Vermai's ready

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vorrheis
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Vermai's ready

Post by vorrheis »

Okay,

I think I have the animations ready for playtest. I also fixed the textures to reduce the red at the ends.

[url]http://www.cuneo.us/tesmw/images/vorrheis/vermai.jpg[/url]

I'm sending the textures, meshes, and an esp to Yinnie now, so hopefully it will be up soon.
Now I just need some playtesters. Who's game?

Vorrheis
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Morden
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Post by Morden »

Sweet. I'll playtest it.
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Post by Gleb »

They look wonderfully adept at pummelling the brains out of people. :)
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Post by Gooblecakes »

looks positively wicked!! i'd love to playtest... :wink:
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Post by Spider »

That guy's way scary looking Vorr, I'll test it out. I've just gotten back from out of town and have DL'd the cephalopod so I'll play test that as well.
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Post by sirwootalot123 »

ACK!!!
you messed up vorrheis, the vermai's head should look NOTHING like that. NOTHING. sorry to bring more work on you...
I'll try and find the correct head, I think zombies made a clearer sketch of it once.
Also, the skin should be dark olive-green, not pukeish brown-yellow-green; but i'm assuming morden will fix that when he refines the texture.
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Post by vorrheis »

Sirwoot,

Don't bother finding the concepts or showing me the battlespire vermai. I've seen it a hundred times. I mean no disrespect to Mark Jones, but that vermai's head looks like a turd sandwich. It looks like an alien with headphones on, and the mouth looks like a horse mouth.
I'm afraid I'm going to have to flatly refuse any changes to the model of the vermai (mainly, because it is physiqued and I'd have to re-animate the entire model). I don't mind if you want someone to change the textures, but that's as far as this will go.
Most of the monsters look different in Morrowind than they did in Battlespire or Arena, so I'm not conflicting with lore by altering the Vermai. It's general physiology is the same.

Oh, and thank you to everyone who is volunteering to test. Hopefully, Yinnie will have it up soon.

Vorrheis
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Post by Nazz »

You know you don't have to flip out like that just because he didn't do the head exactly like the Battlespire version. I mean its fine if you don't like it but you don't need to do the internets version of yelling and screaming at him for it.
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Post by Haplo »

great model vorrheis :-D
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Post by Majra »

yes sirwoot, mind your mouth when critiquing someone as knowledgable in creatures as Vorrheis is, I have very good faith in his knowledge of lore in creatures and where lore must be altered due to a flawed design, or bad concepts. Just look at some of the concepts for Morrowind and see that concept artists know nothing about modeling most of the time. :)
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Post by Hermit »

Having seen UESP's Vermai image and Vorr's, I must say vorr's is better in any way. And I like the pukeish green, too. Makes it look more Silent Hill, if you get the idea.

DON'T change the Vermai, vorrheis. It's good as it is. As for the head, it kinda makes me think of that one monster in Doom 3 ... which, make no mistake, is a good thing. :)

Nothing wrong in making our creatures a little different than Battlespire's, or Arena's, or Daggerfall's. Lore isn't that absolute. Calm down wooty, and just be happy vorr sacrificed so much of his free time to bring us legions of new monsters.
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Post by Yinnie »

Wooohhooo..

Purddddyyyyyy.

http://yinnie.tamriel-rebuilt.org/downloads/vermai_test.rar

Yinnie.
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Post by Eyeball88 »

I agree with Majra and hermit. I like this new Vermai. The only thing I would change would be to lessen the black around the eyes; it reminds me of a Raccoon with those big black circles. :)

I'll try playtesting it too, when Yinnie posts the file.

Edit: I should refresh before replying. Thanks Yinnie :)
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Post by Zombies »

Very good, can't wait to see it stalking some dark...dungeon...things. And whatever I drew for this thing was crap, so it need not be mentioned.
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Post by Greybeard »

That'll go very will with the mummy! Now, how about some sounds people. I could fudge the sea creatures, but land creatures need distinctive voices for shouts and moans and such. (I'll also post this request in the sounds area.)
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Post by vorrheis »

I vote for monkey sounds. Vermai are supposed to be very unintelligent and with the long arms, I kind of thought maybe baboon noises would work.
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Post by Garriath »

I just did some sound stuff for it, and I like it a lot (needs improvement, but I think it's a good basis.) Vorrheis, do you have Email? Or AIM? IM me at Tarvalar901 and I can send you what I have. Or PM me your email address.
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Post by Eyeball88 »

The Vermai walks too slowly when he is in "attack mode." He stays at the same speed as the normal walk. Also, it looks like all of the attack animations cut off too quickly; he raises his arms, and then they are reset into the normal position, but it does damage for a successful hit. Sometimes, he doesn't even attack; he makes the sound, and it does damage, but he doesn't move.

Upon dying, his head disappeared, but reappeared after I had searched his body.
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Post by Greybeard »

I've got Garriath's sounds - good, especially with the cold! :) I think I can bring down the file size to about a third with no noticeable loss in the sound.

Vorrheis, I've switched the textures to DDS, but I'll wait until you check out Eyeball's concerns before I wade into the nif's. (Maybe he had the old version?)
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Post by Garriath »

Glad to be of service *cough cough*.

:)

Come to think of it, this might be worth experimenting. Say, I wonder if I could make a better Bosmer impersonation if I had the flu, or perhaps a Dunmer voice if I was plagued by constipation... Maybe I'd better swallow before chewing the next few weeks to try this out... jk.
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Post by vorrheis »

@Greybeard-thanks for converting my textures
@Garriath-thanks for the sounds. Don't get yourself put in the hospital.
@Eyeball-thanks for the info.

I'll give him a different run sequence and shift around his attack sequences. I was thinking of giving him a run where he uses his knuckles like an ape. I think the attacks will look better if the hit is closer to the middle, also the attack with no animation could probably be avoided if I make one of the attacks use fewer frames.
As for the head dissapearing, I'm a little mystified. I'll work on the death animation and see if I can fix it.
I have to work early, but I can hopefully have this stuff all changed by tomorrow night.

Thanks again all and I'll try to get a new version up soon.
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Post by Eyeball88 »

The death animation looks really good, and I like the slightly dramatic death pose of the hand over the body. The head disappearing might just be my computer though.

There is one attack that I assume is supposed to be a standing on the hands and kicking out with his feet, but that one gets cut off too, so his hands go down into the ground all right, then his feet shoot forward for a moment and it gets reset to normal. Though after the problems I had with the Cephalapod (the tear in the mesh) I'm wondering if some of the problems I am seeing are specific to my computer, and maybe I just need to fix something. Maybe someone else should verify it first. :)
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Post by Spider »

Sorry it took me so long to get to play test the vermai. Sorry Eyeball, none of the problems you'd mentioned occured for me. All in all everything looked great, attack and walking animations looked good, so did the death animation. The only down that I noticed was that there doesn't appear to be any idle animations, but I could be wrong.
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Post by Eyeball88 »

Huh. I've reinstalled Morrowind twice and I'm still getting a lot of weird issues (Vermai/Cephalapod.) And, as I've PM'd to a few other members, I can't export any of my meshes into Morrowind on my computer, it won't accept any textures and sometimes causes TES:CS to crash.

Sorry for alarming you, vorrheis. I'm glad the issues are on my end. I'm going to have to format this baby and start from scratch. :)
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Post by Greybeard »

So if everyone is happy with the animations and textures, I'll put it all together as soon as I get a 2 letter "code" from Garriath (GA - GR - GT?) for naming the sound files.
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Post by Garriath »

GT works fine.
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Post by Greybeard »

GT it is. Be sure to let Hermit know. I'll start work on the vermai tonight. Have to be at work by 5:00 tomorrow morning, so I might not get it finished until Sunday, though.
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Post by Garriath »

Righty-oh.

Thanks.
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Post by vorrheis »

Aaaaaah!!!!

Greybeard, wait! I'm still working on both the vermai and cephalopod. I'm trying to smooth out the cephalopod's swim animation, to make is slower.
The vermai is doing some of the stuff that Eyeball mentions to me as well. I fixed the attack animations. I added a run animation (which is closer to a lunge, than a knuckle run). I'm just trying to get the head to stop dissapearing.
I'm going to see Resident Evil 2 tonight, but I can probably figure both out and finish them tonight. Then I'll e-mail the meshes to you.

Vorrheis

Edit: Done and done. Unfortunately, the vermai dissapearance is unfixable (short of re-doing it). I think some of the individual meshes became corrupt, but they've already been attached and are no longer editable by themselves. We could either make up some lore about their corpses 'flickering' in and out of Oblivion, or..... I could rebuild it and reanimate it. I'd much rather start on my next project, which is going to be super freakin deluxe cool.
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Post by Greybeard »

Well, I did them last night (I'm so fast I amaze myself :P ), but PM or email the new ones to me and I'll get them redone this weekend.
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