found in the Corprusarium (with bandages and stitches).
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Klaire
 
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Post » Tue Nov 16, 2010 8:19 pm

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_F01a.jpg

This is just one of the female versions of my unique Stalkers.
There are different clothing, hair length/colour/varying
degrees of said hair having been pulled out, face textures,
and skin textures/models (human and elven) for both sixes.
I even made versions that have been "treated" for the ones
that are found in the Corprusarium (with bandages and stitches).

:goodjob:
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NIloufar Emporio
 
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Post » Wed Nov 17, 2010 12:51 am

Very nice, based on pictures of real heather? :)


Hehe, no. I didn't really think when making that. It's just some leaves and flowers I thought would fit
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Mike Plumley
 
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Post » Wed Nov 17, 2010 6:06 am

Howdy everybody. I don't have anything to show off here, I just want to post somewhere and say goodbye to all of you. :^) I am leaving tomorrow to begin a two year mission in Seattle, Washington in service of the Mormon church. I probably won't be on this forum again until September 2012, so hopefully I'll see some familiar faces then. I just want to say thank you to all of you who have generously shared so much with this community, and me, over the years. So thank you. And see ya later.


Oh, now that's sad. :(

Good Luck. Goodbye Bycote.
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patricia kris
 
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Post » Tue Nov 16, 2010 11:05 pm

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_F01a.jpg

This is just one of the female versions of my unique Stalkers.
There are different clothing, hair length/colour/varying
degrees of said hair having been pulled out, face textures,
and skin textures/models (human and elven) for both sixes.
I even made versions that have been "treated" for the ones
that are found in the Corprusarium (with bandages and stitches).



Holy Bleep! That has to be the best looking stalker I've ever seen. I just discovered your master head pack and now this. Incredible work, Westley. Absolutely incredible! :)


KF
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Quick Draw III
 
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Post » Tue Nov 16, 2010 3:48 pm

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_F01a.jpg

Defiinitely a creepy looking Corprus beast! The variations you've made sound interesting as well. Will there be a unique stalker for a http://www.uesp.net/wiki/Morrowind:The_Short_Unhappy_Life_of_Danar_Uvelas?
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Matthew Warren
 
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Post » Wed Nov 17, 2010 4:30 am

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_WHYSOSRS.jpg




Defiinitely a creepy looking Corprus beast! The variations you've made sound interesting as well. Will there be a unique stalker for a http://www.uesp.net/wiki/Morrowind:The_Short_Unhappy_Life_of_Danar_Uvelas?


Indeed, Unique Stalkers all 'round (well, at least for the 18 actually placed in game; the ones in levelled lists will use the "default" replacer creature)
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Sophh
 
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Post » Tue Nov 16, 2010 11:12 pm

http://i57.photobucket.com/albums/g235/Wesadam/Creatures/WAR_CORPRUS_WHYSOSRS.jpg






Indeed, Unique Stalkers all 'round (well, at least for the 18 actually placed in game; the ones in levelled lists will use the "default" replacer creature)


Hey don't tease us! I want this badly :D
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Crystal Birch
 
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Post » Tue Nov 16, 2010 8:14 pm

The Iron replacer is nearly complete just doing some testing and then I should be able to release a basic pluginless replacer.

In the meantime:

A few Splash screens I made

http://i20.photobucket.com/albums/b240/Psymoniser/Weapon%20Remodels/Iron_Sword_Set_Splash.jpg

http://i20.photobucket.com/albums/b240/Psymoniser/Weapon%20Remodels/Iron_Blunt_Set_Splash.jpg

http://i20.photobucket.com/albums/b240/Psymoniser/Weapon%20Remodels/Iron_Axe_Set_Splash.jpg

http://i20.photobucket.com/albums/b240/Psymoniser/Weapon%20Remodels/Temreki_Splash.jpg

Sy :obliviongate:
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Syaza Ramali
 
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