Necrom - Models and Textures for OoT
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- Lady Nerevar
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- Thrignar Fraxix
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I checked you thing in game and found a slight problem. The two pieces you included are only 231 units long. (normal value is 256)
Beside this and although the texture seems a little bright, this looks great.
Beside this and although the texture seems a little bright, this looks great.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Easy fix, already done in fact.I checked you thing in game and found a slight problem. The two pieces you included are only 231 units long. (normal value is 256)
Texture could be toned down a bit but it is the same texture used in the building exteriors. Under lighting effects it shouldn't be too bright for an interior. If worse comes to worse toning the texture could be done after the fact quite easily.Beside this and although the texture seems a little bright, this looks great.
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
Check out the screenshot. I think the textures look fine under common interior lighting.
As for vertex shading. Not many of the original bethsoft interiors were vertex shaded, including hlaalu and vivec. It tends to only work well with higher poly models or if you are trying to make the illusion of shadows.
I've got a set of pieces here that I'm hoping are mod ready, there is a slew of them because I was trying to think of every possible junction that might be needed. If we end up not using some we can kick them out of the release but keep them for some sort of modders resource. Despite the number of pieces it is possible I forgot a type of junction we may need so keep me posted if something comes up.
If these work I'll be working on accessories for the set, rails ramps stairs standalone columns and such. I'll need suggestions for these too, just so I don't forget anything.
As for vertex shading. Not many of the original bethsoft interiors were vertex shaded, including hlaalu and vivec. It tends to only work well with higher poly models or if you are trying to make the illusion of shadows.
I've got a set of pieces here that I'm hoping are mod ready, there is a slew of them because I was trying to think of every possible junction that might be needed. If we end up not using some we can kick them out of the release but keep them for some sort of modders resource. Despite the number of pieces it is possible I forgot a type of junction we may need so keep me posted if something comes up.
If these work I'll be working on accessories for the set, rails ramps stairs standalone columns and such. I'll need suggestions for these too, just so I don't forget anything.
- Attachments
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- Untitled Interior Set.zip
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"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
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I don't see any reason not to. The better they can look the better things will be overall.Excellent. Would you mind if i started playing with some textures for your interior set? I can't commit to anything because of my schedule, but i'd love to try spicing it up by working off your original files.
Well I could do some new meshes. I don't actualy have the old Max files anymore. Do you have measurements for how long and tall they would need to be? I could knock something together that could be a replace if I had thoes.Very nice work, it's really going to make Necrom look unique Razz . Got a big question to ask though, any chances of looking over the Necrom Causeway mesh? Could it be made narrower and with less high walls (but the same length of support column)?
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
Maybe an equivalent of the Velothilarge set?Veet wrote:If these work I'll be working on accessories for the set, rails ramps stairs standalone columns and such. I'll need suggestions for these too, just so I don't forget anything.
Separate floor, ceiling, and wall parts.
Domed roof.
Arches.
Bridges, railing, stairs/ramps.
- Nomadic1
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I actually reckon unique pieces for the inside of tombs and mausoleums would be better and more useful than a v-large equivalent.
That and the tower meshes redone, inside and out. But that's less important.
EDIT: BTW, those are some nice pieces
That and the tower meshes redone, inside and out. But that's less important.
EDIT: BTW, those are some nice pieces
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
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Pieces should probably be 1024 in length (they need to grid snap end to end). One support column at center of span (these columns need to be very long, they need to reach the ground at many heights, but it's fine for them to just be sank into the ground as needed). The bridge should be no more than 500 units wide (outside to outside, including railings; translates in game to ~23 feet), with rails on the sides that are no more than 85 units high (in game 4 feet).Veet wrote: Well I could do some new meshes. I don't actualy have the old Max files anymore. Do you have measurements for how long and tall they would need to be? I could knock something together that could be a replace if I had thoes.
-Starcrunch
Standard int pieces are 256-square for "small" and 512-square for "large"; corridor pieces usually include 256x128. Vertical size is barely lesser than horizontal size, so that you can build your building shell with a gridsnap set to 512 when working with a "large" tileset, and set to 256 when working with a "small" tileset. Stair pieces usually descend half as much as they advance -- so small stairs will be 256-square and descend 128 units; while large stairs will be 512-square and descend 256 units.Starcrunch wrote:Pieces should probably be 1024 in length (they need to grid snap end to end).
Some interiors have other pieces. The common set has steep stairs (an elevation of 256 units), the cavern set has a 256x64 corridor piece, and so on. The common and the Dwemer sets are the only one without a "large" set (though Tribunal added a "very large" set of dwemer pieces; and well if you consider it a full-blown set). Only the stronghold, velothi, and dwemer sets have double-height (or hall) pieces.
Something that would be wicked cool for Necrom would be corner stairs. We'd need two instead of one, but the ability to stop wasting space placing corners so that we can climb up or down a level would be nice.
[url=http://img53.imageshack.us/my.php?image=velothioy4.png][img]http://img53.imageshack.us/img53/9080/velothioy4.th.png[/img][/url]
This image shows eight "in_velothismall_4way_01" standing neatly within one "in_velothilarge_4way_01". Something that should absolutely not be done in an actual int because it makes the ground and probably ceiling too flicker like crazy, but it illustrates the proportions.
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Wait, please.
I'll get an updated data ASAP.
If you start using them before merging, then we're bound to get headaches later as we'll have two versions of the same statics, one declared in Map2 and the other declared in Data, and they'll have different paths, and everybody will get yellowbangs because the files will be in Data's path while the mesh used will be in Map2's path.
Horror, chaos, and mass hysteria would follow.
I'll get an updated data ASAP.
If you start using them before merging, then we're bound to get headaches later as we'll have two versions of the same statics, one declared in Map2 and the other declared in Data, and they'll have different paths, and everybody will get yellowbangs because the files will be in Data's path while the mesh used will be in Map2's path.
Horror, chaos, and mass hysteria would follow.
Sorry I haven't been working on this mutch this week. There was an emergency that took most of my time. I haven't mentioned yet to you guys that my wife and I are expecting a baby and on tuesday we had to go to the emergency room thinking we were losing it. Everything turned out fine and I've been realy busy trucking my wife to followup apointments. I should have time to get working on some more stuff next week.
"Everyone is in favor of free speech. Hardly a day passes without its being extolled, but some people's idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage."
-- Winston Churchill
-- Winston Churchill
- Thrignar Fraxix
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don't worry about it man, take your time and focus on your wife and baby. Remember, as of last month we didn't have anything from you (edit: anything new I mean). I think we can wait a while. (baby > necrom)
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
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Yeah, as we say, "les femmes et les enfants d'abord !"
However, once the stressful situation settles down, I'll have some demands about those models.
The first and foremost is to snap their vertices to the grid. It's imperative that the vertex height for the floor be at a round multiple of 128 -- like -128 (Beth's usual convention), for example. Likewise, the X and Y edges must also be at multiples of 128 -- the corners must be at (-128, -128), (-128, 128), (128, -128) and (128, 128).
Why? Because, as it is now, the double-height and the simgle-height tiles don't tile... :/
For an example, take a look at the In_VelothiSmall_4way piece:
However, once the stressful situation settles down, I'll have some demands about those models.
The first and foremost is to snap their vertices to the grid. It's imperative that the vertex height for the floor be at a round multiple of 128 -- like -128 (Beth's usual convention), for example. Likewise, the X and Y edges must also be at multiples of 128 -- the corners must be at (-128, -128), (-128, 128), (128, -128) and (128, 128).
Why? Because, as it is now, the double-height and the simgle-height tiles don't tile... :/
For an example, take a look at the In_VelothiSmall_4way piece:
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- In_velothismall_4way_01.rar
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- theviking
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How are these going? I hope Necrom won't become a bottleneck for map2. I think the meshes we need the first are the insides of the domes and ovals, then I can begin checking the interiors for errors.
EDIT: Congratulations, Veet!
EDIT: Congratulations, Veet!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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- theviking
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as i said in Joopsons showcase thread, the biggest demand for me are the interiors of the domed, oval domed buildings and the watchtower. The rest of the interiors are already made in velothi tiles, so if you retexture them its just a simple search and replace job. Please make those three interior pieces, and then ill start the interior checking in Necrom!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Hey Viking. Would you mind if we split the task of fixing Necrom? I kinda wanted to do it since I claimed the exterior, but I know you're good with interiors so perhaps you can fix the insides, and I'll do the outsides? How does that sound?
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
-Hippocrates