i2-195-Tel
Moderators: Seneca37, Lead Developers
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
i2-195-Tel
Claim type: Interior
Claim ID: TR_i2-195-Tel (#449)
Faction: Telvanni
Parent claim: TR_2-32-Tel (#95)
Claimed by: Stalker
Status: Approved (Progress: 100%)
Location: 1:(2828, -114):0
Files: TR_i2-195-Tel_Haplo_2.esp; TR_i2-195-Tel_Thrignar Fraxix_1.esp
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The ruins of Kemel-Ze
Claim ID: TR_i2-195-Tel (#449)
Faction: Telvanni
Parent claim: TR_2-32-Tel (#95)
Claimed by: Stalker
Status: Approved (Progress: 100%)
Location: 1:(2828, -114):0
Files: TR_i2-195-Tel_Haplo_2.esp; TR_i2-195-Tel_Thrignar Fraxix_1.esp
---
The ruins of Kemel-Ze
- Attachments
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- Kemel-Ze_38.rar
- (179.29 KiB) Downloaded 70 times
Last edited by Thrignar Fraxix on Tue Apr 26, 2005 11:36 am, edited 31 times in total.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
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
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
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
Fun is bad - Haplo
We will try to detail the ruins of Kemel-Ze to make it look more interesting for the player to walk through. Most important, the site is a frequently looted ruin, so it won't have tons of items lying around. But heavy machinery, pipes, empty containers and more interesting layouts will help a lot in making the ruins look more alive.
Try to use common sense and make it look looted, but still interesting. Remembers that the city was also damaged by a huge lava flow from red mountain, so you can use 'in_lava_' rocks and boulders inside to reflects this.
USE THIS MAP:
http://tamriel-rebuilt.org/old_forum/download.php?id=11019
Claimed by Ludovic:
Kemel-Ze, Hall of Lzigat (WIP posted on page 6, MUST USE IT, ask for help on the scripting part if you don't understand it please!)
Kemel-Ze, 4 (2x3 apartment(remember x and y coordinates and which comes first please))
Kemel-Ze, 5 (2x3 apartment(remember x and y coordinates and which comes first please))
Any questions can be asked in this thread or on IRC, MSN, AIM, etc. If you run into difficulties, lore issues, or anything else out of the ordinary, please consult me!
Additionally, the lighting settings might still be a bit off in some cells. If it really looks odd, like florescent fog or something, please use the following values, which are basic Dwemer ruin values:
Ambient
R 10
G 10
B 10
Fog
R 40
G 30
B 10
Density 1.00
Sunlight
R 30
G 20
B 10
Please post a regular status update in here as well so I can keep track of the progress of the whole team.
- Haplo
Try to use common sense and make it look looted, but still interesting. Remembers that the city was also damaged by a huge lava flow from red mountain, so you can use 'in_lava_' rocks and boulders inside to reflects this.
USE THIS MAP:
http://tamriel-rebuilt.org/old_forum/download.php?id=11019
Claimed by Ludovic:
Kemel-Ze, Hall of Lzigat (WIP posted on page 6, MUST USE IT, ask for help on the scripting part if you don't understand it please!)
Kemel-Ze, 4 (2x3 apartment(remember x and y coordinates and which comes first please))
Kemel-Ze, 5 (2x3 apartment(remember x and y coordinates and which comes first please))
Any questions can be asked in this thread or on IRC, MSN, AIM, etc. If you run into difficulties, lore issues, or anything else out of the ordinary, please consult me!
Additionally, the lighting settings might still be a bit off in some cells. If it really looks odd, like florescent fog or something, please use the following values, which are basic Dwemer ruin values:
Ambient
R 10
G 10
B 10
Fog
R 40
G 30
B 10
Density 1.00
Sunlight
R 30
G 20
B 10
Please post a regular status update in here as well so I can keep track of the progress of the whole team.
- Haplo
Last edited by Vegor on Mon Jun 20, 2005 9:31 pm, edited 4 times in total.
- Colostriph
- Member
- Posts: 274
- Joined: Wed Nov 10, 2004 3:27 pm
- Majra
- Developer Emeritus
- Posts: 1871
- Joined: Fri Jan 16, 2004 3:23 am
- Location: Darvulk Haven Elsweyr
- Contact:
hmmm, with scripts, I like to see it where scripts are used with quest specifics... I mean, we place the stuff, and then people forget all about it, and dont even use them for a quest ya know? But if you just have to make a trap door, go for it
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Probably PGRD (Pathgrids). Yes it's best if you delete those as well, although if people don't change them they'll probably only leave duplicate refs.
No wait, on second thought, it's important that all pathgrids of other cells are deleted as well. Because the cells' layouts will be changed which will require new pathgrids for each cell as well. Therefor it will lead to conflicting grids if you leave the other ones in it. Just clean all Cells and Pathgrids that aren't yours to detail.
No wait, on second thought, it's important that all pathgrids of other cells are deleted as well. Because the cells' layouts will be changed which will require new pathgrids for each cell as well. Therefor it will lead to conflicting grids if you leave the other ones in it. Just clean all Cells and Pathgrids that aren't yours to detail.
Last edited by Vegor on Thu Jan 20, 2005 1:58 pm, edited 1 time in total.
here are two pics from Ish Cnfgfngthz. think its finished. the other ints are bigger problems.
- Attachments
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- TES Construction Set 2005-01-21 00-22-26-61.jpg
- (53.17 KiB) Downloaded 79 times
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- TES Construction Set 2005-01-21 00-23-41-93.jpg
- (51.84 KiB) Downloaded 67 times
current claims:
finished claims:
i2-423-Tri
--
"Would you choose supremacy
If it led to isolation?
Could you handle the solitude?
Would you still prefer the throne?"
finished claims:
i2-423-Tri
--
"Would you choose supremacy
If it led to isolation?
Could you handle the solitude?
Would you still prefer the throne?"
It's looking good. Rather dense but that's a whole lot better than the emptiness before. Watch out with tipped over furniture though, the legs are usually see through on the bottom side. Make sure it isn't in sight.
Another notice: Some of his cells are actually quite well detailed and original. If you run into these you can be done with a few finishing touches. The judgement is completely up to you though.
Keep it up!
Another notice: Some of his cells are actually quite well detailed and original. If you run into these you can be done with a few finishing touches. The judgement is completely up to you though.
Keep it up!
I forgot to mention this, but please keep all (should-be) teleporting doors in roughly the same position. The place is a maze and would become even more so if the doors were shifted and the teleports wouldn't make any sense any more. So please try to keep those at the same position. Moving them around a bit won't be any problem, but just not too much.
- The Filth Dealer
- Member
- Posts: 72
- Joined: Sat Dec 04, 2004 5:40 am
- Contact:
Re: Kemel-Ze Detailing Team
This word does not contain any vowels. seriously, who named these? the dwemer names on VF were at least pronouncable.Vegor wrote:Pfchgz Mngtk
anyway, im getting started now. i'll post progress.
I dont wish I was perfect, I only wish everyone would lower their standards of perfection to my level.
-Me
-Me
Yes, I was thinking someone who has some knowledge of Dwemer language could take a look at the names and change them if necessary. Although little is actually known about the language, a lot of ruin names (and some other names and words) are known, these can be used to form new names. Stalker would you be able to do this?
Just curious, how do i remove all of the door teleports? Does TESAME do it for me or is it done manually? Oh, and is there a shortcut for setting the light and fog values or is it once again done manually? ThanksLady Nerevar wrote:cool. as for myself, i'f TESAMED the file, removed all teleposts, and fixed the lightand fog values.
Interiors Completed: 1
------------------------
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
I always use the Details function in 'File->Datafiles' in the TESCS. If you delete the cells from there all the teleports are deleted automatically. I think the same goes for TESAME, but I am not really sure. If both won't work for you, you'll have to select the doors manually and uncheck the box 'Teleport' on the right.
As for lighting settings, you'll have to set these manually for each interior cell. However, of these 9 cells I don't think setting lighting values will be the most work .
As for lighting settings, you'll have to set these manually for each interior cell. However, of these 9 cells I don't think setting lighting values will be the most work .
Hi,
Here is a screenshot from one of my interiors. Is this enough detail, or are we looking for more?
Also, what lore issues are there? As the ruins have been heavily explored, are we allowed to put things in that explorers may have left?
Here is a screenshot from one of my interiors. Is this enough detail, or are we looking for more?
Also, what lore issues are there? As the ruins have been heavily explored, are we allowed to put things in that explorers may have left?
- Attachments
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- Kemel-Ze (Fzchnrzg).JPG
- (106.03 KiB) Downloaded 108 times
Yes the detail level is ok like this, not very filled with stuff yet a lot of unlootable stuff still remaining. As Stalker said, he used a lot of doorjambs but didn't put any doors in them. You can use the real doors, but you can also use the static doors lying on the ground near the doorjamb to make it look ruined. It adds some variation.
Progress report:
Cells left to be detailed:
Kemel-Ze, Pzifk
Kemel-Ze, Rndfzch
Kemel-Ze, South Lawn
3 cells and I'm done.
EDIT: No. Rndfzch don't need detailing right know. I have an idea. As you can see it's a some sort of maze. I suggest putting a few monsters there and a few skeletons of adventurers. But if Vegor will say than it needs more clutter - I'll do it.
EDIT No.2: I just though a little bit more and decided to scrap current layout and reowrk it. I doubt Dwemer would have built a maze to get lost in their own ruins.
EDIT No.3: I have a genial idea. Can I use weather machine interior for it ? It'll be changed plus it won't be a weather machine. Of course if we don't want another weather machine which could be interesting too.
Cells left to be detailed:
Kemel-Ze, Pzifk
Kemel-Ze, Rndfzch
Kemel-Ze, South Lawn
3 cells and I'm done.
EDIT: No. Rndfzch don't need detailing right know. I have an idea. As you can see it's a some sort of maze. I suggest putting a few monsters there and a few skeletons of adventurers. But if Vegor will say than it needs more clutter - I'll do it.
EDIT No.2: I just though a little bit more and decided to scrap current layout and reowrk it. I doubt Dwemer would have built a maze to get lost in their own ruins.
EDIT No.3: I have a genial idea. Can I use weather machine interior for it ? It'll be changed plus it won't be a weather machine. Of course if we don't want another weather machine which could be interesting too.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
Progress report on an interior previously known as Rndfzch, now just Powerplant. Here are some screenshots. Everything will be active. Mixers rotating, half-spehere moving...
Never trust an interior in the hand of mad scripter
BTW this will take a while to script so if anybody willing to take other interiors to detail - feel free to ask. If no - excpect more crazy things from me
Never trust an interior in the hand of mad scripter
BTW this will take a while to script so if anybody willing to take other interiors to detail - feel free to ask. If no - excpect more crazy things from me
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Not preferably Veg but not at all. Dwemer and Clockwork city have nothing in common.Vegor wrote:To answer your earlier question, Presh: Yes, the Tribunal Dwemer style is ok. But preferably no Clockwork city objects or at most a few which are used so it isn't obvious.
BTW I'm almost finished with scripts.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
OK, here are screenshots of two more cells I have detailed.
The other two are a lot bigger and more complex, so will take a little longer.
The other two are a lot bigger and more complex, so will take a little longer.
- Attachments
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- Kemel-Ze (Zenol).JPG
- (102.81 KiB) Downloaded 68 times
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- Kemel Ze (Gnon).JPG
- (121 KiB) Downloaded 75 times
Nice work presh.
And some news from me. I've finished mixer scripts. You can freely activate\deactivate them. There are a few things I need to polish but mainly it's finished. Now I'm working on half-spehere script.
BTW I have a sound for all that movement. But I need it to be edited a little ? Any sound editors around ?
And some news from me. I've finished mixer scripts. You can freely activate\deactivate them. There are a few things I need to polish but mainly it's finished. Now I'm working on half-spehere script.
BTW I have a sound for all that movement. But I need it to be edited a little ? Any sound editors around ?
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
One thing I abosolutly hate about hsi interiors (original creator's) is the mis of styles. Original MW Dwemeri lamps in Mournhold interiors etc. Columns, statues and barrels in corridors covered with lava. Tell me who put them there ? A statue in the middle of corridor which was than flooded with lava. How ? How it's standing straing ? And what the heck a column is doing in the middle of possible corridor ?
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.