[WIP] High Rock, Thread #2

Post » Tue Mar 29, 2011 8:21 pm

Such a big city...OMFG!!!!!! (Oh my friendly game)
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Soku Nyorah
 
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Post » Wed Mar 30, 2011 2:16 am

This is looking brilliant so far. Just.. wow.
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Sudah mati ini Keparat
 
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Post » Wed Mar 30, 2011 3:28 am

I have been very impressed with the results that have steadily and frequently come out of this team in the last few months. I would like to encourage you to keep on working hard and fast. I must admire all the concept art made by both Deeza and Lady Nerevar your drawings are superb and make your website very interesting. I love all the meshes made by your modelers especially the new architecture made by mr_siika I have always thought Bethesda made their cities incorrectly and now you have found a fix to this. Let's not forget the amazing world building done by TOYB and Deeza, congratulations.

But the reason I made an account was not to congratulate you but to help you, you see you did not properly make your in-game world map for High Rock. While making the world map you have to make it for all resolutions, which is done by making alternate sized images of the map and putting them with the same name in the menus50 and menus80 folder. Anyways basically when you run the game at a lower resolution your map looks like this:

http://i1043.photobucket.com/albums/b435/achibi/Oblivion2010-03-0720-05-51-53.jpg

While my fix for it looks like this:

http://i1043.photobucket.com/albums/b435/achibi/Oblivion2010-03-0720-07-44-86.jpg

Well anyways instead of troubling you guys by making you figure out how to fix the map yourselves I decided since I already knew how I would just fix it myself and give you the new download, which is here:

(waiting for megaupload to give me the link) :/
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Thema
 
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Post » Tue Mar 29, 2011 11:26 pm

http://www.danielran.com/other/main_theme.mp3
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.X chantelle .x Smith
 
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Post » Tue Mar 29, 2011 9:58 pm

http://www.danielran.com/other/main_theme.mp3

Epic Exploring music.
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matt white
 
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Post » Tue Mar 29, 2011 10:33 pm

Do you guys have any plans for this dungeon http://www.uesp.net/wiki/Shadowkey:Glacier_Crawl from the mobile game Shadowkey? It was one of my most memorable experiences ever, don't know why. Anyways, I really love seeing the progress you guys have been making, good luck!
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Danny Blight
 
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Post » Wed Mar 30, 2011 9:00 am

http://www.danielran.com/other/main_theme.mp3


Very good music, I can also, like richardrocket009, imagine this to be a good exploring theme :tops:
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K J S
 
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Post » Tue Mar 29, 2011 7:27 pm

Do you guys have any plans for this dungeon http://www.uesp.net/wiki/Shadowkey:Glacier_Crawl from the mobile game Shadowkey? It was one of my most memorable experiences ever, don't know why. Anyways, I really love seeing the progress you guys have been making, good luck!


Yes it will be included! Also, if you have access to Shadowkey, it would be excellent if you could post any extra lore about High Rock from the game :) Not many people have access to Shadowkey, so it would be a huge help!

I have been very impressed with the results that have steadily and frequently come out of this team in the last few months. I would like to encourage you to keep on working hard and fast. I must admire all the concept art made by both Deeza and Lady Nerevar your drawings are superb and make your website very interesting. I love all the meshes made by your modelers especially the new architecture made by mr_siika I have always thought Bethesda made their cities incorrectly and now you have found a fix to this. Let's not forget the amazing world building done by TOYB and Deeza, congratulations.

But the reason I made an account was not to congratulate you but to help you, you see you did not properly make your in-game world map for High Rock. While making the world map you have to make it for all resolutions, which is done by making alternate sized images of the map and putting them with the same name in the menus50 and menus80 folder. Anyways basically when you run the game at a lower resolution your map looks like this:

Before

While my fix for it looks like this:

After

Well anyways instead of troubling you guys by making you figure out how to fix the map yourselves I decided since I already knew how I would just fix it myself and give you the new download, which is here:

(waiting for megaupload to give me the link) :/


Thanks alot! Yes were going to get around to that, but because it was a basic release it wasn't high on the priorites list, thanks alot for going ahead and doing this for us though! Cheers! :)
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Ashley Tamen
 
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Post » Tue Mar 29, 2011 11:04 pm

Thanks alot! Yes were going to get around to that, but because it was a basic release it wasn't high on the priorites list, thanks alot for going ahead and doing this for us though! Cheers! :)


It was no problem at all, here is the download link:

http://www.megaupload.com/?d=0AVXO0I0

I included everything that was in your original download for the in-game map with the fix so all you would have to do is rename the rar to your liking.

BTW, I have a week off next week and was wondering how this claim system works. I could do something small and work my way up from there, do you have anything open for relative begginers?
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xxLindsAffec
 
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Post » Wed Mar 30, 2011 2:38 am

Very good music, I can also, like richardrocket009, imagine this to be a good exploring theme :tops:

Music, for me at least, is a MAJOR part of the game...it just makes me want to explore!
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KU Fint
 
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Post » Tue Mar 29, 2011 9:20 pm

Music, for me at least, is a MAJOR part of the game...it just makes me want to explore!


Yes, that and sound fx. After I installed Cliffworms Ambiant Dungeon SFX, caves and dungeons feels much scarier. It doesn't matter that my character are 40 + and the only enemies there are rats, I`m always ready to retreat :bolt:


@TOYB
Glad to hear that Glacier Crawl will be included :clap:
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Ellie English
 
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Post » Tue Mar 29, 2011 11:17 pm

Any progress on this spectacular mod? :drool:
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Mr. Allen
 
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Post » Tue Mar 29, 2011 11:38 pm

A quick comment on the roofs of the houses. I would request some kinds of roof meshes to be made, because well, running across and exploring those rooftops would be beyond awesome. The possibility for awesome thief or assassin quests are opened right up, and I can just imagine a rooftop chase sequence.... :drool:

And many medieval cities did have quite active rooftop communities. I do still like the method of housing, but some addition meshes to make roofing would be awesome.
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Baby K(:
 
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Post » Tue Mar 29, 2011 9:53 pm

Just an update, lots of progress has been made, the first release of the resource file was sent out last week, along with the fixed Height Map, Shornhelm's exteriors are nearly completed, a start has been made on Daggerfall, and Wayrest, Jehanna and Camlorn are about 40-50% completed, along with a slew of other smaller settlements that have been started.

We also rejoined with the Beyond Cyrodiil modding team, and http://www.silgrad.com/wbb2/board.php?boardid=440 (and we're in the process of bringing everything up to speed), so for more regular updates on progress check there, though this thread will still be updated and questions here will get answered.

Cheers,
The Old Ye Bard
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Logan Greenwood
 
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Post » Wed Mar 30, 2011 1:49 am

http://www.danielran.com/other/main_theme.mp3


This link now works again, but it is the final version and not the draft.

/Xae
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Nuno Castro
 
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Post » Wed Mar 30, 2011 10:56 am

Let me just post a screenshot of the new Daggerfall city wall meshes I created:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfallTownwall12.jpg
more can be seen http://s189.photobucket.com/albums/z133/mr_siika/Highrock/
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Stryke Force
 
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Post » Tue Mar 29, 2011 11:42 pm

^_^ :clap: magnificent, what a work.
Looks like this year will see an amazing amount of new lands to explore.:)
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DarkGypsy
 
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Post » Wed Mar 30, 2011 12:56 am

Let me just post a screenshot of the new Daggerfall city wall meshes I created:
http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfallTownwall12.jpg
more can be seen http://s189.photobucket.com/albums/z133/mr_siika/Highrock/

Amazing.
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Jack
 
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Post » Wed Mar 30, 2011 5:47 am

Wowee, that's really amazing Mr Siika :goodjob:
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Matt Fletcher
 
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Post » Tue Mar 29, 2011 9:03 pm

Thanks everyone! I'm currently working on the far meshes, afterwards I'll either create some meshes for the castle or the temple of Kynareth.
I'll keep you posted ;-)
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Gaelle Courant
 
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Post » Tue Mar 29, 2011 11:14 pm

I'll join the applauds! Of course, I keep myself posted because I check out everything you post on Photobucket. It's always great stuff and a pleasure to watch it!

But, how the mod going? TOYB, any news?
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Kevin S
 
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Post » Wed Mar 30, 2011 11:48 am

Modding Nonophytes like myself just LOVE the work you geniuses do!
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Alycia Leann grace
 
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Post » Wed Mar 30, 2011 9:13 am

I'll join the applauds! Of course, I keep myself posted because I check out everything you post on Photobucket. It's always great stuff and a pleasure to watch it!

But, how the mod going? TOYB, any news?


Mod is going well, I suggest checking up on our http://www.silgrad.com/wbb2/board.php?boardid=440 :)
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Clea Jamerson
 
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Post » Wed Mar 30, 2011 7:40 am

Wow, really impressive work! Seeing projects like this makes me want to learn how to use the Construction Set and dedicate a few weeks to learning how to model. That would just play hell with my university grades :facepalm:

Are you working with Onra to make this mod compatible with the Tamriel Heightmaps?
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Nicole M
 
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Post » Tue Mar 29, 2011 10:15 pm

Before clicking the link:

"Oh, ANOTHER "NEW LAND COME AND SEE OMG!"-mod... yay -.-

Clicking:

"Hmm, this looks sort of decent. Several years in development... well, that can't hurt"

Pictures:
"WOW"

This certainly looks promising. Out of interest, how are you planning the development/release? Will you follow the "Release when done" approach, or release it in various betas with more and more added to the game?

Also, I read the interview, and this worried me slightly:
Q: A problem many modders run into with Oblivion, is the spoken dialog. Are you going to be recording new dialog?

TOYB:
Yes we are, and not just extra lines, because we don’t want the choppiness of going back and forth from the original voice actors to the new ones for the mod, we are going to make duplicates of every race, and re-record all of the sounds needed (from battle grunts to rumours), while at the same time removing annoy things like “I saw a mudcrab today.

So you'll be re-recording the entire sound gallery of Oblivion, while also adding your own? That seems like quite a huge project to be honest =/
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Sarah Evason
 
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