[WIP] High Rock, Thread #2

Post » Tue Mar 29, 2011 8:02 pm

Well it has taken awhile but...
http://www.news.scrollstudio.com/2010/02/featured-mod-the-high-rock-mod/

Our featured mod of the month! Congratulations, and thank you very much. Good luck with the mod.
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Carys
 
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Post » Wed Mar 30, 2011 9:01 am

Some new screenshots from Daggerfall:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall07.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall08.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall09.jpg

You can see eight different house-meshes. I think I'll add two or three more, should be enough.
What do you think?
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Eve Booker
 
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Post » Wed Mar 30, 2011 5:18 am

Absolutely stunning work mr_siika, you always deliver 110% :foodndrink:
Love the way the houses tilts in picture 1
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Claire Jackson
 
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Post » Wed Mar 30, 2011 9:23 am

:tops: :clap:
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Nick Swan
 
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Post » Wed Mar 30, 2011 4:02 am

Some new screenshots from Daggerfall:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall07.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall08.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall09.jpg

You can see eight different house-meshes. I think I'll add two or three more, should be enough.
What do you think?


Yes a few more would be excellent, maybe 2 upperclass and 1-2 lowerclass? Looks fantastic though! Would you be interested in modeling the castle, and the walls for the city too? (the walls could then be used for most of the other cities, which cuts down alot of work all at once), but so far it's really looking amazing, and your work has significantly enhanced the mod! :D


Well it has taken awhile but...
High Rock - Interview/Article

Our featured mod of the month! Congratulations, and thank you very much. Good luck with the mod.


Thanks alot Slawter! The post looks great! :D
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Miguel
 
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Post » Tue Mar 29, 2011 9:06 pm

Absolutely stunning work mr_siika, you always deliver 110% :foodndrink:
Love the way the houses tilts in picture 1


:tops: :clap:


Thanks!

Yes a few more would be excellent, maybe 2 upperclass and 1-2 lowerclass? Looks fantastic though! Would you be interested in modeling the castle, and the walls for the city too? (the walls could then be used for most of the other cities, which cuts down alot of work all at once), but so far it's really looking amazing, and your work has significantly enhanced the mod! :D

You are very welcome. What do you mean with "lowerclass" and "upperclass"? What class do the meshes I already created belong to?
And yes, I think I'd like to create meshes for the city walls. As for the castle; don't you think my Seaview-meshes would be sufficient?
What do you have in mind for the city walls?
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Talitha Kukk
 
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Post » Wed Mar 30, 2011 4:43 am

Dope houses Siika. Pretty much have it looking how I envisioned it.
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 1:22 am

Thanks!


You are very welcome. What do you mean with "lowerclass" and "upperclass"? What class do the meshes I already created belong to?
And yes, I think I'd like to create meshes for the city walls. As for the castle; don't you think my Seaview-meshes would be sufficient?
What do you have in mind for the city walls?


Well, the buildings mostly fit into middleclass, and I'd would call the ones with the red plaster on the top upperclass (as they look fancier), so what would be needed is just the lowerclass, more run down looking buildings, diritier, etc :) (the 'class' being the state of the building, and relates the people living in it, the poorer the Npc is, the more shabby a house they'll be living in, the more wealthy they are, the more fancy a building they live in).

And great with the walls! :) and in regards to the castle, we could get away with using the seaview meshes, however in Daggerfall, it actually had a uniquely modeled castle, of which we'd like to preserve as much as we can (while updating it ofcourse to suit Oblivion), and the same situation exists with the Wayrest Palace (which someone has already offered to model, but has taken quite a few months without progress).

So I'm thinking something like http://upload.wikimedia.org/wikipedia/commons/2/23/The_Town_Wall_of_Avila.jpg, http://fotos.euroresidentes.com/fotos/avila/images/avila%20(06).JPG, for the wall set, however as long as it looks medieval and unique from the stock wall set it'll still be excellent, you can get creative :)
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Trey Johnson
 
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Post » Wed Mar 30, 2011 3:11 am

Some new screenshots from Daggerfall:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall07.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall08.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall09.jpg

You can see eight different house-meshes. I think I'll add two or three more, should be enough.
What do you think?

Awesome!
so, what game is that? ^_^
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Jennifer Munroe
 
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Post » Wed Mar 30, 2011 1:19 am

Well, the buildings mostly fit into middleclass, and I'd would call the ones with the red plaster on the top upperclass (as they look fancier), so what would be needed is just the lowerclass, more run down looking buildings, diritier, etc :) (the 'class' being the state of the building, and relates the people living in it, the poorer the Npc is, the more shabby a house they'll be living in, the more wealthy they are, the more fancy a building they live in).

Sorry for being imprecise, I know what lower/middle/upperclass means; You answered my question anyway. But you are planning to mix the classes in Daggerfall, don't you? I think the different colors create a great feeling of diversity, and if we only placed UC or MC buildings in a building block, it wouldn't look that good.

And great with the walls! :) and in regards to the castle, we could get away with using the seaview meshes, however in Daggerfall, it actually had a uniquely modeled castle, of which we'd like to preserve as much as we can (while updating it ofcourse to suit Oblivion), and the same situation exists with the Wayrest Palace (which someone has already offered to model, but has taken quite a few months without progress).

Do you have a picture of that unique castle architecture?

So I'm thinking something like http://upload.wikimedia.org/wikipedia/commons/2/23/The_Town_Wall_of_Avila.jpg, http://fotos.euroresidentes.com/fotos/avila/images/avila%20(06).JPG, for the wall set, however as long as it looks medieval and unique from the stock wall set it'll still be excellent, you can get creative :)

I'll see what I can do. Does not look to complicated ;-) But please don't tell me you need ALL the different types of walls vanilla Oblivion offers (small curve, large curve, straight, s-bend,....).
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Nomee
 
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Post » Wed Mar 30, 2011 11:56 am

Sorry for being imprecise, I know what lower/middle/upperclass means; You answered my question anyway. But you are planning to mix the classes in Daggerfall, don't you? I think the different colors create a great feeling of diversity, and if we only placed UC or MC buildings in a building block, it wouldn't look that good.


Do you have a picture of that unique castle architecture?


I'll see what I can do. Does not look to complicated ;-) But please don't tell me you need ALL the different types of walls vanilla Oblivion offers (small curve, large curve, straight, s-bend,....).


Yup, we will be mixing it up abit, and you won't get complete districts of just plain UC, or MC, but you will get a district of predominantly UC (with some MC, and even maybe some LC to mix it up), and yeah the colours are great, if you look at the city architecture of TES2:Daggerfall's Daggerfall, you have this same affect (but given in a very basic way, but still).

http://www.youtube.com/watch?v=9mZNsKgBDZ8&feature=fvsr, http://www.youtube.com/watch?v=BjB6OFiDasU (the Daggerfall Castle is shown about a minute in, and the user gives you a good look around it). http://highrock.weebly.com/art.html

And no, we won't need alot of the pieces, just a medium size curve, straight piece, a gate piece (maybe a variant or two of the gate), and 1-3 towers, and any other essential pieces, but I think that's it :)
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Eve Booker
 
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Post » Wed Mar 30, 2011 9:29 am

Some new screenshots from Daggerfall:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall06.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall07.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall08.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall09.jpg

You can see eight different house-meshes. I think I'll add two or three more, should be enough.
What do you think?


My goodness! Those are amazing! :shocking: Some clothe-line meshes to hang across and cluttered and those streets will look fantastic!

Oh, and I'm sorry I haven't had time to reply about the wereboar, RL has been pretty wild. As of now the model isn't quite finished, and the textures have only been started for the Urscumug, and Nate wants to do any retexturing work himself. At the moment he is working on rocks, but I imagine he'll move back onto the Urscumug after that, and then we might be able to sort something out for the wereboar. I'm keeping a close eye on this project, it is looking great! :)
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Zosia Cetnar
 
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Post » Wed Mar 30, 2011 10:08 am

I moved the houses to a new worldspace and tried to create a nice, realistic looking cityscape. And I'm quite satisfied with the result:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall10.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall11.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall12.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall13.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall14.jpg
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Elizabeth Falvey
 
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Post » Wed Mar 30, 2011 5:02 am

I moved the houses to a new worldspace and tried to create a nice, realistic looking cityscape

And you nailed it :foodndrink:
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CxvIII
 
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Post » Wed Mar 30, 2011 10:18 am

HOLY POOP!!!!!!
mr_siika, that's the kind of city I was hoping to see in the original Oblivion. Let Beth learn from your mastery!
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Nikki Morse
 
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Post » Wed Mar 30, 2011 12:26 am

Absolutely stunning Mr Silka. You've put the vanilla town architecture to shame.
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Dagan Wilkin
 
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Post » Wed Mar 30, 2011 8:15 am

I moved the houses to a new worldspace and tried to create a nice, realistic looking cityscape. And I'm quite satisfied with the result:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall10.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall11.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall12.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall13.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall14.jpg


Oh how wonderful, it reminds me of the city Baldur's Gate from the game Baldur's Gate!
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Darrell Fawcett
 
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Post » Wed Mar 30, 2011 8:13 am

Thanks to all of you!
I think someone who's really good with the CS can create something even more impressive. Can't wait to see the screenshots when some expert from the team is done with the city :-)
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Izzy Coleman
 
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Post » Tue Mar 29, 2011 11:48 pm

beautiful!
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Chloe :)
 
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Post » Wed Mar 30, 2011 7:31 am

I moved the houses to a new worldspace and tried to create a nice, realistic looking cityscape. And I'm quite satisfied with the result:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall10.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall11.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall12.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall13.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall14.jpg


That's looking amazing! And looking like a true Daggerfall! :D Your architecture will be very carefully implemented to maximise it's style, and to create a Daggerfall players will love! Great so far and I can't wait for more fantastic work! :)
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chirsty aggas
 
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Post » Tue Mar 29, 2011 9:30 pm

And here some more screenshots... I added some Seaview meshes, to create some sort of military building.
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall15.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall16.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall17.jpg
This one shows how the streets look from above. That's actually the downside of the technique used, but I think the player won't notice
that the building blocks are empty on their inside. Just don't let the player get on the city walls ;-)
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall18.jpg
My sample town consits of 87 houses. Up to 100 should be no problem. For Daggerfall I'd suggest two districts,
perhaps a "merchant" district and a "castle" district. This way the city feels bigger.
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Samantha hulme
 
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Post » Wed Mar 30, 2011 10:52 am

That looks amazing!

A way to fix the holes in the middle of the housing blocks would be to make some roof meshes with ends and put them together to cover the holes. It would also give the city an interesting skyline. It would also look better for distant LOD looking down from a hill.
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emily grieve
 
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Post » Tue Mar 29, 2011 9:08 pm

And here some more screenshots... I added some Seaview meshes, to create some sort of military building.
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall15.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall16.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall17.jpg
This one shows how the streets look from above. That's actually the downside of the technique used, but I think the player won't notice
that the building blocks are empty on their inside. Just don't let the player get on the city walls ;-)
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall18.jpg
My sample town consits of 87 houses. Up to 100 should be no problem. For Daggerfall I'd suggest two districts,
perhaps a "merchant" district and a "castle" district. This way the city feels bigger.


Dividing the city into more districts can definetly be done :) Once again, the architecture is looking fantastic! :)

And no the player won't notice at all, they used the same technique in Fallout 3 and it worked out perfectly. And don't worry, there's no hill large enough in the area to look down from on the Height Map where Daggerfall will go, so you're sweet :)
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cassy
 
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Post » Tue Mar 29, 2011 9:25 pm

What the heck would we do without Mr. Siika?
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Jodie Bardgett
 
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Post » Wed Mar 30, 2011 11:13 am

What the heck would we do without Mr. Siika?


Live in caves, basically ^_^
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Tiff Clark
 
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