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ThePriest909

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Everything posted by ThePriest909

  1. Greetings Lady Carah. Long time no see.
  2. Bye my friend, thank you for your work here and the best of luck with your life!

    I hope to see you on-line sometime.

    -ThePriest909

  3. Hi lady Carah! Long time no see!
  4. Hi Ibsen! Nice to see that the project is moving :) ... A few more days and I'll be able to join you.
  5. HAPPY NEW YEAR!!!!! :)
  6. Hello Harley!!!!

    Long time no see!!!!

  7. Hi Lisnpuppy! :)

    Thanks!

  8. Well, :)

    What I see is your name at her signature...

    "~Moszibby's biggest fan~"

    Isn't that all you need to know? ;)

  9. Hello Carah! :)

    Always wellcome here! :)

  10. Yes. We don't use rocks to set the base of a castle :P Maybe you have the impression from certain screenshots, but there's always "real" landscape underneath the rocks which you can see from the distance. By the way, the website is just temporarily not available. LoL.. :) thats okay then. I was actually talking about shots like this f.e. http://www.sureai.de/index.php?option=com_...p;id=17#ponyimg or this http://www.sureai.de/index.php?option=com_...p;id=68#ponyimg where the rocks seems to be a basic part of the landscape... Anyway... I'm pretty sure you 're going to do a good job in any case... The Best of luck ;)
  11. This one looks like a really good project. It has a gothic 3 mood. That "mystery of exploration". One question though. I noticed that you're using rocks as a part of your architecture... As far as I know rocks aren't visible through distance.... ( they don't support distand lod models) So... In case you 're using rocks to set the base of a castle , from a few land cells away it is going to look like a floating castle.... I had the same problem and I had to rebuild a whole city. Any solution to that yet?
  12. That's true too... :) After a few tests though I've discovered that if the heightmap is correct and the land is smooth and wellbalanced the region generator error amount can be reduced to 8% [+/-2].... So... if you split the land in 100 cells per region at a time then you can easilly find those few errors and fix them... I think we are complete out off the current topic though lol.... :blush:
  13. I don't believe it is a matter of skills... But only a matter of knowledge.... Let's check the CS "region fuction" for example.... It has almost everything you need to build a basic world as large as tamriel in a week...... The hard work comes with the interiors.... but if you know exacly where to find your items then.... it's only a matter of time...
  14. True number 2..... But I would say then that it's a list of "suggestions" and not "rules".... ( I believe that with CS and everything inclouded and a good modeler I would be able to create a world as large as shivering Isles inclouding questlines in less than a year and that's definatelly against these rules.... )
  15. true.... I usually set limits too. But.... you can always learn something new in the mid time... For example I've learned a lot of new things while I was creating my GTA ep 1.... as a resault , I work much faster now even with more complex things like worldbuilding. So.... In my opinion... it's just a matter of devotion and hard work....
  16. Well it's just my opinion but.... I don't really agree with this list pined here.... It's just a matter of hard work & imagination to finish what you had in mind to create. I do agree though with that part where the authour says about the "mod-team"...... That's why I prefer to work alone .... LoL ... even if that means that I'm going to need the double time to finish a project.
  17. Just a Note.... TMM by it's own doesn't do anything... I had also to put a number next to it... For exable I typed tmm[space]100 to uncover the map... I have no idea why... :mellow:
  18. This is the second time I play Oblivion and I can 't start to look for all the places I have allready get bfore... Is it possible to unlock all the places on the map..... ?????????????????????
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