• rp_whiterun
    24 replies, posted
[B]Greetings fellow mappers![/B] I want to present you my recreation of the capital city whiterun from "Skyrim". Actually it is more like a part of it right now i've recreated. In my opinion whiterun is one of the beautiful cities of skyrim and that was the reason for me to remake it in source. Another reason was skyrim is just awesome. [B]It will feature (hopefully) following things: [/B] - roleplay friendly - no transition when entering buildings (open the door and walk in) - good performance - empty buildings so players can decorate them - original environment sounds - original textures - day and night version I used this map as a template and extracted original textures/sounds from the game to make it as authentic as possible to the original. [t]http://img2.wikia.nocookie.net/__cb20120123153422/elderscrolls/images/3/3f/Whiterunmapkey_03.png[/t] Whiterun is composed of three districts: [B]The Plains District[/B] [I]Progress: ~70%[/I] This is the first district any visitor to Whiterun enters, so named because it is the lowest of the three and therefore closest to the plains outside the city. It contains all the major merchants, the marketplace and taverns. [B]The Wind District[/B] [I]Progress: 0%[/I] The Wind District is where most of Whiterun's residential buildings (including the mead hall Jorrvaskr and the Gildergreen) are located and was named because of the strong mountain winds that gust through the area. [B]The Cloud District[/B] [I]Progress: 0%[/I] The Cloud District is the smallest of Whiterun’s three districts. It was so named because it is located atop the bluff Whiterun was built on and is therefore closer to the clouds than any other. It is dominated by the imposing form of Dragonsreach. [B] Some screenshots.[/B] [t]http://cloud-4.steamusercontent.com/ugc/41990395364195679/A0B762A663AD22A96897B9264B20CFE04F0F303C/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41990395364195909/6CCF7CAAF4FCE5EF1DE1D3F5FF481528D33B471E/[/t] [t]http://cloud-2.steamusercontent.com/ugc/41990395364196097/C34EDFCD05803EE77BD7D9A36B36A5C19EB73E7F/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853836562887/9D9AE209AAD96714E0542DEDA1E85FFFCE03AE73/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989306016466338/AA8B779BC5F3261B914275CB75A43D659AB6ECBB/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989306012350096/0E0F178C89443ABCCB28D5124CFA20D5EC6B4005/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989018948919642/9F2240351F3F254082458ABB955F2A18371852B7/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989018948923347/24E72EC5D92E9CD89B6D45424BD76A8470E542BF/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989018948921478/B68882DBE83F57BC48B23EE6D0EB83A859AA7B4C/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989306012347335/A06118EAFDBC1408B8B8129CB1174174B3D5A089/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989306012345601/D2A9B7B8EF267827857CCE146D05B12FF01DA9DC/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853851833653/17E7B36C09A1814368AA9876A9A9449D7F7CA297/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853851833185/F055BF2CB4F9FF28F23B7CB863BCFD9243162CEA/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853851834183/B8CD9867E314ABADA361A973A43689061E358B5C/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853851834379/5CE62F32D9C3129B08FD5669CC99D6DE0300CD90/[/t] [t]http://cloud-4.steamusercontent.com/ugc/41989853851834561/8977F3ACFBA9E687F9FB0BF5543FC9B0E5FF0BE3/[/t]
beautiful as always
HOLY SHIT, great work!
oh man that skybox
I was afraid that the HDR is too much. Was considering to change it but i think i'll leave it like this now.
The hdr is a tad bit much. Reduce the max exposure in your tonemap_controller a little and also maybe add a few more details like stones outside. The first 5 pictures look a little bit barren. Also maybe add a little more blue to your _ambient. But thats minor MINOR shit that can probably wait until you decide to do an update. Otherwise, it looks amazing. Good lighting. Nice brushwork. And great work with displacements.
I am extremely looking forward to this map, amazing work! Can't wait to see this get released :D
oh shit. we haven't had a good medieval-era RP map for a long time
That skybox is like the real deal. Have a hammer! (Lighting's a bit overdone in a few places judging by the screenshots though.)
Throw in some Skyrim SNPCs and we are good to go. Edit: I meant that this map with a few NPC addons from this workshop would make this map gold.
Do you think you could make a nightime version too ? so people can have night time scenes if they choose to do some animation or pics in this ? (A good deal of RP maps get used for this kinda stuff )
[QUOTE=Greatdictator;46987240]Do you think you could make a nightime version too ? so people can have night time scenes if they choose to do some animation or pics in this ? (A good deal of RP maps get used for this kinda stuff )[/QUOTE] It is stated in the list under features in the first post. [QUOTE]It will feature (hopefully) following things: - roleplay friendly - no transition when entering buildings (open the door and walk in) - good performance - empty buildings so players can decorate them - original environment sounds - original textures [B]- day and night version[/B][/QUOTE]
Do you think you could release a BETA version of what is there already? Would be great for servers to be prepared for such Roleplay genius.
I don't mean to seem like an ass, but what is everyone getting so excited up about? Most of the buildings are just retextured copies of one another with small addons, the interiors look odd and the roofs looks weird. It's a good start, to be sure, but compared to some of the other stuff here, and in the map pimpage thread this isn't [I]out of this world[/I] yet....
[QUOTE=Framperton;46990958]I don't mean to seem like an ass, but what is everyone getting so excited up about? Most of the buildings are just retextured copies of one another with small addons, the interiors look odd and the roofs looks weird. It's a good start, to be sure, but compared to some of the other stuff here, and in the map pimpage thread this isn't [I]out of this world[/I] yet....[/QUOTE] You are right it's not really special and i give my best to make it look good as possible. But in the end it's a roleplay map and i cant add much details otherwise it would be horrible performance wise. There are so many nice details on the buildings in the original game and i really would like to port them on my own to use them in my map for a better appearance but unfortunately i dont know how. The only thing i could do was to export the textures and sounds, edit them to my needs and work with them. But i wonder what exactly is odd about the interiors and whats wrong with the roofs? The interior you see in the pictures are the same like from the original. Maybe not 100% but rudimentary the same.
[QUOTE=opti2000;46991529]You are right it's not really special and i give my best to make it look good as possible. But in the end it's a roleplay map and i cant add much details otherwise it would be horrible performance wise. There are so many nice details on the buildings in the original game and i really would like to port them on my own to use them in my map for a better appearance but unfortunately i dont know how. The only thing i could do was to export the textures and sounds, edit them to my needs and work with them. But i wonder what exactly is odd about the interiors and whats wrong with the roofs? The interior you see in the pictures are the same like from the original. Maybe not 100% but rudimentary the same.[/QUOTE] You can use NinjaRipper and for those hard to get textures, TexMod to find the textures that you cannot find in the files and capture them in real time in the game environment, which is a lot easier for some. NinjaRipper is just one of many examples of 3D model rippers, but it seems that ripping is your best bet for inside the interiors.
Oh man I need those 200 fps while roleplaying with a slow pace right?
[QUOTE=Eldd:);46991925]Oh man I need those 200 fps while roleplaying with a slow pace right?[/QUOTE] Yeah how dare a map perform optimally!
[QUOTE=~Kiwi~v2;46992266]In this day and age. What is optimization.[/QUOTE] Ubisoft Developers.txt
[QUOTE=opti2000;46991529]them. But i wonder what exactly is odd about the interiors and whats wrong with the roofs? The interior you see in the pictures are the same like from the original. Maybe not 100% but rudimentary the same.[/QUOTE] There is just a general sense of wrongness about the roofs that I couldn't put my finger on so I did some diving into Skyrim Whiterun reference images. From what I saw, there are a couple things that throw me off; The first is that I don't think your 100% to scale with your buildings, and everything looks slightly smaller/truncated compared to the ingame shots. This in part has to do with the buildings themselves, as well as the terrain around them. Compare this shot: [img]http://i.imgur.com/Vcp52yZ.jpg[/img] to your equivelant of the Drunken Huntsman. To me, the large, angular roof is both wider and taller than the one you've got. The 'wings's of the building slope out much more and are stubbier compared to other buildings in town, and the door is arched, not flat topped. I'm also not entirely convinced that the ratio for the other roofs is totally accurate either, again the ones in Skyrim look slightly wider and taller, to accommodate more detail in the wall underneath the roof. This makes the structure look larger, sturdier, and more grand. Also your roofs don't have the typical concave 'swell' to the roofline found in a lot of fantasy architecture. Look below for what I mean: [img]http://i.imgur.com/H6hMLyh.jpg[/img] Each end of the roofline ends in a high point, contrasted with the negative space of the opening below the middle spine of the roof to creating a sort of extended "U" shape. This also brings me to my next point: Look at the striking difference of the market in that picture compared to your version. Outside of just the surface detail, these buildings are architecturally not the same as the ones in Skyrim. What I mean by your interiors seeming odd, is that they also feel really cramped and claustrophobic compared to how they are represented in Skyrim itself. Especially your upper lofted area; it feels like people would have to walk around with their neck crooked at a ~45 degree angle all the time to avoid smacking their head into, or dragging it along the ceiling as they walked around. The scale disparity is apparent in this picture of the fire pit in the huntsman as well: [img]http://i.imgur.com/ZvlzsuD.jpg[/img] You can see how much more side open it is and how much space there is around the firepit compared to your version. I would like to finish by saying this: All things considered, Whiterun really isn't that big a city. It has like 20 structures split within 3 segments within the walls. It has like 4 buildings outside. The interiors aren't particularly complex, but they are big. What I'm trying to say is this: The version of the Source engine you are using is more than capable than more closely resembling Whiterun then what you currently have. Skyrim is known for a very distinct visual style, and if you are interested in creating a medeval RP with this in mind, you need to go all the way. You definitely don't need to place every single aesthetic prop, but you should do more with the architectural detail of the buildings themselves. This can easily be faked with models, textures, func_detailing the shit out of parts. I have seen people in this community produce some truly amazing stuff with nearly if not equal the fidelity of stuff you would find in Skyrim. It can be done. If you want to build Whiterun in all it's glory in the Source engine, that is very, very doable. You have a decent start here, but you need a good amount of scale tweaking, and heck of a lot more detail if you want to succeed. And I hope you do.
This is exactly what I need for a Clockwork schema I'm making. Any word on a release date?
Is this map still in progress? ;_;
Yes, my anus is ready.
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