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  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Fri Mar 02, 2007 11:18 pm   Subject: Necrom - Models and Textures for OoT
Sorry I haven't been working on this mutch this week. There was an emergency that took most of my time. I haven't mentioned yet to you guys that my wife and I are expecting a baby and on tuesday we ha ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Mon Feb 26, 2007 7:30 am   Subject: Necrom - Models and Textures for OoT
Excellent. Would you mind if i started playing with some textures for your interior set? I can't commit to anything because of my schedule, but i'd love to try spicing it up by working off your origin ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Sun Feb 25, 2007 12:49 am   Subject: Necrom - Models and Textures for OoT
Check out the screenshot. I think the textures look fine under common interior lighting.

As for vertex shading. Not many of the original bethsoft interiors were vertex shaded, including hlaalu and ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Fri Feb 23, 2007 10:35 pm   Subject: Necrom - Models and Textures for OoT
I checked you thing in game and found a slight problem. The two pieces you included are only 231 units long. (normal value is 256)

Easy fix, already done in fact.

Beside this and although the t ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Fri Feb 23, 2007 8:21 pm   Subject: Necrom - Models and Textures for OoT
Try these models. I ran into an alignment issue and had to redo the floors and ceilings. I used the oportunity to get part of the indentations to. The polygons are nearly half of what they were but st ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Fri Feb 23, 2007 4:13 am   Subject: Necrom - Models and Textures for OoT
Arg, optimising is a pain. I think I can shave off about a third of the polys but its going to take some work, unless someone knows a trick. I'll work a bit on that tonight.
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Thu Feb 22, 2007 7:10 am   Subject: Necrom - Models and Textures for OoT
Here we go. Everything you need for basic interiors. No double height pieces or anything like that....yet.Very Happy
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Thu Feb 22, 2007 2:35 am   Subject: Necrom - Models and Textures for OoT
Awesome! Have you other rebuilt models?

Not rebuilt but I did manage to come up with this today (see attatched screenshot). Still needs a little texture fixing but the gist is there.

VEET!

d ...
  Topic: What's in a name?
Veet

Replies: 41
Views: 1596

PostForum:  Archives   Posted: Wed Feb 21, 2007 5:30 am   Subject: What's in a name?
Neommaeor. (I think the name is crap, who's with me? It's definitely not too late to change it)

Thats because its misspelled (probably my fault I suck at spelling). I had the claim years and years ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Wed Feb 21, 2007 4:21 am   Subject: Necrom - Models and Textures for OoT
Well I wouldn't necisarily say awesome but better.

Ok there are 4 pieces in this file; the tower, wall, pylon, and gate. The gate is the only significantly diferent object (see the screenshot) I n ...
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Wed Feb 21, 2007 12:52 am   Subject: Necrom - Models and Textures for OoT
Whats the file folder standard right now? Where should I pack the textures and meshes to avoid retargeting headaches later?
  Topic: Necrom - Models and Textures for OoT
Veet

Replies: 70
Views: 6012

PostForum:  Archives   Posted: Tue Feb 20, 2007 11:52 pm   Subject: Necrom - Models and Textures for OoT
You guys want some seamless versions of the walls and towers? I happen to have some. They aren't fixed models they are completely diferent, well the same basic shape just redone as new models.
  Topic: mods and textures conversion: oblivion
Veet

Replies: 27
Views: 1543

PostForum:  Archives   Posted: Tue Jan 03, 2006 4:54 am   Subject: mods and textures conversion: oblivion
We have explicit permission from Asylum to use his model. But despite several attempts I haven't been able to get hold of Veet at all.

Consider yourself to have permision.
  Topic: What do you think of Revenge of the Sith?
Veet

Replies: 32
Views: 1872

PostForum:  Archives   Posted: Tue May 31, 2005 10:37 pm   Subject: What do you think of Revenge of the Sith?
And also the fact that Anikin had a preminition that she was gonna die and that turned him to the dark side was a bit illogical.

Actualy I think Palpatine was projecting the visions on him in order ...
  Topic: Necrom Meshes
Veet

Replies: 1
Views: 489

PostForum:  Archives   Posted: Fri Mar 11, 2005 1:41 am   Subject: Necrom Meshes
As requested here they are....let me know if I forgot any (that usualy happens..Razz)
  Topic: Dexter fills in for Veet
Veet

Replies: 30
Views: 2908

PostForum:  Archives   Posted: Sat Feb 12, 2005 6:01 am   Subject: Dexter fills in for Veet
none of the dictionarys I find have the word for emperor...Razz
  Topic: Majra is the new Admin
Veet

Replies: 29
Views: 3210

PostForum:  Archives   Posted: Sat Feb 12, 2005 3:40 am   Subject: Majra is the new Admin
You guys make it sound like I totaly left. I just resigned my admin position I haven't left TR totaly.
  Topic: Quest: Murder and Intrique [READY]
Veet

Replies: 18
Views: 959

PostForum:  Archives   Posted: Tue Feb 08, 2005 2:19 am   Subject: Quest: Murder and Intrique [READY]
Granted
  Topic: Congrats to whole TR. Our work is being sold already.
Veet

Replies: 71
Views: 4970

PostForum:  Archives   Posted: Wed Feb 02, 2005 3:54 am   Subject: Congrats to whole TR. Our work is being sold already.
I'm reminded of a time when the Giants mod began showing up on Ebay for sale I cant help but chuckle at the lengths people will go to to make a buck off of other peoples ignorance.
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Sat Jan 29, 2005 6:50 pm   Subject: Map 1 Guild Quest Discussion (Morag Tong)
For organisational purpouses they do need to cover only map 1 otherwise this quest line won't see the light of day for a long time. If it seems a bit much for that one region a few writs could be shav ...
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Sat Jan 29, 2005 4:26 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
Looks prety good so far...I think most of these targets should be created for the purpouse of these quests and we need to start finding the specific locations for them. also In many cases they name of ...
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Thu Jan 27, 2005 2:56 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
please don't double post. It was establised through quotes from an ingame book....in this very thread I beleive.
  Topic: Quest Plot: Book of Compelling Alteration (Needs Approval)
Veet

Replies: 2
Views: 295

PostForum:  Archives   Posted: Thu Jan 27, 2005 2:51 am   Subject: Quest Plot: Book of Compelling Alteration (Needs Approval)
I'm not sure the invisibility thing will work as explained when stealing from the mages guild because that effect tends to wear off when the player picks things up or activates things.
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Wed Jan 26, 2005 3:09 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
Overall a good outline but I do have some coments on it.

1. We only need once writ for the first part there as this is just a test to prove you can do it. I would prefer keeping the beggar here and ...
  Topic: Map 1 Guild Quest Discussion (Fighters Guild)
Veet

Replies: 41
Views: 1970

PostForum:  Archives   Posted: Thu Jan 20, 2005 3:02 am   Subject: Map 1 Guild Quest Discussion (Fighters Guild)
Its looking realy good with that background info added, I'm impresed with how you took everyones ideas and peiced them together in a centralised plot and even worked in referances to the telvanii/mage ...
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Thu Jan 20, 2005 2:50 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
A months journey by boat and you could be prety far out to sea by then.

Jacurutu I totaly agree with you there...the hunt needs to be interesting, have people run hide even teleport away if they ca ...
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Wed Jan 19, 2005 4:09 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
a good posibility for one of the part 6 quests though we should be sure to find people that don't give out quests themselves to assasinate to keep the flow of the game going for the other factions.
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Wed Jan 19, 2005 3:51 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
Okay we need to get the ball rolling on this one and it sould be rather easy to do with Morag Tong here, so I'm going to lay out a realy rough draft of what we should do here. in order of appearance. ...
  Topic: [Approved] Clothier Competition
Veet

Replies: 28
Views: 1545

PostForum:  Archives   Posted: Tue Jan 04, 2005 2:15 am   Subject: [Approved] Clothier Competition
At this point I know of no plans with that lich so I'll grant this.
  Topic: Quest Plot: Fieriab Eggmine (unapproved)
Veet

Replies: 5
Views: 421

PostForum:  Archives   Posted: Fri Dec 24, 2004 10:00 pm   Subject: Quest Plot: Fieriab Eggmine (unapproved)
a smal lore note also, moonsugar is grown and does not grow in morrowind I would change that to a skooma distillary.
  Topic: Necromancers of Boethia Mountains (WIP)
Veet

Replies: 3
Views: 401

PostForum:  Archives   Posted: Tue Dec 21, 2004 8:37 pm   Subject: Necromancers of Boethia Mountains (WIP)
I see no lore holes here the necromancers are suitably subtle I'll grant this quest.

Another thing I have been reminded to stress is when making a quest add your initials with a quest number to the ...
  Topic: Argonia
Veet

Replies: 156
Views: 12748

PostForum:  Archives   Posted: Sat Nov 06, 2004 8:50 pm   Subject: Argonia
speaking of new argonians meshes here is yet another model I have been working on with argonians in mind.

http://veet_vojagig.tripod.com/argtower.jpg

What do you think? I was thinking they could ...
  Topic: I'm online again but this is goodbye
Veet

Replies: 24
Views: 1651

PostForum:  Archives   Posted: Sat Nov 06, 2004 7:39 pm   Subject: I'm online again but this is goodbye
Take care Rodan. Glad to hear things are going well for you though we do miss having you around.
  Topic: Have you guys seen this?
Veet

Replies: 40
Views: 3189

PostForum:  Archives   Posted: Sat Nov 06, 2004 7:28 pm   Subject: Have you guys seen this?
And beast race skulls to boot....nice...Wink
  Topic: I just came upon something that might be bad.
Veet

Replies: 11
Views: 527

PostForum:  Archives   Posted: Fri Nov 05, 2004 6:12 am   Subject: I just came upon something that might be bad.
I realy don't think this will be an issue at all as I beleive that transfering of our already completed work into a game with at best a severely tweaked engine and at most a completely diferent engine ...
  Topic: [Approved] Clothier Competition
Veet

Replies: 28
Views: 1545

PostForum:  Archives   Posted: Wed Nov 03, 2004 2:44 am   Subject: [Approved] Clothier Competition
Okay just had a discusion on the subject with Nazz. ...

Arkays Law prevents the soal traping of a person but it is unclear as to weather or not the law applies to spirits once they return and are c ...
  Topic: [Approved] Clothier Competition
Veet

Replies: 28
Views: 1545

PostForum:  Archives   Posted: Tue Nov 02, 2004 6:09 am   Subject: [Approved] Clothier Competition
With the reward toned down this looks like a great quest idea. I just have one little lore issue which should be easily avoided. I'm fairly certain (but not totaly so) that it is forbiden to capture t ...
  Topic: A Friendly Reminder
Veet

Replies: 5
Views: 310

PostForum:  Archives   Posted: Sat Oct 30, 2004 2:44 am   Subject: A Friendly Reminder
Well folks it's that time of year again. In an ongoing effort to conserve lamp oil millions of people around the world are going to set their clocks back an hour. So remember, if you live in an area w ...
  Topic: Map 1 Guild Quest Discussion (Fighters Guild)
Veet

Replies: 41
Views: 1970

PostForum:  Archives   Posted: Tue Oct 26, 2004 4:48 am   Subject: Map 1 Guild Quest Discussion (Fighters Guild)
What of players who are also members of the theives guild?
  Topic: Map 1 Guild Quest Discussion (Morag Tong)
Veet

Replies: 91
Views: 4197

PostForum:  Archives   Posted: Tue Oct 26, 2004 4:46 am   Subject: Map 1 Guild Quest Discussion (Morag Tong)
The telvani would probably have to drum up some charge on that guy as I do not think the Morag Tong will do an assasination on someone who has done nothing wrong, and randomly killing imperial agents ...
 
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