Author Topic: Assets  (Read 113 times)

NerevarTheWise

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Assets
« on: October 25, 2015, 06:29:16 am »
Here will be listed all of the physical assets we will need, and the comment section is for discussion and planning.
(x) possibly claimed
 X claimed
Example:
Khajiit models (can use morrowind models) X
Feel free to add required assets by replying. I will then add them to the list and remove the reply.
-LANDMASS
 I have done the northern island, where mistral is located.
Still need to terrraform a lot to make it look more natural, and better overall.
Pic: http://snag.gy/5TEPl.jpg
KHAJIIT BREEDS
Ohmes
Ohmes-raht
Suthay
Suthay-raht X
Cathay
Cathay-raht
Tojay
Tojay-raht
Alfiq X
Alfiq-raht
Dagi
Dagi-raht
Pahmar
Pahmar-raht
Senche
Senche-raht
Mane(likely not needed)
RACES, ETC
-Maormer X
Lizard men(?)
Werelion (playable if Khajiit)
-MODELS AND TEXTURES
-Flora:
Palm trees (PO resources) X
Bushes (lots of models in morrowind) (X)
Sugarcanes (PO resources)X
-Fauna:
Senche
Senche-tiger
Senche-lion(?)(dunno if appear in khenarthi's roost)
Sand Crabs (manipulated mudcrab models)
Boars(?) (manipulated BM Boar models)
Harpies (manipulated winged twilight models)
Skeevers (manipulated or normal rat models) (X)
Sea Lamia (manipulated Dreugh models/completely new models)
Sharks (completely new models/models from discontinued project)
Siligonder(?) (could they be found here in caves? I had already created a model for them earlier) (X)
-Landscape
Rocks ( we could use grazeland rocks) (X)
-Architecture
Sugar cane plantations (could use models from morrowind) (X)
Houses (PO:http://goo.gl/c6PwzP ) X
Temples (PO) X
-Containers
Morrowind's containers X
New containers(?)
-misc. items
Kiseru(sugar pipe in this context? Can be held by the player.) (Model from a resource pack on nexus, just need to verify that we're allowed to use it.) (X)
« Last Edit: November 11, 2015, 01:36:36 pm by NerevarTheWise »
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_MaiqTheLiar

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Re: Assets
« Reply #1 on: October 25, 2015, 03:14:51 pm »
If I'm not mistaken, we will need textures and body/head meshes for the Maormer in Khenarthi's Roost and (I think) southwest Elsweyr. Also, I think Senche-Tigers (basically large tigers, similar in behavior to Guars) are common enough that they may be needed right away.
« Last Edit: October 25, 2015, 03:19:17 pm by _MaiqTheLiar »
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NerevarTheWise

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Re: Assets
« Reply #2 on: October 28, 2015, 01:41:00 pm »
Added maormer to the list, on the top. They're done.

In addition to senche-tigers and other fauna common in elsweyr, Khenarthi's roost is also host to sandcrabs, harpies, giant snakes, alit, and possibly black boars (which are common in elsweyr, and I have already made a model for them, but I'm working on the animations.)

The senche, and senche-tigers can be created by altering the bloodmoon wolf/bear models and textures I believe. Their animations would fit.
« Last Edit: October 28, 2015, 04:00:26 pm by NerevarTheWise »
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_MaiqTheLiar

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Re: Assets
« Reply #3 on: October 28, 2015, 07:37:49 pm »
Quick question: how are we divvying up land per person? I'd hate to be working on some cells only to find that you or anyone else has already done that exact section of coastline. Should we draw up a map? (Ooh, I love maps, I can do that if you want)
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NerevarTheWise

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Re: Map
« Reply #4 on: October 29, 2015, 05:16:17 am »
Well I think we can use the ESO map. When we get around to creating places, we're gonna upload a color map or something, different colors representing different developers. Of course multiple people can work on the same area, and keep adding to them once others are done.

Also we have to do a progress thread , so we know what other people have done, and end up with a beautiful, balanced world.
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TuMadreEsMiCorazon

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Re: Assets
« Reply #5 on: November 10, 2015, 04:19:44 pm »
I think one of the first things we need to address is if we'll be using any modder's resources/ mod permissions for assets. If so, we might do well to search a few of these out to save time. Morrowind has so many resource packs, and so few modders are willing to work with them. I think it would be wise to at least consider.

Also, what is the situation on the different forms of Khajiit? I don't see many of them listed. (eg Dagi and Cathay) Also, I think a dro-m'athra (from ESO) enemy would be very simple to implement. It would just be a khajiit with dark, ghost effects. Plus they'd make an interesting enemy for a potential Temple questline.
« Last Edit: November 10, 2015, 04:24:14 pm by TuMadreEsMiCorazon »

NerevarTheWise

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Re: Assets
« Reply #6 on: November 11, 2015, 06:14:11 am »
We are using other modders' resources. Mainly resources from the mod project titled "Project Outreach", and we have permission to use them, as it seems like the project is now dead. We are also going to be using resource packs created by a modder named Lougian, and he is already a part of our team, so no problems there.

I have added Khajiit breeds to the list, and I'm working on some of them right now. We already have Alfiq done.
« Last Edit: November 11, 2015, 06:18:05 am by NerevarTheWise »
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TuMadreEsMiCorazon

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Re: Assets
« Reply #7 on: November 11, 2015, 11:30:52 am »
Well, there are a plethora of other modders resources on MMH. Stuff that we may not have enough of yet, like tapestries and tons of flora. These things were created for us to use, so I vote we take advantage of as many as we can. Of course, I don't know what assets we have yet from PO. Can you message me a link to see what we have so far? That way I'll have a better idea of what we need still. We definitely need more than one type of palm tree, for example.

NerevarTheWise

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Re: Assets
« Reply #8 on: November 11, 2015, 01:28:57 pm »
I have sent you an e-mail with a link to download all of the PO resources. A lot of stuff.
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TuMadreEsMiCorazon

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Re: Assets
« Reply #9 on: November 12, 2015, 09:22:12 pm »
Alright, so I checked out the PO files. Tons of great stuff there. This may be a problem with the files you sent me, but one of the subfolders' data wasn't implemented into the CS. Specifically the temple and khajiit bulding sets. I took the liberty of implementing them into my esp. (If you'd like I can get you that.) Here are my overall thoughts of what we're lacking.

Interiors for the Senchal building set
Interiors for the Khajiit building set
Interiors for the temple building set
Unique furniture and containers. These can be resourced from MMH.

New types of tapestries and rugs that will set interiors apart. These can be resourced from MMH.
More trees. I feel perhaps a green palm and another tree for a tropical jungle climate subregion would be enough. These can resourced from MMH and the green palms can be reskinned red palms.

New armor. We need at least one new armor set to make the Mistral guards appear unique.
New weapons. Would be ideal, but aren't 100% necessary.
New musics maybe?

Oh, and I'd suggest using the Senchal set for plantations, as oppossed to using vanilla morowind plantation stuff. The plantations in Morrowind look like Hlaalu buildings, IMO.

EDIT: Some of this stuff may be covered by our other members' resources. If you could send me those I could merge all of our assets into a single esp for ease of use.
« Last Edit: November 12, 2015, 09:44:26 pm by TuMadreEsMiCorazon »

ImpassiveAtom

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Re: Assets
« Reply #10 on: November 14, 2015, 10:08:10 pm »
Can we see a picture of the Maormer race you created Nerevar?

NerevarTheWise

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Re: Assets
« Reply #11 on: November 16, 2015, 03:21:07 pm »
Good points TuMadreEsMiCorazon.

And ImpassiveAtom, sorry, I've been really busy irl lately, but I will upload pictures and maybe the files for all of you to see/use, soon enough.
They're basically just re-skinned altmer.
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