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kibblesticks

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Everything posted by kibblesticks

  1. This is looking really nice! Shivering Isles was one of the greatest TES locations, can't wait to play it in Skyrim :)
  2. I'm sorry to say this project has been discontinued. Massive thanks to all of you who took the time to follow, comment, and contribute to the project. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- http://i.imgur.com/BGwT9DL.jpg In the year 4E 191 an Imperial fleet undertook a purge of the apocolyptic sect known as The Elver of Zir. Faced with the encroaching legion, the cultists, led by their zealous prophetess Caeto, leapt to their deaths from the rocks surrounding the infamous whirpool Zir's Gullet. Now, on the tenth anniversary of the purge, tidal waves ravage coastal villages, mighty storms lay waste to entire fleets, and the very ocean appears to be waging war upon the land. Could the Elvers of Zir be carrying out their apocolyptic mission from beyond the grave? Kaestor Ciralius commanded that Imperial force a decade ago. The commander and his eclectic troupe of loyal irregulars intend to return to the site of that fateful massacre and uncover the truth behind this rising threat. Little do they relalise just how far their journey will take them.. http://i.imgur.com/QpZ0uzk.jpg -Exploration! Journey to the darkest depths of Tamriel's oceans and uncover wonders never before seen by man or mer. -Suspense! Unravel the secret intrigues of sworn rivals, family secrets, heroic deeds and tragic woe. -Adventure! Immerse yourself in exoctic cultures, battle new and ferocious beasts whilst hunting down precious artifacts and unique weapons. http://i.imgur.com/1pFttOJ.jpg Into the Abyss... Padomaic Abyss is my major project for the next 8 months. Despite several warnings by far more savvy people than me, my heart is set on creating a proffesional quality Skyrim modification for my 3rd year university project. I can't wait to see how far this project can go. The mod scope consists of several new environments, a couple of new weapons, two new armour sets, and a bunch of lore and dialouge. Voice work will have to wait till after the course is finished unless things go amazingly smoothly :wink: I'm also going to document the process as I go, and will attempt to provide the assets as modder resources wherever possible. It would be so great to have some input from the Nexus community as the project unfolds. I haven't modded for a while and I miss this place! To kick us off, here's some concept art done by Chris Stone, a very talented coursemate of mine: http://i.imgur.com/lWTrYlD.jpg http://i.imgur.com/ZBtTxYG.jpg http://i.imgur.com/p9c7Hg5.jpg
  3. I was just wondering if it's possible to load a greater draw distance into the Creation Kit? If not does anyone have any insights into how Bethesda made their landscapes come together? If I want a focal point or certain shape to be visible from a distance would it really require rebooting the game after every lod-generation to see the results of a change?
  4. Like Matthiaswagg said, what do you want to do? "Making a mod" is pretty vague. There's some good tuts here to get you a good grounding. Hope you find what you're looking for.
  5. Not a navmesh expert but from my experience they don't have to be that precise. Also it's not the small triangles are a problem perse, but rather you want to keep them as close to equilateral as possible. Again I'm not an expert but I believe you'll be alright if you follow more of a large triangle approach http://i.imgur.com/vpMcUrp.jpg Easiest way to find out is to do a patch with larger triangles, whack a few bandits in there and test how they navigate in-game.
  6. You don't need the CK for straight reskins. Just alter the dds and overwrite it. Next time you play the game the new texture will show. Skyrim gets its textures by checking the loose folders first, then the vanilla BSA files, so just save it with the same name and voila.
  7. Thanks again Tambo, I managed to get it working thanks to you. In case anyone using worldmachine has this problem, the solution for me was to export as an .r16, then simply change the file format from .r16 to .RAW (example "Heightmap_01.r16" becomes "Heightmap_01.RAW" Then photoshop can read the file as a 16-bit raw. Cheers
  8. Ah okay thanks for clearing that up Tamb0, I made the heightmap in World Machine 2, but the 16 bit option saves it as a .r16 rather than a .raw and I couldn't get it working. The 8bit option saves as .raw though. I'll find a way to get the export as a 16 bit raw, thanks very much.
  9. Thanks mrpdean, that provides a good place to start from. I don't suppose anyone has any idea how to use OScape to generate a colour map? I'm looking at the OScape generation screen but there doesn't appear to be any input boxes for colour? http://i.imgur.com/uG1PkmF.jpg
  10. Second question: could anyone tell me how to get rid of the blocky, layered shape to the landmass? The heightmap is smooth but the generated features are very square..
  11. This all looks really good! Love Death getting onto the ship at the start of the trailer :tongue: Just a tip for the trailers though, get rid of the soundtrack cus neither of the songs in alpha 1 or 2 fit what's being shown and if the music doesn't add to the images it shouldn't really be there. Maybe replace with some light fantasy stuff playing quieter in the background. Good work!
  12. Hey guys, I'm making a custom world space and was wondering how to apply colours to it. This is the worldspace in-game (please ignore errors, they're sorted now): This is the colour map I'd preferrably like to apply: http://i.imgur.com/zsmniO1.jpg?1 Is it possible to apply a custom colour map to a landscape? If not, is there a way to apply any colour that doesn't involve handpainting? This is for my final project at university so it'd be really good to get some help here, thanks! :smile:
  13. Ah, a lot of useful info there, thanks very much Percevan! I'll look into all your suggestions and post more specifics if that doesn't yield any results. Cheers!
  14. Hey guys! I'm trying to get a custom mesh working in-game, and after a lot of googling I think I've finally cracked it using this tutorial. There's just two problems, one major and one minor. +The major problem is that my texture isn't showing up properly on the model, either in Nifskope or in-game. It just renders as this white "blank" material: http://i.imgur.com/nr7c9Yq.jpg The texture path is fine (I've altered the texture route in Nifskope so that's not the issue). + The minor problem is that the collision mesh that Nifskope creates is a block and doesn't allow passage through the hallway. If anyone has any insight on that I'd really appreciate it. Thanks!
  15. Ah I loved that movie! Could honestly watch kryptonians throwing each other around all day. Cheers, I'll give the "model need" list a shufty and see what I can do!
  16. I don't know about making a copy, but here's a worldspace tut: http://hoddminir.blogspot.co.uk/2012/02/from-heightmap-to-worldspace-in-skyrim.html Hope it helps!
  17. Mmm, this looks brill. Sounds like great writing and the environments look really nice. Look forward to playing the end result! As a side note; your next trailer could definately do with some music. It'd add so much to an already epic piece.
  18. Great! Looking forward to it! I've signed up to the forums, just waiting on activation.
  19. Hey RJ, long time no speak! Back from my first year of Game Art and I'm looking for some mods to contribute to over the summer break. I haven't had a chance to look at the Creation Kit much yet but it seems pretty similar to OblivionCS/GECK? Things I can't do: + Code + Script + Rig'n'Skinning + Importing into CK (though if it's anything like Fallout, it shouldn't be too hard to learn) What I can do: + Modelling & Texturing (pretty much anything, including creatures, but I specialise in Architecture, Environment and Flora) + Lighting + Level design + Concept art (again specialising in levels/environments) Example 1 Example 2 + General idea generation; not that you'd have much use for that, but my input's there if you want it :huh: And then all the stuff I've done for TES4, FO3, FO:NV, & TES5 Get in touch if I can do anything for the project (Northpoint or any others). Cheers!
  20. Good set of rules :) Also means my favourite hobby of browsing the banned section is going to get more interesting :P
  21. Haha, thanks guys :laugh: I was always aware that this thing called "responsibility" existed, but had hitherto failed to understand the sheer horror that word entailed :pinch:
  22. Cheers, I'm trying to :biggrin: Yeah I modded a bit for all the Beth games cept morrowind which was a bit before my time.
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