Adanorcil's List of Stuff I Owe You
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Adanorcil's List of Stuff I Owe You
I'm a lazy and a busy man (in that order), so I'm going to be using this topic to drop off all sorts of stuff I once promised or worked on. Most of this will be models.
In the full knowledge that I probably won't have time in the foreseeable future to finish these, I'm delivering them here in varying states of completion, for some other modeler to run with.
Incidentally, this is also the thread where you can bug me about a bunch of other stuff I owe you and that I may or may not get back to.
MODELS
Dres canton
https://dl.dropbox.com/u/35517884/drescanton.zip
I made this based on someone else model (I forgot whose, sorry). I may or may not be useful. It's fully uv mapped, except for some triangular bits in the upper galleries. These are obviously meant to hold some sort of Dres imagery. (Remember, being Dres, the chances of this being heavily Tribunal inspired are significantly smaller.) The building is also almost completely textured. The included textures may not be in line with the more recent Dres style anymore, since this was made long ago. Feel free to retexture.
Mountain Hoom - UPDATED
https://dl.dropbox.com/u/35517884/TR/Hoom.zip
Big, loud, but docile creature; beast of burden among the Redoran in the Velothi mountains. Ask me later if you don't know and want all the story/lore/ideas behind it.
Now pretty much a finished creature. Included textures are still full-res. I leave them that way, so whoever adds this to TR_Data can decide how big they should be.
TEXTS
(as requested by Why)
Text for the Four Pillars Shrine in Necrom
The shrine of the Four Pillars of the House of Troubles can be found near the entrance of the religious district in Necrom. It symbolizes the Dunmer defiance of the bad Daedra. Visitors can fling muck at each of its four pillars, while saying the following:
Trial of the Blood:
I defy you, Molag Bal. Your creeping corruption shall not debase our blood, for the House of Veloth stands strong.
Trial of the Mind:
I defy you, Sheogorath. Your hollow delusions shall not distract us from our goal, for the House of Veloth stands strong.
Trial From Within:
I defy you, Mehrunes Dagon. Your incessant adversity shall not shake our resolve, for the House of Veloth stands strong.
Trial From Without:
I defy you, Malacath. Your countless minions shall not wear down our defenses, for the House of Veloth stands strong.
MORE COMING UP LATER
In the full knowledge that I probably won't have time in the foreseeable future to finish these, I'm delivering them here in varying states of completion, for some other modeler to run with.
Incidentally, this is also the thread where you can bug me about a bunch of other stuff I owe you and that I may or may not get back to.
MODELS
Dres canton
https://dl.dropbox.com/u/35517884/drescanton.zip
I made this based on someone else model (I forgot whose, sorry). I may or may not be useful. It's fully uv mapped, except for some triangular bits in the upper galleries. These are obviously meant to hold some sort of Dres imagery. (Remember, being Dres, the chances of this being heavily Tribunal inspired are significantly smaller.) The building is also almost completely textured. The included textures may not be in line with the more recent Dres style anymore, since this was made long ago. Feel free to retexture.
Mountain Hoom - UPDATED
https://dl.dropbox.com/u/35517884/TR/Hoom.zip
Big, loud, but docile creature; beast of burden among the Redoran in the Velothi mountains. Ask me later if you don't know and want all the story/lore/ideas behind it.
Now pretty much a finished creature. Included textures are still full-res. I leave them that way, so whoever adds this to TR_Data can decide how big they should be.
TEXTS
(as requested by Why)
Text for the Four Pillars Shrine in Necrom
The shrine of the Four Pillars of the House of Troubles can be found near the entrance of the religious district in Necrom. It symbolizes the Dunmer defiance of the bad Daedra. Visitors can fling muck at each of its four pillars, while saying the following:
Trial of the Blood:
I defy you, Molag Bal. Your creeping corruption shall not debase our blood, for the House of Veloth stands strong.
Trial of the Mind:
I defy you, Sheogorath. Your hollow delusions shall not distract us from our goal, for the House of Veloth stands strong.
Trial From Within:
I defy you, Mehrunes Dagon. Your incessant adversity shall not shake our resolve, for the House of Veloth stands strong.
Trial From Without:
I defy you, Malacath. Your countless minions shall not wear down our defenses, for the House of Veloth stands strong.
MORE COMING UP LATER
Last edited by Adanorcil on Thu Dec 20, 2012 11:33 pm, edited 1 time in total.
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
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Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
That's not necessarily saying a lot, I suppose.Worsas wrote:Hey Adarnorcil, I would like to say thankyou for delivering those things over. I just looked a bit closer at the Hoom and it looks to me like it could become one of the least stressful animating-jobs I have had so far.
Stay tuned, more coming up, maybe this evening.
Please do. That's what I made this topic for.Worsas wrote:Well, it's got a few legs, but apart from that, it's more or less a big mud crab, or not? I'm also aware of the tweaks that have to be done to the model itself.
But do you even want me to try this? If you don't trust in my skills here, that's of course still a different matter.
In case that wasn't entirely clear, with my previous comment I only meant to say that, knowing how exporting anything animated/rigged to Morrowind can be tricky, the "least stressful animating job" could still be a wagonload of pain.
Are we still waiting on a Necrom Temple basement model, or something related? My memory is hazy, and I haven't visited that area ever in-game.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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Hoom posted. Look in the first post for the updated file. The run animation is still a bit funky, but otherwise it works pretty well. Thanks again, Worsas.
Here's the list of stuff I owe. Top to bottom is how I propose tackling it, but if anyone prefers a different order, feel free to suggest.
Here's the list of stuff I owe. Top to bottom is how I propose tackling it, but if anyone prefers a different order, feel free to suggest.
- Baan Malur Council Building - polishing and adding doors/window pieces
- Necrom Temple basement - polishing
- Rework of Ordinator-In-Mourning armor pieces - largely complete, but not entirely rigged yet.
- Nerevar Undying - model is functional and animated. However, it's recently been confirmed he does not actually have feet. I'm inclined to follow this for coolness.
- Retexturing Indoril pavilion to look the same but still use some white textures.
The reasoning behind that was that Nerevar and the temple basement are both behind locks, which is why we can include at thel some future point, whereas having the central building of Baan Malur looking right would be a good PR move, especially given the recent Dragonborn hype.
Last edited by Adanorcil on Mon Jan 14, 2013 10:53 am, edited 1 time in total.
I agree with this order, especially considering the kind of work that needs to be done on the items. Sweet progress!
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Here's some more stuff.
First off, the Baan Malur council building. This consists of a couple of pieces, all of which should be properly textured and have proper collision meshes (rename files for TR_Data as required):
TR_baanmalurcouncil: main building
TR_baanmalurdoor: door mesh for ground floor
TR_baanmalurjamb: door jamb for upper level
TR_baanmalurwindow: large window for upper level (slightly glowmapped so there's some illumination through the resin glass)
For all the above, position will be perfect if you use the same pivot point for all of these objects, e.g. duplicate the building mesh and replace it with door/jamb/window.
Also included are the textures for the door and windows. Rename these if you like, but make sure to update the texture path on the model if you do. Before inclusion in Data, some of these can probably still be downsized and slightly sharpened to compensate.
--------------------------------------------------------
Secondly, a custom, one-piece interior for the top level of the Baan Malur council building. (With matching door jambs and windows.) This is the room where the steam beacon on top of the building is turned on in times of emergency. It features a large Redoran-styled valve that can only be turned by a sizable number of Redoran councilors who agree shit's about to go down.
----------------------------------------------------------
Still missing: a interior door jamb to go with the big ones on the bottom level.
First off, the Baan Malur council building. This consists of a couple of pieces, all of which should be properly textured and have proper collision meshes (rename files for TR_Data as required):
TR_baanmalurcouncil: main building
TR_baanmalurdoor: door mesh for ground floor
TR_baanmalurjamb: door jamb for upper level
TR_baanmalurwindow: large window for upper level (slightly glowmapped so there's some illumination through the resin glass)
For all the above, position will be perfect if you use the same pivot point for all of these objects, e.g. duplicate the building mesh and replace it with door/jamb/window.
Also included are the textures for the door and windows. Rename these if you like, but make sure to update the texture path on the model if you do. Before inclusion in Data, some of these can probably still be downsized and slightly sharpened to compensate.
--------------------------------------------------------
Secondly, a custom, one-piece interior for the top level of the Baan Malur council building. (With matching door jambs and windows.) This is the room where the steam beacon on top of the building is turned on in times of emergency. It features a large Redoran-styled valve that can only be turned by a sizable number of Redoran councilors who agree shit's about to go down.
----------------------------------------------------------
Still missing: a interior door jamb to go with the big ones on the bottom level.
- Attachments
-
- TR_bmvalveroom.zip
- Baan Malur council top room
- (74.67 KiB) Downloaded 135 times
-
- TR_baanmalurcouncil.zip
- Baan Malur council building
- (1.12 MiB) Downloaded 149 times
UV flora
One type of Uld Vraech flora ("cone spruce") in three variations.
As always, shrink texture size to whatever seems right (save as DXT1 with alpha) and rename everything however.
As always, shrink texture size to whatever seems right (save as DXT1 with alpha) and rename everything however.
- Attachments
-
- ConeSpruce.zip
- UV Flora: "cone spruce", three variations
- (597.62 KiB) Downloaded 131 times
Beautiful work, Adanorcil. That council building is looking better than ever, as does the valve room! How is the rest of the council interior going to look? I figured a 'throne room' style council room, like the Imperial Palace one in Oblivion, would look amazing, but I know next to nothing about the plan for that, or if such a room model already exists. I can just imagine the council assembled, different clan banners and weapons all over the place, a myriad of warriors eagerly awaiting the results of the council, the archmaster sitting on his throne in his finest ceremonial bug armor. TR is really doing the Redoran justice with Baan Malur.
Sweeeeeet. Now let's get that last doorjamb And an updated first post?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
When looking at the Hoom in the cs, I saw this:
https://dl.dropbox.com/u/22362022/pics/ ... ingbox.jpg
You will have to move the bounding box in the xhoom.nif upwards the y-axis until it matches the body shape within the cs (even if it looks wrong within Nifskope). Otherwise you will have collision issues since the collision is only provided within the bounding box.
I will use this screenshot as an example for my animation-tutorial unless you mind. (not intending to shed a bad light on anyone, it's just the best example I have at hand)
https://dl.dropbox.com/u/22362022/pics/ ... ingbox.jpg
You will have to move the bounding box in the xhoom.nif upwards the y-axis until it matches the body shape within the cs (even if it looks wrong within Nifskope). Otherwise you will have collision issues since the collision is only provided within the bounding box.
I will use this screenshot as an example for my animation-tutorial unless you mind. (not intending to shed a bad light on anyone, it's just the best example I have at hand)