[Wipz] The Terror of the Deepwoods

Post » Wed Jun 23, 2010 2:59 am

Well, the script for creating the glowing creatures from my mod is up in the http://www.gamesas.com/bgsforums/index.php?showtopic=1056555 !!

Go and check it out! :)
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~Amy~
 
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Post » Wed Jun 23, 2010 10:44 am

I definitely like the re-texturing of the minotaur.

I pretty much love all of the new monsters you and your friend are creating. I personally cant wait to play.
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Eliza Potter
 
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Post » Wed Jun 23, 2010 8:33 am

This is sounding better than ever!
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Noely Ulloa
 
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Post » Wed Jun 23, 2010 12:35 pm

Thank you both!

Richard, you always have the nicest things to say! By cumulative praise you've probably motivated several mods to completion by now! Thanks :) :icecream:
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Lynette Wilson
 
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Post » Wed Jun 23, 2010 1:58 pm

You can partially thank 2 pills of fluoxetine daily for my cheery attitude!!!! But also, the fact that I have no modding skills, but am also a huge Oblivion fanatic!
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Kara Payne
 
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Post » Wed Jun 23, 2010 12:12 pm

Whoa ... the Urscumug is going to give the Udyrfrykte a run for it's money. :thumbsup:
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James Smart
 
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Post » Wed Jun 23, 2010 3:06 pm

Hey, just want to post an update on my progress with the new Urscumug model.
I've completely all of the modelling for the body as well as the alpha planes for hair and stuff. I also did a quick coloring and sketch marks for reference. The following screenshot is from Nifskope, with the new Urscumug body doing the troll's forward animation.
http://nateneurotic.fileave.com/UrscumugPreview_02.jpg

Hope you guys like it.
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Sunnii Bebiieh
 
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Post » Wed Jun 23, 2010 5:30 am

Holy @#$%! That's AWESOME. Nice job, dude.
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CHARLODDE
 
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Post » Wed Jun 23, 2010 7:50 am

I love the albino face!
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m Gardner
 
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Post » Wed Jun 23, 2010 4:56 am

Hey, just want to post an update on my progress with the new Urscumug model.
I've completely all of the modelling for the body as well as the alpha planes for hair and stuff. I also did a quick coloring and sketch marks for reference. The following screenshot is from Nifskope, with the new Urscumug body doing the troll's forward animation.
http://nateneurotic.fileave.com/UrscumugPreview_02.jpg

Hope you guys like it.



very very good !! Bravo!!!

Here is the quick&dirty tree i created yesterday=)

http://tesnexus.com/downloads/images/27275-1-1259018849.jpg
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Heather M
 
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Post » Wed Jun 23, 2010 4:37 am

Here is the quick&dirty tree i created yesterday=)

http://tesnexus.com/downloads/images/27275-1-1259018849.jpg

That is one very evil looking tree...and I love it!
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Heather Dawson
 
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Post » Wed Jun 23, 2010 6:20 am

Another tree:

http://tesnexus.com/downloads/images/27275-1-1259090417.jpg
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Darian Ennels
 
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Post » Wed Jun 23, 2010 1:16 am

Wow! Nate that is coming along really, really great! Keep it up! :) :mohawk: It looks terrifying!

Superb work Spinat! :) That's a wicked tree!

EDIT: Wow, that other new tree is just perfect for the swamp bit! Fantastic! :goodjob:
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Bad News Rogers
 
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Post » Wed Jun 23, 2010 5:30 am

Wow! Nate that is coming along really, really great! Keep it up! :) :mohawk: It looks terrifying!

Superb work Spinat! :) That's a wicked tree!

EDIT: Wow, that other new tree is just perfect for the swamp bit! Fantastic! :goodjob:



Dude can you plz start skype i will send you the mesh=)
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Rodney C
 
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Post » Wed Jun 23, 2010 10:15 am

Another tree: http://tesnexus.com/downloads/images/27275-1-1259090417.jpg

That is one very evil looking tree...and I love it!
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Star Dunkels Macmillan
 
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Post » Wed Jun 23, 2010 2:59 pm

Well, I'm a little farther along in the modelling process:
http://nateneurotic.fileave.com/testrender.jpg
I finished modelling and UV unwrapping the branches and thorns. Some thoughts though...
1. Does it look complete? Should I continue to add extra things like skulls, bones, blood, etc.? And where would they go?
2. Should I add more natural elements, like leaves, wood, bark, mud?
3. The vert count is quite high, at least I think... 12.5K. Should I work to reduce this count? If so, what would be an acceptable range?

-NateNeurotic
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Rik Douglas
 
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Post » Wed Jun 23, 2010 10:50 am

Well, I'm a little farther along in the modelling process:
http://nateneurotic.fileave.com/testrender.jpg
I finished modelling and UV unwrapping the branches and thorns. Some thoughts though...
1. Does it look complete? Should I continue to add extra things like skulls, bones, blood, etc.? And where would they go?
2. Should I add more natural elements, like leaves, wood, bark, mud?
3. The vert count is quite high, at least I think... 12.5K. Should I work to reduce this count? If so, what would be an acceptable range?

-NateNeurotic


Maybe you can add some horns that point downwards
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Kanaoka
 
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Post » Wed Jun 23, 2010 1:58 pm

These creatures are getting spookier and spookier!!!!!!!
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courtnay
 
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Post » Wed Jun 23, 2010 3:27 pm

Sweet! Its looking great! I think it could do with a few skulls and bones tangled in its fur and stuff, possibly a few leaves.

Well, I'm not mesh expert, so I really don't know how bad that vert count is. Its certainly looking very good though! :)

On my front, I have been attempting to generate the landscape objects recently, but am having trouble getting the region editor to do what I want! I would just hand place the lot, but there are about 550 external cells to do! XD To be honest, even if I was to generate the whole lot, I'd have to go over the whole lot and fix floating trees and all that, add unique bits, fix landscape textures etc, so I'd end up having to do it by hand mostly anyway.

However, worse than that, Oblivion has bugged out on me in a big, big way, something's gone wrong with OBSE, and installing all the ULs recently has meant that half of the landscape of oblivion has disappeared, and that I get "You cannot go that way, turn back." everywhere. It doesn't help that I can't get wyre bash to work either, so I am having to reinstall Oblivion entirely. So I first have to go through all my data files for meshes and textures added by my mod, and copy them with their full paths and locations, to make sure I have everything in order. Fun times. :(

RL is also heating up, what with university application and all that, so in summary, not much progress from me! :obliviongate:
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Celestine Stardust
 
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Post » Wed Jun 23, 2010 2:48 pm

Some progress!

Having just had my Cambridge interview (it went pretty well I thought, in case you wanted to know) and also having been pretty ill, I've had a bit of time for modding. So there is progress to report:

-I have made several new trees
-I have made a new weather type, possibly one of the most intense storms that you will ever experience in oblivion, with scripted lightning, and new sounds. :D
-I have started cluttering the new worldspace. I've worked out the textures I want to use, and I am about 75% through the first few cells that you'll encounter in the new worldspace. I've decided to do it all by hand, as after a while fiddling with the region editor, I got it to work, and what it manufactures looks pretty bad anyway!
-I have retextured a spiddal stick plant into a "Blood Blossom" complete with new ingredient with a scripted effect.

(all in about 3 days :P - I tend to work in fits and starts!)

I'll have screen shots of the new cells soon, when I have finished them.

And I have reinstalled Oblivion twice since last posting here. Luckily, I have all my modding stuff backed up properly, but basically, I am not going to use any mods until I have finished mine! XD This cruel punishment I am inflicting on myself because I'll never get it done otherwise!

Is there any word form Pacific Morriwind on the tree? I'll need to be using it soon.

Also a second opinion could be useful for the lightning scripting: its all working well, but the lightning effect isn't exactly great. In the normal game, just the sky lights up, which you can hardly notice. In my version as it is at the moment, I move a couple of very bright lights to the player briefly, and then disable them, making a sort of flash. However the effect is not great, and I know I could make a much better version using OBSE and its Screen Effects plugin. So is it worth building dependency on these two resources just for this? Would you be put off downloading this if it required OBSE and Screen Effects? I'm veering away from it, because other quest mods seem to avoid OBSE (I'm thinking of Lost Spires, Ivellon, Midas etc..)
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Amanda savory
 
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Post » Wed Jun 23, 2010 3:12 am

well since, i use OBSE and Screen Effects, i say go for it :P
but depending on how hard it is to implement i would say that the ideal scenario would be to have the dependency an optional esp
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Stace
 
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Post » Wed Jun 23, 2010 1:25 pm

Hmm, yeah I suppose it could be possible to make a "better" version that's dependant on OBSE and screen effects! :P It shouldn't be too hard to implement.
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Britta Gronkowski
 
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Post » Wed Jun 23, 2010 3:18 am

I had seen some of the druidic stuff on nexus, and thought they where kind of out of place and odd....
But now I've seen the woods where they'll be placed it all fits perfectly, I already get the shivers looking at it, I'm not sure if i'll be braving too far in there.
This really is something else!
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Hella Beast
 
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Post » Wed Jun 23, 2010 5:37 am

This is sounding....WICKED!!!!!!!!!!
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Andrew Perry
 
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Post » Wed Jun 23, 2010 11:34 am

Urscumug Update!

I've completed ALL modelling, UV mapping, and skinning. Here's a screenshot of the final physical model in test textures, doing a troll power attack animation.

http://nateneurotic.fileave.com/UrscumugPreview_03.jpg

Anyway, I'll be starting the tedious job of hand-painting textures for this guy very soon. Also, it's good to see this thread get updated again with more progress from Spaniard. I'm excited.
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emma sweeney
 
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