Necrom - Models and Textures for OoT
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- Kikaimegami
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Necrom - Models and Textures for OoT
I have, within my clawed grasp, the meshes and textures for Necrom. The problem is, Necrom is a minefield of ! boxes, so I am not entirely sure which meshes are actually used. If anyone who knows for sure could give me a list, I would be extremely grateful.
I will be redoing the textures and hopefully fixing the meshes themselves (vertex painting, looking for gaps, and possibly redoing the uv maps, depending). Also, if anyone has any ideas or thoughts, feel free to share
I will be redoing the textures and hopefully fixing the meshes themselves (vertex painting, looking for gaps, and possibly redoing the uv maps, depending). Also, if anyone has any ideas or thoughts, feel free to share
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I have them as well. A while back I thought I would go ahead and start fixing them. After I loaded them all up and gave them a close inspection, I realised that almost all of them might as well be redone from scratch. Either because the errors are mind numbingly frustrating or the model just looks like ass. I'm not trying to discourage you.. I really appreciate you taking the time to work on this. I just think there should be an open discussion about what exactly needs to be done with these meshes.
If you need any post-UV texture help just ask.
If you need any post-UV texture help just ask.
- Kikaimegami
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Interiors too? Woes. I was just given ext meshes, only one int in the pile I have.
I don't think I can do new meshes. I could probably fudge together some ext meshes, but the only architectural modeling experience I have is from 3dsmax3.11 over five years ago: some Greek styled things and a suspension bridge for a class project. I don't think I really have the knowledge toolset for making new meshes from scratch, I can only do texturing and fixing old meshes
I don't think I can do new meshes. I could probably fudge together some ext meshes, but the only architectural modeling experience I have is from 3dsmax3.11 over five years ago: some Greek styled things and a suspension bridge for a class project. I don't think I really have the knowledge toolset for making new meshes from scratch, I can only do texturing and fixing old meshes
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For the Necrom ints, I'm of the opinion we should just retexture the existing velothi pieces.
For the exterior, there's normally all the pieces that exist in the bsa. You can use ghostwheel's "[url=http://www34.brinkster.com/ghostwheel/]bsapack[/url]" utility to extract TR_Data.bsa.
Copy TR_Data.bsa in a temporary directory, along with bsapack.exe. Then, in that directory, run the following command:
After a little while, everything will get unpacked, and you'll be able to move it in Morrowind\Data Files.
The problems I've found with the Necrom meshes are mostly that they're sometimes too small (notably the towers, which have a part where we're supposed to walk -- you can't, even when they're not half-sized, I ran some tests) and especially that they have visible seams.
For the exterior, there's normally all the pieces that exist in the bsa. You can use ghostwheel's "[url=http://www34.brinkster.com/ghostwheel/]bsapack[/url]" utility to extract TR_Data.bsa.
Copy TR_Data.bsa in a temporary directory, along with bsapack.exe. Then, in that directory, run the following command:
Code: Select all
bsapack unpack TR_Data.bsa
The problems I've found with the Necrom meshes are mostly that they're sometimes too small (notably the towers, which have a part where we're supposed to walk -- you can't, even when they're not half-sized, I ran some tests) and especially that they have visible seams.
- Kikaimegami
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I guess I'll just have to unpack it. I was hoping I wouldn't need to (since it'll take up some space) but I suppose it's a small sacrifice to make.Gez wrote:For the Necrom ints, I'm of the opinion we should just retexture the existing velothi pieces.
For the exterior, there's normally all the pieces that exist in the bsa. You can use ghostwheel's "[url=http://www34.brinkster.com/ghostwheel/]bsapack[/url]" utility to extract TR_Data.bsa.
Copy TR_Data.bsa in a temporary directory, along with bsapack.exe. Then, in that directory, run the following command:After a little while, everything will get unpacked, and you'll be able to move it in Morrowind\Data Files.Code: Select all
bsapack unpack TR_Data.bsa
The problems I've found with the Necrom meshes are mostly that they're sometimes too small (notably the towers, which have a part where we're supposed to walk -- you can't, even when they're not half-sized, I ran some tests) and especially that they have visible seams.
It was mentioned to me that the meshes need vertex colours applied and this would support that. If they're not listed as "solid" with vertex colours, you can't walk on them. Do you just fall through? Visible seams as in gaps in the mesh, or botched uv mapping? Both of those are easily fixable.
EDIT: I take that back. I didn't realize the gravity of how much the meshes suck when you load them in a 3D program.
*shiver*
Last edited by Kikaimegami on Sat Jan 20, 2007 9:24 am, edited 1 time in total.
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- Kikaimegami
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Gah.. I just looked at the tower mesh Gez was talkng about and see just exactly what you mean. The mesh is pretty, but technically, it's a flipping nightmare.Morden wrote:I have them as well. A while back I thought I would go ahead and start fixing them. After I loaded them all up and gave them a close inspection, I realised that almost all of them might as well be redone from scratch. Either because the errors are mind numbingly frustrating or the model just looks like ass. I'm not trying to discourage you.. I really appreciate you taking the time to work on this. I just think there should be an open discussion about what exactly needs to be done with these meshes.
If you need any post-UV texture help just ask.
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If it is true than the reason of their removal is beyond my comprehension. Why remove them just to break the whole city and populate it with error markers ? Why not to leave it as it is and wait for the new meshes which, quite frankly, may never appear ?
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- Kikaimegami
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I can get screenshots later of what the current meshes look like, but the tower mesh alone is a minefield of gaps and things than really need aligned properly (it has many circles in its center while looking down, these should all be aligned, but none of their centers line up, even within the same object, it appears!). I'm betting some merging of objects might also be in order. There's some nasty clipping on the top part of the tower, where two objects come together and have a jagged seam between them.El Scumbago wrote:They were removed long ago, since they weren't anywhere close to Beth's standards. Or so I hear, in my limited experience I liked what I saw in the screenshots (minus the Pyramid).
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Screenshot gallery of a few fixed meshes.
http://s2.photobucket.com/albums/y41/haplo12345/Necrom/
http://s2.photobucket.com/albums/y41/haplo12345/Necrom/
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- Kikaimegami
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Ach! Zip those up and send them to me! Also, who is doing them? I was poking at the tower mesh, but I haven't made anything in game yet. If someone else is doing them, I don't want to muck with the meshes and end up reinvinting the wheel if there's someonew else working on it.Haplo wrote:Screenshot gallery of a few fixed meshes.
http://s2.photobucket.com/albums/y41/haplo12345/Necrom/
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How's this going, Kikai?
If some of the original meshes are crap, you could just scrap 'em. We can probably get by without a few of Veet's meshes, as long as we have those twoers and walls, etc.
If some of the original meshes are crap, you could just scrap 'em. We can probably get by without a few of Veet's meshes, as long as we have those twoers and walls, etc.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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You guys want some seamless versions of the walls and towers? I happen to have some. They aren't fixed models they are completely diferent, well the same basic shape just redone as new models.
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-- Winston Churchill
Whats the file folder standard right now? Where should I pack the textures and meshes to avoid retargeting headaches later?
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
- Thrignar Fraxix
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lets see, Veet is offering us awesome replacement necrom meshes, and you say we should just use velothi, even though you haven't seen his new ones (although admittedly they sound as though they will be similar)
YOU'RE CRAZY!
YOU'RE CRAZY!
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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
Well I wouldn't necisarily say awesome but better.
Ok there are 4 pieces in this file; the tower, wall, pylon, and gate. The gate is the only significantly diferent object (see the screenshot) I never liked the old gate anyway. The tower and pylon have somewhat longer bases than the originals so they can be placed on uneven terain more easily, perhaps the wall piece needs this too? All the pieces are more or less the same size as the originals but not exactly, replacing will be needed rather than just pluging them into the old spots.
Let me know what you guys think. It's been a while since I've done anything for TR but I think these models are a big improvement over my old stuff.
Now if my oppinion on Necrom still matters I think that Swiftoak is only half crazy. The velothi stuff should be used because I don't think I'll have the time to redo the houses but they should be retextured to a lighter color. I think there are some pieces already floating around somewhere that are like this.
Personaly I think the whole city should be masively redone since a lot of what is there was done a long time ago when everyone (especialy myself) was trying to figure things out, so its not the best work. I have a few ideas if anyone wants to hear them.
edit
forgot to post the screenshot
/edit
Ok there are 4 pieces in this file; the tower, wall, pylon, and gate. The gate is the only significantly diferent object (see the screenshot) I never liked the old gate anyway. The tower and pylon have somewhat longer bases than the originals so they can be placed on uneven terain more easily, perhaps the wall piece needs this too? All the pieces are more or less the same size as the originals but not exactly, replacing will be needed rather than just pluging them into the old spots.
Let me know what you guys think. It's been a while since I've done anything for TR but I think these models are a big improvement over my old stuff.
Now if my oppinion on Necrom still matters I think that Swiftoak is only half crazy. The velothi stuff should be used because I don't think I'll have the time to redo the houses but they should be retextured to a lighter color. I think there are some pieces already floating around somewhere that are like this.
Personaly I think the whole city should be masively redone since a lot of what is there was done a long time ago when everyone (especialy myself) was trying to figure things out, so its not the best work. I have a few ideas if anyone wants to hear them.
edit
forgot to post the screenshot
/edit
- Attachments
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- Seamless_Necrom_Walls.zip
- (625.42 KiB) Downloaded 118 times
Last edited by Veet on Wed Feb 21, 2007 4:51 am, edited 1 time in total.
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
- Thrignar Fraxix
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Based solely on the screenshot: *drools*
I have always been a fan of the necrom architecture, glad to see that they are being fixed.
I have always been a fan of the necrom architecture, glad to see that they are being fixed.
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Morrowind Reviews: 1640
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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
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
- Lady Nerevar
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Not rebuilt but I did manage to come up with this today (see attatched screenshot). Still needs a little texture fixing but the gist is there.Awesome! Have you other rebuilt models?
It has been a while. About a year and a half. A lot has happened in that time but I find myself with a little time lately and an inkling to use it, so I ended up here.VEET!
dang man, havent seen you.... well, since you left
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
You're always welcome, Veet. Awesome interior tileset piece too. Looks real nice to me
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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- Andres Indoril
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I wanna mod on it! :O
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Here we go. Everything you need for basic interiors. No double height pieces or anything like that....yet.
- Attachments
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- Untitled Interior Set.zip
- (920.09 KiB) Downloaded 115 times
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
- Lady Nerevar
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glad to see you back, even for a while
the int peice looks realy nice too. necrom will realy stand out from the other cities, wich is good
[edit]
took a look at the int pieces, again very nice. the walls and floors have a lot of extra polygons though.
the int peice looks realy nice too. necrom will realy stand out from the other cities, wich is good
[edit]
took a look at the int pieces, again very nice. the walls and floors have a lot of extra polygons though.
In hoc signo vinces
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maybe Morden meant that Map 3 was indirectly saved... you know, um, because without these models map2 will be so hard we'll never get to 3... Yeah, that's it.
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
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- Thrignar Fraxix
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or that the entire project is Dependant on the necrom lighthouse. =P [/spam]
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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
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
*idea*Thrignar Fraxix wrote:or that the entire project is Dependant on the Necrom lighthouse. =P [/spam]
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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
Arg, optimising is a pain. I think I can shave off about a third of the polys but its going to take some work, unless someone knows a trick. I'll work a bit on that tonight.
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
- Lady Nerevar
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well, most of the polies are in flat areas of the wall/floor. in maya, i simply select edges and later vertexes and deleat all the surplus squares. then i just riangulate it again.
if you dont have time i could do it on monday.
if you dont have time i could do it on monday.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Try these models. I ran into an alignment issue and had to redo the floors and ceilings. I used the oportunity to get part of the indentations to. The polygons are nearly half of what they were but still a little steep. On the bright side I also did a version without the indentations that is one tenth the poly count of the original. Its not nearly as prety but more manageable. Perhaps we could use these for filler and the others for highlight. (the plain version is included in the attatchment)
If these get the aproval I can crank out the whole set, including double height pieces.
[edit]
forgot to add the attachment.
[/edit]
If these get the aproval I can crank out the whole set, including double height pieces.
[edit]
forgot to add the attachment.
[/edit]
- Attachments
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- Untitled Interior Lower Polygon Eddition.zip
- (704.81 KiB) Downloaded 99 times
Last edited by Veet on Fri Feb 23, 2007 8:32 pm, edited 1 time in total.
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill