[WIP] SWG's Skies V3

Post » Fri May 27, 2011 3:19 am

News news! The http://i43.tinypic.com/21eys1d.jpg are done (moon sizes edited to show detail only for this shot). As well as the foggy sky (which I couldn't take a screenshot of, sorry) and a bit of edits to the night sky I made. Now the nights are looking absolutely amazing.
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michael flanigan
 
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Post » Fri May 27, 2011 2:32 am

Looking verrry nice again, SWG! I especially like Secunda not looking like some blob of... stuff, anymore :)
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Catherine N
 
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Post » Fri May 27, 2011 1:31 am

All the bright white spots in the sky are the birthsign constellations, so you'll actually be able to star hunt! Can you find your birthsign?

Wait wait wait, I was getting excited till then... You mean real-world milky way et al. constellations?
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Red Sauce
 
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Post » Fri May 27, 2011 8:01 am

I've been following this thread for a while now and finally decided to register to say this:

AWESOME work! :tops:
I'm really waiting for this, please hurry! (heh j/k, take your time)
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Emma-Jane Merrin
 
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Post » Fri May 27, 2011 3:44 am

Wait wait wait, I was getting excited till then... You mean real-world milky way et al. constellations?

Morrowind birthsign constellations I think. I've never noticed them myself but I think that you can find those constellations in the stars already by default. SWG would only enhance those stars to make them more obvious than the others.

http://www.uesp.net/wiki/Morrowind:The_Firmament

Or I'm completely wrong, that's also possible.
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Prohibited
 
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Post » Fri May 27, 2011 12:57 am

Morrowind birthsign constellations I think. I've never noticed them myself but I think that you can find those constellations in the stars already by default. SWG would only enhance those stars to make them more obvious than the others.

Yup, but I decided not to make them as obvious as they were in my original night skies video, I made them smaller.

Also, instead of the default three birthsigns in the night sky, there's all of the birthsigns!
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OJY
 
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Post » Fri May 27, 2011 11:06 am

Yup, but I decided not to make them as obvious as they were in my original night skies video, I made them smaller.

Also, instead of the default three birthsigns in the night sky, there's all of the birthsigns!

Ah that's awesome. My heart sank when I read that bit but it looks like I'll get this after all :P
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CORY
 
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Post » Fri May 27, 2011 3:00 pm

Ah that's awesome. My heart sank when I read that bit but it looks like I'll get this after all :P

Yeah, there's a lot of great sky mods out there, unfortunately a lot of them don't follow the lore properly.
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Eileen Collinson
 
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Post » Fri May 27, 2011 3:50 pm

Which three birthsigns were there in the night sky by default?
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Noraima Vega
 
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Post » Fri May 27, 2011 2:33 pm

Which three birthsigns were there in the night sky by default?

The major constellations, known as the guardians: the Warrior, the Mage, and the Thief.
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Bambi
 
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Post » Fri May 27, 2011 5:32 am

If I'm following this right (Which I don't think I am). You've editing the sky meshes to use sky box (cubemaps)?
http://www.cgtextures.com/skies.php

Please correct me if that's wrong.
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Sylvia Luciani
 
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Post » Fri May 27, 2011 3:34 pm

If I'm following this right (Which I don't think I am). You've editing the sky meshes to use sky box (cubemaps)?
http://www.cgtextures.com/skies.php

Please correct me if that's wrong.

Not cube maps, that wouldn't work, the sky texture still moves across the sky. It uses the exact type of texture as the original, just more detailed, and sprawled across the entire sky.

I could take a screenshot of the blender UV if you'd like.
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 5:14 pm

Not cube maps, that wouldn't work, the sky texture still moves across the sky. It uses the exact type of texture as the original, just more detailed, and sprawled across the entire sky.

I could take a screenshot of the blender UV if you'd like.


Yes Please. So instead of the same cloud seamed 4 times in the sky. It's now 1 big texture?
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Ice Fire
 
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Post » Fri May 27, 2011 6:23 am

Yes Please. So instead of the same cloud seamed 4 times in the sky. It's now 1 big texture?

Yup, like http://i44.tinypic.com/211rn9h.jpg. Heh, that also shows my new blight texture. :D
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John N
 
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Post » Fri May 27, 2011 8:17 am

*bump*
Any progress?
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saxon
 
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Post » Fri May 27, 2011 1:55 am

lovin the updates!
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Ryan Lutz
 
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Post » Fri May 27, 2011 10:31 am

Is this still being worked on? It looks excellent :)
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Kayleigh Williams
 
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Post » Fri May 27, 2011 2:28 pm

Is this still being worked on? It looks excellent :)

Course it is. And here's some new stuff:

http://i39.tinypic.com/2urnmmf.jpg
http://i43.tinypic.com/sestax.jpg
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aisha jamil
 
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Post » Fri May 27, 2011 1:06 am

Course it is. And here's some new stuff:

http://i39.tinypic.com/2urnmmf.jpg
http://i43.tinypic.com/sestax.jpg

Wow that looks amazing

I'm so glad that you updated the foggy texture, that was the only one lacking in V2
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Teghan Harris
 
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Post » Fri May 27, 2011 7:53 am

I'm so glad that you updated the foggy texture, that was the only one lacking in V2

I'm redoing them all, since even 2048 textures will stretch with my UV edits.
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Charlie Sarson
 
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Post » Fri May 27, 2011 6:38 am

Course it is. And here's some new stuff:

http://i39.tinypic.com/2urnmmf.jpg


Wow! That looks amazing.
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marie breen
 
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Post » Fri May 27, 2011 1:48 am

I'm redoing them all, since even 2048 textures will stretch with my UV edits.


I read somewhere, cant remember where exactly, but Skydye said that Morrowind can only handle textures at 1024 and anything above that will be scaled down automatically. However MGE cold render higher, so if this is true then wont your replacer only look good with MGE installed?
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Jessica Lloyd
 
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Post » Fri May 27, 2011 7:25 am

I read somewhere, cant remember where exactly, but Skydye said that Morrowind can only handle textures at 1024 and anything above that will be scaled down automatically. However MGE cold render higher, so if this is true then wont your replacer only look good with MGE installed?

I'm not sure, I thought of it before, but never tested without MGE, guess I should do that sometime...
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herrade
 
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Post » Fri May 27, 2011 9:01 am

EXACTLY what I was looking for! Awsome job so far.
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Karine laverre
 
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Post » Fri May 27, 2011 8:12 am

I read somewhere, cant remember where exactly, but Skydye said that Morrowind can only handle textures at 1024 and anything above that will be scaled down automatically. However MGE cold render higher, so if this is true then wont your replacer only look good with MGE installed?


It will still look good in Morrowind as 1024 is very very large. I've learned from some of my game making buddy that most games only redener up to 1024 as above is just never needed. Only one or two games out now ( oblivion is not one of them ) are made to read 2048. I believe they are big on reflections on cars. 2048 x 2048 is 4 times the size of 1024 x 1024. As for how MGE works with large textures or even if it can use them is a good question for the mge thread.
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CHANONE
 
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