Projekt Ein Anruf zu Morrowind-liebevollen Modellers

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Razorwing

Fremdländer
Die Silgrad Aufsatzmannschaft arbeitet, um einen Vergessenheitumb. zu verursachen angespornt durch die älteren Rollen III: Morrowind, Satz in den Redoran Heartlands des Festlands der Provinz. Fühlen Sie frei, aus unserer gegenwärtigen Freigabe zu überprüfen oder den Bildschirm aufzupassen, um unsere Arbeit zu sehen.
http://www.silgrad.com/wbb2/thread.php?postid=44014#post44014
http://www.youtube.com/watch?v=qfgwFS_oyp0&search=reich%20parkeep

Es geht, ohne zu sagen, daß wir eine Tonne Modelle benötigen, zu tun, was im Wesentlichen ein Gesamtumwandlung Umb. ist, und wir haben ziemlich viele von ihnen bereits - aber es gibt eine ruhige Menge Arbeit nach links getan zu werden. Teils, weil es ungültig ist, Werte von TES3 zu benutzen, aber meistens weil, selbst wenn wir könnten, jene Werte schwer optimiert werden, um auf Computer des vergangenen Jahres zu laufen.

Das ist, warum ich dachte, daß es eine gute Idee zum repost sein könnte die geöffneten Jobs, die wir hier haben, in den Hoffnungen des Verfangens der Aufmerksamkeit der MitMorrowind-liebevollen Modellers. Bitte zögern Sie nicht, mit mir in Verbindung zu treten, wenn Sie Bezugsmaterial benötigen, da ich glücklich bin-, es zu liefern. Ich habe Hunderte der Morrowind-in Verbindung stehenden Modelle selbst verursacht, und ich weiß, daß es ein Chore manchmal sein kann, zum des Materials herzustellen, das bereits besteht -- aber es gibt eine Menge Spaß, gehabt zu werden, wenn man zusätzliche Details einem Morrowindy Gegenstand hinzufügt, der glaubt, wie sie dort sein sollten, aber Bethesda nicht sie wegen der facecount Beschränkungen addieren könnte. Das Gehen über dem Detailniveau des ursprünglichen Modells hinaus ist nicht nur Spaß, aber es hilft auch, das Gefühl zu erfüllen, daß es Ihr Modell während gleichzeitig selbstverständlich ist, es Blick besser bildend.

Es ist nicht für jeder, selbstverständlich. Man kann sagen, daß wir ein Umb. für Nostalgiker, durch Nostalgiker sind. Unsere Redoran Städte zu erforschen ist wahrscheinlich, ein zusätzliches layor der Kühle zu haben, wenn es Gefühle von deja vu in einem Spieler mit Hunderten Stunden des Spielens von von Morrowind unter seinem Riemen rührt. Wenn man nicht Morrowind gespielt haben, ist es "gerade" ein ehrfürchtiger Umb., der mit Gewohnheit ~1000 Modellen errichtet wird. Willkommen zur Mannschaft, Sera!

Erweiterte Informationen: http://www.silgrad.com/wbb2/thread.php?threadid=2386
Hauptforum: http://www.silgrad.com/wbb2/index.php

Tragen Sie bitte die urls auf babelfish für deutschen Text ein:
http://babelfish.altavista.com/
 
Well, the translations of Babelfish are never really that good as you could understand them without problems, i guess.

@Razorwing: Would be nice if you could post the english text again :) One of us would translate it on his own, I'm sure. (so that non-english speakers can understand it, too)
 
ich hab mir die Frechheit erlaubt, aus dem englischen Canadian Ice-Forum den Text zu kopieren (bin zufällig drübergefallen):


Razorwing schrieb:
The Silgrad Tower team is working to create an Oblivion mod inspired by The Elder Scrolls III: Morrowind, set in the Redoran heartlands of the Province's mainland. Feel free to check out our current release or watch the video to see our work.

It goes without saying that we need a ton of models to do what is essentially a Total Conversion mod, and we have quite a few of them already - but there's still a lot of work left to be done. Partly because it's illegal to use assets from TES3 but mostly because even if we could those assets are heavily optimized to run on computers of yesteryear.

That's why I thought it could be a good idea to repost the open jobs we have here, in the hopes of catching the attention of fellow Morrowind-loving modellers. Please don't hesitate to contact me if you need reference material, as I'm happy to supply it. I've created hundreds of Morrowind-related models myself, and I know it can sometimes be a chore to create stuff that already exists -- but there's a lot of fun to be had in adding additional details to a Morrowindy object that feels like they should be there but Bethesda couldn't add it due to facecount restrictions. Going beyond the detail level of the original model is not only fun, but it also helps to imbue the feeling that it's your model while at the same time of course making it look better.

It's not for everyone, of course. One can say we're a mod for nostalgics, by nostalgics. Exploring our Redoran towns is likely to have an additional layor of coolness if it stirs feelings of deja vu in a player with hundreds of hours of playing Morrowind under his belt. If one haven't played Morrowind it'll "just" be an awesome mod built with ~1000 custom models.

Welcome to the team, sera!





Expanded info
Main forum

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1. Hlaalu Interior Tileset
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Download nif collection

This is what's needed to mod locations in Silgrad 'City'. The exteriors exist and are in the mod, but there isn't any Hlaalu interior tile set. If you played TES3, think of Balmora and you'll get the jist of it (screenshot). Note that we already have custom Hlaalu textures in the mod, which are in the latest Reich Parkeep release.

Hlaalu is a Dunmer subculture, noted for being the subculture most open towards the Empire and for it's shrewd business sense. They're the strongest of all Dunmer Houses in terms of power, influence and wealth. Their architecture is a mixture of clay and wood, where the latter is mostly ornatory. It has a distinctive cubic feel to it, which can be traced back to the ancient Velothi culture. As you may know, Velothi featured both cubic and circular design elements, which developed into the more advanced cubic and circular design elements seen in Hlaalu and Redoran cultures.


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2. Dwemer
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Download nif collection

The Dwemer were an elven race that used to live in Morrowind, but went extinct under mysterious circumstances long ago. Ruins of their civilization are strewn across the Province, and attract many adventurers in search of antiques and artefacts. The Dwemer civilization was far more advanced than any other on Tamriel, past or present, and can be likened to a mixture of semi-industrial and futuristic. Many of their devices and machines run on steam power, while robots protect their installations. Think of early 1800's society with crude robots, populated by pointy-eared Hammurabi look-alikes.

The linked nif collection contains most everything from the Dwemer culture, from tileset to furniture to misc items, except for limeware (a kind of pottery made by the Dwemer).

2a. Dwemer Interior Tileset.
Facecount suggestion: 2000 per tile.

Before we can mod Dwemer ruins, we need a tileset. There's a folder in the linked nif file archive called 'tribunal', which holds the Dwemer nifs from that expansion pack. They are purely extras, as it's the traditional (or Vvardenfell) style we're primarily looking for.

Screenshot of Dwemer architecture, Mournhold-style: -link-

Screenshot of Dwemer architecture, Vvardenfell-style: -link-

2b. Dwemer Exterior Architecture.
In the nif archive, these are the ones starting with "ex_...". Basically, the exterior architecture makes up the location of a ruin in our main game world. Most importantly are the entrance pieces that leads into the structure modded with the tileset, while the rest just look cool - which isn't a bad thing either.

2c. Dwemer Furniture, Items and other objects.
These are found all over the place in the archive. "contain_..." are barrels and other containers, "furn_..." are furniture, "in_..." has architectural details (beyond the tileset), and "misc_..." are trinkets, antiques and artefacts for adventurers to thieve.


3. Traditional Flora from TES3: Morrowind: Tribunal and TES3: Morrowind: Bloodmoon.
Most of the plants from the main game have been made, but none from either expansion pack.
- Old reference post, which might have useful info.


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4. Morrowindy Trees
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You can use between 10,000 and 20,000 faces for a tree, 10,000 for a log or a knee/stump, and 2,000 for a small plant such as a fern.

4a. Bitter Coast trees & flora.
Download reference files

The Bitter Coast is a salty, hostile swampland where none but the most hardy of plants can survive. The soil is useless for agriculture, and the few people who live here eek out a living as fishermen or hunters. If you played TES3 you'll remember it, since you started playing the game in a village on Vvardenfell's Bitter Coast. There's a Bitter Coast on the mainland as well, on our area's eastern coast, and these models will be seen a lot by players.

If you look in the archive you'll see that the trees are divided into three components; tree, moss and vine. We can't do it the same way Bethesda did in TES3 though, because this time trees are generated rather than handplaced and handmodded. So, when modelling the trees you would need to set up the moss and vines components on the tree models in 3D Studio Max and export them as singular models so they'll work with the generator function.

The reference archive contain all the models and textures we'd could use, but you're not required to do all of them. The less necessary ones are Flora_BC_Grass_01+02 and Flora_BC_Lilypad_01+02+03. Also, note that the archive probably contains more textures than is used on the models, as I thought it best to play on the safe side. In case you're wondering, the mushrooms have already been modelled and are in the mod, which is why they're not included in the archive. The slough fern (Flora_BC_Fern_01) hasn't been modelled, so it's included.

4b. Additional trees.
Download reference files

The other five tree-yielding regions on Vvardenfell were: Ascadian Isles, Ashlands, Azura's Coast, Grazelands, and West Gash. Each one can be said to be a separate job; I just gathered them in one reference archive (and entry). For the Vvardenfell team they're of course equally important; for Silgrad Tower I think the important ones from the additional trees are Ascadian Isles and Grazelands.


5. Ingredient placement meshes
Some have been made already, and are in the latest version of the Reich Parkeep Alpha. We also need icons for all of them, current and future.


6. Traditional TES3 ore containers
The ones that were in TES3 but didn't come with Oblivion. Ebony and glass deposits, for instance.


7. Traditional Dunmer beverage bottles
--Hoss have claimed these--
To hold our people's Sujamma, Shein, Flin, et cetera.


8. Dunmer containers
Like chests, cupboards, armoires, desks, and others.
The ones we have are: barrel, basket, crate, covered pot, sack, and urn.


9. Miscellanous Dunmer objects
--Treebiter is making a collection of redware items!--
As good as everything from the "Misc" tab in the old CS, like muck shovels for instance. But don't forget that the old game kept many misc objects in the static tab, since nothing was havok'd. Often the latter type are found in "Bethesda Softworks\Morrowind\Data Files\Meshes\f".

These are especially needed, as they stand for the bulk of Dunmer clutter (of the stuff that hasn't been recreated yet).
A) The "Misc_bowl_xxx" collection, including "Misc_De_Bowl_01" [strike]as well as "Misc_Redware_Bowl" and "Misc_Redware_Bowl_01".[/strike]
[strike]B) The rest of the "Misc_Redware_XX" models.[/strike]
C) The "Misc_De_Goblet_##" collection.
D) "Misc_De_Basket_01"
E) "Misc_pot_XX" collection.

10. Dunmer Lights
So far we have 3 paper lanterns, 3 candles, two streetlights, one floorlamp, and a Velothi brazier, which are all in the latest Reich Parkeep release. There were many more light sources in TES3 however, and many remain to be done.
- Old reference post, which might have useful info.


11. 6th House paraphernalia
claimed by mmmpld
The Sixth House was destroyed in TES3, but their bases and equipment didn't vanish just because the followers ceased. One would still find Sixth House bases around our area, but they would be abandoned or occupied by other enemies. Mostly for pragmatic reasons since I think it would be very hard to create those enemies, but if we find ourselves able to rig and animate creatures later on I'm definitely not opposed to the idea of a full-blown Sixth House presence. They wouldn't be the revolutionary force they once was, but they could still be alive.


12. Shacks (exteriors + interiors)
Poor Dunmer usually live in shacks, particularly in fishing villages. Anyone who's played TES3 would be familiar with them as half of Seyda Neen uses this style. It would be most useful to have three or four shacks in this design, and they only need one fixed interior model each. Plus a load-door.
Discussion thread

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13. Dunmer Strongholds
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Download reference files
Screenshots: Kogoruhn | Marandus | Falasmaryon | Telasero | Interior

The term stronghold might make you think of the kind of strongholds the player could construct by pursuing quests for a Great House in TES3, but that's not what's being referred to here. Rather, it's referring to the kind of ancient Dunmer strongholds that were strewn across Vvardenfell. They were always great action romps and provided loads of fun, intense combat.

There's both an exterior and interior tileset. The exterior tileset is straightforward from a technical viewpoint, as it simply allows for different lengths, widths and on the upper levels, corners. It's meant to be ancient, so the simplicity is most likely intentional to give a sturdy, primitive, almost tribal impression. As interesting and distinctive as the exterior is, the interior tileset isn't anything special, really. It didn't look very good. You're free to use your discretion in creating it, as long as it comes out looking like an ancient fortress made of stone and rusted metal.


14. Traditional Dunmer Armor and Weapons
Bonemold, netch leather and chitin are the armor types we need the most. As far as weapons go there is really just chitin, which on the other hand is really important since the Dunmer use these kinds of weapons a lot. There is reference material available for those weapons:
-> Chitin Weapon Collection; a modeller's reference


15. Cheydinhal-ified Chorrol House + Dunmer Temple Robe
Please see TheImperialDragon's post further down in this thread for more information on these two modelling jobs.


16. Daedric shrines.
The Daedric shrines in the Morrowind Province were built long ago, possibly by the Chimer (ancestors of the Dunmer). With the game "Oblivion" in mind you wouldn't think we'd need them, but the shrines seen in Morrowind are very different than anything seen in TES4 and would need to be custom-made. We need both exterior pieces as well as an interior tileset.


17. Morrowind book models.
-We're allowed to use the ones phoenixamon plans to make. Thanks!
We now have a full collection of the books featured in The Elder Scrolls III: Morrowind, courtesy of Axen. They use placeholder models and textures at the moment, so it would be really cool to have special models and textures for them that allures to the original design. Appropriate textures can be found in retexture packs like Morrowind Visual Pack or Vibrant Morrowind or others, or created from scratch.

18. Dunmer bar counter.
When modding a Dunmer tavern for a TES3 mod, you'd use a small tileset to construct the counter. The original set consisted of six pieces, but that doesn't matter much. The important thing is that it looks reminiscant of Bethesda's Dunmer bar counters, and that it can be modded as long as the modder needs it to be. There should be a corner piece so it can be made into an L-shape and similar. Anything beyond that is gravy.

Download reference files here: mirror #1 | mirror #2.

The archive contains the Morrowind nifs, the original textures, and a texture alternative from Vibrant Morrowind you can use on your models if you want.
- If you use 3D Studio Max you can import the nifs using the latest plugin release from the NifTools group.
- If you use Blender, open the nifs in NifSkope, and from there extract the .obj files, and import them in your program.

19. Ebbedin Models

See this thread for details.

20. Silgrad Tower

See this thread for a concept art drawing of the Tower. The base area should either fit into one cell, or the model be cut up. The former is the better idea. You can use 100,000 faces in total. Please use the existing Velothi door models as template for your doorjambs, i.e. make it so the existing doors fit into the holes you make.
 
Ok, ich übersetz dann schon mal nen Teil.

Das Silgrad Tower-Team arbeitet an einem Oblivion-Mod im Stil von TES III: MW, angesiedelt im redoranischen Herzland, im Herzen der Provinz. Ihr könnt euch die aktuelle Version oder einen Trailer ansehen, um euch über unsere Arbeit zu informieren.

Selbstverständlich brauchen wir tonnenweise Models, um eine TC zu erstellen, und wir haben auch schon ziemlich viele - aber es gibt immer noch viel Arbeit. Teilweise, weil es illegal ist, Modelle aus TES III zu benutzen, aber größtenteils aus dem Grund, dass - selbst wenn wir sie verwenden dürften - die Models einfach veraltet sind.

Deswegen dachte ich, es könnte nicht schaden, hier noch einmal die unbesetzten Stellen zu posten, die noch frei sind, in der Hoffnung, ein paar Modeller für unsere Sache zu gewinnen, die MW mögen. Ihr könnt euch gern mit mir in Kontakt setzen, wenn ihr ein wenig Referenzmaterial braucht, ich stelle es gerne bereit. Ich selbst habe hunderte an MW orientierte und ich weiß, dass es ziemlich lästig ist, Dinge zu "erschaffen", die bereits existieren -- aber es kann auch großen Spaß machen, neue Details zu den MW-Modellen hinzuzufügen, die man schon immer vermisst hat, die Bethesda wegen eines Mangels an Mitarbeitern aber nicht einbauen konnte. Es macht nicht immer Spaß, die Originalmodels um Details zu bereichern, aber es gibt einem das Gefühl, dass es das eigene ist, immerhin lässt man es um einiges besser aussehen.

Das ist natürlich nicht für jeden Geschmack. Man könnte sagen, es ist eine Mod von Nostalgikern für Nostalgiker. Unsere Redoran-Städte zu erkunden, ist ein tolles Gefühl für Gamer, die schon hunderte von Stunden MW hinter sich haben, weil es in ihnen Déjà-vus und Momente des Wiedererkennens hervorruft. Wenn man MW nicht gespielt hat, wird es "nur" eine großartige Mod sein, die mit etwa 1000 selbst gemachten Models erbaut wurde.

Willkommen im Team, Sera! [<--- Anmerkung: Sera ist eine in MW übliche Anrede für jemanden, den man schätzt.]

Etwas holprig, aber besser als der Post am Anfang :-D
Ok, das ist mal der Anfang, ich editiers dann Schritt für Schritt hier rein :)
 
Zuletzt bearbeitet:
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Klingt doch sehr gut :) Also ich hoffe er wird schön unterstützt, so dass die Provinz Morrowind so schnell wie möglich vorhanden sein wird :-D
 
Ne, man wird nach Cyrodiil reisen können. Sie haben es nur TC genannt, da der Mod so gigantisch ist, so dass es fast ein eigenes Spiel ist.
 
Ich glaube, zweiteres lässt die neue Karte nicht zu, weil die ja auf Cyrodiil festgelegt ist und nicht dynamisch, wie die in MW.
 
Also das lässt die Karte vermutlich schon zu. Wenn du z.B. die unsichtbaren Barrieren ausschaltest bewegst du dich außerhalb der Cyrodii-Karte. Also da wirds sicher ne möglichkeit geben, denke ich.
 
Also ich würde mich riesig auf die "TC" freuen, ich kanns jetzt kaum erwarten und hoffe, dass das Projekt nicht aufgegeben wird! Viel Glück, ihr Verfechter Morrowinds!

(I would be very pleased about this "TC", I can't await it and I hope you don't cancel this project! Good luck, you advocates of Morrowind! )

@ Wishmaster: Illegal bedeutet in gewissen Kontexten ungültig, deshalb wurde es vermutlich so bekloppt übersetzt.

Gruß, Doom
 
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