[WIPz] The Nerevarine Chronicles: Tiuj Kiuj Restis

Post » Mon Jul 15, 2013 3:04 pm

Looks like a warehouse party I went to back in 1995 (I don't mean this in a bad way, either). Very cool idea - I agree the corners do appear sharp though.
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Alisia Lisha
 
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Post » Tue Jul 16, 2013 4:55 am

Will be any columns at the angles? Without columns meshes looks naked.
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Matthew Aaron Evans
 
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Post » Mon Jul 15, 2013 6:43 pm

Yeah, I could try to bevel them a bit but the main problem with any changes I make to the pieces is that I have to make sure they tile and that I have to do it to every piece. I originally wanted to make the transition from the stone walls to metal transition pieces a little smoother using some vertex shading but now doing that would require me to make very specific extrusions to the shapes and add very careful and specific vertex shading to all the spots.

The metal corners that are at an outward 270 degree angle I should be able to add a few more polys to to make nicer, but the 90 degree angles on the corner and end peices will be a little tougher as these are joined to both the roof and floor transition pieces which I would need to make work as well.

In general though this area of the ruin and these specific pieces are meant to be very neat and polished, there will be a lot of decay in the ruins though, as magma currents have caused the floors to entire rooms to collapse and the shifting island has caused many of the ruins features to fall apart. Not to mention the Imperial Legion and Cyrus did a lot of damage in the events of Redguard.

Could you please rephrase this question? I have no idea what you're meaning to ask.
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Sakura Haruno
 
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Post » Mon Jul 15, 2013 4:45 pm

I think Tyddyner means that you could put a column in the corners to give them a better transition.
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Britta Gronkowski
 
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Post » Tue Jul 16, 2013 5:14 am

Beveling them would look nicer, I can't see a column fitting and there's also the issue of making this tileset actually tile.
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Izzy Coleman
 
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Post » Mon Jul 15, 2013 6:35 pm

So how has this been coming along? It seems like a great mod :)

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Connie Thomas
 
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Post » Mon Jul 15, 2013 2:49 pm

@LanceAvion, I haven't worked on anything I can really show off in the past while, I've written a lot of outlining and such for the main quest of the mod and planned how I'm going to approach working on it again when I start making art assets for the mod again.

Recently I opened up http://strosmkaimw.prophpbb.com/ so that I could better organize myself and have a place to put screenshots and such. The majority of the forum isn't visible to regular users or guests but having the forum should help me in keeping track of what I'm doing and what needs to be done for the mod, since with large projects like this I often end up just making all sorts of resources all over the place and not properly prioritizing my workflow. Anyways I'm pretty much spouting the same stuff I've already said now, so I'll just leave by saying I have been working on this and I'll have things to show off again soon enough!

If you want to help out, you can go sign up at the forum or message me. I could always use help with meshes and textures right now and even if that's not you're forte then writing and concept art is extremely useful to me. I can always use help with things! :)

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Ellie English
 
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Post » Mon Jul 15, 2013 11:47 pm

Finally got back to work on this. I http://i.imgur.com/JmaYBGs.jpg on my house mesh. The new one's based off of the window seen in http://i.imgur.com/aCOcwkG.gif from Redguard, the house is on the left. I also decided I'm going to prioritize on getting the city tileset finished this time around because the layout is already mostly planned out, since it appeared in Redguard. It'll also provide some nice screenshots once I get to building the city in the CS.

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oliver klosoff
 
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Post » Mon Jul 15, 2013 1:58 pm

That looks fantastic! Can't wait to see this keep going.

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lauraa
 
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Post » Mon Jul 15, 2013 1:52 pm

Updated the first post detailing new developments. Will be posting more updates here soon.

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BRIANNA
 
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