Vermai's ready
Moderators: Haplo, Lead Developers
Vermai's ready
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
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
- Gooblecakes
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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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So give me your money, because I deserve it more."
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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.
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.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
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
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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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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- Majra
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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.
R:6 I:22 N:30
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Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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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.
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.
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
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.
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
- Eyeball88
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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.
Upon dying, his head disappeared, but reappeared after I had searched his body.
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?)
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?)
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.
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.
@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.
Vorrheis
@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.
Vorrheis
- Eyeball88
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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.
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.
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.
"More famous than Jesus, and better dressed than Santa Claus.
You won't find me down a chimney, and I wouldn't be caught dead on a cross.
So give me your money, because I deserve it more."
You won't find me down a chimney, and I wouldn't be caught dead on a cross.
So give me your money, because I deserve it more."
- Eyeball88
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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.
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.
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.
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.