n2-1-Tri

Where hooms take a shit and we clean it up.

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n2-1-Tri

Post by Haplo »

Claim type: OOT
Claim ID: TR_n2-1-Tri (#1459)
Faction: Temple
Claimed by: Jelle
Status: Approved (Progress: 100%)
Files: TR_n2-1-Tri_jellew_1.zip

---

Necrom interior meshes. Exterior shells:
-
http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_09_community_edit.jpg?t=1186852909
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http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_06_community_edit.jpg?t=1186852936
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http://i2.photobucket.com/albums/y41/haplo12345/Necrom/ex_tr_ve_h_07_community_edit.jpg?t=1186852966
-
http://tamriel-rebuilt.org/old_forum/download.php?id=11895
(Just the tower)
-
Necrom Lighthouse (Necrom Tower mesh--see Map 3 for custom exterior placement)
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Post by blackbird »

It may be too perfectionistic (or how do you call this in english), but shouldn't the name be i2-n1-Tri or something instead of Ind, because Necrom isn't a indoril city, is it?
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Post by theviking »

If someone wants any specifications, you can always ask me. I checked all of the interiors of Necrom and know a little what the interiors should look like. This is still a claim with lots of liberties, so you can really be original.
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Post by theviking »

I found two of these meshes in TR_data; TR_in_v_build01 and TR_in_v_build02. That means that the highest priority of this claim is to make the watchtower. Forget the third building that Haplo posted a screenshot of, that one isn't used.
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Post by Jelle »

I would like to do this one, I begin with it tommorow.
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Post by Thrignar Fraxix »

sure, why not
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Post by Haplo »

theviking wrote:I found two of these meshes in TR_data; TR_in_v_build01 and TR_in_v_build02. That means that the highest priority of this claim is to make the watchtower. Forget the third building that Haplo posted a screenshot of, that one isn't used.
So only the tower and the lighthouse need to be interiorized?
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Post by theviking »

Yep, and the tower is the most important of those because that is on map2 while the lighthouse is on map3.
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Post by Jelle »

so if Im correct I have to model the interiors for the 3 exterior Necrom buildings and a 3-floor high interior mesh for the tower?
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Post by theviking »

no, only for the tower. The meshes for those three buildings are already in TR_data, they only need a retexture job. They are TR_in_v_build01 and 02. The third one doesnt exist in Necrom and was added accidentily in this claim.
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Post by Bloodthirsty Crustacean »

Could Jellew do all the retexturing required as part of this claim? (Including other stuff, like retexing all the normal Velothi pieces needed for Necrom, not just those two from TR_Data) Because that'd be Necrom ready for interior-ing in one fell swoop, wouldn't it? Or am I forgetting something? Or maybe a lot of things?
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Post by Jelle »

I can do it, but dont excpect me to do everything in one week. I already finished the "base" part of the tower interior mesh and Im now working on the staircases.
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Post by Bloodthirsty Crustacean »

Of course, of course. I just see no need to hold back a willing modder. If it's too much work for you, there's no need, but I feel it would be pointless to prolong the process if you're up for it.

There's certainly no pressure on you, I was just excited at the thought of a fully ready Necrom. I apologise if I came over as overbearing.
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Post by Jelle »

you didnt came over as overbearing, I should apologize becouse I came over insulted, which I didnt mean. I just wanted to say I cant finish this soon, (I would like to do it though, but I have been neglecting my schoolwork recently) but I will do my best and I like to do it.
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Post by theviking »

Take a look at this set. It was made by veet and it is extensive enough to cover all the interior tiles for Necrom. That means only the two v_builds and the tower need to be textured! Take a look in the set, jellew, I'm sure you love it and you can/have to take texture ideas from it. There is also a dome room in the necrom monastery that needs to be retextured, but I'm not sure which room that is. I'll look it up. Good luck, jellew.

EDIT: Ive played around with the tiles from this set and I found a few errors. First the ramp isn't wide enough (so you see great gaps at the pillars) and it isn't tall enough to go from one floor to another using one tile. That height is 256 Second I noticed that the door doesn't fit the doorjamb. Third, and very annoying, when I tried to search and replace the velothi tiles of one interior of Necrom, the new necrom tiles all jumped to another place. This makes it very hard to place them in their original place and you can't do this with gridsnap. Can this be solved?
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Post by Jelle »

that set looks incredible, I realy like it. About the tiles, I think this can be solved by positioning the Velothi tiles at exactly the same place as the Necrom in a 3d modelling program.
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Post by Jelle »

becouse its kinda hard to judge by the screenies on a non-textured interior object Il only post the file. Its in the .Nif format.
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Post by Gnomey »

If it hasn't already been mentioned, the Necrom interior shells in TR_Data look as messed up as the old exterior buildings did. There are a lot of gaps at the corners, and probably more problems that I missed due to my not knowing anything about modelling. They'll probably need to be fixed in the same way as the exterior buildings or just be redone from scratch.
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Post by Jelle »

I can fix that to, but I will first finish the interior of the tower, and finish my 2 open claims.
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Post by aro101 »

Jellew, I'm very happy to see you working on this set :) Very very very happy... Keep it up and if you will have any difficulties with something, you can ask me, because I really would love to see necrom finished asap.
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Post by Jelle »

here are 2 screenies:
partial wireframe render:
[img]http://i160.photobucket.com/albums/t175/jellew/partialwireframenecromint.jpg[/img]
top floor render from the inside, looking down at the staircase:
[img]http://i160.photobucket.com/albums/t175/jellew/partialnecromint-1.jpg[/img]
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Post by Jedak »

Jellew, you just made me frantic to see Necrom to its full potential :D

EDIT: Wait... Isn't the bottom bit (the bit that goes strait down) only for the exterior so that it fits better in rough terrain?
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Post by Haplo »

yeah but it can have an interior in that section too. Great job :-)
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Post by Jelle »

first try with the textures, I to tested the staircase but the object need to be scaled bigger, otherwise the player's character will be trapped between the staircase he/she is walking and the staircase above him.

[url=http://img511.imageshack.us/my.php?image=morrowind20070924195215dr5.png][img]http://img511.imageshack.us/img511/4551/morrowind20070924195215dr5.th.png[/img][/url]

[url=http://img511.imageshack.us/my.php?image=morrowind20070924195356rd9.png][img]http://img511.imageshack.us/img511/9452/morrowind20070924195356rd9.th.png[/img][/url]
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Post by aro101 »

So I was right with that idea of testing the staircase :D This part looks a little wierd on this shot...
[url=http://i182.photobucket.com/albums/x139/aruncio101/TR/MW/morrowind20070924195356rd9.jpg][img]http://i182.photobucket.com/albums/x139/aruncio101/TR/MW/th_morrowind20070924195356rd9.jpg[/img][/url]
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Post by Jelle »

I made some progress:
-scaled it proparly so that one cant get stuck in the staircase
-added vertex shading to make it look more realistic
-got rid of the texture seam

I upload the new meshes soon, but I dont have acces to the files ATM. I would to like to know what I exactly have to retexture, so that I can begin with that to.
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Post by theviking »

It should be the best if you could start with fixing and retexturing the TR_in_v_build_01 and 02. Then the only thing that needs a retexture is the velothi domeroom as that is used once in the monastery of Necrom. Also, some of Veets tiles have some errors. I've made a description of them in a post above.
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Post by Jedak »

Shouldn't the staircase go all the way to the top so that you can come out to the top? Or is there going to be a ladder?
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Post by Jelle »

I think a ladder would be best becouse then you will have more space at the upper floor.
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Post by Jedak »

Indeed, but the ladder has to be a seperate object so that we can make it a door.
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Post by theviking »

I thought of this and we will problably use a velothi trapdoor to reach the top. Does the trapdoor fit, jellew? Else we have to strech out the velothi trapdoor and make it a new object. You can try the redoran trapdoor as well if it is too high for the velothi one.
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Post by Jelle »

I would rather make a custom one if thats OK.
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Post by Jelle »

I modelled a trapdoor and I tried to let it look a bit Necrom. It should of course be a seperate object, but I rendered it inside of the Necrom Tower just to show how it looks.

[url=http://img248.imageshack.us/my.php?image=necromtrapdoorlonepm7.jpg][img]http://img248.imageshack.us/img248/3884/necromtrapdoorlonepm7.th.jpg[/img][/url]
[url=http://img248.imageshack.us/my.php?image=necromtrapdooryj2.jpg][img]http://img248.imageshack.us/img248/706/necromtrapdooryj2.th.jpg[/img][/url]
Last edited by Jelle on Sun Oct 07, 2007 7:57 pm, edited 1 time in total.
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Post by El Scumbago »

I like it, but it's not too different from the vanilla ones. Perhaps it's still a WIP?
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Post by Jelle »

I did just post it to get some reactions on how to improve it, so yes, its a wip. Anyway, I tried to implement a bit of a necrom shape by giving the two pillars a bit of a curve. I dont know if I should add more curves or just make the curves in the pilars a tad bigger, but you should be able to see them clear if you clicked the Thumbnail (I personally cant see it well on the Thumbnail)
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Post by Haplo »

Hey just gonna say I found ALL the Necrom meshes from long ago, including the pyramid int/ext and statues, etc.
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Post by Jelle »

here are the meshes, textures are not included, but they need to be set to the right path when merged into TR_data anyway I believe(please correct me if Im wrong)
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Post by Jelle »

Aro did a review and told me the results on IRC. He spotted many unusefull polys with the ceilings, and thats fixed in this file.
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Post by aro101 »

Very nice, you fixed all that you were supposed to fix. Things I'm not sure about:
-That wierd texture smoothing...
-That bounding box, i think that's what that colorful wireframe box in cs was called. It doesn't have the right size. It might have to do something with tangent space...
-Textures. I had to assign some tga files to view the mesh correctly. Just be sure that we have the right ones in the OoT later on.
[url=http://i182.photobucket.com/albums/x139/aruncio101/Necromtower.jpg][img]http://i182.photobucket.com/albums/x139/aruncio101/th_Necromtower.jpg[/img][/url]

But these are just some minor details :) Great work. keep it up.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Post by Andres Indoril »

aro101 wrote:-Textures. I had to assign some tga files to view the mesh correctly. Just be sure that we have the right ones in the OoT later on.
Don't worry, I will probably take care of that once it is ready for throwing to TR_Data :P
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