City Development: Senchal

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Re: City Development: Senchal

Post by Ryu Hayabusa on Thu 18 Oct 2012, 6:03 pm

I understand strange and...alive flora should be Valenwood only, but Elsweyr is bordering the same area. Heck, they are in the same tropic zone. I just figured a few surreal things here and there. Nothing truly wild like giant plants that attack. Valenwood would be generally more tainted by magic than Elsweyr anyway.

I figure the area around the Halls of Colossus could be really strange as well. Perhaps the area pertains a strange magical glow at night? MGEXE wouldn't show this at a distance but it could be cool nonetheless.

EDIT: Actually, the glow could be put in distant land like in Fallout NV. The distant glow from New Vegas is actually a transparent distant mesh that disappears as you near it. There could be a distant land plugin to include for generation that is excluded from actual play. It could be a separate download to have for distant glow on cities and the Halls of Colossus. Just for looks.

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Re: City Development: Senchal

Post by Le Grimacier on Tue 23 Oct 2012, 5:26 pm

The border with Valenwood is a special place that is under the influence of none of them. It's a constant battlefield with just common trees. Khajiits are cutting trees that Bosmers are planting. Neither of the two can reshape the land. There is a fragile balance where actions from one are compensated by actions from the other. When one is overdoing, a war starts and at its end, the new border is fixed.

For the distant light, PirateLord did something for Morrowind. He used low-poly meshes and a text file for the override list of MGE XE.
We'll have soon to make a separate section for mods for our own mod! Laughing
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Re: City Development: Senchal

Post by Ryu Hayabusa on Thu 25 Oct 2012, 3:53 am

*Confusion* Okay, lets just say some colored flora? Nothing crazy? Very Happy

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Re: City Development: Senchal

Post by Ryu Hayabusa on Sat 01 Dec 2012, 12:14 am

Double post a month later, but how about some mapping out? Why don't we try and discuss the layout of the city and such? Districts, roads, and landmarks? I'd like for the city to be full of lore and beauty. Even if we have to invent some ourselves. Eh? Let's us non-modelers do stuff while poor Grim carries the weight of all the current hard work on his back. Troll

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Re: City Development: Senchal

Post by The Khan on Mon 10 Dec 2012, 4:39 pm

About the Lunar thing. Not all of Elsweyr should be all colourful and stuff. Just maybe a patch here and there. Otherwise there'll be a lot of people (People who don't read lore often) criticizing it and giving it bad ratings... just a thought.

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Re: City Development: Senchal

Post by Le Grimacier on Sat 15 Dec 2012, 3:03 pm

Don't worry, the Lunar Landscape concept will be explained in game. Borders will look more like a regular landscape because we have to make them blend with other provinces but the main part of Elsweyr will be "all colorful and stuff". It will be more interesting for players to explore an alien world than a common world. And when it comes to Khajiits, most players are waiting for something... special. cyclops
And you don't want it to be confused with Valenwood, Cyrodiil or Hammerfell, do you?

We do it because it's fun, not because we want good ratings! cheers
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Re: City Development: Senchal

Post by Ryu Hayabusa on Tue 18 Dec 2012, 2:23 am

Lunar Elsweyr was surveyed to be a better idea for specific quests instead of the whole province anyway. Lunar Elsweyr will not be the first thing you see when you explore the land. No worries.

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Re: City Development: Senchal

Post by Rattfink333 on Tue 25 Dec 2012, 2:17 am

the walls of senchal
retexed them using grims textures to match. And used the modified tower without the dome. (the walls of senchal is a link) It's a cs shot.
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Re: City Development: Senchal

Post by Ryu Hayabusa on Tue 25 Dec 2012, 9:09 am

Haha, now that's a neat retex.

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Re: City Development: Senchal

Post by Rattfink333 on Tue 25 Dec 2012, 11:02 am

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Re: City Development: Senchal

Post by Rattfink333 on Tue 25 Dec 2012, 2:24 pm

I think we need an arena. I am going to look a MJY's resources. But his stuff is rough. I may use it as a placemarker if I can get it to look good enough. At least till grim can make one. And I am working on an exterior for Senchal to get used to using the CS on this new pc of mine. Gonna carve it out of the NE third of the penninsula. Ryu, did you ever find a good moonsugar plant mesh?

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Re: City Development: Senchal

Post by Rattfink333 on Tue 25 Dec 2012, 3:07 pm

Also, I just ripped the buttress piece out of the wall. So i can snake the walls a whole lot more. Could you look at simplifying the wall meshes grim?. They have a whole bunch of extra vertices inside them..
edit, and i was right. the mjy colliseum REALLY sucks, But it'll be ok for a temp placeholder. At least long enough to see if an arena will work out.
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Re: City Development: Senchal

Post by Rattfink333 on Tue 25 Dec 2012, 10:03 pm

[img][/img]
[img][/img]
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Re: City Development: Senchal

Post by Le Grimacier on Wed 26 Dec 2012, 2:24 pm

I've been ninja'd! Shocked
I'm just working on making walls and towers too and tweaking some meshes.
There will be conflict! Laughing
Anyway, you'll choose when it will be done.

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Re: City Development: Senchal

Post by Rattfink333 on Sat 29 Dec 2012, 1:22 am

More progress, And i consider this an alpha. Nothing is fixed. With new models it will change again, and again.
[img][/img]
The palace at the center back is several of your meshes put together grim. Will soon start retexturing some rocks with your rock texture so i can break up the landscape painting.
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Re: City Development: Senchal

Post by Ryu Hayabusa on Sat 29 Dec 2012, 11:03 am

Alright, that layout is beautiful. That is all. I'm still looking for a great moonsugar mesh.

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Re: City Development: Senchal

Post by Rattfink333 on Mon 31 Dec 2012, 12:52 am

current esp and meshes. new rock meshes retexed from ai and gl vanilla rocks. take a look. senchal will very easily be as big as kathwarsten over at shotn.
linky
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Re: City Development: Senchal

Post by Rattfink333 on Mon 31 Dec 2012, 1:04 am

Which also means if y'all feel froggy. This could be dished out in claim sections. We will need some more stuff. Good trees, cloth stalls, chimneys, lights, And more underbrush come to mind.
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Re: City Development: Senchal

Post by Rattfink333 on Mon 31 Dec 2012, 9:51 pm

I am collecting resources together that we can use. dongle's water pack. melchoir darks trees, wanderer's dock clutter, some of st. juib's stuff. And others as i find them in the recesses of my hard drive. Anything you can think of out there is probably somehting i got......somehwere. Will throw out packs for the city as i get them set up. Grim if you want to make leave and bark textures for the trees. let me know, otherwise i can do it. I am decent with gimp.

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Re: City Development: Senchal

Post by Rattfink333 on Tue 01 Jan 2013, 8:38 pm

starting to look like a city.
[img][/img]
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Re: City Development: Senchal

Post by Ryu Hayabusa on Thu 03 Jan 2013, 11:49 am

Cloth stalls eh? I know Grim's cloth coverings on some of his buildings look great. I bet he can blow your face off with a single stall. XD

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Re: City Development: Senchal

Post by Rattfink333 on Sun 17 Mar 2013, 7:26 pm

[img][/img]

Small update. Moved arena inside city. Put lake for carvansary where is was. brought ocean floor levels up. Will probably cut off the left part of the city in pic. And put in an imperail fort for the city garrison.

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Re: City Development: Senchal

Post by pROvAK on Sun 17 Mar 2013, 8:23 pm

Looking good. I like the way things are set up, nice job.

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Re: City Development: Senchal

Post by Ryu Hayabusa on Mon 18 Mar 2013, 3:10 pm

A nice big +1 for ya, Rattfink.

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Re: City Development: Senchal

Post by Le Grimacier on Mon 18 Mar 2013, 3:22 pm

Maybe it's a little early to start to mod because the set is far from finished. It's better to use it to find ideas of how to put the meshes. I want to make some new houses for the Black Keirgo and there is also the palace. And I'm not sure about the shape of the Arena.
The docks meshes was designed with this idea in mind:
Put them with a altitude near 200 and the little boats will be accessible by the stairs and the bigger ships by the dock ramps.
For the Black Keirgo, I think about a city build on multiple levels.


Not as dirty as a slum but with narrow streets and catwalks (!) to give a feeling of randomness.

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Re: City Development: Senchal

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