[RELWIP] Armoury of Tamriel, Thread 12

Post » Sun May 27, 2012 2:12 am

I'd be happy to answer any questions about my texture files and I'm very happy to see them being applied to new weapons and armours in new ways! They look fantastic.

The M prefix was intended to represent that it was a metallic texture.

The M Dwarven texture is a texture created from the vanilla dwemer metal ingot. As Albatross correctly guessed, this texture was used mainly as a colour reference when creating my M Bronze texture. The M Dwarven texture is lower quality than id like, it's also rough and pitted in appearance. M Bronze is a smoothly formed, higher quality texture showing tool marks. It is the M Bronze texture that is intended for use on completed items.

M Copper and M Corundum share the same relationship as M Bronze and M Dwarven, with M Copper being the worked and finished material of the M Corundum base.

The texture used in my final version glass weapons is the M Glass Malachite texture file applied diagonally at roughly 50% scale.

The Darker and lighter version of textures are meant to be used on accents of the objects to give for example, hilts and blades, distnct yet similar colours and textures.

Quicksilver weapons are M Silver for the texture and tool-marks with M Quicksilver for the unique luster.

My application technique was as Albatross correctly guessed. My first step would be to remove the saturation from the base texture. I would then use a Shadow/Mid-tone/Highlight adjustment to normalize those values to share similar shades of darkness with the Nordic Longsword texture, which I used primarily as a highlight/mid-tone/shadow reference, so that weapon style had as little impact on lightness/darkness as possible. I used Shadow/Mid-tone/Highlight adjustment instead of Brightness/Contrast so that I could manage the three values independently since some textures had brighter highlights than others, for example, and an across the board brightness increase would make the already bright highlight too white to accept an overlay. Overlays work more effectively with a grayer base than a whiter base. For gemstones and Ebony however, I did not use overlay. I used the application which is called 'Hard Light' to 'paint' the texture on the area. Hard Light is much harsher than Overlay and is not suitable for sure with most textures, though the more prominent Ebony and Gemstone textures do benefit form it's use.
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Gisela Amaya
 
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Post » Sun May 27, 2012 1:26 am

is this finished? or are you sitll working on it; if its done could you upload a v. Final?
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Hella Beast
 
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Post » Sun May 27, 2012 3:07 am

Well yeah, we finished it ages ago, just decided not to upload the final version because I mean, why would we bother doing that. :P

Jokes aside, we're still working. Hopefully I should be able to finish the weapons up for a v1 release this weekend, though I can't guarantee it.

If that's too long to wait there's a beta release with all the weapons playable and in game available here:
http://www.mediafire.com/?qd3fl137b3449zo
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Eve(G)
 
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Post » Sun May 27, 2012 8:25 am

Just a question-should I redo those in a DXT3 format? they're all in DXT1, so they've been wiping out the alpha channel information
Here's malachite steel armor:http://cloud.steampowered.com/ugc/558687741955219501/B8081C16E78F6907BDF0EDF5FF3D05DD9DC78A1D/

EDIT: here's a new version of dwarven:http://cloud.steampowered.com/ugc/558687741955637246/B7C907B1A8DB921C30045FA8372FC6C8B2F76731/
This version uses Baratan's leather texture on all the straps. Compare it to the vanilla leather in the malachite version, and tell me which looks better. Don't worry about asking for extra work-I can copy and paste the leather layer into all the other armor sets I've done in less than five minutes
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Veronica Flores
 
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Post » Sun May 27, 2012 2:00 am

Just a question-should I redo those in a DXT3 format? they're all in DXT1, so they've been wiping out the alpha channel information
Here's malachite steel armor:http://cloud.steampowered.com/ugc/558687741955219501/B8081C16E78F6907BDF0EDF5FF3D05DD9DC78A1D/

Before you modify an armour or weapon texture first check and see if it uses an alpha channel (one that is not all 100% opaque). If it does use an alpha channel save it as DXT5, if it doesn't save it as DXT1. With the one's you've already done, you can still go back an open the Bethesda texture and copy it's alpha channel to your new texture and re-save it as DXT5 to give it back it's alpha channel.
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Crystal Birch
 
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Post » Sat May 26, 2012 11:56 pm

Guess I'll have to look at adding enchanted armors to the processing list, too. ;)
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Lakyn Ellery
 
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Post » Sun May 27, 2012 10:50 am

Actually, I just realized that I don't have to change anything. I save all my work in photoshop formats, so the alpha layer hasn't changed. I just keep using the "save as" function saving over the .dds file to do my pictures. speaking of which, expect an orcish screenshot in a minute
Edit: orcish steel armor:http://cloud.steampowered.com/ugc/558687741956051374/404F5A2B43F99158FFA06EE39243D6A1E14D895A/
Currently working on Ebony, which will be done in a minute. then it's daedric and silver, and I'll be done for the day
what do you use for the elven armor? I know silver is the silver+quicksilver materials, but I'm not sure about elven. is it just moonstone?
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Jay Baby
 
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Post » Sun May 27, 2012 12:45 pm

I've been playing a bit of old school games lately and I was really impressed with the graphical style and use of colours in Sonic: Generations. It's a must try if you haven't already. There's a demo on Steam. The past few days I've also been playing Dark Cloud on the PS2 and this game has so many interesting game features that have not been seen since. It's a shame they don't make more games like they used to.

Actually, I don't have to change anything. I save all my work in photoshop formats, so the alpha layer hasn't changed. I just keep saving over the .dds file to do my pictures. speaking of which, expect an orcish screenshot in a minute
Edit: orcish steel armor:http://cloud.steampowered.com/ugc/558687741956051374/404F5A2B43F99158FFA06EE39243D6A1E14D895A/

what do you use for the elven armor? I know silver is the silver+quicksilver materials, but I'm not sure about elven. is it just moonstone?

I haven't used anything for Elven Armour since I haven't made anyway. Traditional Atlmeri weapons are primarily M Moonstone and accented with M Gold.
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Hannah Whitlock
 
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Post » Sun May 27, 2012 7:16 am

I'll see if I can check those out, in between everything else occupying my time :tongue:
Here's ebonyhttp://cloud.steampowered.com/ugc/558687741956220775/1740D432BF67D946D8BF8368B8BC4B40BA27BDC1/-please critique honestly, especially if it doesn't quite match the weapons
And daedric:http://cloud.steampowered.com/ugc/558687741956300357/27062980BB4E9B93C53B66DAFB619FF55CEB0EB9/-I don't know about this one. the red doesn't look quite right to me. opinions?
moonstone:http://cloud.steampowered.com/ugc/558687741956455437/042A635426C54F6C0DF59ABF0E6E59497DD1D179/
By the way, which leather should I use? yours or Bethesda's?
Guess I'll have to look at adding enchanted armors to the processing list, too. :wink:
Ha, guess I'm gonna be busy for quite a while :P
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Sylvia Luciani
 
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Post » Sun May 27, 2012 3:43 am

I'll see if I can check those out, in between everything else occupying my time :tongue:
Here's ebonyhttp://cloud.steampowered.com/ugc/558687741956220775/1740D432BF67D946D8BF8368B8BC4B40BA27BDC1/-please critique honestly, especially if it doesn't quite match the weapons
And daedric:http://cloud.steampowered.com/ugc/558687741956300357/27062980BB4E9B93C53B66DAFB619FF55CEB0EB9/-I don't know about this one. the red doesn't look quite right to me. opinions?
moonstone:http://cloud.steampowered.com/ugc/558687741956455437/042A635426C54F6C0DF59ABF0E6E59497DD1D179/
By the way, which leather should I use? yours or Bethesda's?

Ha, guess I'm gonna be busy for quite a while :tongue:
I guess it depends on what you're doing. I used my own leather on the weapons and scabbards that called for it.
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Travis
 
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Post » Sun May 27, 2012 2:58 am

I guess it depends on what you're doing. I used my own leather on the weapons and scabbards that called for it.
I'd be using the leather texture on all the armor that I do from now on, specifically for anything involving leather(except leather-based armor. Albatross apparently has something in mind for those). So far I think it looks much better, but it's up to you and albatross to decide which version I should use. the leather is just a separate layer, so I can do either option pretty easily
Also, should I try to make a glow map for all the red parts on the daedric armor?
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SaVino GοΜ
 
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Post » Sat May 26, 2012 10:41 pm

one thought, does all draugr bosses still have ebony weapons from start? I felt it game breaking as i got my ebony sword at lvl5. Can you please think that through again if you already havent. <3 Some scaling would be nice.
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Zosia Cetnar
 
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Post » Sat May 26, 2012 9:56 pm

No ebony weapons should show up on NPC's till you reach the appropriate level. The only things that will have level scaling removed completely are metal ingots/ores in loot/shops.

I'd be using the leather texture on all the armor that I do from now on, specifically for anything involving leather(except leather-based armor. Albatross apparently has something in mind for those). So far I think it looks much better, but it's up to you and albatross to decide which version I should use. the leather is just a separate layer, so I can do either option pretty easily
Also, should I try to make a glow map for all the red parts on the daedric armor?
Oh, I was going to use Baratan's texture, but shift the colour slightly for the different qualities to make them a little more visually different. That is of course if they don't look good enough with just the metal studs/areas different. Glow maps sounds like a good idea. If it looks good I might try my hand at going back through the daedric weapons and making some for them as well. Don't hold me to that though. :tongue:

Silver and Steel done, original recipes commented out. That's a wrap for crafting.

Still to do:
Final balance of silver.
Gold value tweaks to take into account gem values.
Fix up perk tree.
Add books and other new crafting items to leveled lists.
Remove level scaling from merchant ingots/ore.

So close I can almost taste it. :biggrin:
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Bones47
 
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Post » Sun May 27, 2012 1:59 am

I'm cheering for you.
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x_JeNnY_x
 
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Post » Sun May 27, 2012 10:40 am

I'm feeling much irony when I'm playing Dark Cloud (2001) and it has more involved and intuitive weapon upgrade system and basic survival system than a 10 more recent RPG game. Is it just me or are games offering fewer and fewer gameplay features every year? :P

Arctorius, Your armours are looking awesome.
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Danny Warner
 
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Post » Sun May 27, 2012 1:47 am

Updating the leveled lists. Silver was far too low, which considering its usefulness and cost increase from the ones with sapphire gems I thought was a bit out of place.

Going with:
Ebony - 35
Glass - 30
Silver - 25
Dwemer - 20
Moonstone - 15
Orichalcum - 10
Steel - 5

Although that's really just because that's how Bethesda did it. We could try something like:
Ebony - 35
Glass - 35
Silver - 25
Dwemer - 25
Moonstone - 15
Orichalcum - 15
Steel - 5

Though that may make the leveling jumps a lot more noticeable.

Edit:

Oh, actually slightly more important question. How do people feel about removing leveling from merchants? So everything will appear in blacksmith's shops from level 1, but rarer materials will always be rarer and pretty unobtainable at low levels due to cost.
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Paula Ramos
 
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Post » Sat May 26, 2012 11:05 pm

Well, here's silver armor. I realized why it looked weird-I forgot to use quicksilver the first time. here's the new silver armor:http://cloud.steampowered.com/ugc/558687741981923475/7C356990F951FDC7F979AF2F40EF32E7E3D3822C/
With that, I've finished Steel armor. Now I think I'll do the boots, unless you want me to make use of Baratan's stahlrim texture(or I forgot anything, which I don't think I did)
And to answer your question Albatross, I think it would be awesome. just keep it as a separate plugin for those that don't want it with the rest of the mod
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Maddy Paul
 
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Post » Sun May 27, 2012 3:43 am

Updating the leveled lists. Silver was far too low, which considering its usefulness and cost increase from the ones with sapphire gems I thought was a bit out of place.

Going with:
Ebony - 35
Glass - 30
Silver - 25
Dwemer - 20
Moonstone - 15
Orichalcum - 10
Steel - 5

Although that's really just because that's how Bethesda did it. We could try something like:
Ebony - 35
Glass - 35
Silver - 25
Dwemer - 25
Moonstone - 15
Orichalcum - 15
Steel - 5

Though that may make the leveling jumps a lot more noticeable.

Edit:

Oh, actually slightly more important question. How do people feel about removing leveling from merchants? So everything will appear in blacksmith's shops from level 1, but rarer materials will always be rarer and pretty unobtainable at low levels due to cost.

I think that removing the leveling from merchants would probably be the best/easiest way to managing that, with the rarer and cost controlling what the player can get at the earlier levels.

I like your second leveling option for the metals better.
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ILy- Forver
 
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Post » Sun May 27, 2012 11:54 am

I think that removing the leveling from merchants would probably be the best/easiest way to managing that, with the rarer and cost controlling what the player can get at the earlier levels.

I like your second leveling option for the metals better.

Baratan has always made clear that level-based material progression is his intent and desire.
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Andrew
 
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Post » Sun May 27, 2012 9:57 am

Steel nordic Boots are now officially finished. here's a screenshot of the silver armor+silver boots:http://cloud.steampowered.com/ugc/558687741983120120/5A307D9F65D5403BFA3AE28583C2230B925A1153/
I'll start on the imperial boots tonight, then finish them and the gauntlets tomorrow
Edit: where the heck are the steel shin boot textures? I have no idea which ones they are, so I'll just start the regular helmets tonight
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Laura Richards
 
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Post » Sun May 27, 2012 7:17 am

hmmm; it took me a few tries but i finally got this installed; however im not sure i did it correctly; using NMM after i installed 8.0 i attempted to install 8.2 then 8.4; the first time i told it to update rather than install seperately, however the iron sword i start with appeared to have no model, so then i installed 8.2 and 8.4 as seperate mods, telling it to not replace files; is this correct or do they need to replace the files; also when i smithed an iron dagger, the skill went from level 21 to 34, i hope this is a side effect from bad instalation because ill have to unistall if that is on purpose. :(
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Gisela Amaya
 
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Post » Sun May 27, 2012 10:02 am

Well, don't ask how I did it, but I did it :P
http://cloud.steampowered.com/ugc/558687741984561873/F140CD8346A49B83735172E40469EA22676DCAF8/
http://cloud.steampowered.com/ugc/558687741984824970/D3BADCD418FF29ECD34C44BF9E66009DE8AF4B99/
My daedric armor now has a glowmap that's almost identical to the one on the default armor(sort of. mine is just an overlay, so it's not a glow emanating from underneath the plates like the vanilla stuff is)
If you want to see it for yourself, I can upload the relevant textures/mesh
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Gracie Dugdale
 
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Post » Sun May 27, 2012 8:26 am

hmmm; it took me a few tries but i finally got this installed; however im not sure i did it correctly; using NMM after i installed 8.0 i attempted to install 8.2 then 8.4; the first time i told it to update rather than install seperately, however the iron sword i start with appeared to have no model, so then i installed 8.2 and 8.4 as seperate mods, telling it to not replace files; is this correct or do they need to replace the files; also when i smithed an iron dagger, the skill went from level 21 to 34, i hope this is a side effect from bad instalation because ill have to unistall if that is on purpose. :(

You might want to consider making the switch to wryesmash.
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Setal Vara
 
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Post » Sun May 27, 2012 10:07 am

hmmm; it took me a few tries but i finally got this installed; however im not sure i did it correctly; using NMM after i installed 8.0 i attempted to install 8.2 then 8.4; the first time i told it to update rather than install seperately, however the iron sword i start with appeared to have no model, so then i installed 8.2 and 8.4 as seperate mods, telling it to not replace files; is this correct or do they need to replace the files;

Try this:
1. Uninstall any versions of AoT that you have installed now.
2. Install 0.8.0
3. Install 0.8.2 as a seperate package, say "yes to all" when prompted to overwrite files
4. Install the http://www.mediafire.com/?qd3fl137b3449zo, once again overwrite the existing file

You can skip the 0.8.4 update, as it is only an esp which has been replaced by the beta.

also when i smithed an iron dagger, the skill went from level 21 to 34, i hope this is a side effect from bad instalation because ill have to unistall if that is on purpose. :(
This is due to a change in how Smithing levels in Skyrim 1.5.x, the esp you are using is from before that was patched in. This is fixed in the beta plugin I linked to above.
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JaNnatul Naimah
 
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Post » Sun May 27, 2012 4:31 am

What's all in the latest BETA.
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Kortknee Bell
 
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