Signboards (4 variants)

Model, texture and sound development of SHotN
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spineinside
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Signboards (4 variants)

Post by spineinside » Mon Jun 13, 2016 10:15 pm

This is an attempt to a massive sign posts production.

Here are around 40 universal shop sighs dedicated to the Skyrim land and also several I'd like to see as an unique use.

(be patient/cautious, big file)
[hsimg=]http://srv3.sendfile.pl/pobierz/828858- ... 980696.jpg[/hsimg]

the sign post and iron cover is thought to be different for a wealthier and poorer settlement. I liked the idea of another proposal of a shape and class in comparison to those we have already.

[hsimg=]http://srv1.sendfile.es/pobierz/828928- ... 980696.jpg[/hsimg][hsimg=]http://srv1.sendfile.es/pobierz/828927- ... 980696.jpg[/hsimg]

Let me know if you like certain symbols and give me a better idea for magic oriented signs.
Last edited by spineinside on Thu Jun 16, 2016 10:45 pm, edited 1 time in total.

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worsas
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Post by worsas » Tue Jun 14, 2016 9:36 am

The new shop signs are much much better. Very good.

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Luxray
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Post by Luxray » Tue Jun 14, 2016 11:51 am

These are super. Are they going to be red coloured like the existing signs? I rather like the red colour, as it makes the existing ones stand out. But I don't know what you have planned.
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spineinside
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Post by spineinside » Tue Jun 14, 2016 2:57 pm

I wanted to come up with a new set split to 2 different variants of sign hooks so they will be suitable for a village/ poor settlements and a city.

And I plan to rework images on a red set too - cuz they look untidy. Yet I don't know if taking meshes from the newest data update with enchanted animations by worsas would be a best idea, or should I work on my models that were not implemented into Data file?

So we would have 3 (at least for now...) sets of sign posts.

If you have some ideas for sign design/ pictures I can happily make another set dedicated for a new city or etc. .. the question is do we really want to browse though dozens of signposts in CS.

Anyway... there was somewhere a thread with tavern names proposals, wouldn't it be a nice idea to have some unique signs inspired by them?

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Post by spineinside » Wed Jun 15, 2016 7:59 pm

there are some screens (Solstheim adaptation...)

[hsimg=]http://srv3.sendfile.pl/pobierz/830789- ... 980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830796- ... 980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830794- ... 980696.jpg[/hsimg]

In the meantime I did 2 different versions too:

Rusty metal signs
[hsimg=]http://srv3.sendfile.pl/pobierz/830788- ... 980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830795- ... 980696.jpg[/hsimg]

and kind of ... native logs with ancient inscription
[hsimg=]http://srv3.sendfile.pl/pobierz/830793- ... 980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830792- ... 980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830791- ... 980696.jpg[/hsimg]

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Post by worsas » Wed Jun 15, 2016 8:14 pm

That's some really creative stuff here. The current signs will not start to look all the same, when there are also different variants.

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Post by spineinside » Thu Jun 16, 2016 11:04 pm

Here they are, tested. Rusty set looks good in native places or ports. Mistic logs if not used as desired signs, should do well as cool quest items. Lower class signboards - as in preview here or above :)

[hsimg=]http://srv1.sendfile.es/pobierz/831855- ... 980696.jpg[/hsimg][hsimg=]http://srv1.sendfile.es/pobierz/831854- ... 980696.jpg[/hsimg][hsimg=]http://srv1.sendfile.es/pobierz/831852- ... 980696.jpg[/hsimg]
Attachments
signboards_lower_class.rar
(5.73 MiB) Downloaded 50 times
signboards_mistic_logs.rar
(937.92 KiB) Downloaded 47 times
signboards_rusty.rar
(1.13 MiB) Downloaded 54 times
Last edited by spineinside on Thu Jun 16, 2016 11:13 pm, edited 1 time in total.

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Post by spineinside » Thu Jun 16, 2016 11:07 pm

And the upper class set

[hsimg=]http://srv1.sendfile.es/pobierz/831853- ... 980696.jpg[/hsimg]
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signboards_upper_class.rar
(896.31 KiB) Downloaded 56 times

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Luxray
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Post by Luxray » Thu Jun 16, 2016 11:27 pm

Super!
<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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Post by berry » Thu Jun 16, 2016 11:30 pm

That looks utterly fantastic, spineinside. I'm sorry I can't give this a thorough check now - my exams are starting this Monday :cry: - but by the first glance it's all a great stuff.
spineinside wrote:Anyway... there was somewhere a thread with tavern names proposals, wouldn't it be a nice idea to have some unique signs inspired by them?
I don't honestly know if that would be the most economical approach to have unique signs for inns, after all vanilla MW did well without them, so they probably shouldn't be of top priority. But you're doing so well with these, plus we wouldn't be having that many inns actually, so it's quite tempting. :) If we are set on this, I know there are 2 inns in Dragonstar that are rather bound to stay - Shadowkey Inn and Dragon Fountain Inn - so you could give those a go (of course that being said Dragonstar unique assets fall like to the very back of our priority line now). The tavern thread is here, by the way.

Speaking about unique signs, in my opinion #39 would make a fine sign for Midkarth's winery.

There is another thing we should decide on, in regards to this topic... should we have a sign of some kind guiding to Hamitir? Maybe one of these mystic boards would do? I'm against having a standard nordic waysign leading there (by the way, these kick ass in-game, spineinside), but given how remote this village is some kind of pointer would be nice for a player. :?

Or maybe these boards could work as secret hunters' signs, showing remote forest paths? I can see such thing being handy in Vorndgad too.

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Post by worsas » Fri Jun 17, 2016 3:51 pm

I'm asking myself whether it would be better to switch our signs to work like the vanilla signs instead of using the current, pre-animated approach. Like that you could just add new signs without having to worry about adding animation to them, but it would require us to place those signs anew and handle the holder-post as a separate object (more flexible, though).

One thing I agree about with berry is that these are really very many signs. I would rather thin out on variants for same shop types or taverns. At the moment I see us getting 50+ signs in our activators list, which seems a bit much. If we can really confine it to two variants for a shop type at most per sign model and maybe 3 or 4 tavern signs per model?

Those posts with inscriptions are a great idea. Loving them, but I'm not sure on the exact way of usage myself. I could see the current variants used for Reachmen and maybe new, different variants using my nordic daedric font, specifically for nords shamans or other magicians?

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