Shipyards ...
Moderators: Haplo, Lead Developers
Shipyards ...
Are there any in our Province ?
See this pic from a French Mod called "L'Archipel de Pertevue". ( [url=http://okensh.free.fr/nerevarine/index.php?sid=bc7b5ca79bc70b178d1b47e1ef31a1f2]their forums[/url])
[img]http://membres.lycos.fr/nerevarine/new/kendil.jpg[/img]
Wouldn't something like that be a nice point of interest for one of our coastal town ? It would fit nice in a town that has wood supplies like pine forests in map5... This could be a detailers' task ...
Lore ?
Liliath.
See this pic from a French Mod called "L'Archipel de Pertevue". ( [url=http://okensh.free.fr/nerevarine/index.php?sid=bc7b5ca79bc70b178d1b47e1ef31a1f2]their forums[/url])
[img]http://membres.lycos.fr/nerevarine/new/kendil.jpg[/img]
Wouldn't something like that be a nice point of interest for one of our coastal town ? It would fit nice in a town that has wood supplies like pine forests in map5... This could be a detailers' task ...
Lore ?
Liliath.
"Progress is going from failure to failure without ever loosing one's enthousiasm"
- Arondil Rethan
- Posts: 0
- Joined: Sat Mar 19, 2005 8:50 pm
- Location: Back on Track - sidetrack, that is...
Um I hate to be a spoilsprt, but that looks kind of silly.
A shipyard means the ship would be up in a frame, not half submerged. So if we are going to do it, just don't put it under water it ruins the whole thing... But otherwise it is very cool and just the type of thing that needs doing.
A shipyard means the ship would be up in a frame, not half submerged. So if we are going to do it, just don't put it under water it ruins the whole thing... But otherwise it is very cool and just the type of thing that needs doing.
cells completed: 39
claims 6-20;6-19
claims 6-20;6-19
-
- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA
- CommonsNat
- Developer
- Posts: 512
- Joined: Sat Feb 05, 2005 12:24 am
- Location: Gainesville
- CommonsNat
- Developer
- Posts: 512
- Joined: Sat Feb 05, 2005 12:24 am
- Location: Gainesville
-
- Member
- Posts: 6
- Joined: Thu Jan 27, 2005 6:48 pm
- Location: Netherlands
[img]http://www.geoffkirby.co.uk/Portland/675680/67568028.jpg[/img]
[img]http://www.iaw.on.ca/~jspirko/gallery/crane2_front.jpg[/img]
[img]http://www.iaw.on.ca/~jspirko/gallery/crane1_1.jpg[/img]
Resource [url]http://www.iaw.on.ca/~jspirko/r_crane_details.htm[/url]
resource [url]http://www.red4.co.uk/gallery/wye&usk/caerleon/crane.htm[/url]
I think these cranes would fit better, and the last one would be easier to make, (picture didn't work)
[img]http://www.iaw.on.ca/~jspirko/gallery/crane2_front.jpg[/img]
[img]http://www.iaw.on.ca/~jspirko/gallery/crane1_1.jpg[/img]
Resource [url]http://www.iaw.on.ca/~jspirko/r_crane_details.htm[/url]
resource [url]http://www.red4.co.uk/gallery/wye&usk/caerleon/crane.htm[/url]
I think these cranes would fit better, and the last one would be easier to make, (picture didn't work)
As for places such shipyards could be built in, we could have :
Black Light docks :
[img]http://img295.imageshack.us/img295/1664/blacklightdocks4yt.jpg[/img]
Darconis docks :
[img]http://img295.imageshack.us/img295/2117/darconisdocks1pu.jpg[/img]
Firewatch docks :
[img]http://img295.imageshack.us/img295/3126/firewatchdocks2ar.jpg[/img]
Old Ebonheart docks :
[img]http://img295.imageshack.us/img295/8651/oldebonheartdocks8bp.jpg[/img]
Isra-Nium :
[img]http://img295.imageshack.us/img295/7573/isranium0mq.jpg[/img]
I especially like Isra-Nium as a shipyard town. It's open to the sea, there's BC and WG forest to the west, it lays along a nice sand shore and the very being of Isra-Nium could be justified by ships construction. Shacks at the lower part of the town could be workers' quarter ... And there's room for a lot of detailing ( plus I personnally like Isra-Nium a lot ).
Again, is there anything about shipyards in lore ?
Liliath.
Black Light docks :
[img]http://img295.imageshack.us/img295/1664/blacklightdocks4yt.jpg[/img]
Darconis docks :
[img]http://img295.imageshack.us/img295/2117/darconisdocks1pu.jpg[/img]
Firewatch docks :
[img]http://img295.imageshack.us/img295/3126/firewatchdocks2ar.jpg[/img]
Old Ebonheart docks :
[img]http://img295.imageshack.us/img295/8651/oldebonheartdocks8bp.jpg[/img]
Isra-Nium :
[img]http://img295.imageshack.us/img295/7573/isranium0mq.jpg[/img]
I especially like Isra-Nium as a shipyard town. It's open to the sea, there's BC and WG forest to the west, it lays along a nice sand shore and the very being of Isra-Nium could be justified by ships construction. Shacks at the lower part of the town could be workers' quarter ... And there's room for a lot of detailing ( plus I personnally like Isra-Nium a lot ).
Again, is there anything about shipyards in lore ?
Liliath.
"Progress is going from failure to failure without ever loosing one's enthousiasm"
Isra Nium is a great place, as is Blacklight (it's being remade, so it can be planned to have a shipyard). I don't know if Darconis has docks capable of shipyardery now that it's redone. Firewatch doesn't have room either, probably.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
Not sure about Blacklight, but I persnoally redid Darconis, and it now looks a tad different.
I attached the .esp.
I attached the .esp.
- Attachments
-
- Darconis Rebuilt 0[1].1g.zip
- (225.69 KiB) Downloaded 62 times
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
-
- Member
- Posts: 6
- Joined: Thu Jan 27, 2005 6:48 pm
- Location: Netherlands
-
- Member
- Posts: 6
- Joined: Thu Jan 27, 2005 6:48 pm
- Location: Netherlands
Functionality is the same ofcource but the technical use of it difrence.Vernon wrote:I fail to see how it is any different in functionality to the one in the picture.
For 1 the length of the arm needs to be longer to get a full range over the ship under construcktion or it needs to be moved.
Either of this would cause problem by this type of crane.
Making the arm longer would decrese the weight the crane can lift, in order to restore it you need to have an equal weight on the other side making it heavier causing construction problems that would either make the crane collaps under its own weight or or tip over if there is force apleid to it (e.g wind)
an other thing is that when its to heavy is that you woulden't be able to turn it around.
they didin't have barrings back than they used greased rope to make things turn.
This means if its compressed to much the greased rope would make the turning inpossible.
Moving this type of construction is allso hard to do, for one this type is heavy easy to use yes, but to move it you need to completly de asemble it so you need an other crane to do this.
Sure these factors won't be used in morrowind but if you want to make a believeable construction for building boats, the choice should be a lightweight easy to build crane.
Hoped I didn't confuss you there.
-
- Member
- Posts: 6
- Joined: Thu Jan 27, 2005 6:48 pm
- Location: Netherlands
I'll put out the .nif asap - hopefully I'll be able to get it into the next OoT compilation. But I would like to get the rest of the shipyard models out with it. What actually needs making? I can see:
Crane,
Bollards,
Ramp,
Planks,
Rope.
So do you think I should build new walls for the sides of the ramp aswell or can that be done with stock meshes?
You see I have this part of the yard:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/ramp.jpg[/img]
but does it need the walls? It would be better imo if we could do those walls with stock meshes.
Also the bollard I mentioned:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/bollard.jpg[/img]
One with rope wrapped around it:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/bollard_w_rope.jpg[/img]
Crane,
Bollards,
Ramp,
Planks,
Rope.
So do you think I should build new walls for the sides of the ramp aswell or can that be done with stock meshes?
You see I have this part of the yard:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/ramp.jpg[/img]
but does it need the walls? It would be better imo if we could do those walls with stock meshes.
Also the bollard I mentioned:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/bollard.jpg[/img]
One with rope wrapped around it:
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/Architecture/bollard_w_rope.jpg[/img]
Last edited by Vernon on Sun Jul 17, 2005 4:57 pm, edited 2 times in total.
welp
hmm, hard question,
-almost everything can be made with stock pieces, it's just a matter of hiding unnecesary edges, but that raises polycount a lot, so, special mesh is good, but not all that necesary.
-there is another thing: f.e. i need it for hlaalu tileset, so imp walls are no good for me. but i can live without new wall/etc pieces [or make them myself]
-almost everything can be made with stock pieces, it's just a matter of hiding unnecesary edges, but that raises polycount a lot, so, special mesh is good, but not all that necesary.
-there is another thing: f.e. i need it for hlaalu tileset, so imp walls are no good for me. but i can live without new wall/etc pieces [or make them myself]
by posting useless junk on these forums you WON'T become a modder, only a spammer...
You may wish to put a counterweight on that so it looks a bit more capable of lifting heavy objects.
Some form of pumps or another method of removing water from a dry dock would also be a good idea. This could be as simple as one of those double-ended handles-on-pivots you see in those railway things going into a bit of wooden flooring. Below it you could put a pipe in the wall of the dry dock at the bottom.
Some form of pumps or another method of removing water from a dry dock would also be a good idea. This could be as simple as one of those double-ended handles-on-pivots you see in those railway things going into a bit of wooden flooring. Below it you could put a pipe in the wall of the dry dock at the bottom.
Well it has a rope coiled around the metal cylinder on the back, much like a crank. There are handles on each side for operation. It is a simple question of how strong the rope is. The weight is distributed over three heavy ropes in this case. As for removing water, I think a drain will suffice, but I could be wrong.
welp
If you are afraid that the crane looks like it will tip over when trying to lift heavy objects, that can easily be fixed. Just plop a few Imperial stone blocks on the opposite end of the base, and that will look like it counters the weight on the arm.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
I live in a port town and have seen more than my fair share of cranes. Sure it would be fine for a while but it would warp and wouldnt really last long. All you need is either a couple of sturdy blocks of wood on the back of it or some mooring ropes, though that would be complicated with the rotating crane.
Oh well ... I can see that the idea has gained ground ! We have some high quality models now ... Great job Vernon !
Be aware though that if you decide to put a shipyard in the town your modding, there should be some background to it I guess, like wood supply / stocks of planks etc...
Liliath.
Be aware though that if you decide to put a shipyard in the town your modding, there should be some background to it I guess, like wood supply / stocks of planks etc...
Liliath.
"Progress is going from failure to failure without ever loosing one's enthousiasm"