[WIP] High Rock

Post » Fri May 27, 2011 10:38 pm

hmm...should the LOD be all pink/purple?


Yes, this is intentional. The LOD is a basic, undetailed generation, without distant objects, and without LOD textures, it's just Basic LOD for playtesting purposes, but feel free to generate your own LOD texture for your game such as shadowbeast368 has done :)

Also, got my own LOD problems sorted out aswell, just Load order stuff, also on a similar note, I'll be uploading an .esp in about an hour which will add the High Rock Map (which is unfinished, but does make the experience alot better as it is :) ).
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Courtney Foren
 
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Post » Fri May 27, 2011 9:46 pm

All this stuff looks awsome! I'd offer to help but I'm already working on one of the other province mods... ask Lady Nerevar, she knows (of) me :P

JD
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David Chambers
 
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Post » Sat May 28, 2011 6:22 am

Well thank you for telling me. :)
I am working on several mod projects, so its not impossible to help out. :P
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barbara belmonte
 
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Post » Sat May 28, 2011 1:00 am

I've added an optional file on TESNexus for the Height Map now, which contains an ingame map :) The ingame map has 'false' icons on it, as it's designed for playtesting purposes (you'll notice some of the 'real' icons match up with the false ones, while others don't, which is a problem with where the map markers were placed, which needs to be fixed), and it'll also give you a sense of where locations will be in the final version :) Also included is a .psd of the map, which has layers for all the differnt icons, a vampire overlay, and other data included in it associated with the map and mod :)

http://tesnexus.com/downloads/file.php?id=29851
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Laura Simmonds
 
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Post » Fri May 27, 2011 11:54 pm

Awesome! Donwloading now! Hey, anybody that rads this, would you mind checkin out my mod on TESNexus? Haha....Im terrible. :P
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Peter lopez
 
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Post » Fri May 27, 2011 8:17 pm

Awesome! Donwloading now! Hey, anybody that rads this, would you mind checkin out my mod on TESNexus? Haha....Im terrible. :P


Your mod looks very nice, and it's tastefully restrained with how you've gone about designing the mod (there's a few others that modify the tower, but they come off as tacky and ruin the original flavour of the palace -which yours doesn't mostly), I would recomend some alterations to the mod, but this isn't the place :) Create your own thread for the mod (if you haven't already), and put the link in your sig, but please don't continue to post about the mod, as many of us in the community find it disrespectful to promote your own mod in another mod's thread :nod:
But it is looking great, and I might lend a hand with altering the UV mapping on the top of the tower so it looks better in your mod ;)



Back to High Rock, has anyone tried out the ingame map yet? Or had a look at the .psd map?
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Sarah MacLeod
 
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Post » Sat May 28, 2011 8:24 am

Your mod looks very nice, and it's tastefully restrained with how you've gone about designing the mod (there's a few others that modify the tower, but they come off as tacky and ruin the original flavour of the palace -which yours doesn't mostly), I would recomend some alterations to the mod, but this isn't the place :) Create your own thread for the mod (if you haven't already), and put the link in your sig, but please don't continue to post about the mod, as many of us in the community find it disrespectful to promote your own mod in another mod's thread :nod:
But it is looking great, and I might lend a hand with altering the UV mapping on the top of the tower so it looks better in your mod ;)



Back to High Rock, has anyone tried out the ingame map yet? Or had a look at the .psd map?

Why thank you very much, and Im sorry. Will go create my own thread. Anyway...
Im about to try the map right now. Hold on.
EDIT: Wow...Looks amazing. Makes me realize how much I love these kind of maps.
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Sweet Blighty
 
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Post » Fri May 27, 2011 8:08 pm

Why thank you very much, and Im sorry. Will go create my own thread. Anyway...
Im about to try the map right now. Hold on.
EDIT: Wow...Looks amazing. Makes me realize how much I love these kind of maps.


Does the Glenpoint marker line up perfectly with the 'false' marker on the map?
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Carlos Vazquez
 
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Post » Fri May 27, 2011 6:23 pm

Does Glenpoint marker line up perfectly with the 'false' marker on the map?

I'll check in a second.
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Jennifer May
 
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Post » Fri May 27, 2011 8:23 pm

New Model!

http://yfrog.com/j7piratecove02j

Bit more to go on it, but it's getting there :)
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Celestine Stardust
 
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Post » Sat May 28, 2011 3:41 am

Has anyone had a problem related to LOD or land data not showing up (in the High Rock world space)? I know it's a Load Order problem, I just want to know if it's isolated to just me, or that if anyone else who has downloaded the Height Map and experienced it too, a fast reply from anyone who has tried out the Height Map would be excellent :)



We have a fully region gen'd Height map, and currently no interiors nor quests have been made as of yet (though planning is already done for most of it) :)



You need to use Gecko to Move Worldspaces, this fixes LOD not showing up.
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Lil Miss
 
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Post » Sat May 28, 2011 9:31 am

You need to use Gecko to Move Worldspaces, this fixes LOD not showing up.

Problem has already been fixed if you read through the thread :) Thanks though!
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Cesar Gomez
 
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Post » Fri May 27, 2011 10:46 pm

Problem has already been fixed if you read through the thread :) Thanks though!


No it hasn't :) All you've done is hidden the problem by moving the ESM to load immediately after Oblivion.esm
The problem still exists - having your ESM anywhere other than immediately after Oblivion.esm, the LOD is missing. To fix the problem, you need to use Gecko to move worldspaces. Otherwise you'll have issues with other mods which haven't used Gecko and so also need their ESM loading immediately after Oblivion.esm
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Rude Gurl
 
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Post » Fri May 27, 2011 10:02 pm

No it hasn't :) All you've done is hidden the problem by moving the ESM to load immediately after Oblivion.esm
The problem still exists - having your ESM anywhere other than immediately after Oblivion.esm, the LOD is missing. To fix the problem, you need to use Gecko to move worldspaces. Otherwise you'll have issues with other mods which haven't used Gecko and so also need their ESM loading immediately after Oblivion.esm


Ah, so does this relate to the Hex number of the worldspace?
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Matthew Aaron Evans
 
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Post » Sat May 28, 2011 8:51 am

If you want to asset share you'll need to offer something in return, but yes I'm all for giving permission to Black Marsh to it if we get some custom asset(s) in return :)


Fair enough, TOYB. I'll keep my eyes peeled for anything that might fit with High Rock.
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Undisclosed Desires
 
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Post » Sat May 28, 2011 7:47 am

Ah, so does this relate to the Hex number of the worldspace?


Yes, The Form IDs used by the worldspace. Gecko will inject the necessary records into Oblivion.esm (which means they remain in your ESM, but are given Form IDs to make them seem to be from Oblivion.esm). Then the game will consider the worldspace to be part of the 00 ID range, and will correctly display the LOD, regardless of where in a gamer's load order your ESM resides. Somewhere in the readme for Gecko there should be a more detailed explanation, but it's so long since I read it, I can't quite recall whether it does describe this or not.
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Stephanie Valentine
 
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Post » Fri May 27, 2011 8:23 pm

Yes, The Form IDs used by the worldspace. Gecko will inject the necessary records into Oblivion.esm (which means they remain in your ESM, but are given Form IDs to make them seem to be from Oblivion.esm). Then the game will consider the worldspace to be part of the 00 ID range, and will correctly display the LOD, regardless of where in a gamer's load order your ESM resides. Somewhere in the readme for Gecko there should be a more detailed explanation, but it's so long since I read it, I can't quite recall whether it does describe this or not.


Great! Thanks alot, this will be fixed in the next release :)
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DAVId MArtInez
 
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Post » Sat May 28, 2011 1:15 am

While we're waiting on the resource file, would anyone like to claim a cave, or an Direnni/Ayleid Ruin? (which can be decorated with High Rock assets later when the resource file is out)

Edit: That would be making the claim, and starting work on the interior now before the resource file is out :)
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Britney Lopez
 
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Post » Sat May 28, 2011 7:15 am

just checked out highrock in game it was amazing!!! i find it loads best if it loads immediately after oblivion.esm(i added the .esm to my boss master list and it put it there). looking forward to the next public release!
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quinnnn
 
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Post » Sat May 28, 2011 7:36 am

While we're waiting on the resource file, would anyone like to claim a cave, or an Direnni/Ayleid Ruin? (which can be decorated with High Rock assets later when the resource file is out)

Edit: That would be making the claim, and starting work on the interior now before the resource file is out :)


I'll take a cave. any one of them is fine.
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James Shaw
 
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Post » Sat May 28, 2011 3:54 am

I'll take a cave. any one of them is fine.


The "Lost Tunnels", found in Northwestern-Inland-Northmoor, 2-4 zones of average size, once home to a tribe in the early first era of Bretonordic people (whom weren't being enslaved by the Direnni here, unlike the other's of their race in the rest of the province), however has long since been abandoned (many thousands of years), though there should be a camp near the entrance of the interior (though not inhabited, just a traveler's camp not used for months/years, the rest of the cave not being explored at all), the deepest parts of the cave can have some sort of alter/ruins (use the ruin set found under Dungeons/Misc) which would be from the first era. Please don't use any containers, as they will contain level-lists of items found in Cyrodiil, new containers will be included in the resource file, and containers can be added then. You can add pathgrids, but please no Npcs or creatures, and please don't create any new objects (and if you want to make anything scripted within the dungeon, please post in the thread to let the team leaders know first). The ID for the cell should be HRLostTunnels01 (and subsequently 02, 03, etc for any extra cells within the cave system).

The dungeon will probably be incorperated into a quest later on :) Also if you finish this cave, or even feel like making two at once, we have several more that can be done in the stock cave set :)

Cheers,
The Old Ye Bard
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Emmi Coolahan
 
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Post » Sat May 28, 2011 6:01 am

I am literally freaked out! So many opportunities for new quests in this, plus Kragenir's Death Quest, plus vanilla quests, plus SI, plus KOTN, plus Elsweyr quests, plus....I am happily a quest addict.
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Solène We
 
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Post » Fri May 27, 2011 10:52 pm

I finished the interiors for the three houses, I will make interiors for the tower and the mill later.
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/interior/highint01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/interior/highint02.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/interior/highint03.jpg

TOYB, I'll send you the files in the next hour, so you can start playing around with them.
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ladyflames
 
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Post » Sat May 28, 2011 9:00 am

Glory to Direnni >:o

We shall rise once more to reclaim Tamriel.

Please add a quest for the Direnni isles that allows you to join the Direnni faction, and become leader if you're Altmer. And of course, lead the Direnni to reclaim high rock ^_^
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Strawberry
 
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Post » Sat May 28, 2011 4:39 am

Good job on the interiors, mr_siika :foodndrink:
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latrina
 
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