Search found 281 matches

by R-Zero
Tue Jul 18, 2017 9:50 am
Forum: P:C Asset Development
Topic: Jiub's Projects
Replies: 195
Views: 26545

Re: Jiub's Projects

Looks great! We really, really need to update the model too though :D
by R-Zero
Tue Jul 18, 2017 9:48 am
Forum: P:C Asset Development
Topic: Imperial Tilesets
Replies: 17
Views: 1606

Re: Imperial Tilesets

Yeah, but it still kinda too remind me hr buildings from df and it contain also northen europe thematic, dunno. Maybe add more stone elements, different roof, add different windows add merlon to make it look more cyrodiilic? That's not really much of a problem as it's established in Morrowind that ...
by R-Zero
Fri Jul 07, 2017 9:56 pm
Forum: P:C Cyrodiil Discussion
Topic: [Faction] The Colo-Nordic Lords
Replies: 16
Views: 1384

Re: [Faction] The Colo-Nordic Lords

A slav enters the thread! :D I do advice against using variations of Tsar/Caesar - it's indeed a title reserved for an Emperor figure. Russia becoming a Tsardom was a big deal back in the days. There are a number of other RL titles we could use as an inspiration. such as: https://en.wikipedia.org/wi...
by R-Zero
Wed Jul 05, 2017 10:56 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 6
Views: 1308

Re: PC_Furn_Ayleid_?[R-Zero]

A small progress report. Made a non-suspended Ayleid chair (left) and updated the suspended one (right) to fit the style better:
Image
by R-Zero
Sat Jul 01, 2017 2:51 pm
Forum: P:C Asset Development
Topic: How to set up Loria (Dark Welkynd) Stones
Replies: 0
Views: 252

How to set up Loria (Dark Welkynd) Stones

A short instruction on how to set up Loria Stones for Ayleid ruins. 1. If you just want Loria stones without an option to deactivate them, just use T_Ayl_DngRuin_DWelk_Generic_F01 for Fire ones T_Ayl_DngRuin_DWelk_Generic_R01 for Frost ones T_Ayl_DngRuin_DWelk_Generic_S01 for Shock ones These don't ...
by R-Zero
Tue Jun 27, 2017 8:50 am
Forum: HR High Rock Discussion
Topic: Current Situation in High Rock, as of 3E 427
Replies: 0
Views: 239

Current Situation in High Rock, as of 3E 427

High Rock 427 takes place at the same time as TES III: Morrowind (obviously) - 427th year of the Third Era, the late years of the Septim Empire, 10 years after TES II: Daggerfall and 28 years after TES: Arena. So then what's the current situation? Most of the info we have is from these sources: http...
by R-Zero
Sun Jun 18, 2017 9:55 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

Here's my version of settlement placement map, done step by step using Arena , Daggerfall , Shadowkey and Travels: Oblivion maps as a reference: Step 1: Basic settlement placement and tiering. System I used for determining settlement tier: 1. Daggerfall and Wayrest, being most prominent High Rock ci...
by R-Zero
Wed May 31, 2017 11:20 pm
Forum: SHotN Lore
Topic: Ironwood trees?
Replies: 2
Views: 349

Re: Ironwood trees?

Yes, SHotN even has shields made of such wood in the data already.
by R-Zero
Fri May 12, 2017 1:36 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 6
Views: 1308

Re: PC_Furn_Ayleid_?[R-Zero]

After working with these chains I have to say that even the longest one is still way too short. You need to string together multiple ones to get a table to hang at a useful level. We need chains that are at least three or four times as long to reach to the Ayleid ruins' high ceilings. Will make 512...
by R-Zero
Wed May 10, 2017 1:39 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 6
Views: 1308

Re: PC_Furn_Ayleid_?[R-Zero]

After working with these chains I have to say that even the longest one is still way too short. You need to string together multiple ones to get a table to hang at a useful level. We need chains that are at least three or four times as long to reach to the Ayleid ruins' high ceilings. Will make 512...
by R-Zero
Wed May 10, 2017 1:06 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 6
Views: 1308

Re: PC_Furn_Ayleid_?[R-Zero]

----------------------- RELEVANT THREAD ----------------------- Furniture pieces which are already completed and present in PT Data: T_Ayl_DngRuin_I_Chain_02_64 T_Ayl_DngRuin_I_Chain_02_128 T_Ayl_DngRuin_I_Chain_02_256 https://dl.dropbox.com/s/41k23z5sn16ct0l/_PC_Ayleid_chains.png Vertical chains of...
by R-Zero
Tue May 09, 2017 2:50 pm
Forum: P:C Cyrodiil Discussion
Topic: Cyrodiil Creatures
Replies: 258
Views: 38501

Re: Cyrodiil Creatures

Muskrat: discussion of this was kind of forgotten, but it was a concept that always stayed by me. A bit of retex and slight mesh edits of the basic rat model would do. Normal rats can still be used in interior locations. Advantage: rats are cliche; muskrats would feel new and their fur would fit th...
by R-Zero
Sat May 06, 2017 12:10 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

I just think it looks better, really. I don't like having two similarly named regions next to one another, and the region name message is really the littlest of worries. From what I understand, it's actually the main worry? I mean, the main, defining differences between regions are their environmen...
by R-Zero
Sat May 06, 2017 9:02 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

I think some of the regions could do being merged. Like the Wrothgarian foothills just being Wrothgarian Mts. You can still make "hidden" subregions having the same name but different ID's, and thus different weather settings, i.e. if you want snow for the tallest peaks. I'm not against it per se, ...
by R-Zero
Sat May 06, 2017 7:55 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

It looks to me like you are coming up with new regions for the sake of having extra regions. High Rock isnt very big. It shouldnt have lots of mini regions. It wants to be more like Vvardenfall. I disagree. It's exactly because High Rock is relatively small that it could benefit from smaller-sized ...
by R-Zero
Tue May 02, 2017 11:46 am
Forum: SHotN Playtesting & Error Reporting
Topic: SHotN Oddities and Bugs
Replies: 14
Views: 3332

Re: SHotN Oddities and Bugs

I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed. Most certainly possible! The simplest solution would be to disable/enable dependent on GameHou...
by R-Zero
Tue May 02, 2017 11:44 am
Forum: Completed
Topic: PC_Misc_Col_Barr_? [R-Zero]
Replies: 65
Views: 8793

Re: PC_Misc_Col_Barr_? [R-Zero]

I don't think I'll be able to pull these off with my current skillset - these kind of objects would require some sculpting and I don't know how to do it yet. So yeah, please do! If we'll need them later they could probably be separated into their own claim or something.
by R-Zero
Fri Apr 21, 2017 6:03 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

Maybe change placement of moors to edge? Tulune kinds swampy regian and glenumbra in tes2 is most west region (most south in current high rock map). And illesian hills kinda innier region that not touch water. I had to reshuffle this region because of how different TES2 map is from all the others. ...
by R-Zero
Fri Apr 21, 2017 10:58 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

- Scrap Daggerfall Bluffs and Deselle Islands and just make them Illiac Bay Region. I think they are too small, and the regions can still be referred to in lore (like the foyadas) - I agree with Roerich that the Daggerfall Bluffs and Deselle Islands should be merged into the Illiac bay region, but ...
by R-Zero
Mon Apr 17, 2017 7:41 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

A rough take on region placement. Based mainly on Arena map and lore descriptions: https://dl.dropboxusercontent.com/s/9yzounurckl6411/gridmap_region.png (nstc = name subject to change) 1. Glenumbra Moors Hilly terrain with low vegetation and little to no trees. 2. Some Kind Of Plains (nstc) Could b...
by R-Zero
Fri Apr 14, 2017 4:53 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

Heare are all the known maps of the region, in order of appearance: TES Arena: https://dl.dropboxusercontent.com/s/kmyfeyukybiuwlt/Map-TES1-Arena.png TES2: Daggerfall https://dl.dropboxusercontent.com/s/pq71zxkmcor729g/Map-TES2.jpg Pocket Guide to the Empire, 1st Edition (Redguard, Morrowind): https...
by R-Zero
Thu Apr 06, 2017 4:20 pm
Forum: HR High Rock Discussion
Topic: Region Idea: "Skeleton Woods"
Replies: 2
Views: 595

Region Idea: "Skeleton Woods"

Here's an idea for an interesting and unique region type we could include. According to the Warp in the West book , most of the forest of Ykalon and Phygias had caught fire, in an inferno that started further south in Daenia and the Ilessan Hills during the Warp (3E417). I think that from the facts ...
by R-Zero
Sat Mar 25, 2017 8:19 pm
Forum: P:C Asset Development
Topic: Asset: Ayleid Furniture
Replies: 34
Views: 4899

Re: Asset: Ayleid Furniture

I just think a chair on a giant tall leg would look wrong, kinda funny and completely impractical. How does the thing not fall down all the time? Is it bolted to the floor, and then what if you want to move it? Well, there are a number of chair (and not only) designs IRL that have a single leg and ...
by R-Zero
Sat Mar 25, 2017 5:39 pm
Forum: P:C Asset Development
Topic: Asset: Ayleid Furniture
Replies: 34
Views: 4899

Re: Asset: Ayleid Furniture

I don't care much for the idea of single legged tall furniture pieces. Just having four or three legs is fine by me, I don't think there's any other elegant solutions. The design of the legs can be weirded up, bird legs, curious shapes, whatever. It also won't work perfectly with the very squarish,...
by R-Zero
Fri Mar 24, 2017 11:07 pm
Forum: P:C Asset Development
Topic: Asset: Ayleid Furniture
Replies: 34
Views: 4899

Re: Asset: Ayleid Furniture

First actual versions of suspended ayleid furniture (a table and a chair), plus chain segments of different lengths to allow variation in vertical position. https://www.dropbox.com/s/24ithttl28qis26/ayayay.jpg?dl=1 So far, as you can see, furniture pieces use a single chan in the center, which helps...
by R-Zero
Fri Mar 17, 2017 3:52 pm
Forum: P:C Asset Development
Topic: Asset Roadmap: Armor Styles
Replies: 25
Views: 3319

Re: Asset Roadmap: Armor Styles

Wow, that's one sweet cuirass!
by R-Zero
Fri Mar 17, 2017 2:08 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 48
Views: 4434

Re: Map Discussion

roerich wrote:Other names are too high fantasy, like "Raven Spring" or "White Haven" and should be dedefecated.
I don't see how these are bad. Especially considering we have an NPC from White Haven right there in Balmora.
by R-Zero
Sun Feb 12, 2017 3:31 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 26716

Re: Direnni Clutter

berry wrote:Unless something like Archimedes' heat ray? Created mostly by a creative usage of mirrors and lenses, and only collaterally thanks to magic? That's a similar vibe to Da Vinci-like technology roerich mentioned.
Yep! That's exactly what I had in mind.
by R-Zero
Sat Feb 11, 2017 9:18 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 26716

Re: Direnni Clutter

How about sunbeam "laser" emitters? Or would this be too high-tech-like?
by R-Zero
Sat Feb 11, 2017 1:42 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 26716

Re: Direnni Clutter

Always happy to see my work getting recognition :) But yeah, I agree with worsas and roerich on this, it would be better if Direnni has some unique equivalent of these if anything, even if they would be technically the same (remember the hunger statues in Shivering Isles, for example).

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