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Lady Nerevar
Developer Emeritus
08 Jun 2004

Location: New Orleans, LA

awesome, thanks mang Smile
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Post Fri Feb 23, 2007 8:25 pm Send private message       Send e-mail       Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

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)

Beside this and although the texture seems a little bright, this looks great.

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Post Fri Feb 23, 2007 8:38 pm Send private message             Reply with quote                   up  
Veet
Developer Emeritus
21 Aug 2003

Location: Oregon

Quote:
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.

Quote:
Beside this and although the texture seems a little bright, this looks great.


Texture could be toned down a bit but it is the same texture used in the building exteriors. Under lighting effects it shouldn't be too bright for an interior. If worse comes to worse toning the texture could be done after the fact quite easily.

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Post Fri Feb 23, 2007 10:35 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Vertex shading can also be used.
Post Sat Feb 24, 2007 1:41 am Send private message             Reply with quote                   up  
Veet
Developer Emeritus
21 Aug 2003

Location: Oregon

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 vivec. It tends to only work well with higher poly models or if you are trying to make the illusion of shadows.

I've got a set of pieces here that I'm hoping are mod ready, there is a slew of them because I was trying to think of every possible junction that might be needed. If we end up not using some we can kick them out of the release but keep them for some sort of modders resource. Despite the number of pieces it is possible I forgot a type of junction we may need so keep me posted if something comes up.

If these work I'll be working on accessories for the set, rails ramps stairs standalone columns and such. I'll need suggestions for these too, just so I don't forget anything.



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"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
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Post Sun Feb 25, 2007 12:49 am Send private message             Reply with quote                   up  
Morden
Developer Emeritus
30 Oct 2003

Location: BC, Canada

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 original files.
Post Sun Feb 25, 2007 1:21 am Send private message             Reply with quote                   up  
Starcrunch
Developer Emeritus
17 Aug 2004

Location: DC, USA

Veet,
Very nice work, it's really going to make Necrom look unique Razz . Got a big question to ask though, any chances of looking over the Necrom Causeway mesh? Could it be made narrower and with less high walls (but the same length of support column)?

-Starcrunch
Post Mon Feb 26, 2007 6:42 am Send private message             Reply with quote                   up  
Veet
Developer Emeritus
21 Aug 2003

Location: Oregon

Quote:
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 original files.


I don't see any reason not to. The better they can look the better things will be overall.

Quote:
Very nice work, it's really going to make Necrom look unique Razz . Got a big question to ask though, any chances of looking over the Necrom Causeway mesh? Could it be made narrower and with less high walls (but the same length of support column)?


Well I could do some new meshes. I don't actualy have the old Max files anymore. Do you have measurements for how long and tall they would need to be? I could knock something together that could be a replace if I had thoes.

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Post Mon Feb 26, 2007 7:30 am Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Veet wrote:
If these work I'll be working on accessories for the set, rails ramps stairs standalone columns and such. I'll need suggestions for these too, just so I don't forget anything.


Maybe an equivalent of the Velothilarge set?

Separate floor, ceiling, and wall parts.
Domed roof.
Arches.
Bridges, railing, stairs/ramps.
Post Mon Feb 26, 2007 10:51 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

I actually reckon unique pieces for the inside of tombs and mausoleums would be better and more useful than a v-large equivalent.

That and the tower meshes redone, inside and out. But that's less important.

EDIT: BTW, those are some nice pieces Pleased

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Post Mon Feb 26, 2007 11:20 am Send private message             Reply with quote                   up  
Morden
Developer Emeritus
30 Oct 2003

Location: BC, Canada

I'm particularly interested in rebuilding the tx_n_base_02 texture. It doesn't match the rest of the set in terms of color, shading, and brightness. It will be nice to have our own texture as well, so that it doesn't look identical to the velothi set, and matches up with what we have.
Post Mon Feb 26, 2007 5:03 pm Send private message             Reply with quote                   up  
Starcrunch
Developer Emeritus
17 Aug 2004

Location: DC, USA

Veet wrote:

Well I could do some new meshes. I don't actualy have the old Max files anymore. Do you have measurements for how long and tall they would need to be? I could knock something together that could be a replace if I had thoes.


Pieces should probably be 1024 in length (they need to grid snap end to end). One support column at center of span (these columns need to be very long, they need to reach the ground at many heights, but it's fine for them to just be sank into the ground as needed). The bridge should be no more than 500 units wide (outside to outside, including railings; translates in game to ~23 feet), with rails on the sides that are no more than 85 units high (in game 4 feet).

-Starcrunch
Post Thu Mar 01, 2007 8:47 pm Send private message             Reply with quote                   up  
Morden
Developer Emeritus
30 Oct 2003

Location: BC, Canada

I've got 3ds files for most of your Necrom meshes, but not for the causeway unfortunately.
Post Thu Mar 01, 2007 9:46 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Starcrunch wrote:
Pieces should probably be 1024 in length (they need to grid snap end to end).


Standard int pieces are 256-square for "small" and 512-square for "large"; corridor pieces usually include 256x128. Vertical size is barely lesser than horizontal size, so that you can build your building shell with a gridsnap set to 512 when working with a "large" tileset, and set to 256 when working with a "small" tileset. Stair pieces usually descend half as much as they advance -- so small stairs will be 256-square and descend 128 units; while large stairs will be 512-square and descend 256 units.

Some interiors have other pieces. The common set has steep stairs (an elevation of 256 units), the cavern set has a 256x64 corridor piece, and so on. The common and the Dwemer sets are the only one without a "large" set (though Tribunal added a "very large" set of dwemer pieces; and well if you consider it a full-blown set). Only the stronghold, velothi, and dwemer sets have double-height (or hall) pieces.

Something that would be wicked cool for Necrom would be corner stairs. We'd need two instead of one, but the ability to stop wasting space placing corners so that we can climb up or down a level would be nice.


This image shows eight "in_velothismall_4way_01" standing neatly within one "in_velothilarge_4way_01". Something that should absolutely not be done in an actual int because it makes the ground and probably ceiling too flicker like crazy, but it illustrates the proportions.
Post Thu Mar 01, 2007 10:00 pm Send private message             Reply with quote                   up  
Starcrunch
Developer Emeritus
17 Aug 2004

Location: DC, USA

The causeway is still very long (overall it's still about a cell long in all). If you make the pieces only 512 long, two different types need to be modeled; one with a support and one without, otherwise the supports are too close together.

-Starcrunch
Post Thu Mar 01, 2007 10:10 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Should I begin to work on my claim with these new meshes? Or should I wait until they're merged with OoT.
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Post Thu Mar 01, 2007 10:17 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Wait, please.

I'll get an updated data ASAP.

If you start using them before merging, then we're bound to get headaches later as we'll have two versions of the same statics, one declared in Map2 and the other declared in Data, and they'll have different paths, and everybody will get yellowbangs because the files will be in Data's path while the mesh used will be in Map2's path.

Horror, chaos, and mass hysteria would follow.
Post Thu Mar 01, 2007 10:41 pm Send private message             Reply with quote                   up  
Veet
Developer Emeritus
21 Aug 2003

Location: Oregon

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 had to go to the emergency room thinking we were losing it. Everything turned out fine and I've been realy busy trucking my wife to followup apointments. I should have time to get working on some more stuff next week.
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-- Winston Churchill
Post Fri Mar 02, 2007 11:18 pm Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

don't worry about it man, take your time and focus on your wife and baby. Remember, as of last month we didn't have anything from you (edit: anything new I mean). I think we can wait a while. (baby > necrom)
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

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Post Fri Mar 02, 2007 11:26 pm Send private message             Reply with quote                   up  
Starcrunch
Developer Emeritus
17 Aug 2004

Location: DC, USA

What TF said; family is always more important than...well anything really.

-Starcrunch
Post Sat Mar 03, 2007 1:34 am Send private message             Reply with quote                   up  
El Scumbago
Developer Emeritus
09 Apr 2005

Location: Athens, Greece

I second Starchrunch and Thrignar. Besides, someone has to keep working on Morrowind after we're gone. Start making babies everyone Razz
Post Sat Mar 03, 2007 10:55 am Send private message       Send e-mail       Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Yeah, as we say, "les femmes et les enfants d'abord !"

However, once the stressful situation settles down, I'll have some demands about those models. Very Happy

The first and foremost is to snap their vertices to the grid. It's imperative that the vertex height for the floor be at a round multiple of 128 -- like -128 (Beth's usual convention), for example. Likewise, the X and Y edges must also be at multiples of 128 -- the corners must be at (-128, -128), (-128, 128), (128, -128) and (128, 128).

Why? Because, as it is now, the double-height and the simgle-height tiles don't tile... :/

For an example, take a look at the In_VelothiSmall_4way piece:



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Post Sat Mar 03, 2007 6:51 pm Send private message             Reply with quote                   up  
theviking
Developer Emeritus
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands

How are these going? I hope Necrom won't become a bottleneck for map2. I think the meshes we need the first are the insides of the domes and ovals, then I can begin checking the interiors for errors.

EDIT: Congratulations, Veet!

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Post Mon Apr 16, 2007 10:28 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Whats the El Dealio with Necrom meshes?
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Post Sat May 12, 2007 1:08 am Send private message             Reply with quote                   up  
El Scumbago
Developer Emeritus
09 Apr 2005

Location: Athens, Greece

BUMPing the thread for Jopsoon to take a look at.
Post Wed Aug 01, 2007 5:24 pm Send private message       Send e-mail       Reply with quote                   up  
blackbird
Reviewer
01 Mar 2007

Location: Brugge (bruges), Flanders, Belgium

Good that you bumped this thread.
Yhe stairs of the lighthouse (map3) needs a change. I can't walk normally on those stairs.
Post Wed Aug 01, 2007 7:54 pm Send private message       Send e-mail       Reply with quote                   up  
theviking
Developer Emeritus
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands

as i said in Joopsons showcase thread, the biggest demand for me are the interiors of the domed, oval domed buildings and the watchtower. The rest of the interiors are already made in velothi tiles, so if you retexture them its just a simple search and replace job. Please make those three interior pieces, and then ill start the interior checking in Necrom!
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Post Wed Aug 01, 2007 8:48 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

And I'll be able to replace and fix the exterior of Necrom. Gosh, that place is still a mess....
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Post Sat Aug 04, 2007 2:26 pm Send private message             Reply with quote                   up  
theviking
Developer Emeritus
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands

Can a modeler take a look at the last posted interior set by Veet? I'm very anxious to begin with Necrom fixing so I hope that set will be enough to do it and the set is up to standard.
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Post Mon Sep 17, 2007 9:40 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Hey Viking. Would you mind if we split the task of fixing Necrom? I kinda wanted to do it since I claimed the exterior, but I know you're good with interiors so perhaps you can fix the insides, and I'll do the outsides? How does that sound?
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Post Mon Sep 17, 2007 10:09 pm Send private message             Reply with quote                   up  
theviking
Developer Emeritus
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands

That was exactly the way I was thinking. I already made a list of interiors and I know which ones i can fix and which i can't.
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Post Mon Sep 17, 2007 11:20 pm Send private message             Reply with quote                   up  
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