This is a big call out for all those that have any Level Design experience. Anybody that has played around with the landscapes, town or interiors in the Creation Kit is going to be of much help.
Our problem is that we have an environment that was created with an automated converter tool. Although it has set up the game world with the original models, the translation has not faired well with both the land texture tiling and also the general look of the sparse object placements. A huge percentage of the Morrowind world is the height map with little in the way to break it up.
Please download the latest release 0.6.0 that has dirt-cliffs, mountains and rocks taken from Skyrim but altered with appropriate textures for every given area (region).
This will be the base models in which all landscape level design will be done from.
I have also added ztrees rock resources, which has 13 new rocks.
You will be able to find all these new models under "static\morrowind\landscape\dirtcliffs", "static\morrowind\landscape\mountains" and "static\morrowind\landscape\rocks". Each is prefixed according to area; 0AI, 0AL, 0AC, 0BC, 0GL, 0RM, 0WG.
The spreadsheet below is used to record what cells are being edited and if a person wants to book a number of cells so that they can work on them. These are the grayed cells. Light grayed cells are blanket changed cells; meaning they are open to further editing. Darker grey cells are areas that are being specifically edited by a person or team. Please post on this thread which area you are likely to work on.
CLAIMS ON AREAS WORKED ON - BE IN QUICK!!
https://docs.google.com/spreadsheet/ccc?key=0Alvwmz6hbHGPdGZib2ZTLXh1S195WWRSaE1XZUtfTGc#gid=0
Also specify if you are going to do blanket type changes, that are open for other people to come and add more detail to, or you would rather just do the entire start to finish of level design. For example somebody might do lots of rocks changes to areas, but leave flora, clutter, animals open for somebody else add.
So far the team for Level Design includes:
Anthelius : selected cells in Bitter Coast/Ascadian Isles and Grazelands/Red Mountain
Eloth : Balmora, (shulk egg mine and up to caldera), moving up the southern end of West Gash
Mireneye : Sadrith Mora, Wolverine Hall (not been present for a while)
SqallyDaBeanz : Moglar Amur
Sheo : Khuul
JDT001 : Gnisis
Happychappy: Seyda Neen to Vivec
Brent333: Southeastern Azura Coast
Ravanna : Environment Artist and Moddler
Veltoss : Pelegraid (not been present for a while)
Because of the vast vista differences of Morrowind it would be better to talk about improvements also for regions:
Ascadian Isles — A fertile agricultural region of islands and peninsulas in southernmost Vvardenfell.
Ashlands — A forsaken ash desert in the areas surrounding Red Mountain.
Azura's Coast — A mostly uninhabited region of rocky islands and peninsulas on Vvardenfell's eastern coast.
Bitter Coast — A swampy and poor region along Vvardenfell's west coast.
Grazelands — The pastures in northeastern Vvardenfell.
Molag Amur — A region of volcanic rock and lava pools in the southeastern interior of Vvardenfell.
Red Mountain — The volcanic mountain dominating central Vvardenfell which is encircled by the Ghostfence.
Sheogorad — A wild region of islands and peninsulas surrounding Sheogorad Island off Vvardenfell's northern coast.
West Gash — A rocky, highland region in western Vvardenfell that is rich in minerals.








I will add that if people
I will add that if people want to experiment or have a go at editing a particular part of Skywind that they go ahead. I feel that its only through actually attempting changes that true ideas will immerge for how we can apply same level of detail to the rest of the world.
I myself will have a go at a small section of Red Mountain, and post some before and after pictures. I would like other people to do the same.
Looking at various aspects of the Skyrim world, although vastly different in terms of what the vistas provide, still carry many things that can be utilized for the Skywind landscape. It’s the fact that so much of the effort is into making everything looking seemless. That is to say it’s very hard to detect where ground and the objects that sit on its surface actually meet and also along various different models that connect.
The sparse nature of the original Morrowind design means that rocks and such have a very noticeable difference between their surrounding surfaces. Even where same texture sets are used between rocks and the surrounding surface. Much work needs to be done to match color/shadow shades so that they blend in more.
TES3 has big 20ft rocks that stick out from the ground with little to no surrounding objects. It can be argued that this is how the landscape is supposed to look like and so that it should be left as is. However the proof is in the fact that it currently doesn't look very good, probably because we are used to much more detail in games that aim to make environments look as real as possible.
Some obviously techniques that are used are surrounding larger objects with smaller ones. A rock sticking 20ft in the air is going to have some surrounding smaller rocks, with probably some foliage as well. Making sure the color/shades match up between objects goes a long way. Hard contrasts show up model differences and look unnatural with shadows and light not being realistic.
Also in terms of where we have height map as the primary means of the featured landscape, my impression from looking at Skyrim and various mods that having bumpy surfaces is key to making them believable. Without much experience with the Creation Kit I experimented with adding noise to the height map, but it seems that this only helps a little bit. There is no substitute for placed objects that have designed surface bumps.
These are just my ideas; I really need people with experience to lead the way here.
Finally the point of getting people to talk about ideas, rather than just doing it, is that there is a chance that we can write scripts that do broad alterations. This will not be easy, but in terms of getting major results with some simply level design techniques, may move the project along much faster. My first example of this is to write scripts that place more rocks and foliage. Say the quantity and radius of these placed objects are determined by the objects they surround; taking size, type and anything else into consideration. Same with merging land textures, with some guidelines we can further enhance what we have; alleviating much need to hand edit everything.