Search found 660 matches
- Fri Dec 18, 2015 8:22 pm
- Forum: Concept Art
- Topic: Lighter's concept art
- Replies: 145
- Views: 134746
- Wed Dec 02, 2015 4:41 pm
- Forum: Off-Topic
- Topic: OpenMW: An open source engine for playing improved Morrowind
- Replies: 71
- Views: 51144
- Sat Oct 31, 2015 7:30 pm
- Forum: Asset Development
- Topic: Request: new rug models
- Replies: 9
- Views: 14656
- Tue Oct 27, 2015 6:35 pm
- Forum: Project Organization
- Topic: Developer Roll-Call
- Replies: 28
- Views: 13668
- Thu Jul 23, 2015 5:23 am
- Forum: Asset Development
- Topic: Texture Updates & Feedback
- Replies: 33
- Views: 14505
- Sun May 31, 2015 8:11 pm
- Forum: Asset Development
- Topic: Ndibs trees (once again)
- Replies: 10
- Views: 5867
- Wed May 20, 2015 7:49 pm
- Forum: Master Planning
- Topic: Sload in Tear?
- Replies: 27
- Views: 21994
- Fri May 15, 2015 8:54 pm
- Forum: Concept Art
- Topic: [FCG] Dres Architectural functional sketches 2
- Replies: 114
- Views: 66463
Much like sasquatch, I'd like to see the Dres cities be multilayered, with tall pseudo-skyscraper cantons/towers in stark contrast with deep and multileveled, Dante-esque slave pits. The Dres are absolutely about domination and industry. Think East Germany meets ancient Aztecs meets cyber-punk. The...
- Fri May 15, 2015 8:48 pm
- Forum: Asset Development
- Topic: Dres Exterior Set
- Replies: 122
- Views: 81123
- Fri May 15, 2015 6:23 pm
- Forum: Asset Development
- Topic: Dres Exterior Set
- Replies: 122
- Views: 81123
- Tue May 12, 2015 8:01 pm
- Forum: Asset Development
- Topic: Dres Exterior Set
- Replies: 122
- Views: 81123
- Tue May 12, 2015 6:54 pm
- Forum: Concept Art
- Topic: [FCG] Dres Architectural functional sketches 2
- Replies: 114
- Views: 66463
The first presentation of the dres ext. set by Turelio was meant to be looking unwelcoming to outlanders. While the ancestral worshiping was a big thing inside the villages. With the niches, pillars and alpha planes it doesn't need to look as dull in the inside as you might think. I like the origina...
- Mon May 11, 2015 2:11 pm
- Forum: Concept Art
- Topic: [FCG] Dres Architectural functional sketches 2
- Replies: 114
- Views: 66463
- Sun Nov 09, 2014 11:23 am
- Forum: Indoril - Thirr
- Topic: New Roa Dyr Design
- Replies: 62
- Views: 36512
- Fri Sep 12, 2014 8:51 pm
- Forum: Archives
- Topic: How did YOU hear about TR?
- Replies: 16
- Views: 4785
- Mon Sep 08, 2014 1:59 pm
- Forum: Archives
- Topic: TR_Data Error Reporting
- Replies: 412
- Views: 208533
- Sun Sep 07, 2014 6:44 pm
- Forum: Archives
- Topic: TR_Data Error Reporting
- Replies: 412
- Views: 208533
.kf files are needed for animated objects. When an object is animated it gets 3 files. 1 .nif with the animations and the meshes. 1 .nif with only mesh and no animation. 1 .kf with only animation. The original .nif keeps the saved name and the other two need an X in front. That why the banner have x...
- Sun Aug 31, 2014 3:42 pm
- Forum: News
- Topic: 14.08 Release
- Replies: 7
- Views: 8529
- Thu Aug 28, 2014 9:41 pm
- Forum: Master Planning
- Topic: Regional variety and removing ashlands from mainland
- Replies: 40
- Views: 41618
- Thu Aug 28, 2014 11:32 am
- Forum: Archives
- Topic: TR_Data Error Reporting
- Replies: 412
- Views: 208533
- Sat Aug 09, 2014 8:19 pm
- Forum: Asset Development
- Topic: Asset Review Thread
- Replies: 17
- Views: 3768
I thought I already did a New texture for these like more then a year ago.Swiftoak Woodwarrior wrote:More fixes. NDIB trees with new texture and fixed root caspering. I'm aware wolli did some optimizations too. These are just basically retextured versions of his Trees1 folder, with a few scaling corrections.
- Tue Jul 22, 2014 8:00 pm
- Forum: Master Planning
- Topic: [Region] Othreleth Woods Brainstorming
- Replies: 29
- Views: 19540
- Sun Jul 20, 2014 8:18 pm
- Forum: Asset Development
- Topic: Necrom (HD) Retexture
- Replies: 7
- Views: 3583
- Sun Jul 20, 2014 8:12 pm
- Forum: Conceptualization
- Topic: Question about modding resources / tools
- Replies: 9
- Views: 2167
- Thu Jul 03, 2014 10:47 pm
- Forum: Archives
- Topic: Make it more noticeable when you get PMs
- Replies: 2
- Views: 1565
- Tue Jul 01, 2014 8:21 pm
- Forum: Asset Development
- Topic: Necrom (HD) Retexture
- Replies: 7
- Views: 3583
Glad to see the city is getting some more love; it's the reason I joined the project in the first place. It was needed for a long time now. [url=http://imgur.com/hSKidKz][img]http://i.imgur.com/hSKidKzm.jpg[/img][/url] [url=http://imgur.com/eptYR2x][img]http://i.imgur.com/eptYR2xm.jpg[/img][/url] [...
- Tue Jul 01, 2014 3:51 am
- Forum: Asset Development
- Topic: Necrom (HD) Retexture
- Replies: 7
- Views: 3583
Necrom (HD) Retexture
For those interested in such a thing.
[img]http://i.imgur.com/bG828dkm.jpg[/img]
[img]http://i.imgur.com/NDp2HBPm.jpg[/img]
[img]http://i.imgur.com/KMMBDU8m.jpg[/img]
[img]http://i.imgur.com/yoCDXIHm.jpg[/img]
Full album: [url]http://imgur.com/a/S6JB2#0[/url]
[img]http://i.imgur.com/bG828dkm.jpg[/img]
[img]http://i.imgur.com/NDp2HBPm.jpg[/img]
[img]http://i.imgur.com/KMMBDU8m.jpg[/img]
[img]http://i.imgur.com/yoCDXIHm.jpg[/img]
Full album: [url]http://imgur.com/a/S6JB2#0[/url]
- Sun Jun 22, 2014 11:20 am
- Forum: Asset Development
- Topic: Dres Architecture Set
- Replies: 5
- Views: 2957
I'm also not working on the Dres set. For now I'm waiting for all the talking and discussing on the forums to die down and we start to make some progress again. I'm hesitant to come up with new stuff which gets axed in another discussing about vision etc. The latest file I got is including the niche...
- Sat Jun 14, 2014 10:02 am
- Forum: Archives
- Topic: Almalexia/Indoril Proposals Vote
- Replies: 24
- Views: 4951
- Sun Jun 08, 2014 10:33 pm
- Forum: Concept Art
- Topic: [UCG] House Indoril
- Replies: 33
- Views: 13712
A quiet corner of Almalexia. [url=http://s54.photobucket.com/user/Gnomenator/media/Almalexia3.jpg.html][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_Almalexia3.jpg[/img][/url] I roughly based the location off of the northern commoner gate in Sload's [url=http://i.imgur.com/ZcLrTQN.png]e...
- Thu May 15, 2014 8:48 pm
- Forum: Project Organization
- Topic: Decisions: How do we make them?
- Replies: 10
- Views: 2017
- Tue Apr 01, 2014 10:59 am
- Forum: Asset Development
- Topic: Asset Review Thread
- Replies: 17
- Views: 3768
A,O: tr_act_ind_mark_othrensis: Keyframes needs deleting. A,O: tr_act_ind_mark_roadyr: Keyframes needs deleting. Are you sure that you use the latest data? I swear I did all those banners already. Is anyone actually going through Wolli's list and making corrections to the data file? I'd love to see...
- Sun Feb 09, 2014 10:33 pm
- Forum: Interiors: N/A
- Topic: i3-92-Ind
- Replies: 38
- Views: 18750
- Sat Feb 08, 2014 9:26 pm
- Forum: Interiors: Reviewing
- Topic: i5-82-Red
- Replies: 9
- Views: 8135
- Thu Feb 06, 2014 1:36 pm
- Forum: Old Ebonheart
- Topic: Mapped list of interiors in Old Ebonheart town
- Replies: 23
- Views: 10686
- Wed Feb 05, 2014 7:33 pm
- Forum: Old Ebonheart
- Topic: Mapped list of interiors in Old Ebonheart town
- Replies: 23
- Views: 10686
- Wed Feb 05, 2014 4:08 pm
- Forum: Archives
- Topic: Almalexia - Opinions
- Replies: 25
- Views: 7216
I think it has fundamental flaws that render it completely and totally inadequate and do not have time at present to elaborate. This post has fundamental flaws and I don't have the time to elaborate it. If we want to keep the Mournhold interior. The exterior is, with a few fixes here and there, ok....
- Tue Feb 04, 2014 2:55 pm
- Forum: Old Ebonheart
- Topic: Sewers and dungeons
- Replies: 30
- Views: 13487
- Sun Feb 02, 2014 10:26 pm
- Forum: Hlaalu - Thirr
- Topic: Changing the Armun Ashes buffer zones (ANT South Merge)
- Replies: 86
- Views: 46615
- Tue Jan 28, 2014 9:00 pm
- Forum: Indoril - Thirr
- Topic: Indoril-Thirr, Section overview
- Replies: 34
- Views: 14687