• Skyrim: New city project
    3,270 replies, posted
[B]Finished Editing[/B] - Continued work on LuftahraanLighthouse: the exterior is almost 100% complete now. [url]http://dl.dropbox.com/u/3676303/Luft/Luft.zip[/url]
[QUOTE=Thorny;35370337][B]Finished Editing[/B] - Continued work on LuftahraanLighthouse: the exterior is almost 100% complete now. [url]http://dl.dropbox.com/u/3676303/Luft/Luft.zip[/url][/QUOTE] Link doesn't work. EDIT: nvm now it works.
wasn't expecting anyone to try and get it that quickly, it's still uploading
[B]Editing[/B] Stream: [url]www.twitch.tv/wheeze202[/url]
[QUOTE=Tovip;34866704]You should base some npc's personalities/names on facepunch moderators. And the evil vampire controlling the city[B] is named Newman[/B].[/QUOTE] [IMG]http://www.seinfeldscripts.com/images/newman1.jpg[/IMG]
If only I would have the time to edit. Today I'm spending the afternoon with friends, and tomorrow I'm cleaning the house. And then school. fack
ill give the pocket watch a go I have a nice Idea for the casing of the watch :) *edit* does the watch need a lid?
Something should happen with the Dwemer tower, and all the townsfolk turn into chickens.
[B]Done Editing[/B] -Navmeshed pirate island(some underwater navmesh missing) -Started doing the pirate island tavern. Done with layout and about 75% done with clutter. Navmesh and lighting not done. File: [url]http://filesmelt.com/dl/luftahraan2.rar[/url]
I'm currently texturing the watch preview of the watch: [IMG]http://i44.tinypic.com/9jk9dz.png[/IMG]
Was gonna edit but not really feeling it today
[QUOTE=mepwn12;35372974]I'm currently texturing the watch preview of the watch: [IMG]http://i44.tinypic.com/9jk9dz.png[/IMG][/QUOTE] Use dragonic numbers? :v:
A render of the watch: (don't mind the awkward shadows, Don't have a proper lighting setup) [IMG]http://i44.tinypic.com/11gi0du.jpg[/IMG]
[QUOTE=oskutin;35373756]Use dragonic numbers? :v:[/QUOTE] Don't know if there are draconic numbers, I think theres only letters. and also Roman numbers suit the imperial style better imho.
[B]Editing[/B] Stream: [url]www.twitch.tv/wheeze202[/url]
I wish I had as much time editing as Wheeze had :( I just wanna make my quest god damn it.
[QUOTE=G-Strogg;35374585]I wish I had as much time editing as Wheeze had :( I just wanna make my quest god damn it.[/QUOTE] ask Wheeze if he could do it. I hear he has a lot of time editing.
A little request that is not high priority at all: Models for Anchors and fishnets. Would be cool for decorations in taverns.(I couldn't find any in CK)
[QUOTE=jackattack;35375233]ask Wheeze if he could do it. I hear he has a lot of time editing.[/QUOTE] I would and I don't want to sound like an ass now but that quest is my love child. :frown:
Finished the pirate tavern: [img]http://cloud.steampowered.com/ugc/595840681954935198/F03D9A799F89DAD2F92158DDD540F332D6384B24/[/img]
[QUOTE=Wheeze201;35375308]A little request that is not high priority at all: Models for Anchors and fishnets. Would be cool for decorations in taverns.(I couldn't find any in CK)[/QUOTE] Actually, I think I can do this one. I would like to know, though, how many polys would be appropriate for the models? Obviously 90 is too few, as is evidenced by my crapwatch up there. (That was a joke, by the way. I was going to make another one today, but someone else seems to have taken care of it). Maybe 4-500 per model? Just provide some reference images so I know what you want, and I'll get to work. EDIT: That looks amazing, Wheeze. Nice job.
[QUOTE=Wheeze201;35375965]Finished the pirate tavern: [img]http://cloud.steampowered.com/ugc/595840681954935198/F03D9A799F89DAD2F92158DDD540F332D6384B24/[/img][/QUOTE] Fuck, i want to make love to it. These kind of things were really what Skyrim was missing, well a small part.
[QUOTE=jackattack;35376302]Fuck, i want to make love to it. These kind of things were really what Skyrim was missing, well a small part.[/QUOTE] Aside from gameplay, weapon control, lack of choices, lack of overarching storylines, lack of game quality, and lack of effort in modding tools?
Idk I thought they did a pretty good job. :v:
[B]Done editing[/B] -Finished the pirate tavern -Started on the ocean floor navmesh and general navmesh around the pirate island. File: [url]http://filesmelt.com/dl/luftahraan3.rar[/url]
[QUOTE=woolio1;35375999]Actually, I think I can do this one. I would like to know, though, how many polys would be appropriate for the models? Obviously 90 is too few, as is evidenced by my crapwatch up there. (That was a joke, by the way. I was going to make another one today, but someone else seems to have taken care of it). Maybe 4-500 per model? Just provide some reference images so I know what you want, and I'll get to work. EDIT: That looks amazing, Wheeze. Nice job.[/QUOTE] models should have as few polys as possible while still maintaining good looks although it shouldn't be something crazy like 10k polys *edit* for example, my watch has a poly count of 648 triangles
I just noticed that more activity happens in this thread and more contributions are made during the weekdays for the most part, and not during the weekends. I would expect the opposite. :v:
Some guy on my stream said he was fooling around making some tavern music for the pirate tavern whilst watching my stream and this is what he made: [url]http://soundcloud.com/fableteller/luftahraan-tavern-01-m1-r1[/url] I think he said that he would like to work with us making music.
I went into the pontikka cave and now it's all blueish. Is it supposed to be like that ? [editline]1st April 2012[/editline] Oh and the engineer's shop lagged like crazy in-game.
[B]Editing![/B]
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