Master Goldmoor List

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Noirgrim
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Master Goldmoor List

Post by Noirgrim »

Goldmoor

Ground Textures
TrTerrainGMRocky01NoGrass -Finished
TrTerrainGMRocky02NoGrass -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=192397#192397]TrTerrainGMMudGrass01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=192592#192592]TrTerrainGMMudGrass02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17302]TrTerrainGMWetGrass01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17303]TrTerrainGMWetGrass02[/url] -Finished
TrTerrainGMGrass
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17304]TrTerrainGMGrass01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17306]TrTerrainGMGrass02[/url] -Finished
TrTerrainGrassDirt
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17307]TrTerrainGMGrassRock01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17308]TrTerrainGMGrassRock02[/url] -Finished
TrTerrainGMRock
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17309]TrTerrainGMDirt[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17310]TrTerrainGMGravel[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17311]TrTerrainGMSand[/url] -Finished

Grass
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17312]TrGMGrass01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17313]TrGMGrass02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17314]TrGMGrass03[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17315]TrGMGrass04[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17316]TrGMGrass05[/url] -Finished

Ingredients
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17317]TrGMIngred01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17318]TrGMIngred02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17319]TrGMIngred03[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17320]TRGMIngred04[/url] -Finished

Trees
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17321]TrGMShrub01[/url] Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17322]TrGMShrub02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17323]TrGMTree01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17324]TrGMTree02[/url] -Finished
-TrGMshrub03
-TrGMshrub04
Rocks
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17325]TrGMCliff[/url] -Working
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17326]TrGMTor01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17327]TrGMTor02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17328]TrGMRock01[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17329]TrGMRock02[/url] -Finished
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17330]TrGMRock03[/url] -Finished

Misc

TrGMMiscWhiteFlower (white flower for ground cover) -Finished
TrGMMiscRoots (roots that just graze the surface of the ground) -Not Started
TrGMMiscLogCover01
TrGMMiscLogCover02
Last edited by Noirgrim on Wed Jan 31, 2007 7:51 pm, edited 14 times in total.
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Sload
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Post by Sload »

Oi, I didn't want to dirty the forum up with a new thread, so I figgered I'd dirty up this post instead.

This list has everything I can think of except creatures and dungeons. Both of these present a problem to some degree - creatures require animations and all, dungeons could require an interior set. However, for this we can probably get by with some cheating.

First, for creatures, I suggest we have a somewhat large number of boars. They're included in the game, but are relatively rare. Maybe even different retextured types of boars.

Most of the creatures could be retextures. We could have Marshcrabs, lighter-colored mudcrabs who are much tougher and also have a script making sure they're at a constant 1.2 size scale. Or a new flavor of bear, done through a retexure. We could create a new head for a new race related to goblins who live in the wilderness here.

And we could, of course, have new and unique creatures too. We certainly should, if it's not somehow impossible or ridiculously impracticale.

Second, for dungeons. For the most part, caves and bandit camps can do it. Caves need a new entrance (with four interior entrances for it) that drops down into the cave, so that you start out at a lower level, since Goldmoor is mostly flat. You know, like a hole in the ground kinda thing.

We could also have some mossy-gross versions of the houses we use for homes and inns along the road, and even retexture the interior set to be mossy and ruined for their basements or something.

I can't think of any dungeons that belong here. Imperial forts.. maybe one or two in the very south part. Ayleid ruins, almost certainly not. Dwemer, there's no record of them here. Doesn't seem likely that there's much at all, beyond caves.
Last edited by Sload on Sat Oct 07, 2006 8:35 pm, edited 1 time in total.
Noirgrim
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Post by Noirgrim »

I've always liked the idea of simple creature retextures. It goes back to the day of the original Final Fantasy games, where there would only be a handful of creature art, then all the rest would just be different colors. It really did give the impression that there were far more creatures in the game than there were. For goblins, I can see a black-skinned race.
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Post by Lady Nerevar »

i think the goblins should be more tan-ish, since that is prety much the color of all hammerfell.


retexes are simle, ill try my hand at some and see if i can make anything half decent.

i also think that we need a sand stone like cave set, wich resembles MW's more. i basicaly mean that there should be no stalagmites/stalagtites. this can probaly be done though a retex of some of the cave meshes (not all)

also, what do you think of small cave dwelings (ala gnisis)?
[edit]

ancient redguard ruins might be cool (in moderation) a fort and ayelid retex would work.
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Post by Sload »

I think goblins should be brightly colored and have serpentine heads. Since that's neat and Yokuy. They should not just be retextures.

And removing stalagmites requires changing the mesh, I think. Or we could just use differently textured versions of the small stuff and no big stuff, possibly with some new small stuff for doulbe-tall and whatnot. Large caves are the ones with stalagmites and also these caves should probably be cramped.

Cave dwellings would not be possible in Goldmoor, because it's flat and caves themselves have to be small and cramped.

I'm concerned my "ideas that can save time" is becoming a very slippery slope. I do not want to see a buttload of retextures in Hammerfell, because that's simply lame. We cannot slap a brown texture on everything and call it new. We can do it sometimes to save time, but please, we're not going to put all this work into the regions and the architectures and then have the dungeons and creatures be the same thing all over again.
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Lady Nerevar
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Post by Lady Nerevar »

i agree about the retexes.

i dotn about the goblins :P goblins are not yoku, and i dont think they should be. however i agree that they shouldnt just be retexes (though retexes could do for now)

i was talking of cave dwelings in general, mayhaps a few round the mountain regions.
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Post by Sload »

'cause they're not goblins any more than reiklings are goblins. Which is why I said bright colors and serpentine heads, because that does not describe goblins.

--

Oh, and would it be feasible to have rose bushes added? It is called Roseguard after all.
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Lady Nerevar
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Post by Lady Nerevar »

but if they are not goblins, what are they?

btw, there are goblins in hammerfell acording to lore, so i think we should have atleast one tribe.

rose bushes would be pimpin'
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Post by Sload »

Their Sekimokobori. Or Chochi. Or Brungok'. Or Bottlecaps.
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Post by Lady Nerevar »

but why? i don’t really see a point. there is no lore to support it, and no logic either. from what we know the ra gada brought no creatures with them (especially hostile creatures) so having a creature that is "yokuy" doesn’t make since. and i dont think that "i think it looks cool" is a good argument.
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Post by Sload »

By "Yokuy" I meant "It fits with the unique Hammerfell atmoshpere." Not "It's from Yokuda." Another non-goblin creature that lives in Hammerfell is not mentioned in lore. But if that's evidence to you that there must not be creatures we haven't heard of in Hammerfell, we're kinda screwed.
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Post by Eyeball88 »

Ingredient Plants are finished, the .nif files should be up soon, after I run the textures by Morden.

Ingredients
TrGMIngred01 - "Rockflower"
TrGMIngred02 - Windsail Reed
TrGMIngred03 - Guardian Reed
TRGMIngred04 - "Spearhead Rush"
TRGMIngred05 - "Petal Cup Plant"

There may also be a 6th plant in the future, or I may scrap it.
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Post by Noirgrim »

I have updated this list to show the progress of each item. It seems that trees and grasses are the two items that need to the most attention atm. Also, if meshers can finalize their work, we can start scratching things off our list.
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Post by Morden »

In addition to grass, we also need groundcover and small flowers, mushrooms, ect. All of these can be accomplished quite easily using existing meshes. Bethesda's work in this area revolved around alpha mapped planes, so we can make an infinate number of miscellaneous plants just as we did with the grass.

I've attached an image of the first test I did. The flower is from a photo I took in my backyard this summer. I've seen pictures from Eyeball (of moors) that show small white flowers lining streams and creeks. I'm going to work on developing these, though I'm going to try and make the final version have a very small blossom.

I need some suggestions for other types of ground cover we'd encounter in Goldmoor. If the water areas are supposed to be very boggy then we might consider a small mushroom or other swamp plant.
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groundcover_test.jpg
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Post by Noirgrim »

Nice work morden, I will start adding to the 'misc' list.

When I think boggy, I always think lily-pads. It might also be nice to have 'roots' as a misc item. These roots can easily be set to generate around trees. I'm imagining roots just surfacing above ground (like most trees I've seen, at least where I live).
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Post by Lady Nerevar »

what mesh did you use?

would these work for groundcover flowers?
http://ladyn.tamriel-rebuilt.org/Textures/Natural/flower%20blue.JPG
http://ladyn.tamriel-rebuilt.org/Textures/Natural/flower%20white.JPG

also, arent the cliff and ingred plants done alredy?

here is my sugestion, raring up all we have alredy (since we have most of the stuff needed to mod) and starting the ext. while :slavedriver:-ing the modelers to get the rest of the stuff done.
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Post by Noirgrim »

GM is going to be generated through the Region Generator in the CS, which requires every mesh to be available. Anything we make after the region is generated would have to be placed by hand. The best way to do it, is to make sure we have everything we want to exist in GM before hand, then generate the region.

Eyeball's ingred plants are finished, and so is his cliff. But he still needs to upload them... so we will wait until he does so.
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Post by Morden »

That white flower is perfect LadyN. The groundcover stuff is all texture work so you'd probably be perfect for lending me a hand with this.

I used this model for the flower:

gcpoppyorangesu.nif


Some of the other models I'm looking at experimenting with are:

bwgroundcover02.nif
groundcoverfern01.nif
groundcoverivy01.nif
groundcoverivy02.nif
groundcoverwilddaisy03.nif


I haven't been through all the models, but those are some good ones I've short listed for now.
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Post by Eyeball88 »

Here are the plants.

1x Guardian Reed
2x Red Rockflower
2x White Rockflower
2x Spearhead Reed
2x Windsail Reed

Some problems remain with the alpha maps and overlapping with the rest of the mesh, but this can be fixed at a later time; I'm not sure what the problem is, and my last search didn't find any helpful answers.

Cliff will be up shortly.
Attachments
plants.rar
(1.2 MiB) Downloaded 59 times
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Post by Lady Nerevar »

zomg, i got my groudcover to work.

[url=http://img405.imageshack.us/my.php?image=untitled4wh.jpg][img]http://img405.imageshack.us/img405/5192/untitled4wh.th.jpg[/img][/url]

(much thanks to adanorcil, kikaimegami, and morden for help)
comments?
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Post by Morden »

Looks awesome. I knew you could do it :)
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Post by Lady Nerevar »

since there are no objections here is the texture:
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TRgcFlowerWhite.rar
(36.86 KiB) Downloaded 34 times
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Post by PoHa! »

The plants, again. This time, the transparencies are (mostly) fixed, texture paths are set properly, collision is corrected, centering fixed, scale corrected, alphas set properly, and something about tangeant binormals updated (I don't know exactly what that meant, but I remember that doing that fixed something).

The transparent parts of the plants are, like I said, pretty well and good. Every once in a while on a Rockflower, you'll see a little bit of a halo-ish transparency through all the leaves next to one leaf, but darned if I couldn't get that last little bit gone. (Thus, unless someone else wants to quest to rid them, I'm saying they're damn good enough).

These plants need their ingredients decided. Eyeball, I remember you posting some ideas for them somewhere, but I couldn't recall where, when, or what all exactly. Mind posting your ideas here? (and other people's input is acceptable, of course).
Eyeball, regarding the RockFlowers, wrote:The proposed alchemy reagent from this will be the roots, with a "destroy armor" poison effect, consistent with its ability to slowly dig its roots into rock surfaces.
Eyeball, regarding the Guardian Reed, wrote:A proposed alchemy reagent would be a fresh fern with an armor bonus and a lifedrain poison.
Eyeball, regarding the SpearHead plant, wrote:Not sure what to do with the reagent for this one, though it'll most likely be the "spearhead" cattail part of it. So, I suppose it needs a real name and reagent.
Attachments
plants.rar
(1.59 MiB) Downloaded 43 times
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Post by Eyeball88 »

Rockflower (Still needs a real name!)

Reagent: Root
Because of the way the rockflower's roots manage to find their way into even an minute crack on an otherwise solid rockface, the proposed reagent would have the beneficial effects of Fortifying Endurance, Fortifying Strength, Fortify Fatigue and the poison effect of Drain Endurance.

Guardian Root

Reagent: Frond
The fore-frond of the Guardian Reed grows rigid to resist the push of currents in the streams/rivers they grow in. Because they grow so strong, they absorb the nutrience from the water more than the roots of the plant. As the frond in front grows stronger and larger, less nutrience reach the fronds behind, causing them to weaken and curl up. The beneficial effects would be to Restore Health and Restore Fatigue, while the poison effect would be to Drain Health and Drain Fatigue.

Windsail Reed

Reagent: Pod
When the Windsail matures, the pods found around the sail of the plant start to seperate from the plant. When the winds pick up and blow the sail around, the pods fly off. Because the pods are a favoured food of local wildlife, not many plants survive the blowing season. The beneficial effects would be a Feather effect, a Fortify Speed effect, while the poison effects would be Damage Luck and Weakness to Fire.

Spearhead Reed (Still needs a re-name)

Reagent: Whatever the hell they call the top of the cattail.
Because of it's spear-like shape, and because the stalk becomes exceptionally hard and sturdy when dried, these plants are often used as sparring toys by children who wish to train to be soldiers. The beneficial effects would be Fortify Strength, Fortify Agility, and Resist Paralysis, while the poison effect would be Damage Speed.
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Post by PoHa! »

I like them Eyeball. Very nice how each of the ingredients have some sort of pseudo explanation to support their affects, which, if nothing else, could be used in an alchemical book, or in dialogue.

Little things to flesh out the region more are always a plus. :D
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Post by Lady Nerevar »

i think "Rockflower" is a perfectly good name :P
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Post by Fairwater »

Ok this has been updated.... i need two more shrubs so if anyone has speed tree and wants to give it a try let me know....so these are really low lying srubs that brobally would come up you knees at highest. The great thing about this is that they dont need collsion here is my inspiration they should look just like this
[url=http://img294.imageshack.us/my.php?image=moorimdovrefjell3re1mh2.jpg][img]http://img294.imageshack.us/img294/4999/moorimdovrefjell3re1mh2.th.jpg[/img][/url]
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