Models needed for Morrowind

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Post by Why »

Stickified. Please use this thread, until further notice, for all model requests so that we can properly claimify them!
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Nemon
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Post by Nemon »

I would like if instead of Baan Malur having tons of spiky rocks glued together, we could have a single - or at least larger mesh used there. Firstly, it would greatly reduce faces used in that scene, removing everything that is hidden by other statics, improving fps.

Secondly, it would make that/those mesh/meshes in particular visible when distant using MGEXE to a larger extent than single meshes - since most of us set certain restrictions on what meshes to be visible when distant. A few large meshes would fall within most people's restrictions on meshes to be set as visible when distant.

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A tent or two for Uld Vraech. Cone shaped like this: http://www.friluftsbutikken.no/images/categories/Porsanger.jpg and triangular shaped like this: https://publikworks.files.wordpress.com ... ge1011.jpg

Both with hide as material.

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Outwards facing cliff mesh. We have ascending, descending, flat, inward shaped and stuff, but we don't have a cliff mesh like that. That would be very welcome.

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You know the tr_ex_ind_dwall mesh? How about a fence mesh without the large indoril structure underneath it? That would be great.

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Red retexture of the BM rock set. Simple for the non snowy ones, and adding grass for the snow+rock versions. I've tinkered with it earlier, and I was thinking a redish color like this: http://blog.ospreypacks.com/wp-content/uploads/2009/03/calico_hills_the_magic_bus.jpg

Grass texture could be yellowish, fitting the rusty red texture of the rock.

-----

That's about it, for now :) .
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Post by Aeven »

I've already started work on that red retexture of the BM set. Maybe if someone makes it into a claim, I can upload stuff there.
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Post by Mwgek »

I remember abot updating this? Didn't it get into the tr_data?
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Post by alex25 »

Nemon wrote: You know the tr_ex_ind_dwall mesh? How about a fence mesh without the large indoril structure underneath it? That would be great.



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That's about it, for now :) .
By fence do you mean something like this:
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Post by Nemon »

Yeah, but without the green bottom thing as well.
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Post by alex25 »

This is it then.
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Post by LiberumAvis »

I would like if instead of Baan Malur having tons of spiky rocks glued together, we could have a single - or at least larger mesh used there. Firstly, it would greatly reduce faces used in that scene, removing everything that is hidden by other statics, improving fps.
Do you can find a few screenshots?
I have an idea how to do it.
A tent or two for Uld Vraech.
Reminded me of similar tents from Oblivion.

By the way, please specify what meshes you would necessary in first place and which later. At least modelers will know what is better to take now or later.
Sorry for my bad english.

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Post by Osidian »

LiberumAvis wrote:
I would like if instead of Baan Malur having tons of spiky rocks glued together, we could have a single - or at least larger mesh used there. Firstly, it would greatly reduce faces used in that scene, removing everything that is hidden by other statics, improving fps.
Do you can find a few screenshots?
I have an idea how to do it.
Just check the claim [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=11743]here[/url]. If you only want the screenshots, check page 5.
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Post by LiberumAvis »

Thank you Osidian.
Heh, it should be pretty easy.
I know program for capturing the entire content ingame.
About how it looks in Max:
http://imgur.com/guBwc
And this screenshot was made the same way:
http://imgur.com/CuZQH
Now I can not do this, because I have sooo slow intenet, but next week I will probably do it.
Sorry for my bad english.

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Post by arvisrend »

This is probably not a good thread for this, but some time ago aninsvet made a concept for a different version of velk:

http://www.2shared.com/photo/nEfnTceR/Velk.html (mirror: https://dl.dropbox.com/u/83265276/aninsvelk.jpg )

and for a reptile:

http://tamriel-rebuilt.org/old_forum/download.php?id=20603

Here's her explaining the Velk:
aninsvet wrote: i did that Velk variety (or, at least i tried to). I made a female,a male version and i also thought about the loot.
(since i had to re-install my computer i had to use this video as a reference: http://www.youtube.com/watch?v=xQzkwWcyIyM ).
The current version could be a youngling, then these guys could form into adults , making them what you see below.
I didn't make many adjustments, just enough to see the difference.
Velks could "drop" their eyes, tongues and the long fur from their bellies which could be useful for alchemy.
What do ya think?
Hm, due to the file size i couldn't upload this image on imageshack or any other similar website so i uploaded it on 2shared, hope that's not a problem. Had no idea the original file was 52 MB big, had to resize it.
So if someone feels up to the challenge, that would be great, although there are lots and lots of models that are more needed right now.

I've also been fantasizing about having Velk drop some more ingredients (skin/antenna/leg bone/eyes/mane/whatever), not just the nectar sac they're dropping right now. They're among the first creatures the player will encounter if he starts on TR lands and thus it would be good to have them as detailed as possible. Again, this is far from important.

In other, probably more relevant news:
arvisrend wrote: static TR_terr_RM_Cliff03-0.5: collision missing
The relevant mesh is TR\x\tr_terr_rmcliff03-0.5.nif.
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Post by LiberumAvis »

Please, somebody give TR_ex_ind_Balcony collision!
I can do this, but I have no tr_data. You can to send me the mesh, if it's so urgent.
and for a reptile:
http://tamriel-rebuilt.org/old_forum/download.php?id=20603
Looks interesting, but totally uninformative for modeling.
Sorry for my bad english.

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Post by Osidian »

LiberumAvis wrote:
Please, somebody give TR_ex_ind_Balcony collision!
I can do this, but I have no tr_data. You can to send me the mesh, if it's so urgent.
TR_Data files are found in the "Objects of Tamriel" link at the top of the page.
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Post by Mwgek »

The model works fine here. What seems to be the problem with it?
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Post by Why »

Let's try and keep an eye on our priorities, okay? Firewatch is a long way from Almalexia, especially if it's only a wood texture that needs replacing on a fully functional model.
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Post by Thrignar Fraxix »

How about we stick to making models we need instead of incidentals that we don't.
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Post by Nemon »

http://morrowind.nexusmods.com/mods/42380/

Mills of Morrowind by RubberMan

Usage:
Please feel free to re-texture any of my meshes from this set or any other.
You may use my meshes in your mods but please give me a mention in your credits for my work.


This one is kinda nifty, and would fit nicely in the map 5 parts. Usage is ok as noted, as long as we add credit in our readme.
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Post by Worsas »

There is a set of nordic tents Lord Berandas has modelled for Skyrim-HOTN that is also availible as modder resource on TESNexus. You could give it a look.
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Post by Nemon »

Worsas wrote:There is a set of nordic tents Lord Berandas has modelled for Skyrim-HOTN that is also availible as modder resource on TESNexus. You could give it a look.
I want all of these :D .

http://morrowind.nexusmods.com/mods/42390/ tents
http://morrowind.nexusmods.com/mods/42391/ sleds
http://morrowind.nexusmods.com/mods/42388/ misc
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Post by Adanorcil »

I feel the tent fabric is awfully clean. That's like a perfect condition never-before-used tent.
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Post by Nemon »

5 minutes texture rework.
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Post by Nomadic1 »

Those tents would be extremely useful, with a guar hide retex. Modders, myself included, have dodgied up tents with posts and the guarhides for a while now - a proper mesh would be much better.
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Post by Adanorcil »

Nemon wrote:5 minutes texture rework.
Exactly.
Those tents would be extremely useful, with a guar hide retex. Modders, myself included, have dodgied up tents with posts and the guarhides for a while now - a proper mesh would be much better.
I'm thinking without the guar texture, though. The tents look awfully Nordic otherwise.
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Post by roerich »

Oh god I love those sleds. Perfect for the hoom!

I also really like this lamp thing to the right. [url]http://morrowind.nexusmods.com/mods/images/42388-2-1358718990.jpg[/url]
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Post by arvisrend »

From a PM by Lord Berandas:
From: Lord Berandas
To: arvisrend
Posted: Sun Jan 27, 2013 3:47 pm
Subject: Re: models
Hey Arvisrend!

Sure, you have my permition to do any improvements to the mesh and texture.

Textures which are not included are from SHotN archives and I didn't include them because I'm not an original author, so if you want to use them, you should probably ask someone from Shotn, like Worsas or so.

[...]
Are we allowed to use whatever we want from ShotN or is that case-by-case?

Also, thanks Lord Berandas for the permission!
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Post by Nemon »

I think it is case by case, and we are probably best off asking nicely whenever we would like to borrow something. The house set was awesome, although we'll probably end up using just a few ones from that set. After all it's only the Uld Vraech we can use them for, and that's a rather small region.
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Post by SamirA »

You are absolutely not allowed to use everything from SHotN. I say this simply to make it clear as to what Lestat's policy is.

You must ask the individuals modellers if you may use their items. For me this has mostly been a formality, but having been an integral part of that team in its early stages and still maintaining close relations with many of the modders makes my situation at Province: Cyrodiil somewhat different than that of TR and as I am not an admin here it would not be my place to ask for similar treatment in my role here.

I do believe TF has had a good relationship with Lestat in the past, that would be the best person to approach him from TR in my opinion. I will say though that Lestat has become a bit more guarded with items recently so things may be difficult to come by.
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Post by Mwgek »

Maybe we just need to set up model claims. A lot of these are as easy a pie. Maybe it will influx the amount of modders we get for the Model dep. Right now the model forum is death meat.

I'll rather make that tent thing on my own then only changing the textures. I adjusted far to many existing models by now.
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Post by Haplo »

What specifically do you guys want to use that Lestat created? I was in contact with him for the existing SHoTN content that we use. I can easily send him another e-mail about different content.
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Post by Nemon »

I have looked through some of the shotn stuff and I think we're pretty settled up there. The pressing issue was the houses, and those are in place now so I don't have any additional requests. I want circling birds, though. I think the Vorngard forest teaser included birds. They are great for ambiance.

Also, my recent posts with excerpts from readme's included. I'd love to have those, and these are map 5-ish things as well.
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Post by Worsas »

Anything made by me in Skyrim-Data is availible for use at TR. That includes some barrow-stuff I made at some point (that we are still going to tweak with, though)

And I have read Lestat, whose models are not necessarily free to use, saying that his models are generally availible for use in the province mods around. It is only that he would hate to see his models used in entirely unrelated mods before they are seen in our own mod.

As said, the tents were made by Lord Berandas. I admit, they may be somewhat plain. But Lord Berandas is really learning to do a good job and I thought he had done well enough for the time being. I'm glad he is filling holes in our mod I'm not motivated enough to fill myself.

Well, you are only going to fill a tiny fraction of the northeastern Morrowind, so a few houses and tents are probably entirely enough for your needs. Idk, only my two cents.

You could anytime get the latest Skyrim-Data from our first release file on House Fliggerty or TESNexus to have a look.
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Post by arvisrend »

Thanks, Worsas!

Just to avoid misunderstanding: I haven't ever claimed that the textures in questions are from Lestat. Here is the [url=http://pastebin.com/i6jsUX1D]list of textures used by Lord Berandas' meshes[/url], though Nemon and Adan mentioned retexturing at least some of them.

I'd really love to see some fauna and flora from Skyrim in the Uld Vraech. Particularly as far as creatures are concerned, I somehow don't expect much to come from us :(

-----

In other news: can anyone model parastylus eggs and eggsacks like Beth did for kwama? It would make the parastylus-infested caves significantly more interesting to explore.
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Post by Terrifying Daedric Foe »

Most of the S:HotN creatures that have been made so far are Reach specific, so it'll be a while before Skyrim creatures will be available for the Uld Vraech. Then again, it'll probably be 2015 by the time the UV gets NPCed so there might be Skyrim creatures available.
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Post by Nemon »

http://morrowind.nexusmods.com/mods/42131/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D42131

Adds three new meshes to Morrowind: one wooden hand cart, and two variants of a larger twin-axle wagon - one with a canopy and one without. All were pieced together in NifSkope out of existing Morrowind meshes and textures.

From readme (by Neoptolemus):
Feel free to use these meshes in your own mods (that's why I made them). Just give me a shout out in the readme.
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Post by Haplo »

Nemon wrote:http://morrowind.nexusmods.com/mods/42131/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D42131

Adds three new meshes to Morrowind: one wooden hand cart, and two variants of a larger twin-axle wagon - one with a canopy and one without. All were pieced together in NifSkope out of existing Morrowind meshes and textures.

From readme (by Neoptolemus):
Feel free to use these meshes in your own mods (that's why I made them). Just give me a shout out in the readme.
Good old Neoptolemus... I wish he'd come back to TR! He did some cool stuff. I'll add these to the next TR_Data.
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Post by arvisrend »

Right thread, wrong thread, but I think this here should be analyzed by our modellers:

http://bugs.openmw.org/issues/804

EDIT: and http://bugs.openmw.org/issues/805

These might very well be OpenMW bugs, but can we take a look at them as well?
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Post by arvisrend »

Have we ever tapped the resource of [url=http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7217]models in Morrowind.bsa that are not linked from Morrowind.esm[/url]? It's probably too late for some of them but a few could be useful.
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Post by Gez »

Some of them are not usable because they're bugged: the hlaalu bridge is stretched weirdly, the blank canton has no vertex shading, etc. I'm sure we're already using some of the usable models.

If we're listing here potentially useful resources:
[url=http://morrowind.nexusmods.com/mods/42388//?]Daggerfall inspired meshes - modders resources by Lord Berandas[/url] - some good carts and lamps. Dunno about the water pump and giant snail, though.
[url=http://morrowind.nexusmods.com/mods/42391//?]Sled meshes[/url] from SHOTN.
[url=http://morrowind.nexusmods.com/mods/42375//?]Skyrim lumber mill[/url]
[url=http://morrowind.nexusmods.com/mods/41052//?]Momos Basket Resource for Morrowind by Momo[/url] -- need some vertex shading, but look interesting
[url=http://morrowind.nexusmods.com/mods/21255//?]Ruins by Battery86[/url] -- the imperial fort ruins look nice.
[url=http://morrowind.nexusmods.com/mods/1110//?]Nomad Plants and Trees Modder's Pack[/url] -- could be useful, especially along the Cyrodiil border.

Also, for a possible future Telvannis overhaul, the following public resources might be interesting: [url=http://morrowind.nexusmods.com/mods/42499//?]Flora - Terras Tree by Asylum[/url], [url=http://morrowind.nexusmods.com/mods/42498//?]Flora - Rockburst by Asylum[/url], [url=http://morrowind.nexusmods.com/mods/42500//?]Flora - Cuplings by Asylum[/url], [url=http://morrowind.nexusmods.com/mods/1062//?]Thann's Mushrooms[/url], and possibly even [url=http://morrowind.nexusmods.com/mods/33271//?]Telvanni models by JonSatriani[/url].

But first, we'd need [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=22919]the Worsas shrooms[/url]. Very important.
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Post by Why »

That terras tree would look amazing when used very sparsely throughout the Deshaan.
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Post by Haplo »

Gez wrote:
But first, we'd need [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=22919]the Worsas shrooms[/url]. Very important.
Don't these already exist in TR_Data?
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