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Reich Parkeep Alpha (for TES4: Oblivion)

  • Razorwing
  • June 8, 2006 at 12:27 PM
  • Razorwing
    • June 8, 2006 at 12:27 PM
    • #1

    Hi guys!

    I'm glad to have found your cool forums! It's the only place I've found so far that's focused on development of assets for mods not tied to Oblivion (or to a specific other game). I bet I'll learn a lot here.

    First I have to ask, I found some really cool textures is another thread, posted as jpegs. But there weren't any "TOS" accompanying them. Is it ok for me to use them if I credit the creator and provide a link back to the thread where I found it? Because that's what led me here, as I was searching for nice sewer textures. And I'm pretty serious about respecting copyright because I don't want my own assets used outside the mod I'm working on (some of the assets of the mod are free to use in other non-commerical Elder Scrolls mods though, it's in the readme in case anyone is curious).

    Right, so this is a mod for TES IV: Oblivion, and it's being developed by me and others in the Silgrad Tower team. The aim of the mod is to "recreate a believable Morrowind Province setting for the TES4: Oblivion game platform". What that means is basically, making the player think he's playing TES3: Morrowind but on TES4: Oblivion and using our own custom assets instead of the old ones. The old ones are copyright-protected and, well, very low-poly since TES3 is from 2002. We're up to almost 400 custom models so far.

    I should mention that the whole "Redoran District" is currently only a model showcase. That's why it looks like it does. Soon we'll have the buildings we need to mod the whole District and then it can start resembling something along the lines of Ald-ruhn in TES3.

    The latest version of the mod can be downloaded here:

    http://www.blacklightcity.com/reichpark ... pha05.7.7z

    or here http://files.filefront.com/Reich_Parkee ... einfo.html

    Here is a 7 min video: http://rapidshare.de/files/22160298/Rei ... m.avi.html

    And to read the full, and looong, release announcement please see the following post on our forum:

    http://www.silgrad.com/wbb2/thread.php? ... #post28107

    We're always looking for new members, especially modellers and texture artists. If you're a modeller who know how to create tilesets - building blocks with which one can snap together "levels" - then we have an especially large need for that with several jobs ( unpaid ) left to do. =)

  • Skjalg
    • June 8, 2006 at 6:20 PM
    • #2

    the few textures i have up on this forum is free of use.

    but please, drop me a mail if you do, id like to see what it was used for

    oh and, why recreate something like that? Why not create something of your own?

  • Razorwing
    • June 8, 2006 at 10:21 PM
    • #3
    Quote from Skjalg

    the few textures i have up on this forum is free of use.but please, drop me a mail if you do, id like to see what it was used for

    oh and, why recreate something like that? Why not create something of your own?

    Thanks, I'll be sure to do that!

    Sorry if I oversimplified my explanation.

    Between 2002-2005 we modded a really huge mod for The Elder Scrolls III and created our own landmass, complete with towns (hundreds of interiors), quests, people, places, locations, dialogue, books... you name it. The setting we created is the life & soul of our team, and it wouldn't be us if we did something else, so it was clear to us from the get-go that the only way for our team to continue modding for the new game was to rebuild our mod as close to the way it was as possible. But still making room for new ideas.

    But because it's illegal for us to just port over models from TES III to an Oblivion mod, we have to recreate all the assets ourselves before we can really start modding our setting.

    Most other modders just pluck down prefabs from the game, and that's all well and good and can surely yield fantastic mods. Heck, our old mod was basically done that way, and none of us even knew anything about modelling until we stopped working on the TES III mod. So, modelling definitely isn't everything, but it's the only way forward for us.

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