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What are you working on?

Submitted by Erik on

Hi, this is a thread to post any random crap that you are working on that is related to Skywind, be it Voice acting, Modeling, Landscaping or Writing.

Be nice [External image]


Im currently working on adding more variation to Sheogorad and other areas by building more versions of existing assets and filling in gaps in vegitation size.


Images New Emperor parasols

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New Shrooms

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Karma: 5 (5 votes)
Last edited by Erik on 22 Mar 2015 - 19:05.

yeah screw you guys its done!

Karma: 25 (25 votes)

Work continues on caves, which are now in a mostly complete state. Hopefully this shot is bright enough for everyone to see:

Karma: 16 (16 votes)

I'd like to see some more land texture work. Just paint on some dirt with a low opacity brush in some spots. Also, keep the majority of the marshmerrow in or really really close to the water.

The docks area is really nice, you could add a bit more objects near it, maybe even a rowboat.

Karma: 0 (0 votes)

Thanks for the response, I was a bit unsure about whether it'd be appropriate for me to do any land textures or if someone else would be doing that. I was also unsure of the nature of marshmerrow, I know it grows in damp soil but didn't know how far up in the land was ideal, I'll work on that tomorrow along with adding in more items to the dock. Most likely a row boat. 

Karma: 0 (0 votes)

Model previewer for my behavior tool, at least I can evaluate the effect of generators/blending (I hope)


[External image]

Karma: 8 (8 votes)

Jaybob_the_bobjay

I've been cluttering the area around Panat, mostly just marshmerrows and rocks.

 http://imgur.com/a/dXbwQ



Just a bit of an unrelated suggestion - not sure if this Enb was just to show off the landscaping, or if you landscaped with it on - thing is that it's very strong and saturated effect. I know everyone has different tastes and this can certainly be appealing, but colour palette is just as important in landscaping as shapes are, so I'd suggest either turning Enb off for landscaping, or the whole team should use an unified, same one (I think Squally and Cresty are using something similar with no colour changes, but simply light shafts and a few other shaders).
Karma: 1 (1 votes)

That's all controlled by the weathers and imagespace, not only the enb. The landscapers can't just change the colors of the region on the go, it all gets tweaked once we have nothing else to do.

Oh and btw, enb's don't work in the creation kit (unless you do some magic ini tweaks)

Karma: 0 (0 votes)

Alright, here's part 1 of Before the Night. A story about.. actually, just read it, :-)

Before the Night I

There it stood, putrid and hollow. Droniras raised his shield in anticipation and studied the creature. Corprus stalkers never came so close to the vicinity of the Ghostfence, but this one seemed bent on taking his life, despite the dangerous humming of the spectral wall that surrounded Red Mountain. Suddenly the creature moved again, though sluggish and slow. It raised its left arm and struck Droniras’ shield so hard that he could almost hear his bones crack. Luckily he was holding a Dunmer glass shield, provided by the order of the Buoyant Armigers, which took the brunt of the devastating blow.

He groaned, as the blow knocked the breath out of his weary lungs. He had been out here for the entire day, and his mask was saturated with volcanic ash. It was getting hard to breathe, and this fight was not part of his plans. He longed for the sight of the Ghostgate and the safety within.

‘Not today.’ said Droniras, and he lashed out at the corprus stalker with his steel mace. The creature was surprisingly resilient and withstood the blow with ease. Droniras sighed deeply and struck again. This time he struck its temple and split its skull. The corprus stalker was severely weakened now. Droniras readied himself for another attack and attempted to hit the corprus stalker in the temple again, but the creature fell over unexpectedly. The strength in Droniras’ attack threw him off balance. He leaned backwards to prevent a fall but was caught by the corprus stalker, who grabbed his right foot and made him trip. With a soft thud he hit the volcanic soil. Thankful that there were no rocks where his face landed, he stood up grinning, with his pride severely dented. When he turned around, the corprus stalker was still coming at him. It could barely move. The only thing that still kept it going was its primitive murderous intent.

Droniras pitied the creature for its awful existence. Once upon a time, this dreaded creature was a mer of Vvardenfell. He could clearly see the faded racial features that marked the corprus stalker as once being one of his own people. ‘Forgive me,’ said he as he struck the corprus stalker in the head with all his might. He finally killed it and looked up at the ever blackened sky above Red Mountain. Through the ashes he could barely make out the sun. It was low on the horizon and night would fall soon. He realised he might just as well be blind at night time on Red Mountain. It was high time to leave, right then.

He took off his ash mask and fashioned a new one out of a piece of cloth from his pack. It was easier to breathe now, and, with renewed vigour he traversed the bleak and dreaded ash carpet. He followed the Ghostfence to his left. After an hour  he saw the beloved silhouette of his home. ‘Finally.’ whispered Droniras, relieved, but exhausted. ‘Droniras, is that you!’ shouted a Buoyant Armiger from the distance. Droniras scraped his throat and said with raised voice: ‘It is I!’

He heard the creaking of a metal gate, and two buoyant armigers came rushing forward with their spears pointing towards Red Mountain’s summit. Droniras knew he was safe now and felt the burden on his shoulders being lifted by the graces of his beloved Tribunal. It was then when he felt a small ache on his ankle. He squatted down and briefly touched it.

‘Are you alright, Sera?’ asked a third Buoyant Armiger approaching Droniras. He was clad in glass armour from head to toe. ‘I think so.’ said Droniras, and he stood up. ‘Droniras Arobar, always out there somewhere. What is it that you do?’ asked the Buoyant Armiger. ‘The same I always do, Enar. Upholding our promise to Vivec, for we are his Buoyant Armigers,’ answered Droniras.

‘I know of our vows to Vivec, but everyone has a personal reason for joining an order that has a death sentence written all over it,’ said Enar with a broad grin. ‘Does it matter?’ asked Droniras, slightly annoyed. ‘No, Sera. I am glad you have returned. Let us go inside,’ said Enar. Droniras followed Enar, after which the two spear guards also dispersed. Once they were inside, Droniras took his mask off. He was relieved to be in a safe place and took a deep breath of air, even though it was impregnated with smoke from the many hearth fires. Feeling safe, exhaustion came over him, and without saying a word, he went to the Tower of Dusk and hurried to his bunk.

It was early in the morning when Droniras woke up. At least he thought he was. He was sweating and felt very tense. He sat on a metallic floor and gazed through the industrial halls of a Dwemer facility. Even as he realized this had to be a dream, he also found it to be incredibly vivid. With his hand he touched the dust-crusted floor. It felt warm to the touch. He stood up and reached for his mace, but discovered he wore nothing more than a loincloth, the same as Dagoth Ur’s ash slaves. Immediately he started running towards the nearest door, looking for an exit, but no avail. No matter which door he took or which direction he went, he kept ending up in the same place. When finally he was exhausted, he just sat down and thought it through, becoming calm and calculating. ‘What is going on?’ whispered Droniras.

Suddenly he heard footsteps, slow but steady. They were near and coming towards him. Droniras immediately stood up. He felt his heart racing in his chest and looked for anything he could use as a weapon. The footsteps were getting nearer. He was at the edge of panicking now, as the entire room was empty. Still the footsteps were getting closer. He saw no other choice but to ambush this creature, whatever it could be. He waited for the moment it would come through the door, but then the footsteps instantly halted. Right then, it felt so quiet that the silence almost felt deafening. But Droniras knew that something was there. Through the interstice between the two thick Dwemer doors, he saw a shadow being cast. Droniras waited for something to happen and that very moment seemed to last a lifetime.

At long last, a deep humming voice spoke and said: ‘Droniras, you carry my blessing. Come to me.’ 

‘Where am I? Who are you?’ he yelled, full of dread.

‘One night this door will be open,’ said the terrifying voice.

Suddenly Droniras sat up panting, sweating immensely and found himself back in the Tower of Dusk. With both hands he grabbed his own face and said, ‘It was a dream. It was just a dream.’ He kicked his blanket off and tried to calm down. That’s when he felt the swelling on his foot. When he touched it, it felt warm and painful. ‘That’s strange,’ mumbled Droniras. ‘What is strange?’ asked a voice in the dark. ‘Is that you, Enar?’ asked Droniras, somewhat startled. ‘Yes, Sera. Should I be worried?’ asked Enar. ‘No, it is nothing. Just a bad dream. Sleep well, Sera,’ said Droniras, and he lay down. ‘Sleep well, Sera,’ said Enar, and everything went quiet.

When Droniras woke up, he found that he was alone in the barracks. Everyone else had already left. He sat on the edge of his bed to put on his left boot, but it wouldn’t fit. He felt a sharp pain when he tried to pull the boot over his ankle. He asked himself, ‘How did this happen?’ as he was looking at the swelling on his foot, which had grown significantly since he last felt it. That’s when he realised what exactly happened the day before. ‘The corprus stalker,’ hissed Droniras ‘Curses! This is not happening!’ This was bad. He knew this was how corprus usually started. He quickly got dressed, left the barracks barefoot, and went to the Tower of Dawn, where he had a priest look at the infection. ‘When did this happen?’ asked the priest, carefully inspecting the wound. ‘Less than a day ago,’ answered Droniras.

 

Karma: 5 (5 votes)

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2838 tris

Karma: 11 (11 votes)

More Rm landscaping. Entrance to the path up to the crater, occupied by 6th House servants.

(Right click -> open in new tab)

 

Karma: 8 (8 votes)

Gothic_Freak

More Rm landscaping. Entrance to the path up to the crater, occupied by 6th House servants.

(Right click -> open in new tab)

 



This made me think of two things: Mordor and Dark Souls. In both cases great job :D
Karma: 1 (1 votes)

I see your powers are growing strong Gothic_Freak The dark side is consuming you, excellent.

As usual poor old Creation Kit/Coders users don't have much to show, but I thought id give you my boring task for the week to show you my suffering for your sins...oh thats right I'm not Jesus....

This is something I've been wanting to do for a while as I really wanted to sort out the mess that was our "Lights" in the master. I was genuinely afraid for interior workers trying to figure out what lights to use, and basically giving up and just adding even more. I think this what has happened a lot over the years.

What our lights forms looked like

New organized lights for release 0.9.7.5

As you can see I've reduced the number of forms to a fifth of what it used to be, while still basically retaining the customization of Morrowind lights. Level designers will be able to easily and quickly find the lights they need. This took about 50hrs. Very painstaking work looking at each light and figuring out what were duplicates and then merging them. Thanks to Zilav for creating a script to help me with the world reference replacements.

Karma: 9 (9 votes)

Gothic_Freak

More Rm landscaping. Entrance to the path up to the crater, occupied by 6th House servants.

(Right click -> open in new tab)

 



Definitely one of my favorite screenshots so far!
Karma: 0 (0 votes)

More progress on cluttering Panat exterior. http://imgur.com/a/8HGeC

Karma: 4 (4 votes)

Jaybob,  thats better, but don't go overboard! Still, its lacking texture painting, and it could use some vertex colour shading under the boat and crates.

Karma: 0 (0 votes)

Rovan3011

Working on Molag Amur in the area around Alas Ancestral Tomb. 

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The stark white mushrooms look fantastic here.

Karma: 0 (0 votes)

This past week was my first week apart of the team, But i think i got a lot done. Here are some screenshots of my Landscaping work in Molag Amur! Check out the Imgur Album![External image]

 http://imgur.com/a/0J4qV

Karma: 9 (9 votes)

Still need to clean it up a little and fix some textures but I think I'm nearly done with cluttering this area. Thanks for the help Crusty. http://imgur.com/a/VxNMT

Karma: 3 (3 votes)

One of the rooms in Zenarbael

Pic 
Karma: 1 (1 votes)

Jaybob the quality of those scenes are really high i dont even recognise the textures
Karma: 0 (0 votes)

Scrib updated : low poly is fixed, textures baked through xNormal. Working on dead variants.
 

Karma: 4 (4 votes)

cathay-raht khajiit?

Karma: 0 (0 votes)

https://en.wikipedia.org/wiki/Behemoth_%28Master_and_Margarita%29
Yeah. Looks like it.

[External image]

Karma: 1 (1 votes)

aerisarnTrivia: what creature is that?

Is it cheating if I look at the right-hand pane?

Karma: 0 (0 votes)

A hint is included. An old f(r)iend from Oblivion ;)

Karma: 1 (1 votes)

Oh, minotaur then obliviously.
But i think this thread must not contain discussions.
It's just show-and-tell.

Karma: 2 (2 votes)

Centuar

Karma: 0 (0 votes)

To avoid mistakes that have been made in the past, before getting further into design and while waiting for the assets, this time I set up a general plan for Balmora. That includes:  

Placement Guidelines  

In the original with few exceptions most houses follow square angles as seen here.

Additional alleys that were added may look good on their own but what I want is a a sort of "unity" feeling that exists even within the differences between the districts. 

NPC analysis

 

Basically making a list of who hasn't got a bed/room, who needs a new house, jobs, AI schedules. At this point about 6 extra houses are necessary, in total up to 10 are possible. 

Fun Fact: Balmora has more NPCs than Solitude in Skyrim, so this step is essential for planning out the city. For quest/dialogue and performance related reasons not every single one can get a full exterior life, but from running tests on my 3 year old laptop it's safe to say that the amount of NPCs with exterior schedules can be atleast doubled (from 15 to 30 (91 NPCs in total)) without significant performance loss. Main goal here is to find a balance between performance and atmosphere. Closing up the city would cause more problems with gameplay mechanics than solving them, so making sure it can be in the open world space is high priority.

Interior Adjustments   Another Problem of the old Balmora Level Design was that alot of houses were added but all the interiors were left out. To avoid that, basic Interiors for all possible additional houses have been set up already, most of them have clutter in them but since the tileset has some errors in it these will have to be looked over later. Also a few of the main Interiors (Council Hall, Mage Guild) have been/will be adjusted to match their exterior equivalents more, but that is something that can be done in the end and has low priority at the moment.

 

Road Improvements

A big part of the visual Awesomeness of Skyrim's citys was archived by having custom road/land meshes which improved the Exterior alot. We don't have the resources for that, also the standard roads can't be used in a city like that. In order to avoid boring and flat vertex texturing I have included a few new ideas to enchant the streets. Before/After:

 

District Distinctness  Balmora has 3 districts: High Town(including the temple bit), Commercial District with the market square/canal and Labor Town on the east. While the Commercial District will be kept almost exactly the same for the original feeling since the entrance etc were the most remarkable areas of the city, the two others will be slightly more differentiable. Taking the Labor District for example: in order to archive a more lower-class look for the district (in vanilla the street looked exactly the same as any other) while maintaining the general city look instead of an additional street that is just randomly thrown in as shown above, the area can be adjusted by changes such as 1) reducing the height difference to the lower level and 2) densifying the area by a) pushing one house forward and b) adding another one in.

  

Canal Enlargement/Highmap Changes
 In order to make Space for the new assets only the eastern city part has been pushed back as Ravanna suggested back in 2014, so the western bit would stay mostly original. Also the whole city has been slightly heightened, since the new canal meshes are slightly higher with their 2nd level. 


Keeping the vanilla feeling  This is by far the most important section to me. Which is why I reverted many of the changes that have been done in the past, such as the revealing of Dralasa Nithryon's Shop.

Skywind before:

Original:
Skywind after:

         
Karma: 9 (9 votes)

IT'S PIKACHU!

Karma: 0 (0 votes)

Besides Balmora and RM I have also set up Rebuilds for all Morrowind unique cave rooms. With these it's possible to create a dungeon from the vanilla game exactly the way it was. These come uncluttered and right now all 4 versions (Bas, Volc, Shale, Mold) use volcanic rocks in most caves so they need to be replaced by hand if you work on a non-volcanic cave after copying them into your dungeon.

These should save alot of time, since when multiple level designers have to figure out how to recreate a room and basically do the same work at least twice, now they can use the rebuild and use their creativity on clever clutter. I'm did these especially for newcomers, they may struggle with asset usage at first so this is a base they could work on before creating their own custom rooms.

You can find the download on discord, I suggest writing down which rooms are needed for your dungeon than loading the fitting cell for your cave environment and CTRL selecting all the stuff that you want, than copy and pasting it into your cell. the entrances are always set to grid so if it shouldn't snap correctly when moving it to it's space just CTRL deselect one of the entrances and then CTRL select it again (so you don't unselect the rest of the room).

There are a few clipping errors here and there, some rooms are done simpler than others and also as I said before right now most of the non volcanic rooms need to have some assets replaced. If cresty manages to set up cave rocks in the next build I'll put them in instead.

Pictures

 
Karma: 6 (6 votes)

some 6th house misc stuff, texture work on pillar & bell by rav. hammer wip, want to change some color to match ravs

 

dank memes 

[External image][External image]

 

Karma: 9 (9 votes)

some random stuff ive worked on this week.

Finished the velothi hill tent, and updated some all shaders, since when I made them over a year ago I knew nothing of texturing/skyrim stuff.





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Karma: 16 (16 votes)

Been working a lot finishing up a large part of Molag Amur. I made a giant map made up of a few shots that shows all of my work. (this area is 32x32 cells big,  so very big) 

Here's the url for better quality http://i.imgur.com/YEEsGYX.jpg[External image]

 

Karma: 9 (9 votes)

shameless bump for the dankest memes of 2016[External image]

almost finished the male corprus stalker, just some repositioning of the hair to go. rendered in nifskope

Karma: 7 (7 votes)

That's quality work Adam.
though, I would break some teeth of this creature, and open wounds looks questionable for such infected, but live man.
I wonder if we could have more severe and disguisting stage of stalkers (between stalkers and lame corpruses), something like this:

{IMAG} 
Karma: 0 (2 votes)

Cave doorways and such.

Karma: 8 (8 votes)

Hello again from Molag Amur! Great progress has been made in this area. In this update i will be showing how Erabenimsum Camp has changed since Morrowind. I will be posting new content later.

Hidden text BeforeAfter

 

 

 

Karma: 8 (8 votes)

Thats some nice landscaping right there Micah & Squally!

I'm currently working on pillows and sacks, so here is a WIP shot. And some leather bound bottles as well, which I'll show off at a later time.


Karma: 7 (7 votes)

Damn those are some physically realistic looking sacks Mace! Great to see some more progress updates again, I've been DYING.

Karma: 1 (1 votes)

Cool stuff Mace!  Drarayne Thelas' place is gonna look niiiiiiice!

Karma: 1 (1 votes)

Finished a bunch of Dark Elf vocals!

https://dl.dropboxusercontent.com/u/16065019/Gaming/Skywind/Audio/Dark_Elf_Sample_01.mp3

Karma: 7 (7 votes)

Since March 15, 2016 to today there have been 12 SFX tasks completed by the SFX team! We should have 5-10 done this time next month!

For your listening pleasure, here are a few egg sacks and corprus sounds for you audiophiles to enjoy... alone, in the dark, in your robes...

Corprus Stalker_attack-004 - Matt Surka aka getinthedamnbox

Corprus Stalker_death-005 - Matt Surka aka getinthedamnbox

Kwama_eggs_close_02 - Beech Pilkington aka Beech

Kwama_eggs_open_01 - Beech Pilkington aka Beech

Stay tuned as next month I'll post some more!

 

Karma: 2 (2 votes)