Task Allocation

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Task Allocation

Post  This One on Thu Aug 28, 2008 9:08 pm

So guys, volunteer or just tell someone your skillset.

This One: Plot, voice acting, and NPC dialogue writing. Basic Textures using Photoshop and Texture replacer.

I'm also learning blender, so I may do the simpler Models that people with skill have no time for.

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Re: Task Allocation

Post  Zenith92 on Thu Aug 28, 2008 9:16 pm

Well first we should fill up the ranks with more people Smile...

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Re: Task Allocation

Post  This One on Thu Aug 28, 2008 9:20 pm

Yeah, true that. Hmm... maybe we could put links to the Mod Proposal in our BethsoftForums signatures?

I'll also edit the first post of the Mod Proposal to include a plea for more members, and include a list of members who sign up so we can keep track.

If you know anyone who might be interested, PLEASE ASK THEM IF THEY'LL JOIN. Wink And I mean anyone... anyone who you've collaborated with on a mod or even if you just barely know them. Sign em up! Cool

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Re: Task Allocation

Post  Zenith92 on Thu Aug 28, 2008 9:25 pm

Smile Will do.

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Re: Task Allocation

Post  Zenith92 on Thu Aug 28, 2008 9:38 pm

http://www.tesnexus.com/modules/members/index.php?id=496311

Try this guy Smile im sure he would like to join...

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Re: Task Allocation

Post  This One on Thu Aug 28, 2008 10:27 pm

How do you know him? I don't want to contact him, and have him say 'whuh...?' ;P

And lol at his avatar! I used to use that banner for Dawn of War!

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Re: Task Allocation

Post  mikedzines on Fri Aug 29, 2008 11:12 pm

This One wrote:So guys, volunteer or just tell someone your skillset.

This One: Plot, voice acting, and NPC dialogue writing. Basic Textures using Photoshop and Texture replacer.

I'm also learning blender, so I may do the simpler Models that people with skill have no time for.


I know my way around Blender right now. In a very basic aspect though. I'm gonna start making the Vivec Cantons, if thats cool with you guys. I'm just trying to think of possibly, a basic shape in the Oblivion world, I could make the meshes from, so I don't have to make any UV maps...Tell me if you guys know of any.

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Re: Task Allocation

Post  This One on Sat Aug 30, 2008 1:17 am

Great. We'll be focusing on the cantons one at a time, so if this is any help to you, we're doing the Temple District Cantons first.

You'll be working on the exterior cells first right?

Also, do you have a copy of Morrowind on PC or Xbox you can reference? If not, there are some usefull bird's eye view maps and good general resources and info linked in the 'Temple District' Sub-forum.

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Re: Task Allocation

Post  mikedzines on Sat Aug 30, 2008 5:52 am

This One wrote:Great. We'll be focusing on the cantons one at a time, so if this is any help to you, we're doing the Temple District Cantons first.

You'll be working on the exterior cells first right?

Also, do you have a copy of Morrowind on PC or Xbox you can reference? If not, there are some usefull bird's eye view maps and good general resources and info linked in the 'Temple District' Sub-forum.

I do. I've actually managed to smoothen out the Vivec Cantons, so they're not as jagged. I'll show you some screenies soon! One question what kinda texture are we aiming for...with these buildings? Are we aiming to make them look ruined? or simply just to fit in with Oblivion's style of texture quality.


Last edited by mikedzines on Sat Aug 30, 2008 9:37 am; edited 1 time in total (Reason for editing : typos)

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Re: Task Allocation

Post  Kethol on Sat Aug 30, 2008 1:36 pm

I think try and make them as close as possible to the original TES III look thats just my opinion

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Re: Task Allocation

Post  mikedzines on Sat Aug 30, 2008 11:11 pm

Hey guys, take an early look at what our Cantons are gonna look like. The texture is more stoney than other ones (higher resolution too) you'll also find that the curves are a lot less sharp than that of Morrowind, thanks to increasing the poly count. I'm gonna do an ingame test to see how these run...especially 7 of them :P

http://i51.servimg.com/u/f51/12/91/96/52/canton10.jpg

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Re: Task Allocation

Post  This One on Sun Aug 31, 2008 6:26 am

Ok, looks good so far... and fast!

But I'm confused... are those small entrances on the side the ramps which lead up to the higher levels? I can't tell in the pic. You'll also add the 'buttresses' seem in morrowind to the sides, right? Other than that, it's amazing work and very, very quick.

Also, I was thinking we could make some of the cantons more similar to the original concept art:

Concept Art:


To compare it, here's a screenie of the in-game canton:


I'm a huge fan of the more communal, open air version of a canton, and I think with Oblivion's graphics, we could make what was technically unrealistic in Morrowind a possiblilty. We probably shouldn't do this for the roofs of all the cantons, but it would be great for one or two.

Whadaya think?

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Re: Task Allocation

Post  mikedzines on Mon Sep 01, 2008 2:24 am

I like where you're going with this. We could have could have balmora style buildings ontop of the houses. As far as architecture goes, what do you think?

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Re: Task Allocation

Post  This One on Mon Sep 01, 2008 4:16 am

mikedzines wrote:I like where you're going with this. We could have could have balmora style buildings ontop of the houses. As far as architecture goes, what do you think?


Great, exactly what I was thinking! Cool We shouldn't go over board with the buildings-on-roofs style (sounds like an argonian name! Wink ) though, maybe do it for only 1-2 cantons.

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Re: Task Allocation

Post  Kethol on Mon Sep 01, 2008 2:27 pm

I like the idea alot the but just so you know I think only the foreign quarter has 3 levels. Never really looked at the amount of levels but im pretty sure that all the others have only 2.

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