Direnni Clutter

Model, texture and sound development of SHotN
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worsas
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Re: Direnni Clutter

Post by worsas » Sat Feb 11, 2017 8:04 am

I would do this only as a very special exception and probably avoid it for Mirilstaren as a more representative Direnni fortress. The welkynd stones are ultimately P:Cs turf and I'd like to see it kept like that, honestly.

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roerich
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Re: Direnni Clutter

Post by roerich » Sat Feb 11, 2017 1:08 pm

What worsas said. I wouldn't mind a Direnni-exclusive opponent, like a number spirit created and bound by esoteric mathematics. Or Da Vinci like metal automatons powered by sun magic. The Direnni/Medici connection is somwthing that could be explored more.

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R-Zero
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Re: Direnni Clutter

Post by R-Zero » Sat Feb 11, 2017 1:42 pm

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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berry
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Re: Direnni Clutter

Post by berry » Sat Feb 11, 2017 7:39 pm

Gotcha, that's fair, on second thought I agree they feel quite not right here, probably because how thanks to TES IV everyone connects them with Ayleids already. It would be fantastic to have some Direnni enemies or traps someday though. These automatons sound especially imagination-nourishing, much more subtle and elegant than Dwemer animunculi, like a mix of sculpture and clockwork genius, made from this greeny brass-like metal, with Direnni yellow energy visible from the cracks...

Ah, one can dream :P

Edit: And then alive bull statues as well of course, like D&D/M&M gorgonas.

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R-Zero
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Re: Direnni Clutter

Post by R-Zero » Sat Feb 11, 2017 9:18 pm

How about sunbeam "laser" emitters? Or would this be too high-tech-like?

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berry
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Re: Direnni Clutter

Post by berry » Sat Feb 11, 2017 9:59 pm

Hm, it sounds too Kirkbride-ish, to be fair :P and brings Might and Magic memories too

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.

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R-Zero
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Re: Direnni Clutter

Post by R-Zero » Sun Feb 12, 2017 3:31 pm

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.

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berry
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Re: Direnni Clutter

Post by berry » Wed Feb 15, 2017 3:26 pm

Ah, I see, that sounds cool then. :)

I also thought an alchemical trap of some kind would be fitting for Direnni, but I only managed to come up with an idea of toxic fumes (and that seems 1) too cliche 2) too savage - I could imagine such trap in Ayleid dungeon again, but not really in Direnni ruin). Maybe some kind of an alchemical fire? Or Greek fire, if we want to keep the theme running. :) Not as seen in TES V, as flammable hanging urns, as that would be hard to implement with no object physics in Morrowind, but maybe as some spouts (gargoyles?) spewing fire?

Still, I understand Direnni traps are of really low priority, just thinking out loudly, really.

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MinerMan60101
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Re: Direnni Clutter

Post by MinerMan60101 » Sat Feb 25, 2017 7:53 pm

Direnni Door 02 and 03 have caspering within their own models can't post a screenshot because the website is saying: "The file is too big, maximum allowed size is 1 Bytes."
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roerich
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Re: Direnni Clutter

Post by roerich » Sun Feb 26, 2017 9:24 am

You can upload it to http://www.imgur.com" onclick="window.open(this.href);return false;

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MinerMan60101
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Re: Direnni Clutter

Post by MinerMan60101 » Sat Mar 04, 2017 4:06 am

The first image is of the caspering doorway model (T_He_DngDirenni_I_Doorway_0X) the second is showing that the stairway models cause problems when you try to connect multiple rooms together, since T_He_DngDirenni_I_StairsLow_01 has an extra half a hallway block length extra. This can be solved either by removing that, adding a similar part to the T_He_DngDirenni_I_StairsUp_02 model or adding a half length hallway model. http://imgur.com/VLzotQb.pnghttp://imgur.com/Hdqjduz.png
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worsas
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Re: Direnni Clutter

Post by worsas » Sat Mar 04, 2017 10:08 am

the second is showing that the stairway models cause problems when you try to connect multiple rooms together, since T_He_DngDirenni_I_StairsLow_01 has an extra half a hallway block length extra.
For the time being you can put your gridsnap size to 32 instead of 64 in the Construction set editor settings. That will allow you do join the stairs with the rest.

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Re: Direnni Clutter

Post by MinerMan60101 » Sat Mar 11, 2017 11:06 pm

I found another bug, each of the T_He_DngDirenni_I_Wall_XX statics with curved corners (listed below) have the seam pictured below.
T_He_DngDirenni_I_Wall_03
T_He_DngDirenni_I_Wall_04
T_He_DngDirenni_I_Wall_04a and b
T_He_DngDirenni_I_Wall_07a and b
T_He_DngDirenni_I_Wall_08a and b
T_He_DngDirenni_I_Wall_09a and b
T_He_DngDirenni_I_Wall_11a and b
T_He_DngDirenni_I_Wall_12a and b http://i.imgur.com/isCO45r.png
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