[Wipz] The Terror of the Deepwoods

Post » Wed Jun 23, 2010 3:56 am

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..)


I use Storms & Sounds and the lightning effects are incredible. I hope your mod will be compatible with that one.

I use OBSE but not Screen Effects. Don't really like the latter. If your mod requires it, or other mods I don't use, it will make me pause but, depending on the reviews by other players, I would probably install it/them and then uninstall after I finish your mod.
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le GraiN
 
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Post » Wed Jun 23, 2010 7:12 am

@nate: WOW! That is looking supreme! I can't wait to see him textured! :goodjob: He's going to be pretty terrifying!

@ozmandias: Hmm, I've taken a look at Storm + Sounds (not downloaded yet though - I'm not allowed! XD) and what I'm going for is not really the same - I'm not making lightning bolts as such, more the effect that you'd normally see if you were in an incredibly intense storm: ie, blinding flashes of light. I'll put up some screens later this evening, so you can see what I mean, and my problem. I want to do a bit more tweaking first though. As for the sounds, I have been scouring the internet and some other sources for thunder sounds, and I've been doing a bit of editing myself too, and the final result is pretty impressive in my humble opinion! :)
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jessica sonny
 
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Post » Wed Jun 23, 2010 4:13 am

And now for another double post! Woo! But this time with some pictures... :)

Firstly, some of the new trees I have been making. Climbing these in game is good fun. :D
http://i168.photobucket.com/albums/u187/K4tana/Picture3-1.png?t=1260490831
http://i168.photobucket.com/albums/u187/K4tana/Picture2.png?t=1260490872 - its possible to climb almost to the top of this one!
http://i168.photobucket.com/albums/u187/K4tana/Picture1.png?t=1260490914 - my personal favourite

I've been putting these together in blender, and I'm finally getting the hand of it, and having fun doing it too!

Now, some screen shots of the first new area. This is where you first enter the woods, although it will be night then. The area is about 5 cells, and is about 75% finished
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1472.jpg?t=1260492559
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot153.jpg?t=1260491143
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1482.jpg?t=1260491193 - this plant has had a special new ingredient with a scripted effect added to it as well.
sorry for the rushed screenshots, I don't know why that papery bar thing pops up, its very annoying :facepalm:

The storm:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot157.jpg?t=1260491393
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot158.jpg?t=1260491449
I'm still not happy with the lightning, as it only lights up what's actually there, rather than making a bright flash in itself. Maybe I should place some particle effect to catch the light too. With screen effects, I could briefly ramp the contrast and the brightness to make it really intense. As it is, that screenshot was taken with HDR on, which I have edited the settings for in the weather in order to make it more intense. Obviously you cannot hear the sounds in a screenshot, but I have procured and edited a howling, rushing wind noise, some really heavy rain, and thunder that sounds fantastic, if I say so myself. Being in this storm makes vanilla storms feel like pleasant weather! I have some plans for a particle effect of leaves and twigs blowing across the player's field of vision too. I'm trying to get this storm to feel like those from the "Hard Rain" level of L4D2 if anyone's played it.

Other progress:

-I have edited some more trees, specifically mania ones, to make them more dark and depressing, or bare of leaves, bringing the total number of new trees in the mod (not including new statics) to about 95. :frog:
-I have recorded about half of the voice acting for Dundee, (I've had a sore throat for a while, so I've not been able to work on that for a while)
-I have written several sides for Elaine's diary
-I've improved the shining creature scripts, which will be put to good use in this mod too

Yeah, I think that's all! XD

More will happen over the coming weeks, after I finish the next few cells, and add a few hidden things, I'll work on the next stage of the quest, which will introduce a couple of new creatures, and require a bit of AI scripting and stuff. Fun!

The wolves are coming...
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luis dejesus
 
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Post » Wed Jun 23, 2010 2:45 am

Some of those pics of trees in development remind me of a childhood place I use to play at near...if you call a mile and a half near...my house. We called it "The Graveyard of Trees". I was very fortunate to grow up in a zinc-mining district and have tailings piles, tailings ponds and swamps, and closed down mining buildings to play in. It was Dungeons and Dragons meets Star Wars!

EDIT...

Lest I forget...streams and waterfalls also.
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Genocidal Cry
 
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Post » Wed Jun 23, 2010 2:16 am

Hello people,

First off, I'd like to share a link to a very useful thread that RichardRocket has started on making large scale mods.
http://www.gamesas.com/bgsforums/index.php?showtopic=1060142&hl=
I feel that a lot of the discussion on that thread can really apply to everyone involved with working on the Terror of the Deepwoods project. Second, I want to say again that the progress Spaniard is making on his own to develop this mod is truly inspiring.

On my front, I've begun the grueling job of texturing the Urscumug. The branches, vines, skeleton parts, and about 5% of the fur have been completely textured and ready to go. I have to say... hand painting fur is REALLY TEDIOUS stuff, but I think the less I pull from already existing textuers, the better quality and control I can achieve. Also, I just purchased Shivering Isles and will soon start working on the custom werewolf creature for the Terror of the Deepwoods project also (to avoid utter burnout from working on the Urscumug exclusively). Well, I guess that is all for now.

-NateNeurotic.
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Jynx Anthropic
 
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Post » Wed Jun 23, 2010 10:38 am

All of the progress here looks awesome so far, especially the Urscumug, wow. It's great to see how much further this has come, keep up the good work!
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lydia nekongo
 
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Post » Wed Jun 23, 2010 10:38 am

If I ever see an Urscumug charging at me my first thought would be to run. :bolt:
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Enie van Bied
 
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Post » Wed Jun 23, 2010 10:04 am

The Filthy Spaniard's Special Christmas Non-Update!

Well, this isn't really much of an update, as I haven't made so much progress recently. Well in the last couple of days. I HAVE retextured an entire set of rocks, all the Shivering Isles ones, (mania and dementia) to have a drab, dark grey/green mossy texture. This is to make the cliffs in my mod more interesting, as well as create some interesting locations. And I've thought up a way to make the lightning work as I intend to, that doesn't need OBSE or screen effects. Ho ho, I'm pleased with myself about that! XD I'll need to test it out first though. And I'm making progress with the shining creatures scripts too.

@Nate: Good work! Keep it up! Let me know how you're getting on. I'm very impressed at you making textures, as I can draw, and paint ok-ish, but when it comes to me attempting to make textures, I'm a complete failure! XD The ones you made for your druidic weapons are really good too, so these should be great.

Yeah, RichardRocket's thread is excellent, and very helpful, and infact, so is all of RichardRocket's feedback! Thanks! :)

Thank you all for your feeback and support, it is very motivating. Unfortunately the Team Fortress 2 update is very distracting! :P Curse you, amazing Steam sale! In all seriousness, I should get more done once the Christmas madness settles down a bit. :) Though I do have exams too, ugh.

Merry Christmas everyone! :obliviongate:
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ladyflames
 
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Post » Wed Jun 23, 2010 8:26 am

I love the fact that you are giving attention to the cliffs, because that is one of the mistakes of Bethesda...the cliffs of mountains are not very detailed.
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Darrell Fawcett
 
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Post » Wed Jun 23, 2010 1:34 pm

Buddy you asked me to create spikes similar to the fallout 3 point lookout DLC.... Sry but i ignored your request and decided to create something own....Well i gave absolute freedom to my sick imagination.... and this one came naturally... Hope you like my version.....

Its just the beginning and not done at all.. So you can all make some suggestions=))

http://tesnexus.com/downloads/images/27275-1-1261941363.jpg
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Jodie Bardgett
 
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Post » Wed Jun 23, 2010 8:14 am

Buddy you asked me to create spikes similar to the fallout 3 point lookout DLC.... Sry but i ignored your request and decided to create something own....Well i gave absolute freedom to my sick imagination.... and this one came naturally... Hope you like my version.....

Its just the beginning and not done at all.. So you can all make some suggestions=))

http://tesnexus.com/downloads/images/27275-1-1261941363.jpg

That is one nasty trophy collection!
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NO suckers In Here
 
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Post » Wed Jun 23, 2010 4:57 pm

The armour looks truly excellent. I shall watch this with anticipation.
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Luna Lovegood
 
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Post » Wed Jun 23, 2010 5:49 am

@Spinat: Sweet, that looks gruesomely awesome! Nice work! :goodjob: The only suggestions I have are thus: go easy on the "fresh" bits, lol, use mostly skeletons, (but you are already doing this so this is cool) and is it possible to put havok collisions so that the heads etc can swing? Great stuff! :)

Well, I still haven't made much progress, what with being distracted by this game: http://store.steampowered.com/app/37000/ but I have finished it so it is all cool now. But seriously, that game is possibly one of the weirdest, most compelling and best games I have played for a good long time. Get it and play it, it is very cheap on steam. I sort of feel ashamed of my mod now, having seen what a game can achieve artistically! I'll just have to try really hard no? :P
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Czar Kahchi
 
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Post » Wed Jun 23, 2010 4:01 pm

We wondered where you were...TSK TSK TSK!
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Christine
 
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Post » Wed Jun 23, 2010 1:41 pm

Hi people.

First off, Merry Christmas and Happy New Year to everyone!

Second, I've been feeling really lazy since you guys have posted updates, so I hunkered down and worked a little on the Urscumug. Here's a http://nateneurotic.fileave.com/UrscumugPreview_04.jpg of my current progress. I've completely finished the textures for the face portion of the Urscumug now, as well as the alpha hair parts. Painting fur is a LONG process.

That's it.
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Schel[Anne]FTL
 
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Post » Wed Jun 23, 2010 6:38 am

Looking nice...
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Setal Vara
 
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Post » Wed Jun 23, 2010 11:00 am

Looking nice...


very nice

Spinat, when all this is over can you start a thread for starting organic and armor design? im a decent modeler and am very interested in creating creatures and armors but am not skilled at it

looking forward to this mod, if you need any ideas for scary creatures ill give you some good ones, just pm me

really looking forward to this, been tracking it.

also when will the new creatures become resources?
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Nitol Ahmed
 
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Post » Wed Jun 23, 2010 5:57 pm

Blimey Nate, that looks amazing! Well done! :)
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brian adkins
 
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Post » Wed Jun 23, 2010 10:16 am

Awesome, does remind me of the vodoo-like bone-totems in Point Lokout-Fallout 3.:)
Spooky stuff!
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Emzy Baby!
 
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Post » Wed Jun 23, 2010 12:28 pm

Hi people.

First off, Merry Christmas and Happy New Year to everyone!

Second, I've been feeling really lazy since you guys have posted updates, so I hunkered down and worked a little on the Urscumug. Here's a http://nateneurotic.fileave.com/UrscumugPreview_04.jpg of my current progress. I've completely finished the textures for the face portion of the Urscumug now, as well as the alpha hair parts. Painting fur is a LONG process.

That's it.



Wow its really crazy stuff!!! Great work buddy! Awesome!
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James Baldwin
 
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Post » Wed Jun 23, 2010 7:20 am

Bump to keep this front and center in everyone's attention.
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maya papps
 
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Post » Wed Jun 23, 2010 2:43 am

Just a little update to say that I am working more regularly on this now that I have gotten back to normal existence a bit. I still have exams over the next month, but its all under control :P However, you probably won't get too many updates from me, what with me doing just more of the same, landscaping and the like. Also, soon I'll be doing parts of the mod which are story important, and I don't want to give too much away, if any! The screenshots I have posted before have mostly been of the introductory part of the mod, but it all gets a bit more mysterious and creepy now. Thank you all for the support, and I'm sure I'll be able to show you bits that I'm working on. :)
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marina
 
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Post » Wed Jun 23, 2010 2:43 pm

this wip really catched my attention. it must be my taste for horror movies, but it just sounds like I will enjoy it immensely :D
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Racheal Robertson
 
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Post » Wed Jun 23, 2010 5:48 pm

No Siree...we don't want too much information...it will take the fun out of it.
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Lou
 
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Post » Wed Jun 23, 2010 11:30 am

Thanks for the support :)

Making trees can be incredibly addictive, lol. I imagine I'll have made tens of them, if not hundreds by the end of this!
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GabiiE Liiziiouz
 
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