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Razorwing

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Everything posted by Razorwing

  1. In 98% of the cases I do it by hand, and by creating a new model. The other two percent are models that have simplistic mapping, like rocks and such.
  2. Hi guys! My name is Razorwing from the Silgrad Tower mod team, dedicated to modding for the Elder Scrolls series of games. We've been around for close to four years now, and as you can imagine we started modding for the previous game in the series, Morrowind. Us oldies in the team really love Morrowind, and we're excited about our on-going endeavor to create a mod that is essentially a Total Conversion that lets the player think he's playing the previous game in the series. It's not exactly true, but the true explanation is more complicated. (TES3 took place on Vvardenfell, while our TES3 mod took place on the mainland since Vvardenfell was already there. When we started modding for Oblivion our mod stays in the same area of the make-believe world Elder Scrolls games take place in. So we're situated on the Morrowind Province's mainland and have new cities and new stories compared to the ones seen in TES3) If you'd like to check out our work and have Oblivion, you can download the latest version of our mod -here-. An online readme can be found at http://parkeep.silgrad.com/ and is also included in the download. We also have a video in and downloadable format. The latter footage is in higher resolution. And we have a screenshot gallery with crystal-clear images, unaffected by video compression, that gives the truest impression of what it's like to play our mod. Of course the video has more entertainment value. We don't really have a guy on the team who knows video editing, so the video isn't as exciting as it could be if it had effects and music and other bling-bling. As you can imagine, this endeavor requires a lot from us modellers on the team before we can really get started modding our tribute to The Elder Scrolls III. We have over eight hundred models so far, most of which we've modelled ourselves, but more is sorely needed. That's why I'd like to talk a bit about what we need help with. We have two threads on our Visual Development forum that notes all the open jobs, with extensive descriptions and reference files: Open jobs for modellers Open jobs for texturers I know the descriptions get a bit internal sometimes, and can be hard to follow if one is unfamiliar with the Elder Scrolls series, because they're written with the assumption that the reader is. The reference files are rather straightforward though; we need new models that look like those objects, but look better. It's illegal to use models from TES3 in mods for TES4, so we can't bring them over just like that even though it's technically very easy. Bethesda would shut us down in a heartbeat. With four years under our belt, we're in it for the long haul Please see the section "How to use reference material." in the open jobs for modellers thread for info on how to use the nif files. All you really need is 3D Studio Max and the nif importer/exporter, but of course having the actual game helps a lot otherwise you're flying blind and can't test your models in-game. Thankyou for your time, and let me know if you have any questions.
  3. 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.
  4. 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. =)
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