A voice from the distant past speaks... An old mod will soon

Post » Thu Dec 08, 2011 5:16 pm

I have no set date for this, and as usual make no promises. But I've been watching some training videos for Unity 3D (http://unity3d.com/) and it came to me that I could completely redo (and rename) my old Valenwood mod for Unity 3D. Not only that, but it would not be such a chore for me as it was in Morrowind, because I always hated the limitations of the engine and the way the editor functioned. The engine behind Unity has none of those limitations, the editor looks like a breeze to use from what I've seen, I assume that the AI will be easier to design and work with, I can create an entire forested island in seconds, rain will not fall through the roofs, you can have normal maps and bump maps, the terrain tools are amazing and I could go on and on but you get the point.

I'm currently working on my new website and will be devoting time between finishing it and learning Unity. When I have completed the website I will work full-time on re-creating Valenwood and adding new models. I will create a place you can just walk around in and explore.

Unity 3D is currently free with only a few limitations, but even with those limitations it beats both the Morrowind and Oblivion engines and the TESCS. As I learn the program I will be creating tutorials and teaching others how to use it. Another plus here is that you can take models you have created for Unity 3D and place them in the next Elder Scrolls game, should Bethesda provide an editor, and you can also use them in the UDK (Unreal Development Kit), should your machine be powerful enough for them.

At least one person I know is re-creating Oblivion completely in Unity 3D, this YouTube user has links to the vids:
http://www.youtube.com/user/ImmortalKingAnmtn#p/u/13/rcSgfTA9ljc

More updates to come -
- Deathbliss
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Jennie Skeletons
 
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Post » Fri Dec 09, 2011 12:24 am

sounds good, i once messed with unity, looks hard :P

i've been using your models for my own valenwood :P
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Samantha hulme
 
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Post » Thu Dec 08, 2011 11:19 pm

sounds good, i once messed with unity, looks hard :P

i've been using your models for my own valenwood :P


I am glad to hear that my models are still being used after all this time. You absolutely must provide me with some screenshots! This is also the place to post your suggestions and feature requests for new models, or feature and adjustment requests for old ones.

Please note that I most likely will not install Morrowind to test the models I make, so I will leave it up to the folks who have made the requests to try out any new models, features, or adjustments and then report their findings back to me for any needed correction. This is in part because the very thought of installing Morrowind and trying to use TESCS fills me with loathing. It is also because the units between Unity and Morrowind are different. Morrowind and the Unreal universe had similar sizings, but Unity works with something akin to meters, and I'm still trying to figure out a workable 1:1 solution between UT 2004, Unity, and Max

Other than learning how to use a real-world size Unity is not hard to learn. It is an additive universe, which takes a bit of getting used to, and the Y-axis is up instead of Z. But I had a cube imported from Max and a very simple terrain mesh to walk around on after a few minutes, and I am not as smart as I am creative :P There are loads of good tutorials out there too.

Later!
- Deathbliss
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Euan
 
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Post » Thu Dec 08, 2011 8:09 pm

I could completely redo (and rename) my old Valenwood mod for Unity 3D.


This is falling somewhere between off topic and being an issue with our EULA. We can't allow assets from the game to be used in a free-to-use engine, and if you're not using Morrowind assets and simply changing the names, it wouldn't be on topic for the Morrowind mod forums.
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KiiSsez jdgaf Benzler
 
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