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Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Another update before sleepy time:

I've completed another few cells, now I only have like two and a half cells left to do. After that I guess I'll have a stroll around in Kogo'Tel. There's always a floater here and there, stuff to be added, changed, scaled etc... I think I will be able to submit a file for reviewing early next week. Now get out, it's saturday and party time!

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Post Sun Jan 06, 2008 12:52 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Every single cell is now landscaped, painted, detailed and vertex shaded. I'm spending some time in game finding floaters, glitches and stuff to fix. I still need to tweak the pathgrids for all cells exept Kogo'Tel.

Nearing completion Smile

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Post Sun Jan 06, 2008 5:27 pm Send private message             Reply with quote                   up  
Peterboy
Developer
28 Aug 2006

Location: Hungary

Yippí!! Very Happy
Kogo'Tel looks awesome Nemon Mr. Green

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Post Sun Jan 06, 2008 6:15 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

It's finished, just cleaning and looking for floaters. Strange thing though, I get this message (pic below) when loading Morrowind.

Land (1,-10) unable to load texture idx 11. That's just SE of Seyda Neen, and as you see on the second pic below, some textures are removed from the land. But I've cleaned my mod in TESAME four times now, there are NO cells edited except my 35 Kogo'Tel cells!!! I've even removed every texture entry that I did not end up using (I tried a lot of them, getting to know the various textures again). This plugin is a textbook example of perfect cleaning, yet this happens!? I'm uploading the clean x4 file - NOT for reviewing yet, maybe someone else doesn't get this message.

coc to cell "coccell" to have a look around if you want.



Morrowind 2008-01-06 20-32-39-21.jpg
 Description:
 Filesize:  161.69 KB
 Viewed:  110 Time(s)

Morrowind 2008-01-06 20-32-39-21.jpg



Morrowind 2008-01-06 20-34-24-01.jpg
 Description:
 Filesize:  72.85 KB
 Viewed:  101 Time(s)

Morrowind 2008-01-06 20-34-24-01.jpg



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Post Sun Jan 06, 2008 7:42 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Ok, after trying the enhanced editor, and removing unexplainable changes to carious Vvardenfell cells, every single bit of landscaping was erased from my claim. I could NOT delete references to textures used (that wasn't in my claim).

I tried the CS cleaner, and edited details in my .esp, and then finally I got it to work. Now there's hopefully no changes to Vvardenfell, no dirty stuff and edits. I'm posting the last .esp for reviewing tomorrow, I'm way to exhausted to do any last bit of cleaning now...

Man, what a shitload of unneccessary work...

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Post Sun Jan 06, 2008 10:05 pm Send private message             Reply with quote                   up  
kebra
Developer
30 May 2005

Location: ithil

I had this problem several times especially with the MW enchanted editor and still wait for an explanation.

Great speedy work, i like the layout and the concept. I thinck that i stoled you some ideas on your older claims, thanks.

Well, a critic, it must be detailed a bit, for exemple there is no flora in the city, not enough rocks...

PS: i suppose you don't care to much, but i would like to know if my meshe replacement for Ald Dwerelyn (there is pics)is not to far from your version.
Post Mon Jan 07, 2008 11:17 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Ald Dwerely... wut? Did I do that?
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Post Mon Jan 07, 2008 12:26 pm Send private message             Reply with quote                   up  
kebra
Developer
30 May 2005

Location: ithil

The one with "Nemon the modder", you remember, this skycripper in the fields (Dwemer statue). But the name has maybee changed, the area cells are called Nemon, so...
Post Mon Jan 07, 2008 12:31 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Oh, that one. I'll have a look.

And I will look at the city and detailing as well. I'm already abusing fps as it is, and it's sort of a quarry so flora won't flourish if you catch my drift...

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Post Mon Jan 07, 2008 2:34 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Here it is, a final .esp for REVIEWING!

It is clean (hopefully)

Coc to "coccell" to have a look.

Nemon



Clean Clean Clean Clean Clean kogotel2.esp
 Description:
Review me!

Download
 Filename:  Clean Clean Clean Clean Clean kogotel2.esp
 Filesize:  1.6 MB
 Downloaded:  83 Time(s)


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Post Mon Jan 07, 2008 4:33 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Approved & Merged :-)
Post Fri Jan 11, 2008 3:52 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Niiice!
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Post Fri Jan 11, 2008 10:09 pm Send private message             Reply with quote                   up  
aro101
Developer Emeritus
15 Feb 2007

Location: Wroclaw

Man, this one is awesome... Great work... Just showing some respect from someone who has somekind of a dislike for CS Razz
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Post Fri Jan 11, 2008 10:59 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

This needs to be updated once the ash forest statics are available. Kogo'Tel needs some extra detailing, and the mountain range needs to be VM, which means substitute WG with RM and snow + height.
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Post Fri Dec 03, 2010 11:23 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Dirty as a Suran slut, but still a rough sketch as to what I want to do with the rest of the Cyrodiil border. Silgrod Pass moved one cell west, and up.
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Post Sun Dec 05, 2010 9:58 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Hey Nemon, let me know when you want this moved back to Claimed for you, since Ash statics are now in TR_Data and whatnot.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Apr 04, 2011 10:53 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Nah, it can stay here.
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Post Tue Apr 05, 2011 9:30 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

New WIP.
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Last edited by Nemon on Mon May 02, 2011 7:36 pm; edited 1 time in total
Post Tue Apr 26, 2011 6:32 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains


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Post Wed Apr 27, 2011 1:23 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

New WIP for Scamp to border match.
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Post Wed Apr 27, 2011 5:29 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

New WIP, now with more roadage. Previous two WIPs deleted btw...


Clean Clean Clean TR_5-21-Red-Nemon1.esp
 Description:

Download
 Filename:  Clean Clean Clean TR_5-21-Red-Nemon1.esp
 Filesize:  1.66 MB
 Downloaded:  62 Time(s)


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Post Mon May 02, 2011 7:36 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Maybe upload your next one to the top of the thread? Pretty please Smile
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon May 02, 2011 8:51 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Just taken a walk through parts of that claim. Good work!

5/13/2011 (16:16) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling TR_ash_swamp_tree01 TR_5-21_Red (-27,-2) -216813 -13527 591 "flaoter"
5/13/2011 (16:17) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling TR_ash_parasol03 TR_5-21_Red (-28,-2) -222258 -10150 887 "flaoter"
5/13/2011 (16:17) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling flora_trama_shrub_04 TR_5-21_Red (-28,-2) -222320 -9888 1317 "slgiht floater"
5/13/2011 (16:18) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling flora_trama_shrub_03 TR_5-21_Red (-28,-1) -221551 -7852 703 "flaoter"
5/13/2011 (16:18) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling TR_ash_parasol03 TR_5-21_Red (-28,-1) -221291 -5674 1064 "slight floater"


Fixed - Nemon
Post Fri May 13, 2011 2:45 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I thought I just leave this around. Maybe it's not all WIP stuff.

5/13/2011 (23:01) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling terrain_rock_rm_05 TR_5-21_Red (-28,-1) -228927 -2309 6220 "floater"
5/13/2011 (23:05) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling barrel_01 TR_5-21_Red_Kogotel (-26,-4) -210761 -26160 1683 "barrel sunken too deep - or is that ok?"
5/13/2011 (23:06) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling ex_redoran_barracks_01 TR_5-21_Red_Kogotel (-26,-4) -210668 -26571 1938 "this house floats (look from west)"
5/13/2011 (23:06) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling ex_redwall_straight_01 TR_5-21_Red (-27,-4) -213291 -27660 2312 "epic flaot"
5/13/2011 (23:07) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling ex_redoran_hut_02 TR_5-21_Red_Kogotel (-26,-3) -211252 -22392 902 "slight caspering (look from south)"
5/13/2011 (23:08) TR_5-21-Red_Nemon_3.esp 5/13/2011 (15:56) skraeling furn_guarcart00 TR_5-21_Red_Kogotel (-26,-3) -210837 -22505 744 "floater"


Fixed the non Kogotel ones, the rest is WIP stuff.
Post Fri May 13, 2011 9:31 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

OMg new file.
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Post Fri May 13, 2011 9:51 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

Post Fri May 13, 2011 11:46 pm Send private message             Reply with quote                   up  
Bloodthirsty Crustacean
Developer Emeritus
02 Feb 2007

Location: Elsewhere

This claim is probably the most insanely good thing I've ever seen - once again TR's best exterior work really makes that original concept art seem like it's come alive.

Swamp could maybe use a cave-dungeon or point of interest scattered sparingly about here and there (but you might add such entrances at a later stage?)?

On a scripting note, I'm pretty sure you won't be able to use an invisi-wall as a door. A player has to be able to make visual contact with something in order to hover their cursor over it.

But i mean seriously, omg.



(and scamp, that first shot of yours is just mindblowing

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Post Sat May 14, 2011 12:22 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

For inviso-entry: a full alpha face would probably work. I think. Not sure though.

And yes, what BC said.

And the first screenshot should be part of some TR wallpaper pack! And a poster for Véloth.
Post Sat May 14, 2011 9:18 am Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Thanks, and yeah, I've been meaning to add more cave entrances of different sorts throughout the claim. I just wanted to get the somewhat tedious place and arrange of the countless similar statics done here Smile .

Regarding the invisible door, it worked with Oblivion CS, but if someone can come up with an alpha layered see through thing that would probably be a very simple mesh for any modeler to make - not taking too much space either. Because we are going to have lots of those entrances as long as I'm making exteriors here Wink .

Great shots, Scamp!

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Post Sat May 14, 2011 4:40 pm Send private message             Reply with quote                   up  
MSam
Developer
12 Dec 2008

Location: Queensland, Australia

http://img146.imageshack.us/img146/9812/mgescreenshot6.jpg <-epiccccccc.
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Post Sun May 15, 2011 10:18 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Nothing new the last couple of weeks.
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Post Mon May 30, 2011 5:10 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen



Useful for interior checking (since everything has been rearranged) + new ones.

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Post Sun Jun 05, 2011 8:08 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains








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Post Tue Jun 07, 2011 7:50 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

So... Here it is. Kogotel 2.0, quite an improvement compared to my old version. See newest file, uploaded today.

Also see the picture, explaining where interiors has been moved and where new ones are added. I don't have any ideas for these besides the new guard towers.

New wilderness ints:

-28 0: Monster/bandit cave of sorts. See pillaged lair above for reference, maybe they dunnit??

-28 0: Shack, belonging to an old timer, weird fellow probably dumbed down by console gaming and living in the ash swamp for too long.

-25 -1: Shack, belonging to a scout of sorts. Well educated on swamp stuff.

-28 -1: Velothi/dunmer tomb.

-28 -1: Redoran watchtower.

-28 -2: Cave, inhabited by monsters and rogue magicians.

-23 -3: Shack, commoner living here.

-23 -3: Cave, downward spiral thingy ending up in old dwemer stuff. Inhabitants killed by stray dwemer baddies.

-27 -4: Cave entrance, long underground passage underneath Kogotel, with lots of tunnels going in different directions, main route leading to...

-24 -4: ...this one!

-23 -4: Kwama egg mine.

-22 -4: Maybe the cosiest place around... Redoran hut, no ideas for trade.

Of course, ideas better than these are very welcome.



5-21 int overview.png
 Description:
I had to cut and paste the last picshur after changing stuff. Should make sense though. Unmarked buildings are new buildings.

Download
 Filename:  5-21 int overview.png
 Filesize:  2.18 MB
 Downloaded:  125 Time(s)


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