MwGek - Showcase

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Mwgek
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MwGek - Showcase

Post by Mwgek »

Howdy,

My name is Morrowindgek; short Morrow or Mwgek; and I got back to Morrowind CS the last couple of days. Been on quite a break when a few years ago my modding team (Zer0games) broke up when they all started working on mmorpg's. Well not for me I thought and forgot about the game. Then Oblivion came out and played that a few times. And like I said began working with the TESIII:CS again.

I used to do all-round except meshes and 3d. But the file still only contains exteriors and interiors. Dialogue's, quests and scripts still need to be added.

I don't have a lot of spare time but let me show some work here. It's barely finished but just /coc "Viradeus Islands" to view.

Don't mention:
It looks like 2 day's work;
That the file is dirty;
The water is empty;
The fort looks rediculous;
some buildings don't have interiors yet.

Thanks for looking into it.
Last edited by Mwgek on Sun Jan 08, 2012 6:42 pm, edited 4 times in total.
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Thrignar Fraxix
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Re: MwGek - Show-off

Post by Thrignar Fraxix »

Mwgek wrote:Don't mention:
It looks like 2 day's work;
That the file is dirty;
The water is empty;
The fort looks rediculous;
some buildings don't have interiors yet.
Then what would good is a review? Your file is dirty as you said. I don't see why you didn't pop it into TESAME real fast and delete the things you edited that you shouldn't have. Hell, that takes so little time you might have broke even due to the reduced uploading time. The fort is only ridiculous because you made it thicker than it needs to be. If you removed the inside wall, made the entrance just a hole rather than a load door (basically making it a palisade) it would look rather cool. You use black vertex shading which is too dark. go for a gray or perhaps earthen tones that match the ground texture. Guard tower has a floating bed and mixes com and de. Hempali's basement is cleverly made, but the furniture bleeds into the rugs and you mix styles again. No style mixing in hempali's house, but you have more things half on rugs. Sanni's house has more things half on rugs. The guard towers don't work as they don't match the spacial coords of their exteriors and should probably be removed anyway. Kempel's house mixes styles and has more things half on rugs. All of your interiors have a lack of detail.

I am not able to review Dialog or NPCs ATM. I will say though that if this is two days work, then you are rather fast. If you want to show us what you can do, then I would recommend you post something smaller and completed. The larger the file the more the errors, and incomplete things will be pointed out as such.
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Post by Mwgek »

Thanks, nothing to say about exterior; except the fort? Not a bad idea about removing inner wall. Gonna look at that. I think black vertex colours are mixing good in swamp/bc area. Going to look at interiors.
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Post by Thrignar Fraxix »

I just realized I didn't really look anywhere except the fort and at the vertex shading with a critical eye. You said yourself though that the seabed lacked detail, and I didn't see anything that was a glaring error from a distance in the CS. (but like I said, I didn't look closely)
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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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Post by Mwgek »

Changed some things;

Deleted fort added scenery and drystonewalls;
Changed Vertex colour to dark brown;
Changed interiors;
Added water scenery.

Check it out by /coc "viradeus island" in console (~). Or cs in cell Viradeus Island.
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Post by Mwgek »

Did some further adjustments. The exterior is now complete and ready for testing. Half of all the interiors, I thought 3 to go. Monsters in the water and a few mudcrabs (/EDIT Craps?) on the islands. Check it out at the file below.

A CS screen:
Last edited by Mwgek on Sun Jan 08, 2012 6:43 pm, edited 1 time in total.
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Post by Haplo »

Your exteriors look great. I'm going to go ahead and promote you for exteriors, and when I have a chance to check out the interiors, we'll worry about that then. Unless of course someone else is available to test it out.

Member Promoted for exterior work.
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Post by Mwgek »

Thanks, Didn't have much time the past 2 days, but I will complete interiors this week (I hope).

Looked a bit at the exteriors and maps of TR. Not bad.. :). But couldnt figure out if there where just a few claims left to do or that I was missing something in the claim forum.

I'll try and get my head into it ;)...
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Post by Thrignar Fraxix »

There are only a few exterior claims available ATM. Once map 6 has some issues resolved there will be several more MW exterior claims though.
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

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Fun is bad - Haplo
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Post by Mwgek »

So, I'm back in bussines. It has been quit a hold up and also practised some on my blender skills and dropped that off in no time. I'm not good at it ;).

Well I hope to finish the following stuff the next few days:
*Finish the interiors (most is done)
*Add a cave(system) for the needy adventurers and maybe the upcoming quests I thought of.
*Start working on the storyline.

After that I hope to be promoted for interiors and do some minor interiors for TR untill I have more spare time.

Greetings MwGek
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Post by Mwgek »

Here is a new version of my little group of Islands. It now contains all the (fixed) interiors and a new (small) cave. I hope someone has the time to check it out on the details.

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Post by Nemon »

I haven't checked out this file in the CS, just TESAME. Apparently you've edited 9 cells that are unnamed. The other 12 cells are all named, and naturally a part of your mod. Is it supposed to be like that?

Edit: Btw, congrats with your promotion. Who says we're difficult to handle :)?
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Post by Mwgek »

Thank you for the quick review Nemon.

I didn't want to name the other cells because they are only filled with underwater rocks and plants. Didn't found it nessecary.

Interiors anyone?
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Post by Thrignar Fraxix »

Interiors: (I went alphabetically and already closed the file so...)
1: Style mixing
2: Style Mixing
3: Cookie cuttering [/end review]

cookie cuttering is bad... m'kay...
if you cookie cutter... you're bad m'kay...

So yeah, com and nordic style interiors should have com items.
Cookie cuttering is bad

fix these things and I will take another look.
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Morrowind Reviews: 1640
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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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Post by Mwgek »

Hmm, Going to check it out. Didnt know about the cookie cluttering. What do you mean with that??

[EDIT]Looked it up and could't think of anything that i copied from bethesda. Give a specific thing or house because I made all of them myself...[/EDIT]

So should I use only com items in nordic houses? Didn't know going to look into that.

Thnx
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Post by Thrignar Fraxix »

some com misc items are ok, and rugs are sort of neccesary due to a lack of com rugs in the vanilla game, but the furniture most decidedly should be com.

I say cookie cuttering because some of your items are owned by a person in caldera. This is not good and a sign of cookie cuttering.
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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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Post by Mwgek »

Really?... I copied the guard tower from Caldera and I deleted all the interior furniture and stuf. Maybe missed something I dunno of.. Going to check it.

[EDIT] It was the guard tower as I suspected. Thanks for mentioning. Think that I kept 1 lantern for use later on, and then started duping the owned one :).[/EDIT]
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Post by Mwgek »

Fixed in this version of the showcase:

Adjusted the theme of the interiors into Com_items.
Fixed the ownership status in the Guard Tower.
Added pathgrids (seemed to forgot that).
Added nord_windows in the interiors to make it realistic (forgot that too ;)).

Thnx in advance...
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Post by Mwgek »

Bump
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Lady Nerevar
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Post by Lady Nerevar »

my review, sorry for the wait :(.

i love the exterior, it is very well detailed. Promoted for Exterior Modding. some floating barrels and an oddly positioned book in the guard tower, a dunmer chest in Hempali's basement, overall excellent. errors are minor, the interiors are well detailed and exhibit some creativity. i wont bother outlining the errors, Promoted for Interior Modding.

btw, youre already promoted?
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Theron Udraer
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Post by Theron Udraer »

haplo said he was member promoted, I'm guessing that means he was promoted as a member, though he still had the TR Modder subtitle...
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

---------------------------------

Claims-

Interior- 4 reviewing
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Lady Nerevar
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Post by Lady Nerevar »

that post makes no sense :P
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-PoHa!
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Post by aro101 »

lol. Member promoted is equal to I have promoted this member to a modder. It does not mean I am promoting you to a member.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

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[00:13:]Stryker: no tutorial, no no no
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Post by Haplo »

Lady Nerevar wrote:
btw, youre already promoted?
Scroll up to see where I promoted him for exterior modding on April 13th, 2008.
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Post by Lady Nerevar »

lul, totally missed that yesterday.
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Post by blackbird »

Lady Nerevar wrote:lul, totally missed that yesterday.
Lul is the dutch word for jerk or penis. :)
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Post by Mwgek »

thanks for littering my showcase ;)... "lul". I was promoted for only the exterior and there never was an interior review. So thanks!
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Post by Hemitheon »

Very nice interiors. I recommend him for interior work.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Hemi, did you hit your head? MwGek is already promoted, and I think even has an interior in review.

Also, necromancy.
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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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Post by Hemitheon »

Well crap. I was just going by the showcase. Nevermind then
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Theron Udraer
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Post by Theron Udraer »

Theron Udraer wrote:haplo said he was member promoted, I'm guessing that means he was promoted as a member, though he still had the TR Modder subtitle...
well, since this is already necromanced, why not ask this- i've seen member who have done work for TR, even one or two on the Top 10 list. Could someone explain?
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee

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Thrignar Fraxix
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Post by Thrignar Fraxix »

They predate the modder system, and we didn't bother to promote them.

now lets just leave this alone in case MwGek ever decides to try modeling or sound or something.
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
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Post by Mwgek »

Heya,

Got a question about Blender and didn't know where else to put it... I'm trying to get a simple object into the Morrowind CS but all my object appear without textures. I save the UV layouts in the Data files/texture path and export the model (with NIF script) to Data files/meshes/../..

I think the model doesn't recall the texture path but I can't figure how to do it correctly. Does anyone know how to do it or where a good tutorial is on this matter?

Thanks in advance..
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Lady Nerevar
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Post by Lady Nerevar »

i'd get nifskope and check the texture path with that. one of the texturing tuts on the oblivion CS wiki should help you out with using nifskope. i have no idea in terms of blender though.
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Post by Mwgek »

Ok thanks, got that working.

Does someone know why this happens?

Later on I tried saving it as a TGA and it worked ok. But with some quality lost because not saved as a DDS..

Thought maybe it was the Texture that was badly retextured so I did the shield also, but giving me the same problem. really hope someone knows how to get the DDS right..:(
Last edited by Mwgek on Sun Jan 08, 2012 6:46 pm, edited 2 times in total.
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Lady Nerevar
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Post by Lady Nerevar »

make sure you dont have any extra settings enabled on the exporter. also, if you exported a normal map (using the checkbox instead of the filter) and you uncheck the box in the same session of PS it will mess up the color. so, restart photoshop and make sure the normalizing checkbox is off.
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-PoHa!
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Post by Mwgek »

Aah thanks Lady_n, switched some buttons in the normal map menu and it worked :). Going to complete the whole glass armor set and try it ingame. I like the result as my first try at retexturing..
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Post by Mwgek »

Hi, i managed to get a copy of 3dsmax 2011 so i tested it out a little bit. Here are some of the results:

Uploaded the files in a rar. Hope to get some help on how i could improve my models. Hope someone can look into it. Thanks.
Last edited by Mwgek on Sun Jan 08, 2012 6:47 pm, edited 3 times in total.
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Post by Mwgek »

made an axe today, here is the result:

Files added below (icon, textures and mesh)
Last edited by Mwgek on Sun Jan 08, 2012 6:47 pm, edited 2 times in total.
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Post by Katze »

That's a pretty nice axe. Perhaps a little too "perfect" looking what with all its sharp straight lines and unblemished textures, however :P
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