What Would It Take?
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- PangeanSage
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What Would It Take?
To get this project into overdrive?
I'll be to the point, I want to play all of tamriel, all of it. I don't want there to be a limit. And I thought that there was a mod out there that was nearing the completion of all of Tamriel. Said mod turns out to be Tamriel Rebuilt which, only has the Morrowind province so far. So then I have to ask, what would it take to get this project into overdrive?
I'll be to the point, I want to play all of tamriel, all of it. I don't want there to be a limit. And I thought that there was a mod out there that was nearing the completion of all of Tamriel. Said mod turns out to be Tamriel Rebuilt which, only has the Morrowind province so far. So then I have to ask, what would it take to get this project into overdrive?
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There are projects building Cyrodiil and Skyrim, as well as this one building Morrowind, but really the creation of the whole of Tamriel will take decades, if it ever happens.
I vaguely recall a statistic saying that the playable area of Tamriel, were it to be rendered at TES:III scale, would be equal to the geographical area of Croatia.
All of that area has to be made from scratch, and is consequently very difficult. You could generate the landscape using some sort of theoretical software (and the heightmaps do indeed exist for Tamriel), but it would be very boring without the interiors, NPCs or quests. You would still need a group of people to check over it for errors. Etc,.
This is a hobby project. Bethesda had a paid team of dozens and they managed to do just Vvardenfell alone in a few years. Extrapolate that and you can appreciate just how long it would take. Trying to hurry the process - whilst admirable, and close to many of our dreams - is sadly impossible.
I vaguely recall a statistic saying that the playable area of Tamriel, were it to be rendered at TES:III scale, would be equal to the geographical area of Croatia.
All of that area has to be made from scratch, and is consequently very difficult. You could generate the landscape using some sort of theoretical software (and the heightmaps do indeed exist for Tamriel), but it would be very boring without the interiors, NPCs or quests. You would still need a group of people to check over it for errors. Etc,.
This is a hobby project. Bethesda had a paid team of dozens and they managed to do just Vvardenfell alone in a few years. Extrapolate that and you can appreciate just how long it would take. Trying to hurry the process - whilst admirable, and close to many of our dreams - is sadly impossible.
- PangeanSage
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- Lady Nerevar
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Like Lurker said, it'll take decades. Let's ignore all the new meshes/textures, NPCs, quests, and exteriors it would take to make the continent, and look at interiors alone. Bethesda had 7 level designers, who handle the interior layouts, for Skyrim. It took 7 people working 40 hours a week (this is not counting crunch time) 3-4 years to make the interiors for Skyrim. Let's assume that the rest of Tamriel will have the same number of interiors (it won't - Morrowind's scale is much bigger than Skyrims, so it'll need even more interiors), that means that it would take 21-28 years to make interiors for the rest of Tamriel. That's 7 professional designers working 8 hours a day, 5 days a week. I'm not going to do the math, but you can imagine just how many full-time people it'd take to make that many interiors in a reasonable timeframe. Then consider the fact that someone has to make meshes and exteriors before you can make interiors, and that someone has to make NPCs and quests so you can call the mod done.
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This is going to sound really lame, but if you really want the next release to be out faster you're more than welcome to open a showcase thread and submit a file so that you can join the team. You'll get to help us make progress towards the Almalexia release, plus you'll get access to all the juicy internal test files.
- PangeanSage
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Most "original" textures don't exist and aren't worth getting permissions when we can make them in-house to fit our specific needs.PangeanSage wrote:And about those meshes and textures, it is possible I hear, to convert oblivion resource mods to morrowind. And probably vice versa as well. As long as the meshes and textures are original of course.
Also, you come across as a bit of a dick when you say we're "Only almost done with the Morrowind province."
Oh no we're only tripling the landmass a-bloo-bloo-bloo. We get more and more members every day, and even our newest members contribute quite a bit. Quality over quantity.
- PangeanSage
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.
If you can think of a way to provide the kind of funding required for all of us to quite our jobs, relocate, and work full time on this project together somewhere, I bet we could finish by the new year
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Re: What Would It Take?
A large amount of cocaine and amphetamines delivered to Tamriel-Rebuilt's Corporate Headquarters comes to mind as a good productivity booster. Maybe through in some snuggies and a beer helmet, to boot.PangeanSage wrote:So then I have to ask, what would it take to get this project into overdrive?
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
Having physics would require a rewrite of the MW engine and is far beyond the purpose of TR. There are however other projects like OpenMW who intend to add physics to the game (they are still WIPs though).PangeanSage wrote:Well if you guys completed the morrowind province and with others working on Skyrim and Cyrodiil. Upon their completions that would make over half of Tamriel. I wonder though, is there any mod out there that makes the physics more like oblivion, that allows you to pick up objects?
More people working on it instead of complaining that it isn't done would be a good start.PangeanSage wrote:So then I have to ask, what would it take to get this project into overdrive?
- Matin Sanguine
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Well the option for members to join does exist, there is a section for it in the top right in case you wish to learn more.PangeanSage wrote:I think it's a matter of organization and an available workforce. If you guys could recruit new members and set up a donation for the cause, I'm sure it would help out a ton.
The members of this project work pretty damn hard as it is, And consider this: Most (if not all) do this as a hobby, and they are essentially going above and beyond what Bethesda did in Vvardenfell. Projects like these simply take a long time unfortunately, especially on this scale and under these circumstances.PangeanSage wrote:So then I have to ask, what would it take to get this project into overdrive?
http://www.shotn.com/forums/ (I'm pretty sure this is the right place, don't know for certain)PangeanSage wrote:I don't suppose I could have links to the Skyrim and Cyrodiil projects?
http://www.provincecyrodiil.com/
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- PangeanSage
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The Skyrim one looks beautiful, the cyrodiil one looks a lot more different from cyrodiil in oblivion though. But that can be a good thing. I'm not very experienced in the field of modding, but I do believe I can help in certain ways, for all the provinces. But unfortunately I must wait for my copy of Morrowind that I ordered off of ebay to arrive. :l Until then all I have is a vast knowledge of mods for oblivion. As for the physics I was thinking of something along the lines of morroblivion, if it were possible to do something like that then I know of a lot of immersive mods for oblivion that could be incorporated into the game. Even if most of them are beta.Matin Sanguine wrote:Well the option for members to join does exist, there is a section for it in the top right in case you wish to learn more.PangeanSage wrote:I think it's a matter of organization and an available workforce. If you guys could recruit new members and set up a donation for the cause, I'm sure it would help out a ton.
The members of this project work pretty damn hard as it is, And consider this: Most (if not all) do this as a hobby, and they are essentially going above and beyond what Bethesda did in Vvardenfell. Projects like these simply take a long time unfortunately, especially on this scale and under these circumstances.PangeanSage wrote:So then I have to ask, what would it take to get this project into overdrive?
http://www.shotn.com/forums/ (I'm pretty sure this is the right place, don't know for certain)PangeanSage wrote:I don't suppose I could have links to the Skyrim and Cyrodiil projects?
http://www.provincecyrodiil.com/
I also know of a lot of oblivion resource mods that could help for other provinces in Tamriel, whether just for ideas or actual implementation. Keeping in mind if it is possible to actually cross port these game mods and the modders give free use of their mods. Or if anything just their ideas. I originally wanted to mod oblivion a lot. But I gave up on that idea seeing as how most of the serious modships were given up on.
The Cyrodiil in Oblivion was crap and you know it. (Or rather, you should know if you're anywhere near as interested in Elder Scrolls lore as we are)PangeanSage wrote:
The Skyrim one looks beautiful, the cyrodiil one looks a lot more different from cyrodiil in oblivion though.
We are making Cyrodiil exactly the way it was always supposed to be. Maybe you will notice that when your copy of Morrowind arrives.
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[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
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- PangeanSage
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Oh well, textures aren't the hardest thing in the world to change. And plus they don't look that bad anyways. I mean if I was worried about textures I wouldn't still be playing Ocarina of Time.Why wrote:We're not really in the business of using Oblivion models though. We strive to follow the vanilla visual style, so our models need to be of lower resolution and poly count than the ones made for Oblivion. It's actually a deliberate design choice on our part.
Scamp wrote:The Cyrodiil in Oblivion was crap and you know it. (Or rather, you should know if you're anywhere near as interested in Elder Scrolls lore as we are)PangeanSage wrote:
The Skyrim one looks beautiful, the cyrodiil one looks a lot more different from cyrodiil in oblivion though.
We are making Cyrodiil exactly the way it was always supposed to be. Maybe you will notice that when your copy of Morrowind arrives.
Well the cities in cyrodiil were crap... but I did like the forests and nature. It'll be interesting to see how Cyrodiil looks though.
PangeanSage wrote:
The Skyrim one looks beautiful, the cyrodiil one looks a lot more different from cyrodiil in oblivion though. But that can be a good thing. I'm not very experienced in the field of modding, but I do believe I can help in certain ways, for all the provinces. But unfortunately I must wait for my copy of Morrowind that I ordered off of ebay to arrive. :l Until then all I have is a vast knowledge of mods for oblivion. As for the physics I was thinking of something along the lines of morroblivion, if it were possible to do something like that then I know of a lot of immersive mods for oblivion that could be incorporated into the game. Even if most of them are beta.
I also know of a lot of oblivion resource mods that could help for other provinces in Tamriel, whether just for ideas or actual implementation. Keeping in mind if it is possible to actually cross port these game mods and the modders give free use of their mods. Or if anything just their ideas. I originally wanted to mod oblivion a lot. But I gave up on that idea seeing as how most of the serious modships were given up on.
Province Cyrodiil not looking like Oblivion is almost certainly a good thing because Oblivion threw out a lot of lore while P:C is aiming to recreate Cyrodiil as described in the first Pocket Guide.
Secondly nothing like Morroblivion will ever happen to TR, P:C or ShotN. None of these mods care about physics and there are many practical reasons why it won't happen.
The forest and nature in Oblivion isPangeanSage wrote: Well the cities in cyrodiil were crap... but I did like the forests and nature. It'll be interesting to see how Cyrodiil looks though.
a) bland and boring
b) not a jungle (unlike the Cyrodiil described in lore)
- PangeanSage
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Well one thing I didn't like about oblivion was that Cyrodiil became Medievalish, and the creatures of Cyrodiil were mostly wildlife. And the Legion became... this...alex25 wrote:PangeanSage wrote:
Province Cyrodiil not looking like Oblivion is almost certainly a good thing because Oblivion threw out a lot of lore while P:C is aiming to recreate Cyrodiil as described in the first Pocket Guide.
Secondly nothing like Morroblivion will ever happen to TR, P:C or ShotN. None of these mods care about physics and there are many practical reasons why it won't happen.
The forest and nature in Oblivion is
a) bland and boring
b) not a jungle (unlike the Cyrodiil described in lore)
http://www.youtube.com/watch?v=OCsMKypvmB0
It really contradicted the way I viewed Cyrodiil in Morrowind.
- PangeanSage
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That would be nightmarish over employment! We would have far too many hands in the pot and not enough cookies, so to speak. In my grizzled opinion, a perfectly (active) modder-saturated TR would have 15 to 20 exterior modders, 20 to 40 interior modders, 10 reviewers capable of doing interiors and exteriors, 10 to 15 modelers, 20 quest writers/implementers, 3 to 10 dialogue/literature modders, 3 to 5 sound/fx/music modders, and 25 playtesters. I've probably skipped a group or two though. That would put us at an active modder count of 115 to 140 active people at TR, when you include the floaters and the management.Bero wrote:1600 modders for each department would be nice...
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- PangeanSage
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So the biggest way I could help is by recruiting active modders for morrowind?Haplo wrote: That would be nightmarish over employment! We would have far too many hands in the pot and not enough cookies, so to speak. In my grizzled opinion, a perfectly (active) modder-saturated TR would have 15 to 20 exterior modders, 20 to 40 interior modders, 10 reviewers capable of doing interiors and exteriors, 10 to 15 modelers, 20 quest writers/implementers, 3 to 10 dialogue/literature modders, 3 to 5 sound/fx/music modders, and 25 playtesters. I've probably skipped a group or two though. That would put us at an active modder count of 115 to 140 active people at TR, when you include the floaters and the management.
I'd give you a showcase, but I have no mods to speak for myself. Although I am familiar with exterior and interior modding. I think as long as the OB: CS and M: CS are relatively the same I shouldn't have a problem. What would make a good showcase? I'm still waiting for morrowind to arrive in the mail.
If you haven't played morrowind the best thing you can do for your showcase - no matter what it is - is to actually play the game a ton. Unless you're some kind of savant (or arvisrend), you can't have a good idea of what you want to make before you've ever experienced it. That's like asking what should you program in C before you have ever used a computer.PangeanSage wrote:So the biggest way I could help is by recruiting active modders for morrowind?Haplo wrote: That would be nightmarish over employment! We would have far too many hands in the pot and not enough cookies, so to speak. In my grizzled opinion, a perfectly (active) modder-saturated TR would have 15 to 20 exterior modders, 20 to 40 interior modders, 10 reviewers capable of doing interiors and exteriors, 10 to 15 modelers, 20 quest writers/implementers, 3 to 10 dialogue/literature modders, 3 to 5 sound/fx/music modders, and 25 playtesters. I've probably skipped a group or two though. That would put us at an active modder count of 115 to 140 active people at TR, when you include the floaters and the management.
I'd give you a showcase, but I have no mods to speak for myself. Although I am familiar with exterior and interior modding. I think as long as the OB: CS and M: CS are relatively the same I shouldn't have a problem. What would make a good showcase? I'm still waiting for morrowind to arrive in the mail.
- Terrifying Daedric Foe
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If you want to make an interior showcase it should be at least 2x3 with two storeys, using either the hlaalu, velothi or indoril tileset. You should use de_p furniture without stylemixing and contain at least 100 references (although that is an absolute bare minimum).
Make sure you rotate objects correctly when placing them on de_p furniture because it is uneven.
Make sure you rotate objects correctly when placing them on de_p furniture because it is uneven.
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- PangeanSage
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The biggest thing I need to know is, is there a huge difference between Oblivion Construction Set and the Morrowind Construction Set?Terrifying Daedric Foe wrote:If you want to make an interior showcase it should be at least 2x3 with two storeys, using either the hlaalu, velothi or indoril tileset. You should use de_p furniture without stylemixing and contain at least 100 references (although that is an absolute bare minimum).
Make sure you rotate objects correctly when placing them on de_p furniture because it is uneven.
I've played morrowind... I just never had it for the PC, fun fact I still have the original morrowind x-box game. And I've experimented with the constuction set in Oblivion before, but never really made anything worthy... a house and character here... a small cave complex there... my biggest concern was downloading a ton of resource mods and getting them to work together. Then the fun could begin, I mean lets face it. Oblivion did not really have much... resource mods provided where oblivion fell short.Mortimer wrote: If you haven't played morrowind the best thing you can do for your showcase - no matter what it is - is to actually play the game a ton. Unless you're some kind of savant (or arvisrend), you can't have a good idea of what you want to make before you've ever experienced it. That's like asking what should you program in C before you have ever used a computer.
- Terrifying Daedric Foe
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The biggest thing I need to know is, is there a huge difference between Oblivion Construction Set and the Morrowind Construction Set?[/quotePangeanSage wrote:Terrifying Daedric Foe wrote:If you want to make an interior showcase it should be at least 2x3 with two storeys, using either the hlaalu, velothi or indoril tileset. You should use de_p furniture without stylemixing and contain at least 100 references (although that is an absolute bare minimum).
Make sure you rotate objects correctly when placing them on de_p furniture because it is uneven.
As far as I'm aware, no. They are very similar and if you know one you should be able to pick up the other very quickly. There are plenty of tutorials on this site if you get stuck.
'The strange thing about TR is that I think it is by and large accepted that we will finish. We are all the sort of crazy people that would do such a thing. We are inevitable.' ~ Thrignar Fraxix