Search found 23 matches

by Zarkis
Fri Feb 03, 2006 9:02 pm
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

I probably found the Narsis meshes. You will find them [url=http://www.ee.ethz.ch/~mhediger/tr/Narsis_Meshes_Textures.rar]HERE[/url]. Hope, that helps... @Razorwing or Zarkis: Please confirm the download of the files. I'll have to remove them soon, because my quota is almost used up... Downloaded t...
by Zarkis
Wed Feb 01, 2006 6:36 am
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

Sniper4

Great! That pack should contain most of Prom's models. We don't need the textures.
by Zarkis
Tue Jan 31, 2006 9:25 pm
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

Eraser: Hard to say before OB is out. Simple statics should work. We will apply new high res textures with bump mapping and everything...at least our texturers/modellers told me so... ;)
by Zarkis
Tue Jan 31, 2006 9:03 pm
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

Thanks Lady! To ease your pain: The statues and the Hlaalu/Narsis static models are the most important for us. The banners and the Nord models we don't need.

Edit: Just checked OOT. There is one statue which may be Prometheus work: tr_ex_statue_ss01
But I am not shure.
by Zarkis
Tue Jan 31, 2006 8:31 pm
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

I found list of items Prometheus did for TR. Most of the models were indeed for Narsis. Hlaalu Tower (Unique)...| Prometheus Hlaalu Gazebo(Unique)....| Prometheus Narsis Wheel (Unique)...| Prometheus Narsis Columnade .......| Prometheus Narsis Pool round ......| Prometheus Narsis Pool square ..........
by Zarkis
Tue Jan 31, 2006 5:25 pm
Forum: Archives
Topic: Prometheus models
Replies: 34
Views: 4232

Prometheus models

Hello there! As some of you may know, the Silgrad Tower team is currently in the process of gathering all Morrowind related Non-Bethesda models to transfer them to Oblivion, so the community is able to at least create parts of the province of Morrowind with the new game engine. I recently asked Prom...
by Zarkis
Sun Apr 11, 2004 4:31 pm
Forum: Archives
Topic: Sounds: Tamriel Rebuilt Main Theme
Replies: 5
Views: 1397

Sounds: Tamriel Rebuilt Main Theme

The TR main theme is a fine piece of music but I had trouble playing it in the game hearing fine distortions sometimes (not if I play it with any mp3 player). I reencoded it with an old codec Bethesda was using and made it a bit louder (the volume was too low compared to the other music). Now it pla...
by Zarkis
Sun Mar 07, 2004 7:33 am
Forum: Archives
Topic: Claim 5-2 - Completed (C)
Replies: 26
Views: 2190

You don't need to improve your work. It's good enough. I run through it. But back to business. :P Please take care of those interiors. I know it's hard to let them go, but they are no not ment to be part of TR. 8)
by Zarkis
Sat Mar 06, 2004 4:22 pm
Forum: Archives
Topic: Claim 5-2 - Completed (C)
Replies: 26
Views: 2190

I just run through it and felt really wet afterwards... 8) . Noticed some interesting designs. Congrats! Concerning Reich Parkeep: there are some interiors in RP we didn't donate to TR (interiors from Deus and Quentin, which we still use for ST). Please refer to the thread about RP. Edit: To make it...
by Zarkis
Tue Feb 10, 2004 12:32 pm
Forum: Archives
Topic: Alternate starting locations script
Replies: 5
Views: 487

For example me. I myself don't want to do the mainquest again and I like this mod (the original one) very much.
by Zarkis
Wed Jan 28, 2004 10:07 pm
Forum: Archives
Topic: Hla'Ruhn
Replies: 16
Views: 1653

A warm welcome to our new neighbours! :)
by Zarkis
Tue Jan 27, 2004 6:27 am
Forum: Archives
Topic: Better day/night effect
Replies: 9
Views: 439

Please read my post again. There is no need to place thousands of light bulbs just to make the night darker (it won't look good anyway).
by Zarkis
Mon Jan 26, 2004 2:13 pm
Forum: Archives
Topic: Better day/night effect
Replies: 9
Views: 439

The settings can be changed in the morrowind.ini. I agree the nights in the game are too bright. However, since it is TR's policy to not change any game settings, you have to use other mods like TLM (search on summit or the official boards for it; I myself use it since it creates a really creepy nig...
by Zarkis
Thu Jan 22, 2004 3:05 pm
Forum: Archives
Topic: Deleted thread
Replies: 9
Views: 135

@Quentin Isn't it that we still don't know what to do with the big underground warehouse in ST (the one which oiginaly was meant to be the home of some kind of labour union)? We could put a manufacturing center in it run by the Traders Guild. Many of those poor guys from the slums could work there. ...
by Zarkis
Tue Jan 20, 2004 7:44 am
Forum: Archives
Topic: Shop script
Replies: 19
Views: 1755

@Elathia Forget my ideas in the last post. There more I think about it, the more problems I see with disableing the guards and shopkeepers. What can a script do about this: The player picks the lock of a shop, does two steps to the next shelf, picks up everything he can carry and leaves the house. Y...
by Zarkis
Tue Jan 20, 2004 6:21 am
Forum: Archives
Topic: Shop script
Replies: 19
Views: 1755

I would like to give the player more choices. Instead of "Wham, you get whacked on your head and jailed!", give him first some random warning messages, when he fails his stealth check(btw. the player should sneak around ...can you check that by a script?). With each message the chance to g...
by Zarkis
Sun Jan 18, 2004 7:53 pm
Forum: Archives
Topic: Shop script
Replies: 19
Views: 1755

What kind of skillcheck do you mean? And what happens if the skillcheck fails? Will the guards/NPCs suddenly get enabled?
by Zarkis
Sat Jan 17, 2004 7:47 am
Forum: Archives
Topic: Scripts for doing this?
Replies: 2
Views: 283

First: Get "scripting for dummies". Now to your questions. I start with the sond one: Here is an excerpt from above mentioned manual: PlaceAtPC, "Object_ID", direction_enum, distance_enum, number_enum (=number of items placed) PlaceAtPC, "Secret Message", 0, 30, 1 Place...
by Zarkis
Fri Jan 16, 2004 6:20 pm
Forum: Archives
Topic: Bal Oyra Change script
Replies: 15
Views: 1041

Ahem, the solution is quite simple: The scripts are working fine, but you used some normal statics in between. ;)

Btw: There are some small alignment errors (wall pieces in fortress; imperial bridge/pier).
by Zarkis
Tue Jan 13, 2004 10:49 pm
Forum: Archives
Topic: Bal Oyra Change script
Replies: 15
Views: 1041

I don't understand the question. The script only works on the activators (= statics) it is attached to.
by Zarkis
Tue Jan 13, 2004 10:38 pm
Forum: Archives
Topic: Bal Oyra Change script
Replies: 15
Views: 1041

It's rather simple. Since you use activators as statics, each static gets the same script. To enable/disable them you can use a journal entry or a global varible. Here is an example for imperial buildings which get enabled with a journal entry: begin Bal_Oyra_Change_sc if ( GetJournalIndex Bal_build...
by Zarkis
Sat Jan 10, 2004 4:12 pm
Forum: Archives
Topic: Skyrim
Replies: 17
Views: 2405

I think you should first finish something of morrowind before tackling Skyrim... ;)

Seriously: Don't get to stretched out or nothing will ever get finished.
by Zarkis
Sat Jan 10, 2004 12:54 pm
Forum: Archives
Topic: Ambient light changes?
Replies: 4
Views: 425

I don't know of any function which can do this.