Claim: i3-777-Imp Claimed by Seneca37
Maps In Group Map 3 at 1:(889, -2564):0
Accurate map
Local map: OE Docks 10/6/2014
Parent: 3-24-Imp
 Status: Approved, 100% Complete
 Faction: Imperial
 Files:
Name Size Last Modified
TR_i3-777-Imp_Rats_1.esp 8.6 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_1.esp 14.1 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_5.esp 42.6 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_3.esp 51.6 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_6.esp 45.3 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_2.esp 25.5 KB Fri Dec 22, 2017 1:46 am
TR_i3-777-Imp_seneca37_4.esp 56.5 KB Fri Dec 22, 2017 1:46 am
Description
VERY HIGH PRIORITY:The flagship of the Imperial Navy's Morrowind Fleet in the "Old Ebonheart, Docks". An indomitable galleon.

Use "TR_Gnomey_Shiptest" cell in the attached file as a reference.

"Imperial Warship" on Local Map. Check out the latest exterior cell: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24615
Last Edited by Seneca37
(Mon Oct 06, 2014 4:16 pm) Post
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Rats
Lead Developer
03 Jul 2012



Claim opened. This is high priority as it's OE.
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Post Mon Oct 06, 2014 5:01 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



There are some issues that need to be dealt with this interior and the associated exterior - so I'm claiming it.

Last edited by Seneca37 on Mon Oct 06, 2014 8:46 pm; edited 1 time in total
Post Mon Oct 06, 2014 7:53 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Granted
Post Mon Oct 06, 2014 7:54 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I have fixed several of the TR\I models, including the interiors for the warship. These will need to be incorporated into the bsa file. I still have issues with the Warship's raised sections - if nobody minds - I'll fix those to have a plank texture, and fix the wood-rings to be circular (not oval as they are now). I see that you put in a hatch - good work Rats - I was wondering how people would get inside this thing. I'll also incorporate your new wall into my bsa update file. And finally - I guess wollibeebee isn't going to do the RCN for this, so I'll get that done too.

Edit: I'll also fix the stairs so you don't need to use the collision wall to get up them.
Post Mon Oct 06, 2014 8:40 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



All the improvements sound good to me. Go for it.
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Post Tue Oct 07, 2014 6:02 am Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I've uploaded my basic plan for the Warship interior.
The is a very preliminary interior, just looking for any comments on the general design.

The upper level is designed for the officers, and any dignitaries. The bow section (front) is for the dignitary, maybe an admiral or some high ranking political official. The middle room is for the captain. The aft (back) section is for the officers.

The lower section is for the main crew. The middle section is the galley. The bow section is the main sleeping area. And the aft section is for storage and possibly additional sleeping quarters.


You will need to also use the attached files (place the extracted files into the "Data Files/Meshes/tr/i" directory). One file has the fixed interiors, which were full of keyframes. The other file has new walls for the ship. I didn't like the BM walls because that middle section looks like a stucco type material, even though the texture has the work "wood" in it.



tr_in_imp_warship.7z
 Description:
Fixed interiors

Download
 Filename:  tr_in_imp_warship.7z
 Filesize:  54.09 KB
 Downloaded:  76 Time(s)


ShipWalls.7z
 Description:
New walls for ship

Download
 Filename:  ShipWalls.7z
 Filesize:  3.58 KB
 Downloaded:  72 Time(s)

Post Wed Oct 15, 2014 10:23 am Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



The design is great. It's a small miracle that you've managed to fit so much stuff/different areas in a relatively tiny space.
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Post Wed Oct 15, 2014 1:14 pm Send private message       Send e-mail       Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



I would remove 2 of the four tables and fill the space with crates and barrels to the ceiling held back by rope or a net. There is not enough storage. I would also move food prep to the back of bottom level and remove the two beds in there for more storage and hanging food. I would also consider making the back section a very cramped full split level if possible (more storage) or you could try to put a black door in there with a grate over it for moving goods between bottom and mid level.
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Post Wed Oct 15, 2014 8:01 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Thanks for the comments. Yes, I was planning on putting a lot more crates and hanging food baskets throughout the interior. Once I've packed all the current storage areas (upper and lower) with armor/weapons crates, I planned on seeing if it needed more, and possibly removing the bedrolls if necessary.

The grate is an interesting idea - I'll see how it pans out.
Post Wed Oct 15, 2014 9:23 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



This being such a large ship I think itd be nice if someone was willing to make some further modifications to the ship model. I'd like to see the middeck be open to the exterior and a basic model made for the cabin. This would allow the size of the captain's quarters to be slightly exaggerated and the open interior would make exploring the ship very unique.

Here are some images to illustrate what I mentioned.

storage:
http://3.bp.blogspot.com/-VbiejmmwxWY/Tk2DctDJitI/AAAAAAAAAoM/3TRiFmPLP1c/s320/Balclutha+cargo+hold.jpg

the black door:
http://greenupgrader.com/files/2008/08/image-thumb87.jpg
https://www.flickr.com/photos/merryjack/6683598453/

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Post Mon Oct 20, 2014 9:01 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Would a couple people try out my latest update in-game?

I seem to be having some kind of problem with this file - it causes a random CTD. Sometimes I can walk around for up to 30 minutes in here no problem, other times after a minute or 2 it crashes. I will usually see the hull wall flicker (actually they disappear for 1 or 2 frames then come back). Once I start to see that, the game usually crashes in a minute or 2.
Post Tue Oct 21, 2014 10:07 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



It appears that I had a bad graphics card driver. I rolled back my Nvidia drivers and all is working fine now. So its back to the CS to finish this one up.
Post Wed Oct 22, 2014 6:46 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



New Interior Door for Imperial Navy Warship

https://www.dropbox.com/s/yyb3dmx9rgintku/DoorView1.png?dl=0
Zoomed in view
https://www.dropbox.com/s/rv1hgcv0fqqh7ra/DoorView2.png?dl=0

Let me know what you think.

I had some problems with the .dds version of the texture. Everything looked fine in blender and Nifskope, but my new surface did not show up in-game or the CS. I am currently using a .tga version. If anyone has any suggestions about making .dds textures please let me know. I'm using gimp, have installed the plug-in for dds files, used the default setting (no compression) and tried with and without mipmaps.
Post Thu Oct 23, 2014 7:01 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



The doors look just great with the burned insignia.

I don't know what could be causing the issue with Gimp and .dds textures (always work for me with the same settings you tried; no compression, no mipmaps), but if you send me the .tga files I can convert them.

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Post Thu Oct 23, 2014 7:18 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Well that's good to know - about Gimp and dds files. I'll play with it some more - reinstall the dds plugin and see what happens. I must be doing something wrong.
Post Thu Oct 23, 2014 8:10 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Found my problem with DDS files:
The textures I was making did not use the alpha channel, so I removed it, before saving. This causes nothing but grief. It appears that DDS files must always have an alpha channel, at least as far as the MW engine is concerned.

Notes from Wikipedia on S3 Texture Compression:
DXT1 does not store alpha data enabling higher compression ratios.
Typically DXT3 are well suited to images with sharp alpha transitions, between translucent and opaque areas.
DXT5 use an interpolated alpha scheme, they generally produce superior results for alpha (transparency) gradients than DXT3
Post Sun Nov 09, 2014 8:43 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Here are the meshes, textures and data to be incorporated into the TR_Data.esm file. For version 3.


TR_Data_Seneca37_002.7z
 Description:

Download
 Filename:  TR_Data_Seneca37_002.7z
 Filesize:  99.49 KB
 Downloaded:  67 Time(s)

Post Tue Nov 11, 2014 12:03 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Here are some images of the new pieces proposed for the Warship.

Ship Door

Ship Walls

Navy Tankard

I thought it would be nice to introduce a new item for the player. The navy tankard has the navy emblem as a decal on the front. Suggested value 5.
Post Tue Nov 11, 2014 12:15 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Looking good, seneca37. The navy emblem on the tankard is a nice idea, though it could be little less opaque to better blend in with the rest of the texture.
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Post Tue Nov 11, 2014 2:40 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Rats wrote:
Looking good, seneca37. The navy emblem on the tankard is a nice idea, though it could be little less opaque to better blend in with the rest of the texture.


Hmmm. That last statement is more difficult than expected.

I used the Decal-0 texture option of the nif file to put in the Navy Emblem. The original texture is only a 64x64 texture. Scaling the emblem down to that size, essentially made it just a blob. This is why I used the Decal-0 texture. I was able to use a 256x256 emblem here, on top of the 64x64 texture.

Unfortunately, it appears that this texture (Decal-0) treats the alpha channel as a binary. Either 100% opaque or 100% transparent. There is no smoothing option that works here. At least, as far as NifSkope is concerned. I'll need to do more testing with the CS, to see if NifSkope implemented this texture the same way. It should be noted that this is an unused option of the file (meaning Bethesda never used it). It doesn't mean it can't work, Bethesda also never used the FlipController or the StencilProperty and these are now widely used by others.

I have been asking around the forums; Bethesda, NifSkope ..., but haven't found anyone who's used this option before. Blender 2.49b doesn't seem have this option, so most people don't know about it.
Post Sat Nov 15, 2014 10:33 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Finally got it to work. The Decal texture does work as I had hoped, and can have a smooth alpha channel. Its just that in order to see thru the decal, alpha must be down around 100 (0=transparent, 255=opaque). There is also no need for an NiAlphaProperty- the texture works fine without it.

Here are 2 possible naval tankards. I dare not make them more transparent as the color tends to fade. The black one is already a bit grayish. Let me know what you think.



NavyTankard2.png
 Description:

Download
 Filename:  NavyTankard2.png
 Filesize:  389.83 KB
 Downloaded:  119 Time(s)

Post Sun Nov 16, 2014 7:55 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Cool. I like the gray one better.

Never even knew about the Decal property. It opens a whole bunch of possibilities.

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stars are out tonight.
Post Mon Nov 17, 2014 8:25 am Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I've been working on updating TR_Data. Once that is out I'll finish this.
Post Fri Dec 19, 2014 7:42 am Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Version _4 requires at least TR_Data.esm v14.12B.

I've gone with the notion that the ship is in dock for resupplying. Hence, all the empty crates/baskets etc. Also most of the weapons, I figure, have been taken to the local blacksmith for repair.

If this is ok - then the interior is essentially done. I'll give it one more going over and then submit for review.
Post Wed Dec 31, 2014 8:31 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



There's a stack of three crates in the back of the ship on the lower deck that looks like it would be a little too wobbly a way of storing them. Maybe replace with a long crate that's resting against the ship's side?

I'd also rotate the row of navy tankards on the shelf 180 degrees from their current position so that the player can see the navy emblem on them.

^These things are obviously just nitpicks; all in all the interior looks just great.

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Post Thu Jan 01, 2015 7:27 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Use my latest file (_6) at the top.
Post Wed Mar 11, 2015 9:45 am Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Huzzah! Will merge this in the OE section file.
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