[relz] Jaysus Blades! Volume 2

Post » Mon Mar 14, 2011 2:00 pm

http://tesnexus.com/downloads/file.php?id=30577

http://tesnexus.com/downloads/images/30577-1-1269117319.jpg

==============================

JaySuS

Blades! Volume 2

Version 1.0

A Mod For Oblivion

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adds 14 (Premium) or 9 (Standard) new swords to Tamriel and for sale at Morvayn Peacemaker's store in Anvil

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installation:

extract everything in your ...oblivion/Data/ directory

activate JBladesVol2Premium.esp in your Oblivion mod launcher of choice
OR activate JBladesVol2.esp in your Oblivion mod launcher of choice

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deinstallation:

delete all files from your fallout/data folder that you find in the *.rar archive downloaded for this mod

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usage:

swing at enemy with force

if you installed the "standard" version of this mod prior to gaining access to the Premium version you should:
-disable JBladesVol2.esp
-start Oblivion
-load game
-save game
-exit Oblivion
-activate JBlades2Premium.esp and restart Oblivion

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info:

-the swords are levelled and appear at different player levels therefore
-the sword are distributed in loot lists and can be found on enemies
-in case the above conflicts with other mods that do the same they are also on sale at Morvayn Peacemaker's Shop in Anvil
-the swords are imo not overpowered but are slightly better than other swords available at their respective level
-none exceed daedric weapons in power

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copyright rules:

all content of this mod is protected and may not be redistributed or modified without my explicit permission.

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changelog:

n/a
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future prospects:

n/a

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have fun and enjoy :)

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conflicts:

other mods that use the very same levelled lists as this one might overwrite these or get theirs overwritten
the swords will nevertheless be available at morvayn's shop as these are added by a script and dont overwrite anything

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credits:

me... obviously...

the spieleabend crew for WIP critique
pushaktu for actually saying somin about the swords in the nexus forum

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general safety issues

this mod might kill you, your loved ones or the whole world! i take no responsibility for
any action done or any event happening as a result of playing this or any other of my mods.
it includes gore, probably but not necessarily boobs, brutality and sheer beauty... if you dont
like any of these avoid this mod.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Mon Mar 14, 2011 11:27 pm

Those are beautiful and of amazing quality!
It's great to see how much you've improved since your first Oblivion models.
What a generous compilation, thank you!:)
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Mon Mar 14, 2011 1:52 pm

It's great to see how much you've improved since your first Oblivion models.


thank you!
thats what i wished to hear actually :)
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Mon Mar 14, 2011 10:12 pm

Wow very nice :goodjob:
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Tue Mar 15, 2011 3:08 am

Nice. mesh nicely constructed, good poly distribution, no real issues with smoothing errors. overall well rounded texturing. The only thing I would negatively crit is your UV layout- I think that has cost you some resolution in the textures.
Other than that, very solid stuff.

i notice you use 3 mipmaps. Have you done much experimentation on trying different amounts/filters. have any results to share? :D
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Mon Mar 14, 2011 3:38 pm

actually i thought i had 4 mipmaps lol... mmh maybe photoshop doesnt do what it should lol...
and no i dont have anything general to share lol, if you have a question go ahead but i guess your nif texture research is superior to mine :P

@uv layout,
ya im not happy with that either... problem is that i cant really size the parts more, i did so in the past and simply made the hilt for example disproportionally larger than the blade but then youll see strange differences in texture quality ingame between hilt and blade hence i try to keep em proportional, this way however a lot of available space gets lost...
i could have put the blades into one texture and the other stuff in another one tho, maybe by using a 2048x512 for the blades and a 1024x1024 for the fittings... mmh, thats actually a good idea :D
next time ;)

another thing that bothers me is that zbrush creates strange white spots at my control edges around the blade edge which thx the lord or whoever are barely visible but they are there :/
would prolly need a slight resize of the blades in ps so that these white spots are outside of the actual uv

ps. that new forum layout is soooo damn laggy... svcks...
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Mon Mar 14, 2011 4:20 pm

Yep- very important to keep a consistent proportional resolution across the UV. Something I have failed at doing in the past. :whistling:
Yeah a 1x2 sized texture is usually better for a sword. Though on a sword you might find to get maximum texture space you'll end up at 1x4 resolution lol. I try in every circumstance to work in 1x1 resolution, probably not in the case of a sword though.

the white spots on the control edging.. hmms. Not sure what you mean, on the diffuse maps right? and only on the blade?
Well it could be that you need to pad your textures a few more pixels. Or if its only on the blade itself, its probably because the UV is at that angle, that kinda thing isn't recomended usually and may give some aliasing along the edge there. dunno just throwing stuff out there. i suppose I'd need to see what you are talking about. :shrug:

yeah lags the hell out of ie7 for me, firefox seems to be alright, though i has been somewhat tempermental with that as well.
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Mon Mar 14, 2011 4:13 pm

one should mind tho that the longer a texture gets the less area there is to place uvs in, a 1x1 always has the most geometrical area with the same side length as a 2x1 for example. i usually work in 1x1 myself but for those swords i guess 2x1 or 4x1 would have been more useful indeed...

@white spots,
well i basicly justhad to place control edges along the blade edges with chamfer hence it only appears there, the problem is that those are at a 90? angle and hence the uv map at this place gets distorted, i didnt really bother to paint em either as they are not in the final texture, however they somehow sneaked in :P

a few ways around this:
1. dont use chamfer to create control edges but the cut/swift loop/quickslice/etc tools, this way youll retain the actual geometry without adding a nasty unmapped face
2. resize the final texture to overlap the edges of the blade or
3. simply use zbrushes "Import Smooth Groups" plugin which allows you to crease the borders between two smooth groups and hence they wont get smoothed but maintain a sharp edge (it does other things too like letting you disable SMT in the subD dialogue and hence work on the actual modell without resulting in facetted normal maps), this way you wont even need control edges

control edges are of course to be removed from the model prior to export of course, they are only there to stop zrbush from smoothing those edges...

but hey you never stop learning :D

@forum
dunno but the forum really lags in firefox for me, kinda as if id be running fallout and oblivion in the background or having a render run at the same time lol... dunno why that is...
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Tue Mar 15, 2011 3:16 am

since it seems common nower days ill just do a rude "bump" today too :P
200 downloads simply dont satisfy me... well maybe oblivion is really dying now -.-
its just kinda dissapointing to spend a week creating it to only see 200 people using the mod whereas even a simple 30minute cherry tree for fallout gets more downloads lol (well not lol... rather *sniffsniff*)
maybe i should have put some boobs on the hilts... mhm that would be a sword id like to wield actually :D
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Mon Mar 14, 2011 7:47 pm

Hehe, that would get you even more downloads if you released it for Fallout.:P

Don't know why you're getting fewer downloads.
Do know that it has been more quiet around here since the layout change...:(
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Mon Mar 14, 2011 10:26 pm

i guess oblivion is simply past its zenit... :-/ which is a pity but understandable, its obviously also kinda hard to find the mod on the nexus once it is out of the "new files" list as the downloads and endorsemants are fo course fewer than those of mods which are 3yrs old and most people look for mods by sorting them accoridng to downloads or endorsemants
dunno how to change that its just kinda annoying but also the way the world spins...

anyway, a boob hilted sword is definately on my list of "want to do"s now :P
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Mon Mar 14, 2011 10:11 pm

Well, downloads are good as you can get more feedback. Unlike some weapons mods these realy fit in Oblivion world, but with so many choices available and so few slots people must make some hard choices. To get more downloads add a nice looking elf girl half naked that sells the weps, lol! :whistling:
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm


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