[WIP] The Old Vivec

Post » Fri May 27, 2011 6:50 pm

Oh I'm saying keep it dark in game, but for screenshot purposes alittle light would help ... to me most of the screenshots are just a dark gloom with a few corners and edges here and there.
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katie TWAVA
 
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Post » Fri May 27, 2011 9:29 pm

Do you think this is dark enough? Or should there be negative lighting?
They all will be old shops and houses in this district also do you think shops would have been any different in those times?
Thanks


It's a solid black square with morrowing UI in the lower corners. If it's like that in game the mod would be completely unplayable. Dark is ok; pitch black, can't see anything at all or even find the exit to get out is bad. There are more frusterating things than having to exit the game in order to remove a mod & clean the save files.
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Jimmie Allen
 
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Post » Fri May 27, 2011 1:52 pm

Try to make it more destroyed, I hate it how so many ruins in Morrowind look the same as a perfectly good condition version of the ruin.

Other than that, it looks good.

I will pass that on to Oblivion as he is doing the decorating. And thanks for the input.


It looks very cool. The architecture should be the same, old Velothi style, but maybe one day you can go back and retexture it to look worse for wear. It is plenty dark for me.

Sure, what are you thinking green moldy or just darker?


For screens maybe but I've always felt dark is good, it is after all a ruin buried beneath the earth. The ambient light in underground areas in MW always bothers me. You should need to bring a light source, it adds to the atmosphere IMO.

But it's your mod.... you do whatever you like! ;)
Cheers

Yes I agree I too think it should be dark. It always bothered me that you really never had to use a torch or spells like night-eye, or light.

It's a solid black square with morrowing UI in the lower corners. If it's like that in game the mod would be completely unplayable. Dark is ok; pitch black, can't see anything at all or even find the exit to get out is bad. There are more frusterating things than having to exit the game in order to remove a mod & clean the save files.

I was just going to make it where you would actually need a light source. And thanks for warning me I will be careful to not make it that dark.

Also I forgot to mention I have made many shops. I had a question on potions, would they all be spoiled? Also, what weapons and armor would have stood the test of time? Or would there be a way they could have been preserved?
Thanks
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Amie Mccubbing
 
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Post » Fri May 27, 2011 8:52 am

Also I forgot to mention I have made many shops. I had a question on potions, would they all be spoiled? Also, what weapons and armor would have stood the test of time? Or would there be a way they could have been preserved?
Thanks


Well, if wine can keep in bottles for centuries... I see no reason why most magical potions wouldn't be able to. However, seals could break, letting air in, things like that as well. So I say give a mix of both. Perhaps any potions stored in secure areas would be in good condition, but any that were scattered or left out might be spoiled, or weakened, or even... poisonous?

Any iron or steel weapons and armor would most likely be rusted, especially considering that the ruins would be damp/moist if not down-right wet (being surrounded by water and all). Glass wouldn't change much I don't think, nor would ebony (and therefor daedric as well). Not sure what the effect on leather would be, though I imagine it would become cracked and brittle over the passage of time.
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Stryke Force
 
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Post » Fri May 27, 2011 1:13 pm

Not sure what the effect on leather would be, though I imagine it would become cracked and brittle over the passage of time.


I imagine over any large length of time it would simply rot, especially in a damp environment like an underwater ruin ... you could always look up what they find in archeological digs and stuff to find out what kind of things get preserved and such?
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Gavin Roberts
 
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Post » Fri May 27, 2011 8:05 pm

I imagine over any large length of time it would simply rot, especially in a damp environment like an underwater ruin ... you could always look up what they find in archeological digs and stuff to find out what kind of things get preserved and such?


Indeed. I actually just looked into it a little bit after my post, and yes, leather would rot and warp, and in some cases collect mold and mildew in a damp environment. :)
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Robert
 
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Post » Fri May 27, 2011 3:40 pm

Sounds like great idea, the whole underground lost city is pretty neat and it would probably house a good number of monsters, especilly undead....maybe the ruins have been taken over by bandits factions looking for loot too...a whole world of possibities
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Markie Mark
 
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Post » Fri May 27, 2011 2:33 pm

Wow thanks those are great. Thank you. :thumbsup:
This place will be a monster all encompassing. So if anyone knows about the lore of that time please tell us. Thank you.
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Shianne Donato
 
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Post » Fri May 27, 2011 1:11 pm

Meh, I despise lore. But for you people, I'll try to find a fitting story here.
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Princess Johnson
 
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Post » Fri May 27, 2011 9:32 am

It's a solid black square with morrowing UI in the lower corners. If it's like that in game the mod would be completely unplayable. Dark is ok; pitch black, can't see anything at all or even find the exit to get out is bad. There are more frusterating things than having to exit the game in order to remove a mod & clean the save files.


You could just y'know bring a torch/lantern? Or a Night-Eye spell? Or a Light spell? Or not go down underground where light has no reason to be? Or just like... turn your character 180 and hit whatever button you use to activate objects? Or use Recall? Divine Intervention anyone? Almisivi Intervention if that's what floats your boat even? Aundae/Quarra/Berne Amulet/ring? Mazed Band?

All of these things will get you out of a situation where you find yourself in the dark or solve the problem for you. Adventuring isn't a business for the unprepared.
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brenden casey
 
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Post » Fri May 27, 2011 11:49 am

lulz
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 5:35 pm

We've run into some, uh, technical difficulties so I'll let ya know when we have solved the problem

k we got it.
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Leilene Nessel
 
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Post » Fri May 27, 2011 7:13 pm

Regarding the darkness issue:

Personally, I don't think there's anything wrong with pitch black places per se. Actually I welcome them since they give torches and light spells an actual reason to exist, which they don't really have in the base game.

However, they need to be implemented with care. Keep in mind that a Morrowind player is very likely to work on the assumption that even the space behind a dark cave entrance, or under a trapdoor, will be lit - this is how the game works in hundreds of cases, and people get used to it. And if the player enters a pitch black area on the (understandable) assumption that it would be lit, then there's a second problem: In a real situation, any sane person would either decide not to go in after seeing that it's pitch black, or at least take a firm hold on the door/ladder/etc. that led him there, so that he can go back easily. In Morrowind, neither is the possible. This leaves the player in a frustrating situation, which should be prevented.

Personally, I'd recommend to either put a light soure near the entrance (so that players will be able to find the way back without having to hunt for UI popups in the dark), or to script the entrance in a way that it offers the player the option to go back - i.e., display a messagebox "The area down there is pitch black, you realize that you will need a light source if you want to see anything. Do you still want to enter? Yes / No".
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michael danso
 
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Post » Fri May 27, 2011 5:26 pm

Script? I'd rather not. We aren't very good at scripting, at least not me.
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Kari Depp
 
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Post » Fri May 27, 2011 3:22 pm

Script? I'd rather not. We aren't very good at scripting, at least not me.

Well, it's your decision, obviously. :)

- You can leave the space black and don't warn players about it, which will cause frustration as can be seen by Nicholiathan's post further above.

- You can forego the idea of pitch black spaces altogether, as hinted by dingosky in his reply.

- You can leave a light at the entrance area, so that people won't have difficulties finding the way back.

- You can script the entrance as described above, which wouldn't be very hard to do, even if you never used scripts before, since both "scripted door" and "obtaining a decision from the player" are things that have been done many times, so there should be lots of examples.

Like Socucius Ergalla said: "There are a few ways we can do this and the choice is yours." :)
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LittleMiss
 
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Post » Fri May 27, 2011 8:05 am

I thought about making a npc w/ a torch at entrance who will also be part of a quest.
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dav
 
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Post » Fri May 27, 2011 6:52 am

I decided to turn light up in my game and take some screenies:
http://hotimg8.fotki.com/a/12_218/95_201/ScreenShot-227.jpg
http://hotimg19.fotki.com/a/12_218/95_201/ScreenShot-228.jpg
http://hotimg16.fotki.com/a/12_218/95_201/ScreenShot-229.jpg
http://hotimg25.fotki.com/a/12_218/95_201/ScreenShot-230.jpg
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Jon O
 
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Post » Fri May 27, 2011 1:04 pm

I decided to turn light up in my game and take some screenies:
http://hotimg8.fotki.com/a/12_218/95_201/ScreenShot-227.jpg
http://hotimg19.fotki.com/a/12_218/95_201/ScreenShot-228.jpg
http://hotimg16.fotki.com/a/12_218/95_201/ScreenShot-229.jpg
http://hotimg25.fotki.com/a/12_218/95_201/ScreenShot-230.jpg

Cool, I like the destroyed, saggy look of all the ceilings, but try to make them lower, we wouldn't have high ceilings like that if the city had been built over, anyways, good job.
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James Hate
 
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Post » Fri May 27, 2011 2:20 pm

thx for suggestions. I added rocks to some rooms to make it look like it is actually underground. And I guess the ceilings should be lower and/or made of rock, I'll let dingosky know.

And the rusty repair prongs is something I added, they are the same, but there wouldn't be mint conditin repair prongs in an ancient ruin, if any. That was the first time I toured what we had done and I realized we have a lot of work ahead of us.
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Baylea Isaacs
 
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Post » Fri May 27, 2011 5:50 pm

http://hotimg19.fotki.com/a/12_218/95_201/ScreenShot-228.jpg


Just a tip: lower the boulders to bleed into the floor, it would look a bit more realistic :)
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 9:59 am

I wanted it to look like they fell from the ceiling, which we need to replace with stone, like I said.
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RUby DIaz
 
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Post » Fri May 27, 2011 7:22 am

I know, but now it looks like balancing on a little peak, and it isn't realistic :)
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Philip Rua
 
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Post » Fri May 27, 2011 5:04 am

ok, it's hard to sink it in and still look right, I should just delete it then
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Jessie Butterfield
 
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Post » Fri May 27, 2011 8:15 pm

Just rotate the rock so its 'propped' partly on the ground ... or place smaller rocks beneath it ... it looks good towards ruined underground effect, just not very balanced gravity wise.
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rheanna bruining
 
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Post » Fri May 27, 2011 8:44 pm

Personally, I'd recommend to either put a light soure near the entrance (so that players will be able to find the way back without having to hunt for UI popups in the dark), or to script the entrance in a way that it offers the player the option to go back - i.e., display a messagebox "The area down there is pitch black, you realize that you will need a light source if you want to see anything. Do you still want to enter? Yes / No".

Brilliant idea! Thanks.
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Gavin Roberts
 
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