frozenwindow Posted August 15, 2020 Share Posted August 15, 2020 In response to post #84096628. #84101643 is also a reply to the same post.frozenwindow wrote: isn't the Dwarven spider just using the vanilla dwemer spider skeleton from skyrim lol. the daedric enemy at the end is just using the werewolf skeleton and animations if i remember right. SkywindEgrets wrote: Understandable that you thought so. The arms on our centurion spider are repositioned entirely, which sounds trivial but represents the first fully implemented custom skeleton - a humble start, but actually a major milestone, even though it might not look it.Hasn't Rougeshot been making custom skeletons for creatures for a while now though? Link to comment Share on other sites More sharing options...
Osmanli Posted August 15, 2020 Share Posted August 15, 2020 Everything looks amazing, I'm loving it. Link to comment Share on other sites More sharing options...
SarenDraculVT Posted August 15, 2020 Share Posted August 15, 2020 it looks f*#@ing gorgeous. Link to comment Share on other sites More sharing options...
aceball69 Posted August 16, 2020 Share Posted August 16, 2020 Been following for years and the progress you guys have made is amazing. The teaser looks and sounds wonderful! Keep up the great work, cant wait for more! Link to comment Share on other sites More sharing options...
RocketScientistNo1 Posted August 16, 2020 Share Posted August 16, 2020 In response to post #84088613. #84092923, #84093808, #84096133, #84100343, #84101583, #84116168 are all replies on the same post.HadToRegister wrote: My main question is...because it's based off the Skyrim build, does this mean that you won't be able to do things like you could in Morrowind, such as, casting spells underwater, creating your own spells, and having separate armor pieces, shoulders, etc, along with clothes underneath the armor?Cer12 wrote: They go into this a bit in some of the other trailers/faq stuff, i.e. bringing back morrowind mechanics (like levitation). If I remember correctly there'll be swappable pauldrons but doing the entire separate pieces wasn't feasible.BigTiddyKhajiit wrote: Isn't feasible? It's entirely possible. The Skywind team is just lazy as f***. Just needs a race with more biped slots for equippable gear. If Bethesda wasn't so pissy about their IP we could have reverse engineered Skyrim's game engine and have infinitely better mods. But Bethesda is too lazy to fix their s*** themselves.frozenwindow wrote: LOLGorgulla wrote: So why don't you help them @BigTiddyKhajiit if they are so lazy? Surely you can boost their morale and progress.SkywindEgrets wrote: A word on modular armor: there was a point in time, relatively early on in the project, where we could have gone the route of fully independent armor pieces and ended up with a *fair* result. At that time, the decision was that it really wouldn't look great in terms of clipping and presented too much of a restriction for different armors, which would have to all have near-identically sized "components" despite being of different styles, materials, weights, and cultures. This would have ended up with armors with artificial and ungainly proportions to permit them to snap together.This was reviewed recently - everyone on the team would like to have modular armor in an ideal world. This time around we (mostly) agreed, reluctantly, that not only would it *still* result in restrictive designs and weird-looking armor, it'd also involve throwing away the extensive hard work of a lot of 2D and 3D artists. However, we can probably achieve individual pauldrons across most armors without too much sacrifice, and we fully intend to do so.We're not all overly happy with this compromise, but we do think it's the closest we can get to striking a balance between not looking silly and still allowing customization.Probe wrote: I don't have a problem with no modular armour. In the real world armour was never "Mixed and Matched" for the same reasons mentioned by SkywindEgrets, ie. They would not fit together, and on top of that it tends to make the wearer look stoopid. :)@ BigTiddyKhajiit: I expect you are far too busy to create anything yourself."I'm Waiting!"@BigTiddyKjajiitIt´s better when you don´t have anything nice to say, to keep your mouth shut, or in this case, keep your fingers still. This team owes you absolutely nothing, so they can take all the time they need and do whatever they want with that project. Link to comment Share on other sites More sharing options...
HadToRegister Posted August 16, 2020 Share Posted August 16, 2020 In response to post #84088613. #84092923, #84093808, #84096133, #84100343, #84101583, #84116168, #84122238 are all replies on the same post.HadToRegister wrote: My main question is...because it's based off the Skyrim build, does this mean that you won't be able to do things like you could in Morrowind, such as, casting spells underwater, creating your own spells, and having separate armor pieces, shoulders, etc, along with clothes underneath the armor?Cer12 wrote: They go into this a bit in some of the other trailers/faq stuff, i.e. bringing back morrowind mechanics (like levitation). If I remember correctly there'll be swappable pauldrons but doing the entire separate pieces wasn't feasible.BigTiddyKhajiit wrote: Isn't feasible? It's entirely possible. The Skywind team is just lazy as f***. Just needs a race with more biped slots for equippable gear. If Bethesda wasn't so pissy about their IP we could have reverse engineered Skyrim's game engine and have infinitely better mods. But Bethesda is too lazy to fix their s*** themselves.frozenwindow wrote: LOLGorgulla wrote: So why don't you help them @BigTiddyKhajiit if they are so lazy? Surely you can boost their morale and progress.SkywindEgrets wrote: A word on modular armor: there was a point in time, relatively early on in the project, where we could have gone the route of fully independent armor pieces and ended up with a *fair* result. At that time, the decision was that it really wouldn't look great in terms of clipping and presented too much of a restriction for different armors, which would have to all have near-identically sized "components" despite being of different styles, materials, weights, and cultures. This would have ended up with armors with artificial and ungainly proportions to permit them to snap together.This was reviewed recently - everyone on the team would like to have modular armor in an ideal world. This time around we (mostly) agreed, reluctantly, that not only would it *still* result in restrictive designs and weird-looking armor, it'd also involve throwing away the extensive hard work of a lot of 2D and 3D artists. However, we can probably achieve individual pauldrons across most armors without too much sacrifice, and we fully intend to do so.We're not all overly happy with this compromise, but we do think it's the closest we can get to striking a balance between not looking silly and still allowing customization.Probe wrote: I don't have a problem with no modular armour. In the real world armour was never "Mixed and Matched" for the same reasons mentioned by SkywindEgrets, ie. They would not fit together, and on top of that it tends to make the wearer look stoopid. :)@ BigTiddyKhajiit: I expect you are far too busy to create anything yourself."I'm Waiting!"RocketScientistNo1 wrote: @BigTiddyKjajiitIt´s better when you don´t have anything nice to say, to keep your mouth shut, or in this case, keep your fingers still. This team owes you absolutely nothing, so they can take all the time they need and do whatever they want with that project.ProbeI don't have a problem with no modular armour. In the real world armour was never "Mixed and Matched" for the same reasons mentioned by SkywindEgrets, ie. They would not fit together, and on top of that it tends to make the wearer look stoopid. Last I checked Morrowind wasn't the "Real World" Link to comment Share on other sites More sharing options...
BandyRFC Posted August 16, 2020 Share Posted August 16, 2020 Very impressive work, thank you for your tireless efforts. It's just sad to see some posting and complaining about the work of a group of dedicated <volunteers> when they couldn't do any better (or anything!) themselves. Just move along, your hate spam is not welcome. Link to comment Share on other sites More sharing options...
apocalypse213 Posted August 16, 2020 Share Posted August 16, 2020 personally I hope for ultra hard opponents to fight btw great work so far Link to comment Share on other sites More sharing options...
triptherift Posted August 16, 2020 Share Posted August 16, 2020 In response to post #84096628. #84101643, #84101928 are all replies on the same post.frozenwindow wrote: isn't the Dwarven spider just using the vanilla dwemer spider skeleton from skyrim lol. the daedric enemy at the end is just using the werewolf skeleton and animations if i remember right. SkywindEgrets wrote: Understandable that you thought so. The arms on our centurion spider are repositioned entirely, which sounds trivial but represents the first fully implemented custom skeleton - a humble start, but actually a major milestone, even though it might not look it.frozenwindow wrote: Hasn't Rougeshot been making custom skeletons for creatures for a while now though? Oh please. Changing a few scaling factors in an existing skeleton, and making a new one like these guys have are worlds apart in complexity. Link to comment Share on other sites More sharing options...
toesonfire Posted August 16, 2020 Share Posted August 16, 2020 (edited) This game is looking so beautiful! I'm no coder, but I am a writer. I applied to help with writing some time ago, but I think you might have all the help you need with writing because I never heard back. I'm very excited to keep up with your progress! This game is going to be amazing, and I'm definitely going to spend a lot of time playing hahaha! Will we have to have Skyrim Special Edition to play Skywind? Edited August 16, 2020 by toesonfire Link to comment Share on other sites More sharing options...
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