[QUOTE=oskutin;35092428]Next i could try to make Pub keeper to sell drinks and rooms.
Or make the Kekkonen clan.
Or something else.[/QUOTE]
Kekkonen clan?
Okay, thats ridicilous, lets keep the earth stuff away from nirn. This is killing the immersion.
We can use occluders.
They limit the models being drawn.
So, to make it not lag, we'd have to use very little detail?
And also it lags, because LOD isn't generated.
And for me, interiors lag more.
[QUOTE=Str4fe;35094344]So, to make it not lag, we'd have to use very little detail?[/QUOTE]
you'd have to use*
Im not contributing on this map atleast yet :v:
[QUOTE=oskutin;35094322]We can use occluders.
They limit the models being drawn.[/QUOTE]
Can't find CK page for occluders, but i know it has them.
Here source's page instead, but occluders work same way.
[url]https://developer.valvesoftware.com/wiki/Func_occluder[/url]
Occluders are just planes blocking LOS.
So we'll need to add them inside major rocks and buildings.
But i'll still think that missing LOD is major cause for the lag.
[editline]11th March 2012[/editline]
And for some reason it doesn't lag at all in Ck, even with sky and everything enable, and with whole town rendered.
[editline]11th March 2012[/editline]
[img]http://www.1337upload.net/files/optimization.png[/img]
[editline]11th March 2012[/editline]
Wow, typos.
beed doing them a lot recently.
You know... I think you could have something here. If you can get this optimized to Bethesda quality (or better), then I will certainly download this mod.
I do have an issue with the paintings I'm making, though. I can't seem to find a plugin for Blender that can save to .NIF files, which IIRC are the necessary model files for Skyrim. I do have access to 3DS Max, but I'm still trying to figure out how to use it. Any suggestions?
[QUOTE=Oicani Gonzales;35095263]I spent so much time trying to figure out how to make this house on the keep district look a bit better that I forgot what else I did in the rest of the city. Only other thing I remember is that I put some gates for the occlusion system (I tried to make it work but failed, you guys try it please)
Oh well.
[url]http://www.mediafire.com/?uzu3f1z0mmh4kbq[/url]
[img]http://filesmelt.com/dl/tits10.png[/img]
Also, we need a custom model for that window[/QUOTE]
Reflections doesn't render in CK.
We could add black planes beyhound the window.
I would like to contribute, anything that needs to be done that isn't overly difficult?
You can always make a random interior to random building.
[editline]11th March 2012[/editline]
Read the OP for more details/rules/sth.
[QUOTE=Oicani Gonzales;35095558]It has windows on the non-SN version
[editline]11th March 2012[/editline]
Can't you save in a format max reads and just export to NIF?[/QUOTE]
Excellent idea. I'll get to work.
[QUOTE=woolio1;35095273]You know... I think you could have something here. If you can get this optimized to Bethesda quality (or better), then I will certainly download this mod.
I do have an issue with the paintings I'm making, though. I can't seem to find a plugin for Blender that can save to .NIF files, which IIRC are the necessary model files for Skyrim. I do have access to 3DS Max, but I'm still trying to figure out how to use it. Any suggestions?[/QUOTE]
Use nifskope and convert.
[QUOTE=Oicani Gonzales;35095263]I spent so much time trying to figure out how to make this house on the keep district look a bit better that I forgot what else I did in the rest of the city. Only other thing I remember is that I put some gates for the occlusion system (I tried to make it work but failed, you guys try it please)
Oh well.
[url]http://www.mediafire.com/?uzu3f1z0mmh4kbq[/url]
[/QUOTE]
Who is going to edit?
Alright. I've got a few prototype meshes here, so let me know what you think.
Also, I'm not entirely sure how Skyrim handles collision, so all these lack collision meshes. If you can tell me how, I'll add them.
[img]http://dl.dropbox.com/u/4010779/Renders/Pictureframes.png[/img]
I tried to do something similar to the Oblivion picture frames. However, these don't really fit Skyrim very well. I'll try to do something more rugged, or achieve that effect through the texturework.
Also, that thing in the middle there? That's a stand. I can add that to any of the picture frames, and you'll be able to place them on tables as well as walls.
[URL="http://pastebin.com/zpiDgVFR"]More character stuff.[/URL]
I got winner ratings. Not sure what that means. Do you like these?
This looks like a really interesting/cool project, and I would love to help, but I have pretty much no experience with coding/map making/any sort of technical thing in making games/mods.
Is there anything that needs doing in the writing department? I could probably come up with some decent voice lines/book passages.
Woolio, as far as I know, nobody can do collisions for custom models yet. The best that can be done is using collisions from the most similar existing model. I also see there's collision stuff in the creation kit so maybe you can get creative with those. Not sure how they work though, haven't messed with them.
[QUOTE=OrangeElimin;35100045]This looks like a really interesting/cool project, and I would love to help, but I have pretty much no experience with coding/map making/any sort of technical thing in making games/mods.
Is there anything that needs doing in the writing department? I could probably come up with some decent voice lines/book passages.[/QUOTE]
The link I posted up above has a bunch of characters that could use dialogue excluding Aengoth.
[quote=Alexander from the skyrim forums]Also, this is why Bethesda made city interiors separate worldspaces, so if your's isn't, that's part of the issue. [/quote]
Would it be possible to move the city into a new world cell ? That would make it lag less right ?
Ah, I'll leave it up to the paintings guy to handle the collision, then. I'll just texture these and export them.
So! Anything I need to know about texturing these things, aside from the standard? For instance, are the maps stored in the model file as per usual, or will those be saved separately? I've never really done any modding before, just models, so I'm not sure what to expect.
Does the open cities mod lag?
Textures are saved separately and applied to the model through nifskope.
[QUOTE=oskutin;35103273]Does the open cities mod lag?[/QUOTE]
Yeah, mostly.
[QUOTE=zeldar;35092918][URL="http://pastebin.com/9AWQduYa"]http://pastebin.com/9AWQduYa[/URL]
Added some quests along with Predator's characters.[/QUOTE]
Woah now dude, Aengoth is still completely butchered, and you've added in only one of the characters I listed, while taking out everything interesting about him. And I have to say, I'm really not fond of the quest you wrote up for Aengoth, or how it relates to the Luftahraan arena.
[editline]12th March 2012[/editline]
Currently writing up a summary of a quest I've got in mind for Aengoth.
[editline]12th March 2012[/editline]
[quote]After the player has gained enough trust with Aengoth, he'll ask the player for some help on something. If the player accepts, Aengoth will reveal the oh-so-shocking secret that he is struggling at everything he does, and tells the player that he knows of someone who can help him. He's recently received word that a (bosmer) childhood friend of his, now a travelling witch is passing by Luftahraan, and he figures that she can help him. The player goes to meet this witch, tells her about the shit with Aengoth all that, and she tells the player a really touching story.
Aengoth, along with the witch and several others were during their teenage years enthralled by the power of the daedra. In secret, they began worshipping Mehrunes Dagon, hoping to learn of his secrets. Their cult gained a large following amongst others their age, and was beginning to become a major power in the city of Haven. However, roughly a year after the formation of the cult, its members were, in their sleep, ordered by their Daedric lord to perform a massacre. A good hundred people were killed that night, and Aengoth, the witch and several others were the only members of the cult to survive. Fleeing Valenwood, they took oathes of pacifism and went their separate ways. Aengoth, however, was hit the hardest by it all. He was convinced he had been shunned and cursed by the gods of the Bosmeri faith, and as it turns out, he was right.
The witch confesses to the player that she thought Aengoth would have solved this himself by now, and that he should bring Aengoth to her whenever possible. Next time the player sees her, Aengoth in tow, she tells the two of how Aengoth's curse can be removed. There is a loophole when it comes to these things, she states. If Aengoth's soul is linked to that of a Daedric, Aetherial or Ehlnofey-ic (basically, Bosmeri faith shit) entity, the curse placed upon him will be lifted. Aengoth is initially mortified by the idea, naturally, but the witch reassures him that it is a minor procedure that won't have any effect on him and can easily be undone once the curse is lifted.
She didn't have the heart to tell the poor guy the truth. Having a spirit bound to him will change him greatly, drastically affecting his personality and his place in Mundus.
The witch tells Aengoth that now much of the process is up to her and the player, and that he can return to his work if he wishes. As soon as Aengoth is gone, the witch gets into the details with the player. There are three possible options for the soul binding: A wild spirit of Y'ffre, a dremora, or a minor manifestation of Zenithar, the god of trade and work. Once the player's decision is made (assuming the player agrees with the plan instead of going all 'nah fuck that aengoth is beautiful as he is'), the two travel to a lake near Luftahraan, where the witch begins a ritual to summon the chosen spirit, and teaches the player a spell to bind the spirit's soul. Ritual gets done and shit, and the witch summons the chosen spirit. All three of the spirits can be persuaded (with the right speechcraft skill, of course) to join with Aengoth, but should that all fail and shit, the player will have to bind them by force, engaging in combat with them until they are weak enough to be bound.
The job done, the player returns to Aengoth to inform him that everything's set for him. The two meet up with the witch, and, before Aengoth's soul is all bound and shit, the player has the option of saying a few final words to (and for) the Aengoth that currently is.
If the player has chosen to bind Aengoth to the spirit of Y'ffre, the resulting person is an incredible free spirit, with an almost unhealthy love for the beauty of nature. New!Aengoth leaves with the witch, saying his thanks and goodbyes to the player for all the help he's been given. As thanks for helping Aengoth, the witch teaches the player a gameplay appropriate version of the soul binding spell, which has the effect of making a portion of any negative effect (including hitpoint damage) applied to the player be applied to the spell's target as well. If this game had an epilogue, it'd show Aengoth becoming a famous druid, travelling Tamriel doing all humanitarian shit in the name of Y'ffre.
If the player has chosen to bind Aengoth to the dremora, the resulting person is a cruel, heartless bastard who will stop at nothing to gain more power, and an incredible mage and enchanter. He loses his self-consciousness and all that fun stuff, and all of it is replaced by an unhealthy drive to succeed. New!Aengoth returns to his life as an enchanter in Luftahraan, but greatly expands his business, exploiting a number of loopholes to take over a nearby store and rapidly pushing the underclass of Luftahraan to work for him on terms specifically designed to instill loyalty in them will doing as little for them as possible. In gameplay terms, this means that his enchanted items will become a lot more powerful (and more common), and he will become a master level enchanting trainer. If this game had an epilogue, it'd show Aengoth rising in power, and eventually usurping Luftahraan's throne from its current ruler and turning Luftahraan into a global military powerhouse.
If the player has chosen to bind Aengoth to the manifestation of Zenithar, the resulting person is an incredible businessman, worker and diplomat. In gameplay terms, Aengoth receives far more bartering gold, has far more on sale, and, eventually, will begin to open up franchises of Aengoth's Enchanting across Skyrim. If this game had an epilogue, it'd show Aengoth's business expanding greatly, eventually becoming one of the largest economic forces in Tamriel.[/quote]
[editline]gay dicks[/editline]
Course, with how ambitious those endings are when it comes to the modding required, they'd almost certainly have to be toned down a lot. But hey, rough draft.
Did they optimize them?
[QUOTE=Oicani Gonzales;35106167]The open cities? Nope, they're just like Luft, they copied the worldspace content to the corresponding Whiterun cell in Tamriel[/QUOTE]
Ok so either we make a new worldspace or we do our very best to optimize it. It's up to you guys.
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