[RELz] Signy Signposts(!) TR Map 1

Post » Fri May 27, 2011 2:35 pm

At some point, probably. I should also update this for the latest version of TR Map 1 - as I have noted in the PES comments, this is currently out of date. :(
Unfortunately, I lost my photoshop action sets when I reformatted earlier this year, due to absent-mindedness, so I'll have to recreate those first - otherwise it would have been a very simple and easy process to expand to any number of modded regions.

Good to know, just glad you are considering it at somepoint, I really do enjoy these - works of art by my book
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Milagros Osorio
 
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Post » Fri May 27, 2011 12:52 pm

Just so's people know, I'm updating this for the latest version of TR Map 1 now, and I'll probably do the towns for TR Map 2 as well.
I used to have a list of these towns, but I appear to have lost it, does anyone know the name of all of the (currently available) TR towns?

As far as I'm aware the only two signs that need updating for TR Map 1 is the Darconis sign, which is now called Helnim, and the Gah Ouadaruhn Sign (Did I spell that right?), which is now Llothanis.
I have no clue about Map 2. :unsure:

Not knowing the geography of the mainland is a problem - I know that there are no ashy or swampy areas in Map 1, but are there any in Map 2? Which towns are in these sorts of areas? :unsure:

Any help on these scores would be much appreciated.
Though I can always bug the Crustacean about it if no one chimes in with the answer here. :D

Edit:
Never mind, I'm doing it the non-lazy way.
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cutiecute
 
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Post » Fri May 27, 2011 12:19 pm

Right, so I've done all of the TR signs now - that's all of them, including TR map 2, which I will include in the next release or possibly release separately (I haven't decided yet). Whilst I was doing that, I was also creating a little step-by-step guide, which I figure I can stick in with a little resource package so that people can create signs for their own landmasses, or other landmasses that they just want signs for - so, I don't know, if someone wants signs for 'Sea of Destiny' or something, then they can make that themselves using the guide and resources. I guess that I'll find some place on the Internets to put those.

I just need to recreate the action set that I had which went through the saving process from .PSD to .DDS, and edited the mipmaps automagically, and then I can apply that and release the updated pack. After making the .esp, of course, but that will take no time.

That is all. :twirl:

Edit:
I've recreated the saver action.
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ezra
 
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Post » Fri May 27, 2011 12:49 pm

Woot, looking forward to the update - consistency is a must for me :)
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Hope Greenhaw
 
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Post » Fri May 27, 2011 9:28 am

Thanks, Red Eye.

Working on the meshes now. :)
Shouldn't take too long - unlike Vvardenfell, which had 972 meshes (Off of the top of my head), TR only requires 336 'cause there's no swampy or ashy regions in the TR maps that have been released so far. Technically, I could cut it down to more like 170 or so, but I'm going to be altering the usage of sign meshes in the TR maps to be more consistent with how it is on Vvardenfell - one sign mesh for in and around towns, and a separate one for all other areas.

As well as covering the signs which weren't in the previous, old version this new version will also be using meshes with slightly better UV maps. They were a little skewiff in the previous release.
I don't think that I've mentioned that anywhere up until now. :unsure:

EDIT:

Textures:
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Meshes:
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.esp:
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Pre-release tasks:
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 7:28 pm

Can't wait for Map 2's signs!
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Josh Trembly
 
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Post » Fri May 27, 2011 10:34 am

Well, I'm going to make a start on the .esp. :)
I'm not sure if my assumptions are correct about what are and what are not mistakes in the TR .esms, but I'm going to go ahead and fix what I think is appropriate. :unsure:

Textures:
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Meshes:
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.esp:
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Pre-release tasks:
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Sarah Evason
 
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Post » Fri May 27, 2011 12:33 pm

Earth_Wyrm requested close.
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STEVI INQUE
 
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