Dres Exterior Set

Place where approved concepts are developed into in-game assets. (Models & Textures)

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SamirA
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Post by SamirA »

I can't wait to see people building cities with this set.
And that's how you get to Llama School.
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Post by Osidian »

SamirA wrote:I can't wait to see people building cities with this set.
Indeed, Dres cities are going to be awesome. The set looks great, Mwgek!
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Post by Mwgek »

Ty guys. Currently busy with finishing some wooden stuff and the banners. Hope to have a new file up somewhere next weekend.

A small preview:

[url=http://imageshack.us/photo/my-images/17/bannertestg.jpg/][img]http://imageshack.us/a/img17/7615/bannertestg.th.jpg[/img][/url]

[EDIT]Btw, What else you want on banners?[/EDIT]
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Post by Mwgek »

Still going on with this. This weekend I should get some stuff finished (yes, I did say the same thing last weekend). After that will be the Christmas days and after that I'll be out of the country for a few days. But I really want to pump out some new stuff here. (door/balcony etc..)

For now I updated the Larva lamp with some animation:

[url]http://www.youtube.com/watch?v=D_kcvzaYe6k[/url]
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Post by SamirA »

I love the larva moving in the lamp, great stuff.
And that's how you get to Llama School.
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Post by Haplo »

That's awesome, Mwgek! Think you could send that video file to me in a PM or something, so I can add it to the TR YouTube account?
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Post by Peterboy »

Love it, love it :D

I hope we will use these larvalamps in interiors too! In case could you please do a version without the lamp swinging, just with the larva moving?
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Post by Mwgek »

The swing is just a standard rotation script that you can use on lanterns and the like. For interior you just want to use the same model and lose the signrotation script and maybe the lower the glow radius.

Maybe when we get to it, I'll make a different interior version..
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Post by Haplo »

Pasting here so it is not forgotten:

[12/23/2012 05:28PM] <+Cat> Do we have strider ports and walls and stuff?
[12/23/2012 05:28PM] <+Cat> dock pieces perhaps?
[12/23/2012 05:28PM] <~Haplo> oooh dock pieces
[12/23/2012 05:28PM] <~Haplo> definitely need those. we have walls, dunno about strider port
[12/23/2012 05:29PM] <+Cat> the Dres equivalent of a helipad, for Skyrenders :P
[12/23/2012 05:29PM] <~TF|> sexy walls
[12/23/2012 05:29PM] <~TF|> oh man
[12/23/2012 05:29PM] <~Haplo> and some of those hlaalu staircases
[12/23/2012 05:29PM] <+Cat> with a painted symbol on the floor to land on
[12/23/2012 05:29PM] <~Haplo> like are used for the Balmora guild of mages and guild of fighters entrances
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Post by Mwgek »

Stairs, Docks, Doors, Planters, Well, modular bridges, fancy single bridges, standing streetlight, banners and Watchtower.

First I will finalize what I have made so far and make a WIP for that stuff.
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Post by Why »

I find myself surprisingly excited at the thought of a helipad. I'm not sure if this is a good feeling to have.
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Post by Mwgek »

Lacking updates.

[url=http://imageshack.us/photo/my-images/819/mz9x.png/][img]http://imageshack.us/a/img819/25/mz9x.th.png[/img][/url]

[url=http://imageshack.us/photo/my-images/849/4s33.png/][img]http://imageshack.us/a/img849/8020/4s33.th.png[/img][/url]
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Post by Mwgek »

Was messing around on how we should implement stairs in the Dres set.

Here is an example of what I tried today. It doesn't really work on the 2x2 buildings but with a longer x3 side it works properly. Every stair that goes to the side will look weird bleeding the pillars at the bottom. I'm open for suggestions on how to implement a balcony (a la Hlaalu).

[url=http://imageshack.us/photo/my-images/844/aacz.jpg/][img]http://imageshack.us/a/img844/489/aacz.th.jpg[/img][/url][url=http://imageshack.us/photo/my-images/10/si6y.jpg/][img]http://imageshack.us/a/img10/3525/si6y.th.jpg[/img][/url]

I think the loose parts will be something different from the other sets and it's loosely inspired by the Inca stairs on their terraces. I will set on some normal stairs like this aswell, since this one is sloping towards the building.
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Post by gro-Dhal »

I think it breaks up the shape of the Dres building too much. On the other hand it looks like each step might be removable, which would be a handy way of trapping slaves in their pits when they're not needed.
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Post by Gez »

How about no stairs at all? Ramps. Ramps with a half-hexagonal cross-section: \__/. The angled part becomes flat on one side at the top so as not to stick out when the ramp reached a terrace.

That basic ramp shape could also serve as small bridges. On bridge endpieces, the \__/ shape gracefully flattens into a ____ shape.
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Post by Infragris »

How about the small stairs with the curves underneath in [url=http://images.uesp.net/4/44/MW-concept-19.jpg]this drawing[/url]? A mesh like this was actually included on the Morrowind disc, but never used in game.
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Post by Mwgek »

gro-Dhal wrote:I think it breaks up the shape of the Dres building too much. On the other hand it looks like each step might be removable, which would be a handy way of trapping slaves in their pits when they're not needed.
I agree that it break up the standard Dres shape I had going and I like the slave idea.
Gez wrote:How about no stairs at all? Ramps. Ramps with a half-hexagonal cross-section: \__/. The angled part becomes flat on one side at the top so as not to stick out when the ramp reached a terrace.

That basic ramp shape could also serve as small bridges. On bridge endpieces, the \__/ shape gracefully flattens into a ____ shape.
I don't really get what you are trying to explain here :).
Infragris wrote:How about the small stairs with the curves underneath in this drawing? A mesh like this was actually included on the Morrowind disc, but never used in game.
I like the idea, maybe i try that without the curve, but with a straigth line.

-------------------------------------------------------

Next update are the alpha decals. I finally got it sort of working.

Video for the shop signs:[url]http://www.youtube.com/watch?v=RRWHctE2KIQ[/url]

And a screenshot for a try at the decorative alphas:
[url=http://imageshack.us/photo/my-images/17/jl39.jpg/][img]http://imageshack.us/a/img17/16/jl39.th.jpg[/img][/url]

Please keep ideas coming. I can definately use them for completing this.
Last edited by Mwgek on Fri Aug 30, 2013 6:58 am, edited 1 time in total.
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Post by Gez »

Mwgek wrote:I don't really get what you are trying to explain here :).
You asked for it.
[url=http://imgur.com/Hs4IpG8][img]http://i.imgur.com/Hs4IpG8s.jpg[/img][/url]
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Post by Mwgek »

Gez wrote:
Mwgek wrote:I don't really get what you are trying to explain here :).
You asked for it.
[url=http://imgur.com/Hs4IpG8][img]http://i.imgur.com/Hs4IpG8s.jpg[/img][/url]
I get it now. I'll try something.
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Post by Mwgek »

Further update on the alpha planes. They are a hazard to place but look very good in my opinion. It also makes every building look unique. This time I tried the daedric lines. They look pretty good, but i'm not sure what they need to say. Now i'm referring to a lot of ancestral stuff. I think that is a nice thing to do with these. Praising the ancestors. Here is an image to show day and night.

[url=http://imageshack.us/photo/my-images/845/atyn.jpg/][img]http://imageshack.us/a/img845/7027/atyn.th.jpg[/img][/url]

If we use the daedric lines I need someone to put up a list with some small lines to place on them. You can see that it can't be really long. More is better.

-----------------------------------------------------------
-----------------------------------------------------------

And niches for ancestal urns etc:

[url=http://imageshack.us/photo/my-images/580/f0p9.jpg/][img]http://imageshack.us/a/img580/4214/f0p9.th.jpg[/img][/url]
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Post by Mwgek »

Triple post:

Ancestral Pillar
[url=http://imageshack.us/photo/my-images/571/0c7z.jpg/][img]http://imageshack.us/a/img571/2527/0c7z.th.jpg[/img][/url]

I would like some feedback since I'm working without concept art here. I imagine this as a village centerpiece where people can leave offerings on the tables. The three faces should be modular. So we can make some extra for variation. Or I can stick them on there for easy placement. The rotation is kinda bitchy.
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Post by Jule »

Since there is nothing to compare it to, how big is this actually?
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Post by Infragris »

The alpha planes are wonderful, but I'm a bit worried that they might be difficult to see in the daylight, especially with the shop signs. Of course, it's difficult to see from just a picture. Perhaps a subtle black outline for some of the larger/more gameplay oriented signs?

I'm also wondering if some of the planes (again, the shop signs) could be made in different sizes? It would make a Dres street a bit more dynamic in case we need to use the same sign twice.

EDIT: about the ancestral pillar: it looks a bit odd and bulky right now. How would it look if, instead of the jutting altars, you used niches like in your previous picture? Like the furn_6th_ashpillar object in the vanilla game. There could still be an altar-like slab on the ground on each side, something like the furn_redoran_shelf objects maybe.
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Post by Mwgek »

Since there is nothing to compare it to, how big is this actually?
Like a two story house.
The alpha planes are wonderful, but I'm a bit worried that they might be difficult to see in the daylight, especially with the shop signs. Of course, it's difficult to see from just a picture. Perhaps a subtle black outline for some of the larger/more gameplay oriented signs?

I'm also wondering if some of the planes (again, the shop signs) could be made in different sizes? It would make a Dres street a bit more dynamic in case we need to use the same sign twice.
The stuff should show at night and not so good during the day. That is the purpose. It's not like the Dres are traveller friendly and the locals can find the shops. The planes can always be resized in the cs.
EDIT: about the ancestral pillar: it looks a bit odd and bulky right now. How would it look if, instead of the jutting altars, you used niches like in your previous picture? Like the furn_6th_ashpillar object in the vanilla game. There could still be an altar-like slab on the ground on each side, something like the furn_redoran_shelf objects maybe.
I get what you mean with bulky. I'm not so happy with it either. Going to try some variations on the same sort of concept.

New! the door: http://imgur.com/a/9xFPM
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Post by Mwgek »

Doesn't really belong here anymore, but where else do I need to go. Started animation the Glow Larva from the lantarns. Using blender is a bitch but it's getting better. 3 animations done so far: Walkforward, Idle2 and 3.

http://www.youtube.com/watch?v=da4qZeswfi8

Now going to finish the rest for my first creature release!
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Post by Yeti »

How large are these things going to be? Kwama forager-sized? Will they be hostile or passive? It's looking pretty neat regardless. Nice work Mwgek.
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Post by Mwgek »

I imagine them to be smaller then kwama foragers. Otherwise they won't fit in the lanterns and the Dres really have to look for right sized bugs :). Also passive I think and mainly with a particle attack, like poison spray, if that is possible.. But only as defence.
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Post by roerich »

Looks neat. They should have a CE Light spell as well. :P If that can't somehow be solved in the modelling department, as a blueish light would be preferable to the one created by the Light spell.
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Post by Melchior Dahrk »

Mwgek wrote:I think and mainly with a particle attack, like poison spray, if that is possible.. But only as defence.
Kwama Foragers have a particle spray, so it's possible.

I can't watch the video at the moment, so I can't comment on it. But I want to ask the question: why make new animations? Why not just rig the model to the Forager animations? It even has the particle effect attack. Not that I don't want to see a new, animated creature, I just hate to see you blow your brains out over the extra work.
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Post by Mwgek »

Because the morphers on the Kwama Foragers are based on the Kwama model. Morphers need the same amount of vertices to work and even if it could work it would be a little strange to see a Larva change to the shape of a Kwama Forager :).

I can propably copy the spray, if I can get that to work.
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Post by Melchior Dahrk »

Mwgek wrote:Because the morphers on the Kwama Foragers are based on the Kwama model. Morphers need the same amount of vertices to work and even if it could work it would be a little strange to see a Larva change to the shape of a Kwama Forager :).

I can propably copy the spray, if I can get that to work.
Ah, I didn't remember that the forager used morphers. Carry on then. I look forward to seeing the final result. :D
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Post by Ashstaar »

Really liking those wall niches with the daedric text behind.
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Post by Mwgek »

Thanks! After some headache moments I got the blasted thing to work. Added a glow map on the back of the larva and they glow in the dark :). Now I'll further adjust the animations and add some extra for variation.

Have fun: http://www.youtube.com/watch?v=A14a2zVVxBo

And with spitting attack: https://www.dropbox.com/s/0t8vlj768lj0m ... -32%29.png
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Post by Haplo »

Looks great! Maybe if the movement of the larvae itself were quicker during the attack animation? I can see a whole family tree of similar creatures in the argon jungle, where things are so dense that some animals have to light their own way even in during the day.
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Post by Mwgek »

I will run the creature through Blender one more time tweaking some animations and adding some more. I hope to be done by the end of the week. Thoughts about how the grown creature (non-larva form) should look are welcome.
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Post by Mwgek »

Revoke this please.

Bought a house that needs work and my job is piling up... My system had a reïnstall, but I managed to salvage most of the stuff I think. I'll upload it in the near future.
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Post by Yeti »

Revoking due to the modder's request (from over four months ago, no less).

Or have you been able to salvage any additional files, MwGek?
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Post by Mwgek »

Can someone grant this claim to me again? I will upload my Dres folder the way I left it, with everything in it. Since the interest in this is renewed maybe there is still stuff in my folder that is useful.
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Post by Gnomey »

If there's a way to grant you the claim without you claiming it first, I'm afraid I can't find it.
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Post by Mwgek »

Right :).
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