Indoril MH Architecture Set

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greendogo
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Indoril MH Architecture Set

Post by greendogo »

(If a forum mod wants, you can combine this with Oanur's "Thoughts on Indoril" thread; I just didn't want to hijack his discussion)

I've been reading a lot about problems with the Indoril, and while I don't have any Earth-shattering ideas I did have something to say about the problems I read about the Indoril building set.

Specifically, it's the same ornate set for every single Indoril building unless they live in Velothi-style or a shack. Everything's green, and everything looks expensive. I assume a lot of the problem stems from that.

So my question is, why are you using the Mournhold set outside of Almalexia, or even in all of Almalexia? Why not retexture the set with different levels of opulence or poverty (cracks, or something reminiscent of Old MH patterns)? You could then do a search and replace with the newly textured models in the CS in other Indoril cities and only use the MH buildings (if you want) for the richest nobility (like putting people in dormitories? really? It's a cool idea, but it's not cool that you're forced into it by the set)

Then you would avoid needing to find reasonable excuses for the excessively repeated emerald green MH palace colored buildings.

Retexturing is a lot easier than creating a new set outright, with new models.

In addition, because of the nature of the "search and replace" feature, you can finish the cities long before you finish the retextured models and worry about replacing them later.
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Sload
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Post by Sload »

While the opulence of the MH set is a problem that people have with the set, that is not the cause or nature of the proposal that I made. I am also dubious that a simple retex could make the MH set look simple and appropriate to any circumstance.
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Gnomey
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Post by Gnomey »

I don't think a retexture would cut it, unfortunately. I do think that an extended or new Indoril set for non-Almalexia settlements would allow us to explore alternatives to the current two or three proposals being discussed, but in the end the main problem remains characterizing House Indoril, and new meshes would not do that job for us. Assets should be tailored to characterization, and not the other way around.
Ironed Maidens
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Post by Ironed Maidens »

I feel like it could be a viable alternative to at least the proposed problem with 'mix-and matching' tile sets, particularly the issue of Velothi styled buildings mushed in with the ornate MH set. I really do think that it needs to be addressed as well. Honestly, Akamora is a beautiful town but the palette just doesn't sit right with me. It's not 'moddy', but it does leave one to wonder if the current circumstances even warrants a salvation of what's been done with all of the MH models already or if it should just be as it is and left at that. It's not fair to anyone to demand a redo of the meshes OR textures or both, because there's already been so much work put into the current settlements and new Dres tile sets and etc etc. But if we're trying to explore options, I'd say it's a possibility that getting at least a few new/different MH assets would not hurt at all to try and remedy the current issue at hand, which is to say 'giving an identity and making sense at the same time'.
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gro-Dhal
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Post by gro-Dhal »

I wondered about a variant on the Velothi design, a little like what happened with Necrom. A retexture of the basic set, with some OM-like architectural features added.

That's probably more work than I can appreciate as a non-modeller though.
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Post by Moranar »

For one of my mods I've made an expanded variation of OM-tileset:
[url]http://pic.fullrest.ru/upl/m9c2jFzT.png[/url]
[url]http://pic.fullrest.ru/upl/kQSQDIS2.png[/url]
[url]http://pic.fullrest.ru/upl/i1ZIFeBO.png[/url](this version use the same textures as original OM-tileset, but was promised to another project, anyway, both versions use identical meshes)
If it may be useful for your project, I can share it before release of my mod.
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Aeven
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Post by Aeven »

Your pictures are incredibly hard to see. They're very dark.
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Post by Moranar »

It's the same lighting as in Moril Manor, where original tileset was used in Tribunal.

Here are some screens from CS:
this variant may be used freely:
[url]http://pic.fullrest.ru/upl/yenclGxt.png[/url]
[url]http://pic.fullrest.ru/upl/zGxCLzzx.png[/url]
and the variant, which was promised to CH(I may ask them about permission):
[url]http://pic.fullrest.ru/upl/EZvWPLKj.png[/url]
[url]http://pic.fullrest.ru/upl/WCNgVrDj.png[/url]
[url]http://pic.fullrest.ru/upl/NMdxGxC2.png[/url]
[url]http://pic.fullrest.ru/upl/9mmMyXK3.png[/url]
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Yeti
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Post by Yeti »

The only place we'd possibly need a lower class version of the MH set is the lower city areas of Almalexia. Otherwise, it's important to make the visual distinction between the Indoril castle estates that use the MH set and the Velothi/Shack villages in the countryside. Poor people won't live in MH buildings anymore, hence why we don't need an extensive lower class Indoril set, except perhaps an minor extension for Almalexia.
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Aeven
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Post by Aeven »

This does seem like nice stuff to have though.
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Post by Moranar »

Then here are meshes of the first version of tileset+altar. It doesn't require any textures, because this tileset use only textures from the original game.
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