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Posted: Fri Aug 21, 2015 6:32 pm
by Cicero
I felt like creating some more gems and minerals for TR just because. Here are some things I created. Maybe they might be useful to someone.

Included are edited versions of items currently in TR that I felt like needed work. This includes the texture and icons for jet, new models, texture and icon for amber. New mesh and icon for rock crystal, and a new icon for black pearl.

The new models are:

Pink Tourmaline
Peridot
Citrine
Silver Nugget
Silver nugget ore (7 variants)
Amethyst ore (3 variants)
Citrine ore (2 variants)
amber ore (2 variants)

Included file and preview image.

I'm also thinking about adding Rhodochrosite and Zirconia.

Posted: Fri Aug 21, 2015 8:26 pm
by Ironed Maidens
Wow Cicero. Those are very nice models and that's really nice of you to make those for us. Thank you very much. :)

Posted: Fri Aug 21, 2015 8:36 pm
by Cicero
Ironed Maidens wrote:Wow Cicero. Those are very nice models and that's really nice of you to make those for us. Thank you very much. :)

Thank you :)

Posted: Fri Aug 21, 2015 9:11 pm
by Seneca37
Nice looking models Cicero, but hold off on creating anything new. We have no plans for Rhodochrosite and Zirconia.

Also, this is not the correct spot for this type of work. Only assets for Old Ebonheart should be discussed here. I'll move your work over to Concepts as soon as I figure out how.

Posted: Fri Aug 21, 2015 11:06 pm
by Cicero
Ah okay, sorry about that.

Posted: Sat Aug 22, 2015 4:50 pm
by Seneca37
Don't worry, it's not a problem. :)

I have taken a closer look at your models and noticed that the UV maps need some work.

You probably should put seams on the large ore rocks so that they can be mapped to the textures better.

As for the ingredients, the amber, pink_tour and rock_cryst need some UV map fixing as well. There are noticeable color differences on adjacent triangles of the amber and pink_tour. The ends of the rock_cryst need some work to get ride of the funky patterns. I don't necessary dislike those patterns, so long as they are contiguous across the surface.

The other ingredients look very nice. I'll look over the rest of the containers, hopefully, later in the week. :D

Posted: Sat Aug 22, 2015 5:02 pm
by Cicero
Okay. Thank you :)

Posted: Sun Aug 23, 2015 6:45 am
by klep
Those minerals look great. I think TR could use some more of them, but for the sake of weird Morrowind I think renaming them would make them fit in perfectly. Real-world stuff like these just don't really have a place in Morrowind. If you don't mind renaming them, maybe we could even have an armor set based on one of your new minerals.

Posted: Sun Aug 23, 2015 3:09 pm
by Gnomey
I would emphasize, however, that we currently have no need for new minerals; I'm not even sure if we have a purpose for the gems TR already adds, like topaz and tektite. As far as simply being rare and expensive minerals, the vanilla gems already do the job. At some point I think we will need to scrutinize TR's gems, along with a lot of other TR assets and especially misc objects, to evaluate if they really add anything to TR, and how they should be used if so. And we may well find a use for them, but I don't really think we should force it.

The main purpose I could imagine for most of these goods would be as trade goods, but I'm not sure if we want to place too much emphasis on Morrowind minerals that aren't glass and ebony, and currently I don't think we really have any Dunmer who make heavy use of precious gems, so I'm not sure how well suited these gems would be as export or as import goods.
On the other hand, we might have regions with volcanic activity where we will want to emphasize minerals other than ebony and glass; for example perhaps there could be some volcanic activity in the Armun Ashlands and perhaps even the Velothi mountains, and a rich array of minerals that are valued by the Nibenese, who are as such interested in exploiting those regions, which could add an interesting dynamic to faction relations in the area.
So again, we might find a use for these, but I'm not sure if we know enough now to be able to decide.

Posted: Sun Aug 23, 2015 5:09 pm
by Cicero
That's perfectly okay. I'm not too attached to these models. I was just bored and felt like making something and uploaded them if anyone wants to use them at all. I do like your idea of nibenese interest for retrieving minerals and the such.

Although, I thought that the citrine ore/geode looks like it would fit in well with the oreleth woods region based on its colours, and also because it's found in warm areas (citrine is pretty much a heated amethyst). And silver is a general thing that the imperials use to make weapons/armour/cuttlery and decorations.

Other than that, yeah, use whatever you need. I'm not too bothered lol.

Posted: Mon Aug 24, 2015 5:27 am
by Cicero
I know this isn't needed. But I made some ingots to go along with my previous uploads. Whoever wants them can have them.

The ingots are:

Ebony
Gold
Granit
Steel
Silver
Malachite
Fuchsite
Moonstone
Glass
Iron

If anyone wants a Dwemer ingot I can get that done pretty fast.

Posted: Mon Aug 24, 2015 5:57 pm
by Dragon32
Why not package these up and release them as a modder's resource on Morrowind Nexus or Great House Fliggerty?

I've made an update to Chris Woods' rather excellent [url=http://mw.modhistory.com/download-50-6822]Magical Trinkets of Tamriel[/url] changing the original sapphire model to one made by Indigo. MTT includes tourmaline stones but they're just recoloured pearls, having a unique mesh for them would be rather nice...

Posted: Mon Aug 24, 2015 6:48 pm
by Cicero
Yeah, maybe. I don't know. I like making resources for projects rather than releasing modders resources on mod sites. I release actual mods on those sites instead that I always update and am in control of. An example of this is my Grass Overhaul mod for oblivion. I update that 3 times a year with improved meshes/textures and bug fixes. Modder resources sit in my mod list and nothing happens to them, so I tend to not do that.

Here is my grass mod if anyone is interested.

http://www.nexusmods.com/oblivion/mods/42400/?

Ferretmyster is me on lots of sites, I couldn't use that name for TR for some reason. I don't know why lol.

Posted: Tue Aug 25, 2015 1:29 pm
by 10Kaziem
The ingots look pretty good, but the models could use a slight bevel on the edge (so it's not just a trapezoidal prism) and the textures are stretched and have visible edge seams.

I know ingots might not be the most useful thing, but they would add some flavor to smiths, like those giant bolts of cloth you find in clothiers' shops. They would also make sense in dwemer ruins.

Posted: Tue Aug 25, 2015 4:29 pm
by Cicero
Yeah. Maybe if I make the texture resolution 128x64 that might fix the stretching. And the corners are easily to fix on the model.

Posted: Tue Aug 25, 2015 6:08 pm
by Dragon32
Cicero wrote:Yeah, maybe. I don't know. I like making resources for projects rather than releasing modders resources on mod sites. I release actual mods on those sites instead that I always update and am in control of. An example of this is my Grass Overhaul mod for oblivion. I update that 3 times a year with improved meshes/textures and bug fixes. Modder resources sit in my mod list and nothing happens to them, so I tend to not do that.

Here is my grass mod if anyone is interested.

http://www.nexusmods.com/oblivion/mods/42400/?

Ferretmyster is me on lots of sites, I couldn't use that name for TR for some reason. I don't know why lol.
OK, that's cool.

And I've been using your grass mod in my Oblivion install for a while now, it's top notch :)

Posted: Tue Aug 25, 2015 10:25 pm
by Cicero
Thanks :D