[RELz] Underdark: The Realm of Northdark

Post » Sat May 28, 2011 8:09 am

If you're regenerating and adding new texture then you would have to remove it all together. Are you texturing invidual cells? If so, then there is a texture you can use that works as an erasure.
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celebrity
 
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Post » Sat May 28, 2011 10:28 am

Whew, you lost me. I thought painting on dirt would do the trick? Does the texture have to specifically say _nograss on it?

And am I doing it right? I'm just repainting in the fungal lake world, using the landscape editor
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Nims
 
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Post » Sat May 28, 2011 7:39 am

I am enjoying this...but that one big creature...I just can't get by it.
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Isabella X
 
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Post » Sat May 28, 2011 5:03 am

Just a heads up, Aoikani


A little extra illusion
http://i861.photobucket.com/albums/ab180/metallicow/ALittleExtraIllusion.jpg

I find it funny all the insults those dwarves spit out...(I have a buddy who can tell you every side effect known to man when a drug commercial plays on the tube) LOL
Anyway, they are clustering and getting old quick, if you know what I mean. I used a spell to turn them to stone.
http://i861.photobucket.com/albums/ab180/metallicow/LeaveMeBeDamnDwarves.jpg

Metallicow
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QuinDINGDONGcey
 
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Post » Sat May 28, 2011 9:07 am

I am enjoying this...but that one big creature...I just can't get by it.


Go around him :D waaaaayyyy around.
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lolly13
 
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Post » Sat May 28, 2011 3:54 pm

Whew, you lost me. I thought painting on dirt would do the trick? Does the texture have to specifically say _nograss on it?

And am I doing it right? I'm just repainting in the fungal lake world, using the landscape editor


Well, yeah for what you're doing by modifying site placements, painting is fine and no for the _nograss question. What I mean is, just find the texture that ... wait I'll get back to you on that and tell you exactly what it is.

uh, yeah Shadow. The name of the texture is -NONE-, choose {-NONE-}, right-click on the texture you want to get rid of and put "-NONE-" in place of it. :D
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jennie xhx
 
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Post » Sat May 28, 2011 1:25 pm

Just a heads up, Aoikani


A little extra illusion
http://i861.photobucket.com/albums/ab180/metallicow/ALittleExtraIllusion.jpg

I find it funny all the insults those dwarves spit out...(I have a buddy who can tell you every side effect known to man when a drug commercial plays on the tube) LOL
Anyway, they are clustering and getting old quick, if you know what I mean. I used a spell to turn them to stone.
http://i861.photobucket.com/albums/ab180/metallicow/LeaveMeBeDamnDwarves.jpg

Metallicow


Exploring :D.. so how did you do the kaleidascope?

I have to add more to that museum.
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carly mcdonough
 
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Post » Sat May 28, 2011 12:52 pm

The fishy-city docks were actually buggy because of a clipping problem with the enlarged stone platform underneath, they would hover above the ground by a foot or so.

So I deleted that whole piece and am rebuilding the docks area with wood. So it will look very shanty and cobbled together, like one big makeshift boat or dock or something.

It looks good so far, but I'm gonna have to repath too..

Not finished, but this is how it's looking:
http://img715.imageshack.us/img715/8259/newdocks.jpg

Going to start adding ambient effects of water splashes/waves and such coming from under the floor around there to get the feeling of being on a little floating town. As well, i think ill put up some hanging dock-lamps here and there to cast some ambient glow around.

Also, Aoikani, are my bunch of daggers in the main mod yet? I think I asked you this already but I have the mod loaded and don't see them on the weapon list, was going to place some on the map.
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Jesus Sanchez
 
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Post » Sat May 28, 2011 2:36 pm

The fishy-city docks were actually buggy because of a clipping problem with the enlarged stone platform underneath, they would hover above the ground by a foot or so.

So I deleted that whole piece and am rebuilding the docks area with wood. So it will look very shanty and cobbled together, like one big makeshift boat or dock or something.

It looks good so far, but I'm gonna have to repath too..

Not finished, but this is how it's looking:
http://img715.imageshack.us/img715/8259/newdocks.jpg

Going to start adding ambient effects of water splashes/waves and such coming from under the floor around there to get the feeling of being on a little floating town. As well, i think ill put up some hanging dock-lamps here and there to cast some ambient glow around.

Also, Aoikani, are my bunch of daggers in the main mod yet? I think I asked you this already but I have the mod loaded and don't see them on the weapon list, was going to place some on the map.


If you mean the reverse, I don't think so.. I worked on them but I don't remember :/
I'll add them to the ESM, but go ahead and use them in yours as well. The docks are looking good. When I retextured, I believe I tested in darkness, so I really don't know how well the region looks. Have you tested the region and looked around?
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Brandi Norton
 
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Post » Sat May 28, 2011 6:58 am

I this the shsrk looking people? If so can you populate it and include a king?
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SUck MYdIck
 
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Post » Sat May 28, 2011 8:50 pm

I this the shsrk looking people? If so can you populate it and include a king?


Sounds good to me. Shadow?
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naome duncan
 
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Post » Sat May 28, 2011 4:31 am

I forget the name of the race but they were featured in Baldur's Gate II, Shadows of Amn. What fishy people are we talking about? If it's them then we can write in something like the Current King is of the line of the rebellion leader and the race is neutral towards humans now. That way the player can experience it without battling everyone in sight. Also we can work in something like, they recognize Viconia as being there before and having helped them recover their race and "empire".
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Jaki Birch
 
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Post » Sat May 28, 2011 8:28 am

Cool by me, but i don't know anything about setting AI/quests. The region and city is completely populated and pathed already, there's also a throne built but I don't think I have a "fishy king" in there. There's also a large underground/underwater temple in the center of the city.

I would like to let the player wander through them without getting attacked, but I figured that could be taken care of later.

The region looks good. I've added 4 unique locations so far.

-A hermit hut with forge, docks, etc. Including detail-work inside. Nasty little flooded place with dripping water and rusty weapons to trip over, spiderwebs on the walls, etc. Also you can climb to the roof of the hut and get onto a cliffside behind it, which you can walk along out over the underground sea a ways, crossing shoddy wooden planks over gaps, then into a gap in the cliffside with wind whistling. Inside, there's a hidden cave with a little Lloth shrine and old rotten crates everywhere. The cave goes back a ways but it ends in a caved-in underwater passage. Just a little nook. This whole location is near the portal you enter the region at, just down by the water-side.

-A fortified camp, off in the mushroom forest area, backed against the wall of the cavern in a little alcove with a nice overhang. The camp is walled off with palisades, cleared out, and filled with tents, supplies, campfires, training equipment etc. Good place for a drow expedition, or any other race. Plenty of clutter around, food, weapons, armor, etc.

-Far below that camp on the riverside is an old burned down mill/dock/trading post. There's a lot of paths built along the cliffsides and riverside to get there where you have to travel through shallow water, reeds, ducking under branches and vines. The mill itself is very dark on the riverside, multiple-floors, but most are collapsed so only the first floor is reachable. A large creeping tree breaches through the collapsed walls and roof like fingers trying to strangle the remains of the building. Someone has made a small campfire on the ground floor underneath this tree and the light illuminates the interior of the ruined building through all three floors. There are old moldy beds, fallen cupboards, collapsed and broken chests and drawers and crates. That old burned down building is in good shape compared to the several others outside. One being completely sunken into the river, while another is well on its way, being supported by a makeshift post sunken into the riverbed.

-The last location is an old sunken temple, way out across several rivers and miles of underground wilderness. On the bank of a swampy area is a clearing with an expeditionary camp set up on top of it. There are several tents including one that has an interior cell. The camp looks only recently abandoned. Next to the camp is the sunken temple. Though towering above, it looks like it has sunken hundreds of feet into the muddy depths. A makeshift bridge has been built leading to one of the upper tower stained-glass windows. It looks like someone dug through the mud and grime to get into the temple and placed a trap door to prevent the mud from blocking the entrance once more. Once inside.. you have a dangerous decent from the roof of the temple down. Water has pooled below, but there is a lot more open air than you would have expected. The whole temple is just as crooked on the inside as on the outside, so it is a bit disorientating. In the dark, flooded temple, the long-extinguished hanging lamps reveal just how slanted the whole building is by hanging straight down. Old rotten debris floats in the murky water and the only light is a dim glow from the upper windows that are still above ground-level. Dare you travel deeper into the undercroft of the mysterious temple and search for signs of the missing expedition?

None of these locations have any NPCs or monsters yet. I'm still building up lighting, effects, clutter, etc. I plan to add other locations, especially if Sulteric needs some specific quest locales. But it's all helping flesh out the area :)
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Ice Fire
 
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Post » Sat May 28, 2011 11:17 am

I'd certainly give this a whirl. It looks awsome.
However, I have problems with FilePlanet's download manger.
Would you consider breaking up the files so you can put it up on TESNexus or TESAlliance?
If not, well, thanks for reading this.

Edit: oops! I see that you have put it up on Nexus. Are all the files up to date? Some are several months old.
Thanks
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Anna S
 
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Post » Sat May 28, 2011 9:36 am

Aoikani will have to answer about the files being up-to-date, but thanks for giving the mod a whirl :)


And as for the special daggers, yeah some are reversed, but mainly it's the new models/skins I made. There's maybe 10 of them that are new, then reversed versions, then some reversed versions of the default daggers.
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Mimi BC
 
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Post » Sat May 28, 2011 8:04 pm

I forget the name of the race but they were featured in Baldur's Gate II, Shadows of Amn. What fishy people are we talking about? If it's them then we can write in something like the Current King is of the line of the rebellion leader and the race is neutral towards humans now. That way the player can experience it without battling everyone in sight. Also we can work in something like, they recognize Viconia as being there before and having helped them recover their race and "empire".


Is that the Sahaugin or do you mean the Kuo-Toa? They're both fishy, but I suppose the Sahaugin are more shark like.
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Lucie H
 
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Post » Sat May 28, 2011 4:14 pm

I'd certainly give this a whirl. It looks awsome.
However, I have problems with FilePlanet's download manger.
Would you consider breaking up the files so you can put it up on TESNexus or TESAlliance?
If not, well, thanks for reading this.

Edit: oops! I see that you have put it up on Nexus. Are all the files up to date? Some are several months old.
Thanks


TesNexus is the latest and most up-to-date releases. FilePlanet is where I placed a mirror for the Self-installer for those who have problems installing the mod themselves. However, that download is one complete download, so be prepared for a LARGE download.
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Juliet
 
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Post » Sat May 28, 2011 2:48 pm

I forget the name of the race but they were featured in Baldur's Gate II, Shadows of Amn. What fishy people are we talking about? If it's them then we can write in something like the Current King is of the line of the rebellion leader and the race is neutral towards humans now. That way the player can experience it without battling everyone in sight. Also we can work in something like, they recognize Viconia as being there before and having helped them recover their race and "empire".


On the King and Viconia though.. this is doable, but I'm afraid that we will have to make a custom armor mesh, much like we did for the Mindslayers in order to do talking fish :D ... and they would not be ready in time for placement in the ESM. What we could do is add it to Shadows expansion of Old Shanatar, since they will be 1 of the 3 main races in that domain. Kuo-Toa, Mindslayers and Githyanki.
or it would have to be done as an add-on or quest add-on
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Deon Knight
 
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Post » Sat May 28, 2011 5:45 pm

Cool by me, but i don't know anything about setting AI/quests. The region and city is completely populated and pathed already, there's also a throne built but I don't think I have a "fishy king" in there. There's also a large underground/underwater temple in the center of the city.

I would like to let the player wander through them without getting attacked, but I figured that could be taken care of later.

The region looks good. I've added 4 unique locations so far.

-A hermit hut with forge, docks, etc. Including detail-work inside. - snip -

-A fortified camp, - snip -

-Far below that camp on the riverside is an old burned down mill/dock/trading post. - snip -

-The last location is an old sunken temple, way out across several rivers and miles of underground wilderness. - snip -


... without getting attacked... well maybe an adventure with Drizz't and Cattie-Bree will keep that from happening? :hubbahubba:
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Eve(G)
 
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Post » Sat May 28, 2011 8:01 am

WIP, but here's the areas I was talking about:

http://img718.imageshack.us/img718/6618/sunkentempleinside2.jpg
http://img513.imageshack.us/img513/9079/sunkentempleinside1.jpg
http://img94.imageshack.us/img94/7474/sunkentempleoutside.jpg
http://img136.imageshack.us/img136/9682/fortifiedcamp3.jpg
http://img715.imageshack.us/img715/4430/fortifiedcamp2.jpg
http://img15.imageshack.us/img15/51/fortifiedcamp.jpg
http://img710.imageshack.us/img710/3366/outsidemill.jpg
http://img718.imageshack.us/img718/8499/insidemill.jpg
http://img29.imageshack.us/img29/7852/riversidepath1.jpg
http://img717.imageshack.us/img717/1016/docks.jpg
http://img15.imageshack.us/img15/1083/shantytown.jpg
http://img521.imageshack.us/img521/1030/hermitdocks.jpg
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neil slattery
 
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Post » Sat May 28, 2011 5:05 am

WIP, but here's the areas I was talking about:

http://img718.imageshack.us/img718/6618/sunkentempleinside2.jpg
http://img513.imageshack.us/img513/9079/sunkentempleinside1.jpg
http://img94.imageshack.us/img94/7474/sunkentempleoutside.jpg
http://img136.imageshack.us/img136/9682/fortifiedcamp3.jpg
http://img715.imageshack.us/img715/4430/fortifiedcamp2.jpg
http://img15.imageshack.us/img15/51/fortifiedcamp.jpg
http://img710.imageshack.us/img710/3366/outsidemill.jpg
http://img718.imageshack.us/img718/8499/insidemill.jpg
http://img29.imageshack.us/img29/7852/riversidepath1.jpg
http://img717.imageshack.us/img717/1016/docks.jpg
http://img15.imageshack.us/img15/1083/shantytown.jpg
http://img521.imageshack.us/img521/1030/hermitdocks.jpg



Dude, you've outdone yourself! That looks amazing, how did you make the mill?
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Ysabelle
 
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Post » Sat May 28, 2011 11:46 am

It's one of the kvatch buildings i think, just found the right tree and placed it carefully.

And thank you :)
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 8:17 am

WIP, but here's the areas I was talking about:

http://img718.imageshack.us/img718/6618/sunkentempleinside2.jpg
http://img513.imageshack.us/img513/9079/sunkentempleinside1.jpg
http://img94.imageshack.us/img94/7474/sunkentempleoutside.jpg
http://img136.imageshack.us/img136/9682/fortifiedcamp3.jpg
http://img715.imageshack.us/img715/4430/fortifiedcamp2.jpg
http://img15.imageshack.us/img15/51/fortifiedcamp.jpg
http://img710.imageshack.us/img710/3366/outsidemill.jpg
http://img718.imageshack.us/img718/8499/insidemill.jpg
http://img29.imageshack.us/img29/7852/riversidepath1.jpg
http://img717.imageshack.us/img717/1016/docks.jpg
http://img15.imageshack.us/img15/1083/shantytown.jpg
http://img521.imageshack.us/img521/1030/hermitdocks.jpg




excellent Shadow.. have you found that all the textures are in place for the landscaping? That's what I call fleshing it out :D This is what we'll be doing to improve the Upperdark too, and Veintaur exterior.

Well actually I have to talk to Sulteric about that first.
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SHAWNNA-KAY
 
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Post » Sat May 28, 2011 8:25 am

I have a question, maybe albeit foolish but in a sense not a bad one either.

Will there be homes that the character can move into at some point? Or Is this more of just a massive new world for just quests?
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sam smith
 
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Post » Sat May 28, 2011 5:13 pm

I have a question, maybe albeit foolish but in a sense not a bad one either.

Will there be homes that the character can move into at some point? Or Is this more of just a massive new world for just quests?


Not in our initial release, but that wouldn't stop you from placing one in or another modder. :D
We just ask that plans for modding wait until we release the full 1.0 version, which is what I'm working on now to close up.
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adam holden
 
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