Aye! Unfortunately right now the city is a CTD heaven so it will have to be closed off in order to make it into a playable state.
I'm pretty sure once some of the collision gets optimized, it'll stop crashing. I've actually gotten Ald'Ruhn to stop crashing by removing the urns and other containers.
Quick update: Sorting out shaders and fixing textures etc. Update to the brick wall texture I'm trying to blend in between the daedric script and the clay wall:
And a very rough screenshot I will be replacing with a nicer one soon:
I may be thrown off by the angle that you used in your shots, but comparatively to the door your building model looks even smaller than the Morrowind equivalent. See here;
The overall dimensions need to be adjusted somehow because not only is it up to size, but Morrowind's inner/outer dimensions were already pretty skewered. Redoran buildings will each be like their own Tardis if they're not made bigger :P
Yeah I can look into that. Proportions were taken directly from the morrowind model but I shored up the awning a bit and forgot to reduce door size.
In the meantime, if anybody has any working methods for multilayered transparency in nifskope I would love you forever. I've managed a partial solution by using a push modifier to create "shell" layers, which results in undesirable texture parallax.
This is me after 3 days of trying to solve this.
Edit: a good example is skyrim's meshes/architecture/solitude/scastlewall02.nif - which I've noticed has problems of its own. Is it only possible to get this working on flat faces?
@Taj: It was my FOV in Skyrim that distorted the proportions of the building. I imported the morrowind nif of the same building, looking at it in green over the new one confirms the proportions of the original.
That turned out pretty good I think, hopefully people don't think its too over the top. The only thing is that the military strategist in me sees the better ways of constructing it to keep people out, but Morrowind has never been about practicality and always been about the beauty of the structures.
I don't know... I know the new one is closer to what it was in Morrowind, but now I kind of like the tall arch. It looks proud. Reminds me of a Pinta Island tortoise.
Update- I was asked to lengthen the bottom parts of the walls so that they could be sunk into the ground if they collide with uneven terrain, here's the result
I believe La is referring to how whiterun's district we're separated by flat plateaues.
I do enjoy the sound of that idea. Like Ald'ruhn would be a series of plateaus leading to Skar. Given that we're walling off the city that would allow us more control on how the place is laid out. Someone will have to come up with a bird's view of how Ald'ruhn should look ;)
Its not my department so I currently don't really have a opinion. But having a lead up like Whiterun could be cool though im largely indifferent on the matter.
Well since Ald'Ruhn is being completely remade, it could pose a good opportunity for this undertaking. I believe it would actually be fairly simple, get a decent plan of where things should go and then edit the height map.
Yeah, so as everyone can see from that original art, the premise is already there, we just have to build upon it, make the height between each level more distinct. With the new walls and buildings, this would turn out to be a masterpiece.
Spent a lot of time messing with proportions. Doing anything to the outer arch makes the building look weird. I added a front extension to make the entrance smaller though.
It may seem like the changes are small but I can definitely notice this makes a massive difference in solving the weird interior/exterior proportions of the Fighter's Guild. This is far more along the lines of how big Ald'ruhn's buildings should be to compensate for their cells.
Not a building update but I was testing a new tiling texture I'm working on for this project. This one's a bit stylised but I enjoyed playing around with xoliul's cubemap shader in the 3ds viewport:
Hey guys :) decided to take a break from the wall modeling and start actually making some textures! Here's a tileable cobblestone one I did in ZBrush which I'm going to try out on the walls (which will be underneath the clay, only showing through cracks and missing chunks) and when I start on the buildings I'll try it on them too.
Working on a 2nd building based on Kirkbride's sketches. Looking at the layout again, I'm not sure this one is actually in Morrowind - maybe someone can tell me?
Model WIP
Test Textures (the floor scale is way too big)
I wanted to test out a brick arch at the front. Might keep as a blended texture layer.
Hey Plasmax, this looks amazing! The building you are making is actually in Ald'ruhn, in game. I believe The Rat in the Pot & the Ald Skar Inn both use the model. You should be able to find the equivalent in the files somewhere for comparison :)
Plasmax: The Kirkbride building you are referring to was manipulated to some degree and placed in game. The "slots" were filled in. I took a screenshot of it and posted in below. This was found near the Skar in Ald-ruhn. I hope that helps!
Another tileable! Should work for the layer under the clay on some buildings, maybe the walls too. Still needs tiny seam fixes and maybe a bit more work on the diffuse but here it is for now. Bed time :)
I love the new model plasmax. My only suggestion- maybe make the front stretched out just a bit, I am not sure about the dimensions, but the interior seems like it take more space than the exterior model gives (I am not including the lower levels, just the upper bar and such).
OMG I love the doors, they have a great feel to them, and I love the scarab. Will they all have the scarab insignia, possibly a few without for diversity? Amazing work!
I hope I am jumping ahead too much, I am in love with what I have seen thus far, just wondering if the platform for silt striders be done as a seamless part of the wall or a separate piece? Inside the wall or outside?
Thanks yours truly, I'll keep that in mind :)
Happy, I hope this is to your liking
I don't know about Happy, but I think that's great!
Damn, that last one looks amazing!
Tajnarasha wrote:
I'm pretty sure once some of the collision gets optimized, it'll stop crashing. I've actually gotten Ald'Ruhn to stop crashing by removing the urns and other containers.
Quick update: Sorting out shaders and fixing textures etc. Update to the brick wall texture I'm trying to blend in between the daedric script and the clay wall:
And a very rough screenshot I will be replacing with a nicer one soon:
I'm getting an odd issue in skyrim where a square is appearing in my texture when close, but disappears when I back up a bit.
I may be thrown off by the angle that you used in your shots, but comparatively to the door your building model looks even smaller than the Morrowind equivalent. See here;
http://static1.wikia.nocookie.net/__cb20131229104640/elderscrolls/images/5/5d/Ald'ruhn_Fighters_Guild.png
The overall dimensions need to be adjusted somehow because not only is it up to size, but Morrowind's inner/outer dimensions were already pretty skewered. Redoran buildings will each be like their own Tardis if they're not made bigger :P
Yeah I can look into that. Proportions were taken directly from the morrowind model but I shored up the awning a bit and forgot to reduce door size.
In the meantime, if anybody has any working methods for multilayered transparency in nifskope I would love you forever. I've managed a partial solution by using a push modifier to create "shell" layers, which results in undesirable texture parallax.
This is me after 3 days of trying to solve this.
Edit: a good example is skyrim's meshes/architecture/solitude/scastlewall02.nif - which I've noticed has problems of its own. Is it only possible to get this working on flat faces?
@Taj: It was my FOV in Skyrim that distorted the proportions of the building. I imported the morrowind nif of the same building, looking at it in green over the new one confirms the proportions of the original.
Perfect! I was just worried due to obvious proportion weirdness in ald'ruhn specifically ;)
That turned out pretty good I think, hopefully people don't think its too over the top. The only thing is that the military strategist in me sees the better ways of constructing it to keep people out, but Morrowind has never been about practicality and always been about the beauty of the structures.
"Fixed" my problem. Testing the building in a new location:
Not quite as stunning as Plasmax's latest update, but completed another wall piece, this time a 90 degree wall piece, a less wide version :)
Paintover of the fighter's guild in response to some suggestions
Did a rough reshape with the FFD modifier:
It looks sad now :(
Lol, it actually looks like a sad bull
The latest one is much better :)
I don't know... I know the new one is closer to what it was in Morrowind, but now I kind of like the tall arch. It looks proud. Reminds me of a Pinta Island tortoise.
The tall arch shows off the low poly-ness of that area a lot more than the short arch.
Update- I was asked to lengthen the bottom parts of the walls so that they could be sunk into the ground if they collide with uneven terrain, here's the result
Hmm, if those walls get sunk they will also sink the base of the towers (unless those are separate) but maybe they need to be extended as well
Random idea, make Ald'Ruhn more flat but on levels like Whiterun. I know that's pretty much what it is now but maybe expand on that idea.
LA I'm not sure what you mean? If anything Whiterun isn't nearly as flat as Ald'ruhn in Morrowind.
I believe La is referring to how whiterun's district we're separated by flat plateaues.
Shushine wrote:
I do enjoy the sound of that idea. Like Ald'ruhn would be a series of plateaus leading to Skar. Given that we're walling off the city that would allow us more control on how the place is laid out. Someone will have to come up with a bird's view of how Ald'ruhn should look ;)
Heres the morrowind version
Its not my department so I currently don't really have a opinion. But having a lead up like Whiterun could be cool though im largely indifferent on the matter.
Well since Ald'Ruhn is being completely remade, it could pose a good opportunity for this undertaking. I believe it would actually be fairly simple, get a decent plan of where things should go and then edit the height map.
The original concept gives a pretty good indication of terrain levels, definitely a starting point at least:
I agrizzle with all of this, and yeah Plas I'm gonna do that :) More maya adventures!
Ok so I lengthened the bottoms of the pillars, and changed the shape of the platform canopies at eloth's request
Yeah, so as everyone can see from that original art, the premise is already there, we just have to build upon it, make the height between each level more distinct. With the new walls and buildings, this would turn out to be a masterpiece.
Spent a lot of time messing with proportions. Doing anything to the outer arch makes the building look weird. I added a front extension to make the entrance smaller though.
It may seem like the changes are small but I can definitely notice this makes a massive difference in solving the weird interior/exterior proportions of the Fighter's Guild. This is far more along the lines of how big Ald'ruhn's buildings should be to compensate for their cells.
Not a building update but I was testing a new tiling texture I'm working on for this project. This one's a bit stylised but I enjoyed playing around with xoliul's cubemap shader in the 3ds viewport:
Hey guys :) decided to take a break from the wall modeling and start actually making some textures! Here's a tileable cobblestone one I did in ZBrush which I'm going to try out on the walls (which will be underneath the clay, only showing through cracks and missing chunks) and when I start on the buildings I'll try it on them too.
edit: may want to open it in a new tab :P
Working on a 2nd building based on Kirkbride's sketches. Looking at the layout again, I'm not sure this one is actually in Morrowind - maybe someone can tell me?
Model WIP
Test Textures (the floor scale is way too big)
I wanted to test out a brick arch at the front. Might keep as a blended texture layer.
Nice!
Hey Plasmax, this looks amazing! The building you are making is actually in Ald'ruhn, in game. I believe The Rat in the Pot & the Ald Skar Inn both use the model. You should be able to find the equivalent in the files somewhere for comparison :)
Plasmax: The Kirkbride building you are referring to was manipulated to some degree and placed in game. The "slots" were filled in. I took a screenshot of it and posted in below. This was found near the Skar in Ald-ruhn. I hope that helps!
http://i.imgur.com/vHdkyff.png
Staircase. :)
Awesome, I've been waiting for those :)
Another tileable! Should work for the layer under the clay on some buildings, maybe the walls too. Still needs tiny seam fixes and maybe a bit more work on the diffuse but here it is for now. Bed time :)
I love the new model plasmax. My only suggestion- maybe make the front stretched out just a bit, I am not sure about the dimensions, but the interior seems like it take more space than the exterior model gives (I am not including the lower levels, just the upper bar and such).
Thank you all for the suggestions. Glad to know it's the Ald Skar Inn, I need to fire up Morrowind and run around Ald'Ruhn a bit.
Update: AldRuhn now has doors! Screenshot from maya:
plasmax wrote:
Wow that looks amazing! Great job :)
The Redoran symbol engraving in the door is a really nice touch!
OMG I love the doors, they have a great feel to them, and I love the scarab. Will they all have the scarab insignia, possibly a few without for diversity? Amazing work!
Wonderful design! Can you by any chance also texture in some rust marks on the wood next to the iron?
And a more crazy suggestion that is probably too late in the workflow - maybe the gaps between the planks could be filled with ash dust?
I like it as it is anyways :)
I hope I am jumping ahead too much, I am in love with what I have seen thus far, just wondering if the platform for silt striders be done as a seamless part of the wall or a separate piece? Inside the wall or outside?
That door, oh my! You sir can do any door you want! Telvanni..hint, hint
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