Screenshots, Transportation and Praise for the TR Team
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Screenshots, Transportation and Praise for the TR Team
First off this is my first (and most likely last) post I have ever made on here.
2 Quick Questions:
1.) There was a screenshot of all the maps (i think) with an Oblivion-like distance landscape on it, is this pic still avalable? (specfically i remember seein the city of Almalexia from far away)
2.)I know that the Telvanni had unique teleporation, so will the other houses have this as well?
Now for the praise:
Lemme just say that you guys are the greatest. I have been playin Morrowind since its release and when I compared the scope of the game to what you guys were doing, I doubted any of it would have gotten done.
I was wrong..........So wrong!
I know that modding this must seem like an eternity, with both Morrowind and Hammerfell but you guys are amazing. And the respect that you guys have amongst the TES community is -- amazing. So I just want you guys to know that, on behalf of all the little leeches and spies who come on your site and never say anything, thank you, keep up the good work and congrats on making in this far.
~Most Grateful Fan
(sorry for the misspellings but I accidently cut my primary index finger today with a piece of glass)
2 Quick Questions:
1.) There was a screenshot of all the maps (i think) with an Oblivion-like distance landscape on it, is this pic still avalable? (specfically i remember seein the city of Almalexia from far away)
2.)I know that the Telvanni had unique teleporation, so will the other houses have this as well?
Now for the praise:
Lemme just say that you guys are the greatest. I have been playin Morrowind since its release and when I compared the scope of the game to what you guys were doing, I doubted any of it would have gotten done.
I was wrong..........So wrong!
I know that modding this must seem like an eternity, with both Morrowind and Hammerfell but you guys are amazing. And the respect that you guys have amongst the TES community is -- amazing. So I just want you guys to know that, on behalf of all the little leeches and spies who come on your site and never say anything, thank you, keep up the good work and congrats on making in this far.
~Most Grateful Fan
(sorry for the misspellings but I accidently cut my primary index finger today with a piece of glass)
Last edited by MelancholyGamer on Sat Dec 23, 2006 10:12 am, edited 2 times in total.
- Nomadic1
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Thanks for the kind words (though I admit I haven't done very much at all for Map 1).
I don't know much about the screenshots.
Transportation is done by what is stated in lore. There are rickshaws to help you travel quickly through the megalopolis that is Almalexia, and I do know the Dres have sky renders to transport you around. But I think that is all for the new modes.
I don't know much about the screenshots.
Transportation is done by what is stated in lore. There are rickshaws to help you travel quickly through the megalopolis that is Almalexia, and I do know the Dres have sky renders to transport you around. But I think that is all for the new modes.
No, that can't be done.Ilidur wrote:Q for the guys in TR: can we somehow export MW to OB? that would be nice
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- Lady Nerevar
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There seem to be no screenshots of Alma on the main page (those screens are updated rarely). you can find some [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17603]here[/url] though. I could have sworn there were some alma screens on the main page though...those LOD screens were done by Vality, and you seem to have found his site alredy
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- CleverClothe
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I took a bunch, but they were rejected because I forgot to remove the cursor and they were repetitive.
Here is a slideshow of them:
http://img457.imageshack.us/slideshow/player.php?id=img457/7366/1166941717n1h.smil
There are 12 cells in Almalexia. I took screens inside about 5. Two of the cells are missing their ground texture, so you don't get a good look at them. The other cells crashed my computer when I got close.
[Edit: Here are some pictures from the CS]
Areas in the screens above:
[url=http://img331.imageshack.us/my.php?image=tralmalexiawhr1.jpg][img]http://img331.imageshack.us/img331/9283/tralmalexiawhr1.th.jpg[/img][/url][url=http://img331.imageshack.us/my.php?image=tralmalexiaswca9.jpg][img]http://img331.imageshack.us/img331/7092/tralmalexiaswca9.th.jpg[/img][/url]
Other areas:
[url=http://img331.imageshack.us/my.php?image=tralmalexianwku1.jpg][img]http://img331.imageshack.us/img331/5185/tralmalexianwku1.th.jpg[/img][/url][url=http://img331.imageshack.us/my.php?image=tralmalexianerg6.jpg][img]http://img331.imageshack.us/img331/4995/tralmalexianerg6.th.jpg[/img][/url]
Here is a slideshow of them:
http://img457.imageshack.us/slideshow/player.php?id=img457/7366/1166941717n1h.smil
There are 12 cells in Almalexia. I took screens inside about 5. Two of the cells are missing their ground texture, so you don't get a good look at them. The other cells crashed my computer when I got close.
[Edit: Here are some pictures from the CS]
Areas in the screens above:
[url=http://img331.imageshack.us/my.php?image=tralmalexiawhr1.jpg][img]http://img331.imageshack.us/img331/9283/tralmalexiawhr1.th.jpg[/img][/url][url=http://img331.imageshack.us/my.php?image=tralmalexiaswca9.jpg][img]http://img331.imageshack.us/img331/7092/tralmalexiaswca9.th.jpg[/img][/url]
Other areas:
[url=http://img331.imageshack.us/my.php?image=tralmalexianwku1.jpg][img]http://img331.imageshack.us/img331/5185/tralmalexianwku1.th.jpg[/img][/url][url=http://img331.imageshack.us/my.php?image=tralmalexianerg6.jpg][img]http://img331.imageshack.us/img331/4995/tralmalexianerg6.th.jpg[/img][/url]
Last edited by CleverClothe on Sat Dec 23, 2006 6:43 pm, edited 1 time in total.
Aye, it was like the strategy maps commanders have built onto their billiards table to plan war and other stuff that commanders do. I'll look into getting some more Almalexia screens today.
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- CleverClothe
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We have to add the Common Tongue all over Almalexia then too.
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I know exactly what you are talking about. I was thinking of possibly making a mod with the 3d table high map of Vv to place it within the confines of New Ebonheart (btw is there any lore on why there are 2 Ebonhearts, I think i read it 2920 series). However, Im just a lore and realism freak so I doubt that anyone would be ever really intrested in such a mod.Rockwell wrote:I think what he is referring to is a post someone made where he was able to create a table map thing of all of morrowind. It did look pretty cool. He also made a table map of cyrodiil. They were like, height maps on a table.
The only problem I might see with the compatablilty between Mournhold and Almalexia is that the towers of the Temple of Almalexia exceed the height of the wall. Also what might be a good idea (for a later version of course, I dont want this little post to be a large comments thread) is to throw in some static buildings in the empty area that is set aside for Mournhold so that people (like myself) who have far distance landscape dont see the graphical errors. But again, only a suggestion
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We have set Almalexia like that. You can see the timple from the outside, but nothing else.MelancholyGamer wrote: The only problem I might see with the compatablilty between Mournhold and Almalexia is that the towers of the Temple of Almalexia exceed the height of the wall. Also what might be a good idea (for a later version of course, I dont want this little post to be a large comments thread) is to throw in some static buildings in the empty area that is set aside for Mournhold so that people (like myself) who have far distance landscape dont see the graphical errors. But again, only a suggestion
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You can see inside with the oblivion-like view distance mod though, so you may want to turn that off.
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"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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*shrugs* too bad. Although its not really worth it since all i get with it is a height and texture map, but no trees or buildings....and with a 128 MB Graphics Card...*cries*Tyrion wrote:You can see inside with the oblivion-like view distance mod though, so you may want to turn that off.
Ohh and was the animation crash (the one that was largely reported) ever fixed in the version currently avaliable for downloading?
We're pretty sure, but it definitely is fixed in the version we'll be releasing any day now
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Well can't the inner fortress of Almalexia be built on the exterior? No teleportation. Just static doors. That way on the map, there wont be this large void in the middle. Plus, if one flies over it, everything will seem perfectly fine. As for landing within the inner city, a round editor's marker, the size of the city will block the player from entering. Maybe a side note of dialogue could mention that the goddess Ayem sealed the inner city for fear of cliff racers or something. And if the city is completed on the outside, then just imagine a gorgeous picture of the entire city. --my suggestions
- Tyrion
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I dont think our Inner Mournhold is the same size as the Beth version. The Beth Inner Mournhold is bigger than our Inner Mournhold is it not?
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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ZOMG! Please do not tease me with the idea of a map3 relase. thats more joy than I could possibly handle!El Scumbago wrote:Hey, wait a couple of hours for me to upload my ints before you release map3
Hemitheon: Thats exactly what I was talking about.
Tyrion: No its smaller. At least base on my scaling of what I see.
Bethesda's inner Mournhold is not consistent in size. Use the editor and try to put all five quarters of it (four districts plus palace courtyard) in the same cell, you'll see what I mean.Tyrion wrote:I dont think our Inner Mournhold is the same size as the Beth version. The Beth Inner Mournhold is bigger than our Inner Mournhold is it not?
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Wow....well thats....odd.Gez wrote:Bethesda's inner Mournhold is not consistent in size. Use the editor and try to put all five quarters of it (four districts plus palace courtyard) in the same cell, you'll see what I mean.Tyrion wrote:I dont think our Inner Mournhold is the same size as the Beth version. The Beth Inner Mournhold is bigger than our Inner Mournhold is it not?
Hang on there, mister; while I'm more then happy to hear your praise about our overall PWNage, you need to re-size your avatar a bit.
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Not odd at all, non-euclidian geometry is standard for Bethesda. You can fit the outside of the Ministry of Truth (the moon over Vivec) in its inside.MelancholyGamer wrote:Wow....well thats....odd.
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probably a no levitate script. Although when we get there, we may have to relook how we deal with it. But we're not there yet. We'll deal with it when we get there
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It'll be quite simple to make a script that disable levitation when the player is in an "Almalexia" cell, and re-enable it once the player is out.Haplo wrote:probably a no levitate script. Although when we get there, we may have to relook how we deal with it. But we're not there yet. We'll deal with it when we get there
What do you mean? The position that correspond to vanilla Mournhold will be off-limit anyway. Sure, some people may manage to get in by using fortify acrobatics and jump effects, bypassing the no-fly zone put by Almalexia, but who cares? People who cheat to get in inexisting places get what they want, and everything's fine.MelancholyGamer wrote:cant you isolate the location for the vanilla mournhold and just put the same script on that cell as was featured in Tribunal?
If TR was particularly concerned about that, then we wouldn't have released Map1 without putting invisible walls one cell away from the junction to Map2.
Gez, don't be mean. Melancholy Gamer was just trying to use fancy terminology.
Melancholy Gamer: What we do is make a no levitation script like the one in Tribunal (which is actually very simple) and put it on an object, or possibly multiple objects, in Almalexia. Because only the 25 cells directly surrounding the cell the player is in are loaded at a time, that script will only be run in the general area of the city.
Melancholy Gamer: What we do is make a no levitation script like the one in Tribunal (which is actually very simple) and put it on an object, or possibly multiple objects, in Almalexia. Because only the 25 cells directly surrounding the cell the player is in are loaded at a time, that script will only be run in the general area of the city.
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Maybe we could put those collision thingies which were in Bethmade Mournhold too? That say that you can't leave the city that way.
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