Other Province Mods

Post » Wed May 16, 2012 3:18 pm

Still waiting to decide a good place to host it, I guess.
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Solina971
 
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Post » Wed May 16, 2012 2:59 pm

Are we all OK with me hosting it on my site? It'd be something.daryam.com, or www.daryam.com/something. We'll need to know what that "something" is, too. My vote goes to modsupport.daryam.com. I can set it up tomorrow evening.
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Mariaa EM.
 
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Post » Thu May 17, 2012 3:00 am

That sounds great to me. There's no point setting up a wiki unless we've already got a lot of stuff compiled, and even then it wouldn't be useful for day-to-day discussion.

Thanks, Lady N! modsupport sounds about right to me. Only possible worry is that it's not quite clear from the name what it is, but then again, anyone who wants to find it will probably come through this or one of the individual project websites.
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Roddy
 
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Post » Wed May 16, 2012 7:05 pm

Sounds good, but the name ought to be something more reflective of the TES universe, "mod support" sounds far too generic, imo. I was going to use "Lands of Tamriel", but that might be a little too "exclusive"...
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Justin
 
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Post » Wed May 16, 2012 4:11 pm

Are we all OK with me hosting it on my site? It'd be something.daryam.com, or www.daryam.com/something. We'll need to know what that "something" is, too. My vote goes to modsupport.daryam.com. I can set it up tomorrow evening.
:celebration:
names good enough, tbh. :dance:
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Eric Hayes
 
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Post » Wed May 16, 2012 3:42 pm

It needs to be something more general because it will also include worldspace mods which aren't directly connected to Tamriel, such as MERP and Mesogea.
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rheanna bruining
 
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Post » Wed May 16, 2012 7:12 pm

true, but it should still reflect the fact that this is for Skyrim mods. "Mod support" could mean *anything*...
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naome duncan
 
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Post » Thu May 17, 2012 3:20 am

I'm more than open to suggestions :)

As Deeza said, most people will find it through a forum thread, link, google search, etc. The URL won't matter there. The actual title of the website can be something more complex and detailed, like "Skyrim Huge Mod Wiki & Support Group" (or anything else). What I'm talking about right now is the name as it will appear in the address of the site (and hence the folder structure on the server), which needs to be short and snippy so that it's easy to type and remember.
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Farrah Barry
 
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Post » Thu May 17, 2012 2:15 am

It needs to be something more general because it will also include worldspace mods which aren't directly connected to Tamriel, such as MERP and Mesogea.
Right, but our main focus, or at least the focus of this discussion was Tamriel. MERP and Mesogea have their own respective sites as well.
There needs to be some sort of focus, a main idea. Keeping things open is ideal, but also serves as a deterrent.
Makes it seem that the project has no goal or organization. Part of the discussion was fitting all the provinces to one world space.
I believe the title should reflect that.

Edit: What I'm trying to say is, we don't want to become a generic File/Mod hosting service. TESNexus(and Skryim Nexus), Planet Elder Scrolls, TES Alliance, etc etc already serve as that. This was originally conceived to help with other province projects.
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Dezzeh
 
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Post » Wed May 16, 2012 8:56 pm

I agree in full with what you guys have said so far, an approach similar to UL will do nicely and the Wiki a must, it seems you guys are showing a stunning modding maturity which is all to please, of course many of you have proven work and been around enough time to realise that the easy bit is the talking (now) and the hard part is when you actually open the CK (whenever it comes), issues so far that I been considering:

Allow me the following thoughts:

Architecture not applicable to other parts of tamriel.
No info so far on region generators.
Trees variety - no idea if the tree generator will come with the CK - as you know there's no more speedtree.
Conversion of Raw maps and lack of tools like we had in Oblivion (tesannwyn mostly)
No info on collision/meshes import/export - this was a problem with Oblivion, we could pretty much export since day 1 (civ 4 for 3ds max) but the collision issue took a while to sort out.

and of course a map landscape set like Onra did, that must be the uniform platform.
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Daniel Lozano
 
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Post » Thu May 17, 2012 6:20 am

All of those are valid points. I would respond:

1) Not a problem, as it would be a poor Province mod which didn't have its own unique architecture.
2) I believe it unlikely that there isn't one. I find it difficult to believe that whole landscape was hand-placed.
3) I believe they mentioned there would be a built-in tree generator. Failing that there are various nif-based trees for tropical regions already made, so workarounds could be possible.
4) A successor to TESAnwynn is in the works
5) Also being worked on.
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Horror- Puppe
 
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Post » Thu May 17, 2012 5:45 am

Architecture not applicable to other parts of tamriel.
No info so far on region generators.
Trees variety - no idea if the tree generator will come with the CK - as you know there's no more speedtree.
Conversion of Raw maps and lack of tools like we had in Oblivion (tesannwyn mostly)
No info on collision/meshes import/export - this was a problem with Oblivion, we could pretty much export since day 1 (civ 4 for 3ds max) but the collision issue took a while to sort out.
If we get none of those things, we're back to Morrowind level. Having worked on Tamriel Rebuilt for half of forever, I can honestly say that it wouldn't be all that bad :wink_smile: Having to make everything from scratch (as opposed to generating it or reusing it) really instills a work ethic and demands more attention to your product. You have to think about the regions you're making instead of just pressing the "generate" button.

Cue potentially likely cheesy name ideas:
Beyond the Horizon
Beyond Skyrim
The Lands Beyond/Ahead
Across the Border
The Beyond
Ars Mundica
Going the Distance
Skyrim Expansion
The Expanse

I'm going to be boring and strait-forward and say that I like Province Mod Support Group best. Never really specifies that they have to be provinces of Tamriel (and the "provinces" aren't really provinces anymore, after the Great War and all).
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Eve(G)
 
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Post » Thu May 17, 2012 12:35 am

One more question and all about creating the raw maps, what have you guys used with your projects in Oblivion?
I for my (personal) projects used GeoControl 1 with astonishing results, I don't know much about version 2, Is there anything else that can be considered?
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james reed
 
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Post » Wed May 16, 2012 10:02 pm

I agree with you there - makes it exactly clear what it is and what it's for.

Although I must admit I do have a fair amount of nostalgic affection for "Beyond" due to my years at Beyond Cyrodiil.

"Beyond Skyrim" would be a much better name for an individual project than this forum though.
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herrade
 
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Post » Wed May 16, 2012 8:13 pm

If we get none of those things, we're back to Morrowind level. Having worked on Tamriel Rebuilt for half of forever, I can honestly say that it wouldn't be all that bad :wink_smile: Having to make everything from scratch (as opposed to generating it or reusing it) really instills a work ethic and demands more attention to your product. You have to think about the regions you're making instead of just pressing the "generate" button.

Cue potentially likely cheesy name ideas:
Beyond the Horizon
Beyond Skyrim
The Lands Beyond/Ahead
Across the Border
The Beyond
Ars Mundica
Going the Distance
Skyrim Expansion
The Expanse

I'm going to be boring and strait-forward and say that I like Province Mod Support Group best. Never really specifies that they have to be provinces of Tamriel (and the "provinces" aren't really provinces anymore, after the Great War and all).
"Lands Beyond Skyrim" Combination of The Lands Beyond, and Beyond Skyrim.
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Latisha Fry
 
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Post » Thu May 17, 2012 3:04 am

If we get none of those things, we're back to Morrowind level. Having worked on Tamriel Rebuilt for half of forever, I can honestly say that it wouldn't be all that bad :wink_smile: Having to make everything from scratch (as opposed to generating it or reusing it) really instills a work ethic and demands more attention to your product. You have to think about the regions you're making instead of just pressing the "generate" button.

Cue potentially likely cheesy name ideas:
Beyond the Horizon
Beyond Skyrim
The Lands Beyond/Ahead
Across the Border
The Beyond
Ars Mundica
Going the Distance
Skyrim Expansion
The Expanse

I'm going to be boring and strait-forward and say that I like Province Mod Support Group best. Never really specifies that they have to be provinces of Tamriel (and the "provinces" aren't really provinces anymore, after the Great War and all).

Beyond Skyrim
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Joanne Crump
 
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Post » Wed May 16, 2012 6:26 pm

@ JB:

http://www.bundysoft.com/L3DT/

This has been suggested as a possible map generator.
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Chloe Mayo
 
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Post » Thu May 17, 2012 12:47 am

One more question and all about creating the raw maps, what have you guys used with your projects in Oblivion?
I for my (personal) projects used GeoControl 1 with astonishing results, I don't know much about version 2, Is there anything else that can be considered?
<_<
racism.

i'm thinking...
the province collaboration wiki.
project: province?
(lolol) tamriel connect!
tamriel project wiki?!

i'd prefer something to the point over something "coolish," tbh. That's just me though. :shrug:
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Judy Lynch
 
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Post » Wed May 16, 2012 7:37 pm

I like Beyond Skyrim, myself.
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Rebecca Clare Smith
 
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Post » Wed May 16, 2012 4:29 pm

One more question and all about creating the raw maps, what have you guys used with your projects in Oblivion?
I for my (personal) projects used GeoControl 1 with astonishing results, I don't know much about version 2, Is there anything else that can be considered?
@ JB:

http://www.bundysoft.com/L3DT/

This has been suggested as a possible map generator.

Yup that was me. I tried GeoControl as well, in addition to several other heightmapping applications, but I found L3DT the best by far because it gives you great control in both macro and micro detail. :tongue:

It features both a Design mode where you can make a rough layout of your map which can then be generated into an actual heightmap (macro detail), and also a 3D mode where the heightmap is rendered in 3D and you can use all kinds of brushes to manipulate the terrain directly to your liking (micro detail). You can use both or either of the modes alone for your map. For my Middle Earth heightmap I used both. Check this post for examples:

http://www.gamesas.com/index.php?/topic/1288452-other-province-mods/page__view__findpost__p__19496765
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Tina Tupou
 
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Post » Thu May 17, 2012 2:19 am

Thankyou Maegfaer. That is very helpful.
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sarah simon-rogaume
 
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Post » Thu May 17, 2012 1:33 am

@Maegfaer - I'm mostly using World Machine right now because it works the way I think (little joined-up boxes: don't ask) but looking at L3DT on your recommendation I think I'll be using the sculpting tools in that a bit for some large-scale changes I want to make. I also use Wilbur to map out river systems. Our heightmap was originally made in Vue but it's come a long way since then - including a pass through Blender at one point. Also used Image Magick (sp?) for some combination operations and file format conversions.
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Julia Schwalbe
 
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Post » Wed May 16, 2012 10:54 pm

I initially started with Geocontrol for Mesogea but ended up using the heightmap editor in the CS. Its quite possible with a lot of trial and error to become quiter adept with it. I am going to try L3dt but after a very brief look at the thing and a quick play with it, it isnt easy or intuitive.
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matt
 
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Post » Wed May 16, 2012 3:50 pm

I initially started with Geocontrol for Mesogea but ended up using the heightmap editor in the CS. Its quite possible with a lot of trial and error to become quiter adept with it. I am going to try L3dt but after a very brief look at the thing and a quick play with it, it isnt easy or intuitive.

I suppose it is a matter of what you are used to, for me it's easy to use and intuitive. Like Morcroft Darkes said, people think differently. I know the CS heightmap editor can be quite effective after a lot of practice, our current Oblivion map was made with in the CS by lumpypat. It also depends on what you want, for me accuracy was very important, and that's one thing where L3DT really shines with the ability to use actual map image overlays. When I started this project I compared L3DT and the CS heightmap editor, and my conclusion was that it would be easier to learn L3DT and that it would give me the kind of results I'm looking for far better than the CS editor could. If you already have experience with another editor and have different expectations, then that's probably what you should stick to.
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Nancy RIP
 
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Post » Wed May 16, 2012 4:57 pm

I must say, the map overlays do sound really useful, even if its just in the early stages to get the outlines right.
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April D. F
 
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