FCG discussion thread

Place where art is developed for our game.

Moderator: Lead Developers

blackbird
Reviewer
Posts: 1816
Joined: Thu Mar 01, 2007 9:55 pm
Location: Brugge (bruges), Flanders, Belgium

Post by blackbird »

Myzel wrote:
blackbird wrote:The only livings organisms could be some plants. Perhaps we could use some of the ashlands plants, like trama shrubs, firefern, scathecraw, ash grass.
Without anything else to make the place look interesting it would still be just ashlands with water. Not the way to do it imo. A player wouldn't even recognize it as something new.
Maybe we could use something like an ash fern.
Although it's a swamp dead to ashfall, it doens't mean there can't be flora or am I wrong?
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

Well, no you're not wrong. The whiteish fungus concepts are living flora too.
blackbird wrote:The only livings organisms could be some plants. Perhaps we could use some of the ashlands plants, like trama shrubs, firefern, scathecraw, ash grass.
Since you seemed to disagree with my idea of the white ash fungus earlier, I figured this remark was related to that. (i.e. that you meant to say those plants should be the only living organisms and not the fungus.)

So with my reply...
Without anything else to make the place look interesting it would still be just ashlands with water. Not the way to do it imo. A player wouldn't even recognize it as something new.
... I meant that if there is nothing besides dead trees and some standard ashland plants, this area will not in fact be unique at all.

I think this part of the discussion can stop now. I only keep repeating my opinion, and I'm going to hold my ground regarding the look of the ash swamp.

I think it's a little curious (and annoying) that real discussion only starts after I move on to make the claim. I gave people no less than 6 days to comment and discuss my suggestions for the ash swamp object claim, before I went ahead and made it. No one seemed to have any firm objections. I think that if there actually were any, they would (should) have been made clear in those six days.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

So, I´ve been rather occupied lately, moving to a new place and all, and I admit I´ve let things slide a little here. Summer time tends to slow things down a lot and the CA forums don´t see much activity atm, but still I´ve been wondering if we can close some of those FCG´s up there.

The creature FCG anyone? I'm thinking we might as well take it down now. I don't think we'll need more concepts and the modeling of creatures is pretty much dependant on the whim of modelers, more so than other stuff.

The Dres architecture threads. Obviously we don't have concepts of everything yet, but I'd like to know how far modeling is coming along (will post question in respective thread). I wanted to draw some of the missing concepts myself, but I can hardly motivate myself to do that. They won't be there soon. I don't expect anyone else to contribute to the threads either.

The Mushroom forest: I presented some small plants for the place myself but I didn't get much feedback. I'm not seeing new concepts appearing any time soon, so we could perhaps come to a decision for a modeling claim on this one too.

Please discuss and say what you think about each of these.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

In this image http://img819.imageshack.us/img819/2600/mushroomplants.jpg 1a and b, 3 and 4 are definitely keepers. 2 is a little too chitinous looking but might look better with a bit more detail and colour. 5 looks perhaps a little too shriveled and rotten for something growing in a lush and vital forest.

In the large montage image here http://img143.imageshack.us/img143/876/trshroomforest.jpg

I really liked the mushrooms growing off the sides of other mushrooms or trees, it would add a lot of variety to the appearance of the area as a static that can simply be "plugged in" to the sides of other large statics. The funnel caps on the ground and larger, more colourful shelf mushrooms are also good ideas.

Also can I suggest that the mushroom forest be grouped into several smaller claims rather than one big one? We don't have many modelers, and making them have to do many models in one go could burn them out and make them lose interest. A single modeler making everything in a single claim is only required in claims with a great need for visual consistency (like the Dres Set) I'm starting to learn to model and I don't think I'd be able to cope with a large workload like the Ash Swamp claim looks to be.

As for the creature FCG, it doesn't need to be stickied any more. People can put up their ideas for revamped creatures if they have any flashes of inspiration without it being a full FCG anyway.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

Cathartis wrote: I really liked the mushrooms growing off the sides of other mushrooms or trees, it would add a lot of variety to the appearance of the area as a static that can simply be "plugged in" to the sides of other large statics. The funnel caps on the ground and larger, more colourful shelf mushrooms are also good ideas.
If you mean those brown toadstools growing off the side of the trees, I think those are already in the game. Colorful shelf shrooms seem like a good idea.
Also can I suggest that the mushroom forest be grouped into several smaller claims rather than one big one?
I agree. The models for the forest will probably be even more work than those for the swamp.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

Preliminary suggestion for Mushroom forest:

Atmospheric:
http://img143.imageshack.us/img143/876/trshroomforest.jpg

Trees:
Thin:
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroomonecolor.jpg
Large and bulky (also see atmospheric art):
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroomtwocolor.jpg
Medium size:
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroom3.jpg

Smaller plants:
1a and 1b: The size of these plants should vary from knee-high up to over a meter tall. 3: up to a few feet tall. 4: Up to a man tall.
http://img819.imageshack.us/img819/2600/mushroomplants.jpg
Funnel mushroom on the left:
http://img143.imageshack.us/img143/677/mushroomconcepts.jpg
Last edited by Myzel on Sat Aug 21, 2010 3:32 pm, edited 1 time in total.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

Sounds all good, but I think you mean left on the last one. ;)
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

I've been thinking about adding a smaller tree type to go with the ones made by Adanorcil, to fill the space between the tall trees and the low ground cover. These two concepts might work. I'm not sure if the bottom one will be a problem model-wise though, because of all the branches.

http://img228.imageshack.us/img228/1521/mushroomtree.png
http://a.imageshack.us/img541/3084/parasiticfungussporeori.png

What do you think: Either of these or just forget about a new type of trees?
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Lutemoth
Developer Emeritus
Posts: 750
Joined: Sat Dec 10, 2005 10:31 pm
Location: Null Zero, manifest
Contact:

Post by Lutemoth »

I lovelovelove the first concept, especially that it doesn't follow the same route as the emperor parasols, and will throw someone for a double-take when they realize the texture of the trunk. a variety of these in their shown development stages would be lovely
HoonDing mongori tiavo; Lemansha temin diang hibat.
The Hoon Ding guides us; all others can Make Way.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

I think we might be ok right now, but one more won't hurt and we can always use it somewhere else. I agree with Lutemoth: definitely go for the first. The second is just a really big mushroom.
Nalin
Developer
Posts: 709
Joined: Wed May 31, 2006 12:52 pm
Contact:

Post by Nalin »

The first (was that a LTS piece?) certainly has more of a forest feel to it, I'd forgotten all about that one!

I still like the second only in the fallopian-tube-and-ovary (diagram 3 or 4) stage. Both fit well together.

I'm not sold on Adanorcil's pine cone tree.


ps. I still like my offering
[url=http://img440.imageshack.us/i/shroomtrees.jpg/][img]http://a.imageshack.us/img440/8774/shroomtrees.th.jpg[/img][/url]
[url]http://www.rvnant.tumblr.com/[/url]
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

I also like your concept, but it doesn't blend very well with the look we eventually went for. Adan's trees with my atmospheric piece is the closest we have come to a complete concept for the look and feel of the forest. I think we will go with Lighter's tree as an addition to that since it looks like it'll fit in. I'll split the needed models into three claims: one for adan's trees, one for the four small plants and a separate one for Lighter's tree, perhaps two variations of it.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

As we're getting closer to the old Map 5 area, I have at least one request for an FCG for things we can model: flora. Having half a dozen or so new trees and some new bushes/whatnot in the BM style would be incredibly useful. Specifically, some very tall firs (twice as tall as the current BM firs), with alternates of foliage starting at both the base of the tree (like the current BM ones) and starting halfway up--or slightly higher-the height of the tree's trunk.

Let me know if I wasn't specific enough, and what your thoughts are.

Thanks,
Haplo
After Deshaan has seen enough concepts (which is going a bit slow atm... maybe I should do some more myself) I will set up an FCG for this. I'd say two new tree types and a couple of smaller plants. Central to these plants should be (imo) that they fit with the normal BM trees but are actually interesting. They should resemble a real-world conifer tree at first sight, but have some alien characteristic in it's shape or look that make it at home in morrowind.

It'll be a while before I make the FCG. For now, I'm open to suggestions regarding what we could use. (Just in case: don't post ideas for concepts here. That's not what this thread is about. This is the thread about th thread.)
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Excellent. Also keep in mind we will be creating and working on this area before Deshaan Plains.
Forum Administrator & Data Files Manager

[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
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

This is the PM I was going to send to Lestat:
-----------
Once I prod the head of concept art a few more times, we will hopefully finally be getting the ball rolling on some concepts and basic region planning. The set that you offered up was the set you intended for the reach right? Are you planning on having a different set for the area around windhelm?

Our current plan is to have some custom flora (and, god willing, fauna) that is basically a MW take on winter. We are going to leave it up to our artists to conceptualize this, but I am certain that there could be some overlap into skyrim with these objects.

If you haven't got a set for the area around windhelm, it might be beneficial for our teams to work together to create it. If you have made a set, then it would be beneficial for us not to reinvent the wheel.

So to sum up my rambling PM: We are starting work on Uld Vraech, any input/manpower would be greatly appreciated.
-----------

His inbox is full though, which is why I am posting it here as to not have it fall off my clip board. Comments suggestions and corrections should be posted here. I am hoping that if we are making things that both projects can use, perhaps some skyrim modelling manpower will head our way and the process can go faster. (particularly for an exterior set)

Edit: sent
Reviewing Administrator
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
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

So, we're ambitious about this area? Is there any interest for more than just flora? Architecture perhaps, or miscs, or even creatures?
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

I figured this area could warrant ambition since I believe we will have skyrim working beside us. I think a snow version of the velk would be nice for this area (furrier), apart from that I can't think of any more fauna.

I won't know about architecture til I hear from lestat, but yes to everything else. We don't just want to have this area be a copy of bloodmoon.
Reviewing Administrator
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
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

I'll advertise this fellow again. Just don't call him velk. :p

[url=http://img69.imageshack.us/img69/9092/morrowindcreaturecolor2.jpg][img]http://img69.imageshack.us/img69/9092/morrowindcreaturecolor2.th.jpg[/img][/url] [url=http://img69.imageshack.us/img69/9381/morrowindcreaturecolor.jpg][img]http://img69.imageshack.us/img69/9381/morrowindcreaturecolor.th.jpg[/img][/url]
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

Did I miss a name change?

Anyway, Lestat responded and he has indeed already made the tileset for that region, along with a few rocks and plants (including ingredients). We don't want the regions to be identical, so we want a few things of our own. (also a few of those things will probably end up on their side of the border)

I am waiting on a a re-upload of the video of the set for that region, hopefully we will see the flora and rocks too.
Reviewing Administrator
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
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

Lestat sent me these images of models used in their Eastmarch region.

http://www.dropbox.com/gallery/9897526/1/Skyrim%20Statics?h=d31911
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Not to diss on the Skyrim objects, but those images seem spectacularly anticlimactic... I think we have rocks and ferns already.

Myzel: while creatures would be nice, the priority is static objects that would be placed during exterior creation. We're now out of Map 4 claims... which means Map 5 is next. So this stresses the need for stuff our exterior modders can use.
Forum Administrator & Data Files Manager

[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
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

Since it has priority, I'll put it up soon.

Uld Vraech FCG suggestion:

"Exterior work on Uld Vraech (map 5) will be starting soon, and I've been asked to provide some concepts for the region. Uld Vraech is the region bordering Skyrim, and this will essentially be a Morrowind take on winter. The focus is on flora and misc statics."

"Flora:
We want at least two new tree types and a couple of smaller plants. Central to these plants should be that they fit with the normal Bloodmoon trees, but are actually interesting. They should resemble a real-world conifer tree at first sight, but have some alien characteristic in their shape or look that make them at home in morrowind. No new mushrooms."

Misc:
I'm thinking remnants of nordic habitation could be fun to add, like burrows, shrines, waystones, altars. I'm not sure what Bloodmoon provides in this regard and I'll need some more feedback and ideas here. Any other type of miscs that you'd use?
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
gro-Dhal
Lead Developer
Posts: 985
Joined: Sun Nov 05, 2006 4:32 pm
Location: A charter'd street

Post by gro-Dhal »

-Nordic menhirs defaced/sanctified with Tribunal symbols.
-The skeletons of burned-down and subsequently overgrown longhouses or roundhouses.
-Redoran-style gibbets placed as a deterrent to Nord interlopers.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

I like the first idea. The Uld Vraech is Where We Got Our Shit Together And Kicked Those Motherfuckers Out.
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

For my first ash swamp WIP idea throwabout-y. Download this.
Attachments
TR_5-21-Red-Nemon.esp
one of the northern cells...
(1.45 MiB) Downloaded 92 times
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

Loving the concept so far, Nemon.
Suggestions for improving it:

-natural containers. those small mushroom models could easily be made to do this.
-a retextured version of the swamp troll, perhaps smaller and weaker, that subside by feeding on the small mushrooms growing in and around the swamp
-deeper parts of the swamp where pools of sludge have accumulated under the water level. possibly corpses of those who got stuck in the sludge.
-(this one kinda nicked from Adanorcil) low, flattened rocks that look like solidified, cracking mud and sludge.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
User avatar
Bloodthirsty Crustacean
Developer Emeritus
Posts: 3869
Joined: Fri Feb 02, 2007 7:30 pm
Location: Elsewhere

Post by Bloodthirsty Crustacean »

Possibly being dumb with this, but I think the use of terrain as well as water will definitely be necessary, if the shallow water is being part of your concept here? I mean obviously the whole thing won't be submerged I assume, but even over a moderately large area as at present, it just looks like a lot of floating statics, and doesn't feel very 'grounded' or natural.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Being a swamp, large portions will be underwater. Not sure if there are swamps where you live, but there's a famous swamp here in Georgia, the Okefenokee swamp, where you can see how such areas look in real life.

http://images.travelpod.com/users/holtwebb/1.1223654520.trembling-earthx-okefenokee-swampx-georgia.jpg

http://www.lincolngallery.com/images/artists/ewidner-okefenokee-swamp.jpg
Forum Administrator & Data Files Manager

[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
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

It's not that I want an "easy" region to mod because of all the tiresome mountain stuff includes slopes, valleys, ravines and whatnot. The main essence I wanted to capture with the ash swamps was the feeling of potentially feeling lost in a dangerous area. Grey and dark shades, combined with spiffy lighting and atmospheric sounds could make this swamp unique, like nothing else we've seen or heard in TR. The MGE watershader is also a brilliant tool to almost double the please in this region with its awesomeness, and if one region could use that extra lovelyness this is it. No other regions we've got so far will be like this, so I suggest continuing down this road.

Speaking of containers, I'd love to see some effort put into that to reward the player for exploring. Only statics would turn boring quickly, and TR is not boring! Smaller grey swamp trolls would also be nice, and if we last but not least could get some more retextured AL-trees (the simple brownish ones are already used in this concept) and -important- dead roots this could REALLY be cool. I'd also love to have flora debris floating about some places, with the float script that could work as well.

Concerning region size, I want this region to reach from kogotel north into parts of 5-23, the whole of 5-3 (although parts of these claims will be with slight elevation because of neighbouring VM), bottom of 5-20, maybe a bit of 5-24, the entire 5-27 and northern parts of 5-26. The river from Kogo'tel will still be featured, with deeper levels and less trees in it.

On walkways, I'd love to see rickety bridge constructions, few walkable land parts and generally a feeling of decay.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

It's not like the ground under the water level has to be flat, anyway. Water channels (swift swim enchantments sold at local magic vendors and a lack of slaughterfish could make these far better than any road for transport), sinkholes and perhaps the occasional underwater volcanic area could really add to the exploration value of the place.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
User avatar
Scamp
Reviewer
Posts: 794
Joined: Sat Nov 21, 2009 6:15 pm
Location: The Velothi Mountains
Contact:

Post by Scamp »

[url=http://img692.imageshack.us/i/mgescreenshot5.jpg/][img]http://img692.imageshack.us/img692/9532/mgescreenshot5.th.jpg[/img][/url]
"Scamp you are the wonderboy" - Praedator

[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

My opinions on that so far:


- more fog (in the sense of weather fog, not activators). I think this is crucial in making it feel swampy and disorienting. (I realize part of that is MGE making everything visible from miles away.)

- less dead trees and some more other flora(I.e, less 'dead', more 'swamp'.)

- don't exactly know how, but I feel it should still look more chloriny-acidy-deadly-weirdo-biotope. Right now it's still rather much 'flooded ashlands'.
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

Perhaps using the sulphur MA textures sparingly might improve the areas above the water?
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Adanorcil
Developer Emeritus
Posts: 806
Joined: Sun Jan 22, 2006 9:41 pm

Post by Adanorcil »

Perhaps, yeah. It could use a few extra land textures too.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

I don't think the area in that screenshot is using any of the scum covers that are available. There were ash swamp versions of the "bc scum pond" things added to TR_Data that would improve the look much better than the horrid Photoshop bubble wrap effect on the water going on in that picture.
Forum Administrator & Data Files Manager

[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
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

There are indeed ash versions of the BC scum. The thing is, are we looking at a dilemma here where we could be utilizing the MGE water+reflections (minus Scamps altered wave-height haplo obviously dislikes) but instead are using non reflecting statics thus missing out on a great opportunity to use shinyawesomegraphics? I posted a wip concept further up, suggesting excessive use of water and few and barely raised land parts. I rather don't want to see this a grey version of the greener swamps around Seyda Neen.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

I thought the ash scum was for use under the water at the bottom of channels and sinkholes? Sludge is heavier than water, after all.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Its intent is to be used the same way as BC scum. It's not silt, but something covers water to make players think the whole pool of water is of the same consistency.

@Nemon: Not everyone uses MGE, you know... fewer still use it to modify the water. Just some food for thought.
Forum Administrator & Data Files Manager

[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
User avatar
Myzel
Developer Emeritus
Posts: 729
Joined: Thu Aug 07, 2008 8:19 pm
Location: The Concept Art Forum
Contact:

Post by Myzel »

I actually do like the way the water looks. I threw a retex of the BC scum into the modeling claim as a kind of 'what the heck' last minute decision, just in case it might be useful.

I do agree that there needs to be dense fog at all times, and some variation in the height of the terrain would be better too imo. Perhaps a few islands here and there.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

I am making a new concept proposal, it will feature more variation in terms of water/land. A 50/50 divide, making the barnaclefree dock constructions necessary to get through the area. + more sludge/scum. I dropped the water reflection thing, maybe an area in map 6 could utilize this. It's a dirty swamp after all...

Hopefully a few screens tonight.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
Locked