[REQUEST] Summerset Isles Architecture

Post » Tue Apr 27, 2010 3:50 am

Hello,
I have been looking everywhere and I can't seem to find Summerset Isles architecture or a tileset that looks like it would fit there. the only thing close was the Telvanni tileset, but it seems a bit too Morrowind-esque. Any help would be appreciated.
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Nikki Morse
 
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Post » Mon Apr 26, 2010 10:36 pm

Hello,
I have been looking everywhere and I can't seem to find Summerset Isles architecture or a tileset that looks like it would fit there. the only thing close was the Telvanni tileset, but it seems a bit too Morrowind-esque. Any help would be appreciated.

Would anyone be willing to make some? Thanks
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Anna S
 
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Post » Mon Apr 26, 2010 6:46 pm

Although i've been meaning to learn, I don't have any modelling or texturing experience.

I am a fairly decent artist though, and would happily rustle up some lore-based concepts if a modeller wished to take this request.

Are you planning to build on Onra's Tamriel Heightmaps?
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Niisha
 
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Post » Mon Apr 26, 2010 1:43 pm

Are you planning to build on Onra's Tamriel Heightmaps?

Haha, yes. Yes I am.
And I think it would be easier for modelers if there was some lore-based concepts to work off of. So if you could, thank Talos! i would happily credit you in my file. I would give you kudos, but there's no system like that over here. Thanks
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Anthony Santillan
 
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Post » Mon Apr 26, 2010 1:14 pm

easier for modelers if there was some lore-based concepts to work off of.


Indeed
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pinar
 
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Post » Mon Apr 26, 2010 2:38 pm

Pity there's not much in the Pocket Guide. gamesas could at least have put in a pic of Crystal Tower. I mean, there's that floating Vivec moon in the Morrowind section.
Anyway, there's bound to be something usable somewhere on the interweb.
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Lizbeth Ruiz
 
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Post » Mon Apr 26, 2010 11:41 pm

Alright, here's a http://i216.photobucket.com/albums/cc212/darkstorne/SummersetArchitecture-2.jpg I managed to knock out today. I've found absolutely no useful lore regarding architecture on the Isles, so i've also http://www.gamesas.com/bgsforums/index.php?showtopic=1077379 in the Lore section to see if anyone over there can offer pointers, or suggest why this concept isn't lore friendly.

Having major problems with my computer atm, mainly with Photoshop not giving me an option to save in jpeg or bmp format. As a result, I have to save in PNG format, view the image in a full-screen Windows Photo Viewer, print-screen while it's on display, then paste that print-screen into Paint and save it as a jpeg from there. Thanks to that long process, the image has come out slightly blurry and saturated. Shield your eyes from the bright colours!

I'll find time to knock out a different approach or two over the weekend (fingers crossed) :P
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Mandi Norton
 
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Post » Mon Apr 26, 2010 9:07 pm

Not bad for a first offering. The Pocket Guide says that "Cloudrest ...is a decidedly odd mixture of arhitectural styles, with buildings like strangler vines, built on top of other, older structures. The oldest of all the ruins there, ... are made of coral...." Dunno if that is helpful.
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jadie kell
 
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Post » Mon Apr 26, 2010 12:40 pm

Not bad for a first offering. The Pocket Guide says that "Cloudrest ...is a decidedly odd mixture of arhitectural styles, with buildings like strangler vines, built on top of other, older structures. The oldest of all the ruins there, ... are made of coral...." Dunno if that is helpful.

Yeah I have that guide myself. Since that line specifically referred to that architecture as being found at Cloudrest, and included the term 'decidedly odd', I presumed it meant that this was unique to Cloudrest, and so typical Altmer structures were not designed in this way at all. The coral ruins also seem to be Summerset Isle's version of unique dungeons (Ayleid ruins) as well, since there are hints in the lore that the Sload used to reside in these ancient coral formations.

Of course, I could always sketch out a concept for Cloudrest and incorporate these 'strangler vines' :P
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Anthony Rand
 
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Post » Mon Apr 26, 2010 12:23 pm

http://i216.photobucket.com/albums/cc212/darkstorne/SummersetArchitecture-2.jpg

My God, thats amazing! :D
BTW, what does the guide say about Skywatch? As I have no idea what the architecture looks like. I know this will sound completely lore-unfriendly, but for my mod Ive been using the Jurad City tileset. :o Luckily enough, I only plopped down four houses and some foundations for the docks. So it can be easily changed or redone.
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Margarita Diaz
 
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Post » Tue Apr 27, 2010 2:00 am

Alright, here's a http://i216.photobucket.com/albums/cc212/darkstorne/SummersetArchitecture-2.jpg


Nice Elvish feel. :thumbsup: Not sure about the functional shape though. Based on the height of the handrail it would have a pretty small interior. Reminds me of a chapel in Las Vegas. How would this building be used?
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Dale Johnson
 
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Post » Mon Apr 26, 2010 5:33 pm

How would this building be used?

Hmm... I don't know what Darkstorne would say, but perhaps it might be a middle class house? Lower class? Of course it couldn't be upper class though. I can't fathom how beautiful the upperclass buildings would be.
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Penny Flame
 
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Post » Tue Apr 27, 2010 2:09 am

Nice Elvish feel. :thumbsup: Not sure about the functional shape though. Based on the height of the handrail it would have a pretty small interior. Reminds me of a chapel in Las Vegas. How would this building be used?

Indeed. I imagined it as a small middle class scholar's house, in a relatively secluded place rather than a city (but not all on its own). Altmer have a heirachy of respect, with the wisest and artistic being the most revered. As a result I imagined a lot of buildings would strive to emulate elegance as a sign of status. This building has its largest section as a rooved outdoor area, perfect for study or writing. The interior would only contain the essentials, hence being smaller than a typical house. All recreational activities would take place in the open air conservatory section.

Lady Nerevar found some lore indicating that the vast majority of Altmer structures are towers, or are just constructed vertically, so this would probably be a fairly decent representation of a rural building since it has a tower but isn't particularly high at all.

Antibody posted some links that could suggest that parts of the Isles are very Arabic in appearance. I have no idea what the Jurad tileset looks like, but if it is from Elsweyr or Hammerfell... it might just be lore friendly. It's certainly not unrealistic to believe that certain areas of the Isles have different cultural styles and beliefs, with the architecture of the area reflecting those ways of life. Hell, it's probably unrealistic not to believe that.

Unfortunately, the pocket guide says nothing about Skywatch. That leaves it up to your interpretation. I guess geography would have to be the best guide. Elevation, longitude and latitude, how it all affects climate etc. How would a building best suit each particular area?
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Conor Byrne
 
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Post » Mon Apr 26, 2010 3:50 pm

Jurad tileset actually is supposed to look like Renaissance Venice. O.o
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Je suis
 
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Post » Tue Apr 27, 2010 1:40 am

Jurad tileset actually is supposed to look like Renaissance Venice. O.o



I personally would maybe go with Ayleid stuff and Telvanni Tile set first...to get a more unique magical and elvish atmosphere....as the lore says not much about architecture you are free to

experiment...

the jurad tileset is nice and I used parts of it for my Fort Akatosh mod...but it has no interiors and some meshes have to be improved ( missing collision)...

good luck with your project :-)

onra
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chinadoll
 
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Post » Mon Apr 26, 2010 7:43 pm

I personally would maybe go with Ayleid stuff and Telvanni Tile set first...to get a more unique magical and elvish atmosphere....

The Telvanni tileset could certainly be used for the Psijic's buildings, as they are described http://www.uesp.net/wiki/Lore:Artaeum as appearing as natural as their surroundings.

The Ayleid ruins are of course ancient and desolate, destroyed relics of a previous civilization. Granted, the Altmer descended from these people, but the only Ayleid ruins remaining are the underground tombs and crypts. The cities above have since been torn down, perhaps for use in construction by more recent civilizations as Hairdo suggested. Regardless, there's no way modern day Altmer would be found living in ancient, weather beaten ruins.

I've started work on a concept for Alinor, since there was quite a lot of info (compared to other parts of the Isles) provided for that city in the Lore thread linked in one of my above posts. Not sure when it'll be finished though, i'm pretty busy this weekend.

Jurad tileset actually is supposed to look like Renaissance Venice. O.o

Do you have any links to pictures of this tileset? I'm sure it could still be used - Imperial architecture is supposed to be based on Altmer designs. Venice certainly looks elegant enough to be of Altmer design I suppose.
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HARDHEAD
 
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Post » Mon Apr 26, 2010 8:21 pm

The Telvanni tileset could certainly be used for the Psijic's buildings, as they are described http://www.uesp.net/wiki/Lore:Artaeum as appearing as natural as their surroundings.

The Ayleid ruins are of course ancient and desolate, destroyed relics of a previous civilization. Granted, the Altmer descended from these people, but the only Ayleid ruins remaining are the underground tombs and crypts. The cities above have since been torn down, perhaps for use in construction by more recent civilizations as Hairdo suggested. Regardless, there's no way modern day Altmer would be found living in ancient, weather beaten ruins.

I've started work on a concept for Alinor, since there was quite a lot of info (compared to other parts of the Isles) provided for that city in the Lore thread linked in one of my above posts. Not sure when it'll be finished though, i'm pretty busy this weekend.


Do you have any links to pictures of this tileset? I'm sure it could still be used - Imperial architecture is supposed to be based on Altmer designs. Venice certainly looks elegant enough to be of Altmer design I suppose.


http://www.tesnexus.com/downloads/file.php?id=23604. There is a resource available of the Ayleid Ruins tileset with the damage repaired, so they don't look ruined anymore.
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Kevan Olson
 
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Post » Tue Apr 27, 2010 1:01 am

I personally would maybe go with Ayleid stuff and Telvanni Tile set first...to get a more unique magical and elvish atmosphere....as the lore says not much about architecture you are free to

experiment...

the jurad tileset is nice and I used parts of it for my Fort Akatosh mod...but it has no interiors and some meshes have to be improved ( missing collision)...

good luck with your project :-)

onra

Hmm... I'll see what happens.
And thanks! :)
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Matthew Barrows
 
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Post » Mon Apr 26, 2010 10:43 pm

Aa of right now Im having problems modding anything now on the Summerset heightmap... :(
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Alycia Leann grace
 
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Post » Tue Apr 27, 2010 3:35 am

Aa of right now Im having problems modding anything now on the Summerset heightmap... :(


Care to elaborate?
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Richus Dude
 
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Post » Tue Apr 27, 2010 4:38 am

Care to elaborate?


Whenever i try to add things they disappear, or if I move them they disappear. Its really weird. Also, If they dont disappear, I just cant click on them or move them.
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helen buchan
 
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Post » Mon Apr 26, 2010 11:16 pm

Did you ESMify the Summerset ESP before using the CS?
And did you ESPify the Summerset ESP again after editing in the CS, before testing anything in-game?
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Amy Cooper
 
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Post » Mon Apr 26, 2010 5:13 pm

No... Was I supposed to?
I don't even know how to. haha
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Sherry Speakman
 
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Post » Tue Apr 27, 2010 12:33 am

Ah.

If you're going to be editing anything using the Summerset Heightmap, you need your ESP to be dependent on the Summerset ESP.
Easiest way to do this is with Wrye Bash (I'm assuming you have Wrye Bash, every mod user should).
Simply right-click on the Summerset ESP in Wrye Bash and select "ESMify Self".
Then start the CS, and open the Summerset ESP (it'll appear up top with the ESMs now).
Make your edits, then save your new ESP and close the CS.
Open Wrye Bash again, right-click the Summerset ESP and select "ESPify Self".
Now take a look in-game.

Always remember:
ESMify the Summerset ESP BEFORE making edits to your own ESP in the CS. This is vital, as if you ever forget, and save your changes in your own ESP, you'll break the mod permanently (but luckily you'll have made a backup recently so only a little work will have been lost)
ESPify the Summerset ESP BEFORE using your own ESP in-game. If you forget, it doesn't matter. Things in-game will look screwy. Just quit without saving, ESPify the Summerset ESP and go back in-game again, all will be well.
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Ryan Lutz
 
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Post » Mon Apr 26, 2010 5:39 pm

And this will fix errors in the CS?
EDIT: ESMified the Summerset.esp and loaded it with my resource .esp's in the CS, and they still disappear or I cant select them... What is happening?
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Arrogant SId
 
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