Adanorcil's List of Stuff I Owe You

Place where approved concepts are developed into in-game assets. (Models & Textures)

Moderator: Lead Developers

Locked
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Adanorcil's List of Stuff I Owe You

Post by Adanorcil »

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
Last edited by Adanorcil on Thu Dec 20, 2012 11:33 pm, edited 1 time in total.
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

Someone move this to Internal Testing & Downloads so our modelers can access it?
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

moved as requested
Reviewing Administrator
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
Worsas
Developer
Posts: 438
Joined: Sat Sep 10, 2005 4:10 pm

Post by Worsas »

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.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

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.
That's not necessarily saying a lot, I suppose. :P


Stay tuned, more coming up, maybe this evening.
Worsas
Developer
Posts: 438
Joined: Sat Sep 10, 2005 4:10 pm

Post by Worsas »

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.
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

I don't see why not. I'd love to have a functional Hoom.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

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.
Please do. That's what I made this topic for.

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.
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

What about this one?
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23092
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

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.
Forum Administrator & Data Files Manager

[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
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

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.
  • 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.
User avatar
Yeti
Lead Developer
Posts: 2061
Joined: Sun Feb 15, 2009 11:50 pm
Location: Minnesota: The Land of 11,842 Lakes

Post by Yeti »

Great job on the Hoom Adanorcil :)

If you ask me, anything related to Necrom should take precedence over something for Baan Malur, though I guess it doesn't really matter all that much.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

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.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

I agree with this order, especially considering the kind of work that needs to be done on the items. Sweet progress!
Forum Administrator & Data Files Manager

[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
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

For when the Hoom gets into Data; textures can be downsized to 512x512 (2x) and 512x256 without a lot of quality loss if you sharpen them a bit after downgrading. Maybe go even smaller..

Great creature.
--Mwgek--
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

Agreed. I just kept them at maximum resolution so that whoever puts them in Data could decide what resolution worked best.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

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.
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
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

UV flora

Post by Adanorcil »

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.
Attachments
ConeSpruce.zip
UV Flora: "cone spruce", three variations
(597.62 KiB) Downloaded 131 times
roerich
Developer
Posts: 148
Joined: Mon Feb 08, 2010 3:28 pm
Location: Sea of Ghosts
Contact:

Post by roerich »

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.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Sweeeeeet. Now let's get that last doorjamb :-) And an updated first post?
Forum Administrator & Data Files Manager

[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
Worsas
Developer
Posts: 438
Joined: Sat Sep 10, 2005 4:10 pm

Post by Worsas »

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)
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Worsas is doing a tutorial? :thumbsup:
Forum Administrator & Data Files Manager

[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
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Adanorcil wrote: 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.
I'm necromancing this thread a bit because I'd really like to have a sneak peak at this model!
Locked