[Wipz] The Terror of the Deepwoods

Post » Wed Jun 23, 2010 3:37 am

A minor and slightly amusing update: I accidentally, whilst fixing the rotation and scale of the collision on several trees I have made, set all their collision to non-static, and opened the game for testing to find that they had all fallen over and all the branches had fallen off! :lmao: :banghead: Lol, back to work! XD
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Doniesha World
 
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Post » Wed Jun 23, 2010 10:17 am

UPDATE!: I have updated the first post with my recent progress, including screens of my newest tree, and also a new mesh for scree slopes. Many of the new meshes I have been making are time saving devices, like a mesh which has those cypress knee stumps already in a circle, so I don't have to place 7 of them per tree individually!

Also, I have made a relatively major decision to start using OBSE functions for my scripting, meaning that this mod will be dependant on OBSE. Because I'll be already using OBSE I *may* build dependency on Screen Effects too, as this will vastly improve the visual parts of the mod, but this depends on the stability of Screen Effects. Nevertheless, the extra scripting potential that OBSE gives me will allow for several interesting scripted sections, the kind of which you wouldn't be able to see in other quest mods, which tend not to use OBSE. Should be fun! I'm certainly excited! :D
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cheryl wright
 
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Post » Wed Jun 23, 2010 5:59 am

I don't really care for Screen Effects and don't use it. Hope you decide against requiring it for your mod.
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Shianne Donato
 
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Post » Wed Jun 23, 2010 6:52 am

What precisely do you find objectionable about it? Because opinion seems to be divided on it quite strongly. I don't have to use it, but that does create certain limitations. The only "screen effect" I can apply using only vanilla ones, is the hit shader, and that isn't always suitable. There are some ideas I have about implementing the other effects, but these are quite complex to get to work, and don't always look very good either. The things that I need Screen Effects for are for very brief, momentary events, such as a flash of lightning, or a "seeing red" sequence. I won't be applying it across the entire worldspace or anything.
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Jinx Sykes
 
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Post » Wed Jun 23, 2010 4:03 am

i say go for it. those who don't like screen effects can always just disable it after player your mod :)
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lucile
 
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Post » Wed Jun 23, 2010 1:42 pm

Use screen effects, most people wouldn't mind using it. I'm one of those, and the shaders that you can apply with screen effects are really awesome, and I'd really like to play your mod with those shaders :P
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Kortknee Bell
 
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Post » Wed Jun 23, 2010 10:17 am

Ok, looks like I'll be using screen effects after all, unless it I can't get it working! I might make two versions, one that uses it, and one that doesn't. But then again I might not :P
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Richard
 
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Post » Wed Jun 23, 2010 9:59 am

A minor update: I have finished writing a script for quicksand that will be used in the swamp area of my mod, and also in http://www.gamesas.com/bgsforums/index.php?showtopic=982779 mod. Also, had a few ideas for loading screens and a new area of woodland. Fun! :D
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vicki kitterman
 
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Post » Wed Jun 23, 2010 3:54 am

2 for 1...what a deal!
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Justin Hankins
 
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Post » Wed Jun 23, 2010 8:13 am

Update: http://www.gamesas.com/bgsforums/index.php?showtopic=1073330 has been released! Go and check it out - parts of it will be used in The Deepwoods. On the Deepwoods front, I'm still making progress on the forest, and also on the quicksand script. And I've gone through the first part and squashed all the bugs I could find! Not anything that I can really post screenshots of though :P
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Emma Pennington
 
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Post » Wed Jun 23, 2010 2:04 pm

Please continue continuing and don't worry about publicizing it...until you are just about to release it!
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Tasha Clifford
 
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Post » Wed Jun 23, 2010 4:14 am

I just stumbled across http://www.invision.tesalliance.org/forums/index.php?/topic/2191-wipz-flashlight/ on another board and I think it gives a really cool feel to the game. It's basically a flashlight, and I think in the right places, it could give the Deepwoods mod the feel it needs.
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Kevin Jay
 
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Post » Wed Jun 23, 2010 3:15 am

Gah, I had almost finished typing this when my browser crashed! :brokencomputer:

Well, I've had a productive weekend. Or more precisely, a productive Saturday, as I've not done much today! :facepalm: Anyway, productive: I must have finished completely about 14/15 cells of forest, and I've half finished another 8 or so. Not including the 9 or so Tamriel cells that I've finished. The problem at the moment is that the forest in this area is very dense, and hence time consuming to make. Other parts will be less so, I already made a small "test" world for the swamp area and that took me about 3/4 hours to do about 7 cells, so I'll do other areas faster. Also, it is quite fatiguing to be landscaping all the time, to which end I've been taking breaks by making extras and other things! Yesterday I made another 3 trees, about 5 scrolls with unique and useful effects, that come in 3 strength varieties, and made a levelled list for them, a new container mesh, a unique spell/treasure, and several new flora, with corresponding ingredients! I'm quite pleased with myself! :D

I'm going to be making a small cave later, and maybe a few more scripted spell, of which I have a few ideas for.

Lol, thanks RichardRocket, don't worry, I'll be continuing to be working on this :) Thanks for your support, and I might be able to sneak in a cheeky screenshot when I finish this next bit of forest. :P

@ Nate: Yeah, I saw that the other day, looks really cool. If he releases it as a resource, I may use that for a spell. A lot of cool individual things like swords and stuff don't get the recognition they deserve, because they just "give" you it without any kind of gameplay to get it. How often do you see "The Sword's in a chest in the market district"? I try to integrate these rewards into the game, and make it more exciting! I have several other "light effect" spells planned though. For me scripting is probably the most enjoyable part of modding, although I like all aspects of it (except retexturing! lol), and I will be making quite a few scripted spells and the like. Oh and have you had a chance to make any progress on the rocks? :)

Thanks for the interest folks!
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Shelby McDonald
 
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Post » Wed Jun 23, 2010 10:31 am

Great progress! Keep it up!
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Stat Wrecker
 
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Post » Wed Jun 23, 2010 5:16 pm

Spaniard,

No progress on the rocks as of yet. My weekends are the least productive days for me since I head back to my parents house and away from my computer. Also, if you have more reference pictures of more specific rock/cliff designs, that would help me out greatly with designing and building them.

Anyway, good to see that you've had such productive days recently!
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clelia vega
 
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Post » Wed Jun 23, 2010 6:17 am

No worries. Sure, I'll see what I can do. Probably not this evening, because of the internet being turned off soon, but tomorrow. :) Thank you very much!
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Nick Jase Mason
 
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Post » Wed Jun 23, 2010 6:42 pm

As promised here are some screenshots of a cave I have made a while ago. I've also been finalizing and tweaking the quicksand scripts, and shining creatures too. Landscaping is going quite well. I'll probably have to make a new thread soon, expect that about the end of the week. Ish. I'm on half term at the moment so I should be able to make some good progress.

The cave has been made using a couple of Mr Siika meshes (resource) and several or my own too:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot174.jpg?t=1266335248
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot180.jpg?t=1266335833
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot183.jpg?t=1266335391
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot186.jpg?t=1266335447

I think I'll put a script to change the light levels according to game time too.
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Michelle Chau
 
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Post » Wed Jun 23, 2010 4:00 am

I liked that abyss picture. Just think...there could 666 levels in it!
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Anne marie
 
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Post » Wed Jun 23, 2010 8:01 pm

Hello! Everybody im here again, i was asked to make an very evil cave creature and after some brainstorming i decided to create a bat.... But the broblem is that my sick imagination can only create a sick version of the bat:

http://tesnexus.com/downloads/images/27275-1-1266613429.jpg

enjoy=))
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Penny Flame
 
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Post » Wed Jun 23, 2010 4:12 pm

Very creepy creature, spinat :thumbsup: The feet/toenails looks a little bit weird

Suggestion on evil cave creature:

- http://paizo.com/image/content/CrimsonThrone/PZO9008-PestilenceDemon.jpg

- http://fc08.deviantart.net/fs31/f/2008/198/6/8/Cerberus_by_Vyrilien.jpg

- http://fc00.deviantart.net/fs27/f/2008/181/2/8/Anima__Cerberus_by_Wen_M.jpg

- http://ftp.ubi.com/emea/homm5/screenshots/HOMM5_Inferno_Creature_Cerberus.jpg

- http://www.presidiacreative.com/wp-content/uploads/2009/09/Creature.jpg
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GRAEME
 
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Post » Wed Jun 23, 2010 5:02 pm

Awesome work and the minotaur looks realy cool just one question:could i have permission to use your wolf (black with purple green eyes) model and textures?
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carla
 
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Post » Wed Jun 23, 2010 5:22 am

This does look very promising. Your forests are very well done. I was also very dispointed with OBs forests.
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katie TWAVA
 
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Post » Wed Jun 23, 2010 5:39 am

This entire mod looks awesome! And that abyss pic sure does look kewl :bowdown:
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..xX Vin Xx..
 
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Post » Wed Jun 23, 2010 5:24 pm

This does look very promising. Your forests are very well done. I was also very dispointed with OBs forests.

I was also disappointed with vanilla forests. But I do enjoy UL's forests, and will enjoy this when it gets done.
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R.I.p MOmmy
 
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Post » Wed Jun 23, 2010 2:59 pm

Sorry for the delay in posting a reply here. As this is the 200th post, I have made a new thread http://www.gamesas.com/bgsforums/index.php?showtopic=1078989 with other progress too. Go and post stuff there!

@Spinat: Sweet, looking awesome!

@AlphaWolfPack: All the creatures for this mod will be packaged as a resource upon release. Could you please send me a PM with details of what you would like the wolf model for?

@strupekutter, Rowan, draogn7ball7, and Richardrocket: Thanks for the feedback! It is very motivating. The forest in the Deepwoods will be very varied, there will be several different kinds, hopefully horrendous each in their own ways! I'm getting better at the landscaping, so the latest forest is looking even better than the screenshots here. Nice finds strupekutter, some of those would be quite suitable...
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Misty lt
 
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