| Claim: n2-1-Tri |
Claimed by Jelle
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Status:
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Approved, 100% Complete
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Faction:
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Tribunal Temple
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File:
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Description
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Necrom interior meshes. Exterior shells:
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http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_09_community_edit.jpg?t=1186852909
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http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_06_community_edit.jpg?t=1186852936
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http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_07_community_edit.jpg?t=1186852966
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http://tamriel-rebuilt.org/forum/download.php?id=11895
(Just the tower)
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Necrom Lighthouse (Necrom Tower mesh--see Map 3 for custom exterior placement)
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Author
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Message
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blackbird
Reviewer
01 Mar 2007
Location: Brugge (bruges), Flanders, Belgium
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It may be too perfectionistic (or how do you call this in english), but shouldn't the name be i2-n1-Tri or something instead of Ind, because Necrom isn't a indoril city, is it?
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Sat Aug 11, 2007 5:52 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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If someone wants any specifications, you can always ask me. I checked all of the interiors of Necrom and know a little what the interiors should look like. This is still a claim with lots of liberties, so you can really be original.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Sat Aug 25, 2007 3:23 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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I found two of these meshes in TR_data; TR_in_v_build01 and TR_in_v_build02. That means that the highest priority of this claim is to make the watchtower. Forget the third building that Haplo posted a screenshot of, that one isn't used.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Mon Sep 17, 2007 5:08 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I would like to do this one, I begin with it tommorow.
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Mon Sep 17, 2007 7:46 pm
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Thrignar Fraxix
Administrator
06 Dec 2004

Location: Silnim
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sure, why not
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Mon Sep 17, 2007 7:54 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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| theviking wrote: |
| I found two of these meshes in TR_data; TR_in_v_build01 and TR_in_v_build02. That means that the highest priority of this claim is to make the watchtower. Forget the third building that Haplo posted a screenshot of, that one isn't used. |
So only the tower and the lighthouse need to be interiorized?
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Tue Sep 18, 2007 12:04 am
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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Yep, and the tower is the most important of those because that is on map2 while the lighthouse is on map3.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Tue Sep 18, 2007 8:37 am
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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so if Im correct I have to model the interiors for the 3 exterior Necrom buildings and a 3-floor high interior mesh for the tower?
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Tue Sep 18, 2007 2:13 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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no, only for the tower. The meshes for those three buildings are already in TR_data, they only need a retexture job. They are TR_in_v_build01 and 02. The third one doesnt exist in Necrom and was added accidentily in this claim.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Tue Sep 18, 2007 3:04 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Could Jellew do all the retexturing required as part of this claim? (Including other stuff, like retexing all the normal Velothi pieces needed for Necrom, not just those two from TR_Data) Because that'd be Necrom ready for interior-ing in one fell swoop, wouldn't it? Or am I forgetting something? Or maybe a lot of things?
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Tue Sep 18, 2007 5:25 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I can do it, but dont excpect me to do everything in one week. I already finished the "base" part of the tower interior mesh and Im now working on the staircases.
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Tue Sep 18, 2007 7:08 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Of course, of course. I just see no need to hold back a willing modder. If it's too much work for you, there's no need, but I feel it would be pointless to prolong the process if you're up for it.
There's certainly no pressure on you, I was just excited at the thought of a fully ready Necrom. I apologise if I came over as overbearing.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Tue Sep 18, 2007 7:33 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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you didnt came over as overbearing, I should apologize becouse I came over insulted, which I didnt mean. I just wanted to say I cant finish this soon, (I would like to do it though, but I have been neglecting my schoolwork recently) but I will do my best and I like to do it.
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Tue Sep 18, 2007 7:42 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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Take a look at this set. It was made by veet and it is extensive enough to cover all the interior tiles for Necrom. That means only the two v_builds and the tower need to be textured! Take a look in the set, jellew, I'm sure you love it and you can/have to take texture ideas from it. There is also a dome room in the necrom monastery that needs to be retextured, but I'm not sure which room that is. I'll look it up. Good luck, jellew.
EDIT: Ive played around with the tiles from this set and I found a few errors. First the ramp isn't wide enough (so you see great gaps at the pillars) and it isn't tall enough to go from one floor to another using one tile. That height is 256 Second I noticed that the door doesn't fit the doorjamb. Third, and very annoying, when I tried to search and replace the velothi tiles of one interior of Necrom, the new necrom tiles all jumped to another place. This makes it very hard to place them in their original place and you can't do this with gridsnap. Can this be solved?
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Wed Sep 19, 2007 9:22 am
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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that set looks incredible, I realy like it. About the tiles, I think this can be solved by positioning the Velothi tiles at exactly the same place as the Necrom in a 3d modelling program.
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Wed Sep 19, 2007 3:31 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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becouse its kinda hard to judge by the screenies on a non-textured interior object Il only post the file. Its in the .Nif format.
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Fri Sep 21, 2007 3:21 pm
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Gnomey
TR Modder
19 May 2006

Location: In your garden.
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If it hasn't already been mentioned, the Necrom interior shells in TR_Data look as messed up as the old exterior buildings did. There are a lot of gaps at the corners, and probably more problems that I missed due to my not knowing anything about modelling. They'll probably need to be fixed in the same way as the exterior buildings or just be redone from scratch.
_________________ "The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius
"I have nothing to declare except my genuis." - Oscar Wilde, border
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Fri Sep 21, 2007 4:23 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I can fix that to, but I will first finish the interior of the tower, and finish my 2 open claims.
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Fri Sep 21, 2007 5:12 pm
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aro101
Honorary Member
15 Feb 2007

Location: Wroclaw
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Jellew, I'm very happy to see you working on this set Very very very happy... Keep it up and if you will have any difficulties with something, you can ask me, because I really would love to see necrom finished asap.
_________________ PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible
How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Sat Sep 22, 2007 7:49 am
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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here are 2 screenies:
partial wireframe render:
top floor render from the inside, looking down at the staircase:
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Sat Sep 22, 2007 9:22 am
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Jedak
TR Modder
19 Apr 2007

Location: Melbourne, Victoria, Australia
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Jellew, you just made me frantic to see Necrom to its full potential
EDIT: Wait... Isn't the bottom bit (the bit that goes strait down) only for the exterior so that it fits better in rough terrain?
_________________ Macar: At last, I have a coleague to work with.
Lady N: Jedak-of-all-trades
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Sun Sep 23, 2007 9:59 am
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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yeah but it can have an interior in that section too. Great job
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Sun Sep 23, 2007 5:32 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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first try with the textures, I to tested the staircase but the object need to be scaled bigger, otherwise the player's character will be trapped between the staircase he/she is walking and the staircase above him.
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Mon Sep 24, 2007 6:07 pm
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aro101
Honorary Member
15 Feb 2007

Location: Wroclaw
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So I was right with that idea of testing the staircase This part looks a little wierd on this shot...
_________________ PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible
How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Mon Sep 24, 2007 6:33 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I made some progress:
-scaled it proparly so that one cant get stuck in the staircase
-added vertex shading to make it look more realistic
-got rid of the texture seam
I upload the new meshes soon, but I dont have acces to the files ATM. I would to like to know what I exactly have to retexture, so that I can begin with that to.
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Thu Oct 04, 2007 5:35 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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It should be the best if you could start with fixing and retexturing the TR_in_v_build_01 and 02. Then the only thing that needs a retexture is the velothi domeroom as that is used once in the monastery of Necrom. Also, some of Veets tiles have some errors. I've made a description of them in a post above.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Thu Oct 04, 2007 7:41 pm
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Jedak
TR Modder
19 Apr 2007

Location: Melbourne, Victoria, Australia
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Shouldn't the staircase go all the way to the top so that you can come out to the top? Or is there going to be a ladder?
_________________ Macar: At last, I have a coleague to work with.
Lady N: Jedak-of-all-trades
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Fri Oct 05, 2007 3:20 am
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I think a ladder would be best becouse then you will have more space at the upper floor.
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Fri Oct 05, 2007 12:12 pm
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Jedak
TR Modder
19 Apr 2007

Location: Melbourne, Victoria, Australia
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Indeed, but the ladder has to be a seperate object so that we can make it a door.
_________________ Macar: At last, I have a coleague to work with.
Lady N: Jedak-of-all-trades
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Sat Oct 06, 2007 12:28 am
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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I thought of this and we will problably use a velothi trapdoor to reach the top. Does the trapdoor fit, jellew? Else we have to strech out the velothi trapdoor and make it a new object. You can try the redoran trapdoor as well if it is too high for the velothi one.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Sat Oct 06, 2007 11:52 am
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I would rather make a custom one if thats OK.
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Sat Oct 06, 2007 1:23 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I modelled a trapdoor and I tried to let it look a bit Necrom. It should of course be a seperate object, but I rendered it inside of the Necrom Tower just to show how it looks.
Last edited by Jelle on Sun Oct 07, 2007 7:57 pm; edited 1 time in total
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Sun Oct 07, 2007 7:51 pm
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El Scumbago
Honorary Member
09 Apr 2005

Location: Athens, Greece
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I like it, but it's not too different from the vanilla ones. Perhaps it's still a WIP?
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Sun Oct 07, 2007 7:55 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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I did just post it to get some reactions on how to improve it, so yes, its a wip. Anyway, I tried to implement a bit of a necrom shape by giving the two pillars a bit of a curve. I dont know if I should add more curves or just make the curves in the pilars a tad bigger, but you should be able to see them clear if you clicked the Thumbnail (I personally cant see it well on the Thumbnail)
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Sun Oct 07, 2007 8:14 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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Hey just gonna say I found ALL the Necrom meshes from long ago, including the pyramid int/ext and statues, etc.
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Mon Oct 08, 2007 6:40 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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here are the meshes, textures are not included, but they need to be set to the right path when merged into TR_data anyway I believe(please correct me if Im wrong)
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Fri Oct 12, 2007 8:33 pm
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Jelle
Reviewer
07 Apr 2007

Location: The Netherlands, Utrecht
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Aro did a review and told me the results on IRC. He spotted many unusefull polys with the ceilings, and thats fixed in this file.
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Sat Oct 13, 2007 9:34 pm
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aro101
Honorary Member
15 Feb 2007

Location: Wroclaw
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Very nice, you fixed all that you were supposed to fix. Things I'm not sure about:
-That wierd texture smoothing...
-That bounding box, i think that's what that colorful wireframe box in cs was called. It doesn't have the right size. It might have to do something with tangent space...
-Textures. I had to assign some tga files to view the mesh correctly. Just be sure that we have the right ones in the OoT later on.
But these are just some minor details Great work. keep it up.
_________________ PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible
How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Sat Oct 13, 2007 11:08 pm
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Andres Indoril
Reviewer
13 Jan 2006

Location: Lost.... Somewhere?
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| aro101 wrote: |
| -Textures. I had to assign some tga files to view the mesh correctly. Just be sure that we have the right ones in the OoT later on. |
Don't worry, I will probably take care of that once it is ready for throwing to TR_Data
_________________

"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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Sun Oct 14, 2007 6:43 am
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