[RELz] Signy Signposts(!) TR Map 1

Post » Fri May 27, 2011 11:32 am

These look amazing.

Especially that lichen and "dirtiness" starting to crop up in your latest image.
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jessica breen
 
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Post » Fri May 27, 2011 1:42 pm

I wish you luck EW, your Shacky Shacks and the work that I've been doing for my upcoming SWG's Wood is a great combination, and I can't wait for Signy Signposts Vvardenfel!
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Jake Easom
 
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Post » Fri May 27, 2011 9:08 pm

Last post: November 25.
Progress: Very little. :lol:

Oh well, 'very little' is better than 'nothing', I guess.
I made a small amount of progress tonight, for the record.
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мistrєss
 
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Post » Fri May 27, 2011 11:15 am

How about progress on the TR map 2 signposts? It shouldn?t be too many, but it?s really breaking the mood when you have "Real Signposts" on Vvardenfell and your Signy Signposts on Map 1 :). Take your time with the Vvardenfell Replacer, as the "Real Signpost" are a good thing to use in the meantime.
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Johnny
 
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Post » Fri May 27, 2011 6:34 pm

Yeah, they're priority #3.
My target, today, is to get the Vvardenfell signs out of the way. Maybe that's unrealistic, but if I can do that, then it'll be progress and I can move onto fixing the two signs which make the TR Map 1 set out of date (Darconis/Helnim and Gah Ouadaruhn/Llothanis)... then I'll move onto TR Map 2. ;)

Edit:
Whahahah. This is delicious *Has created a macro to go through every single sign and generate the mipmaps, with the 'manual' edits included at the touch of a single button*
It's taking a while to run though... I started it five minutes ago, and it's only halfway done...
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carrie roche
 
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Post » Fri May 27, 2011 5:58 pm

Sounds awesome, E_W! I suppose you'll be wanting some mysterious tester to review this...? (Where, oh, where will you find such a person...)

Gordon
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Hairul Hafis
 
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Post » Fri May 27, 2011 5:44 pm

Sounds awesome, E_W! I suppose you'll be wanting some mysterious tester to review this...? (Where, oh, where will you find such a person...)

Gordon

Heavens only knows :P
Yeah, I'm putting together the swampy versions at the minute (Which take longer than the ashy or standard versions), but I think I'll have this finished soon and ready for the test cycle.
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Natasha Callaghan
 
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Post » Fri May 27, 2011 10:29 am

I'm just happy to hear there's progress on this again. Can't wait to see the results, keep up the good work E_W!
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Harry-James Payne
 
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Post » Fri May 27, 2011 9:32 pm

Your signs are incredible man, I anxiously await your VV version of this to go with the TR one. :D
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Everardo Montano
 
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Post » Fri May 27, 2011 7:05 pm

Mouldy wood sample:
http://img.photobucket.com/albums/v680/Wyver_Almasy/Rndm%20Morrowind/WA_Signs_Vivec-1.jpg

Comments? Too mouldy, not mouldy enough, etc?

Edit:
'Ashy' wood for comparison.
http://img.photobucket.com/albums/v680/Wyver_Almasy/Rndm%20Morrowind/WA_Signs_AldRuhn_01.jpg
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Cathrine Jack
 
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Post » Fri May 27, 2011 9:29 am

http://img.photobucket.com/albums/v680/Wyver_Almasy/Rndm%20Morrowind/WA_Signs_Vivec-1.jpg

Looks very good, but letters are kinda... too "sharp" (edges are too well-defined), and the texture you used for the "bottom" of the letters looks sort of strange for something that's carved in wood.

Although, that's what I can gather only from looking at the raw texture. Perhaps you should take a screenshot of it in-game, it might turn out to look perfect actually.
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casey macmillan
 
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Post » Fri May 27, 2011 3:10 pm

Looks very good, but letters are kinda... too "sharp" (edges are too well-defined), and the texture you used for the "bottom" of the letters looks sort of strange for something that's carved in wood.

Although, that's what I can gather only from looking at the raw texture. Perhaps you should take a screenshot of it in-game, it might turn out to look perfect actually.

My thoughts exactly :goodjob:
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Ymani Hood
 
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Post » Fri May 27, 2011 8:27 am

Oh, by the way, the texture for wood is perfect, I think only letters require some tweaking. :)
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Darlene Delk
 
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Post » Fri May 27, 2011 3:29 pm

Thanks for the feedback. :)
As far as the sharpness of the letters goes, I think that I may be able to do something about that. I will have a look later tonight when I am able to get back to photoshop. Thanks for the idea. :D

and the texture you used for the "bottom" of the letters looks sort of strange for something that's carved in wood.

The intention here is for a carved effect that has had the letters subsequently filled in with paint and then heavily damaged by exposure to the elements. Originally, the paint was not present, but this made it a good deal more difficult to read from a distance, which is the reason for it being added. I think that using a lighter paint for contrast against a darker sign works better than using a darker carving against a lighter sign, especially when you are trying to read the signs at night-time. :)
The style of the text hasn't changed from the text in the TR map 1 release, so if you have seen that in-game then you should have some idea as to how it plays out in that environment. :)
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Ashley Clifft
 
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Post » Fri May 27, 2011 1:34 pm

Mouldy wood looks good, but so does the ash (picky, picky). :rolleyes:

It's probably an optical illusion, but the letters look raised which is why they look funny at the bottom.

sieboldii
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Lance Vannortwick
 
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Post » Fri May 27, 2011 7:34 pm

Mouldy wood looks good, but so does the ash (picky, picky). :rolleyes:

It's probably an optical illusion, but the letters look raised which is why they look funny at the bottom.

sieboldii

They look raised? o.o

...
...
Okay, after some straining of the eyes, I can see that.
I don't think that that's something I can avoid though, as it's just a question of how your eyes interpret the texture based on an assumed light-source. I think.
I could invert the shading on the carved effect, but given that the light source will usually be from above in game (Magnus :P), I think that it is as 'correct' as is possible in that regard, at the moment.

The mouldy and the ashy will be in the game, by the way. ;)
And a standard one too - it'll all depend on the region. :)
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Chrissie Pillinger
 
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Post » Fri May 27, 2011 9:00 am

Note to self:
Maar Gan Back Road needs redoing. As does Maar Gan main.
And Caldera Mining Company.
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Sanctum
 
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Post » Fri May 27, 2011 1:56 pm

It's official.
All of the textures are finished.

Now I just need to set up the meshes and put it through the test process.
I hope that my mysterious tester is ready. :D
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Taylor Tifany
 
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Post » Fri May 27, 2011 10:11 pm

:clap:

Need I say more? Now hurry up, do some testing and release that mod ;)
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Jade MacSpade
 
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Post » Fri May 27, 2011 9:36 am

Bear in mind that when I said 'I just need to set up the meshes' that still means that I have to set up 486 different meshes.
I've always been one for allowing as many customisation options as possible. :P

I wonder if anyone ever even looks in the 'Alternates' folder? :unsure:

Edit:
Just for the maths:
That's 27 different locations, multiplied by three texture variants (Standard, Ashy, Swampy), multiplied by six mesh options (Standard, dark, darker, light, lighter, none).

Oh yeah, I also have to do the .esp.
Forgot about that. :P
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Vivien
 
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Post » Fri May 27, 2011 11:13 am

Aw cummon, just messing with you :P I know it's not three seconds' work. But anyway, just some mental support(ish) ;)
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SEXY QUEEN
 
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Post » Fri May 27, 2011 12:52 pm

Thanks for the mental support. :D
Settin' up these meshes is going to be hell'a boring.
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Red Bevinz
 
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Post » Fri May 27, 2011 7:10 pm

Thanks for the mental support. :D
Settin' up these meshes is going to be hell'a boring.



If it makes you feel any better, here is an icecream :icecream: and a beer :foodndrink: to help you get through the boring part of the process.....we are all ready to provide you with praise as well when these are done....I would even throw you a party and bring you.......:cake:
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Lexy Dick
 
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Post » Fri May 27, 2011 12:52 pm

Thanks Matilija :D

Here are some fairly important figures, if you like we can play 'Guess the relevance'.
This is a quality step which I shamefully skipped for the TR signs. :shakehead:

1 3 2 5
1 4 2 6
1 2 3 4
1 5 3 2
1 6 3 4
2 6 3 5
2 1 4 5
2 3 4 1
2 5 4 6
2 4 5 3
3 2 1 4
3 4 1 5
3 6 1 5
3 1 6 4
4 1 3 5
4 5 3 2
4 6 3 5
4 3 5 1
5 4 1 2
5 6 1 3
5 1 6 2
5 2 6 3
5 3 6 2
6 1 2 5
6 3 2 5
6 4 2 5
6 2 3 1
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JUan Martinez
 
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Post » Fri May 27, 2011 11:27 am

I had an idea.
Make that 486 post meshes I mentioned earlier into 972 :P
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Sxc-Mary
 
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