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Welcome to Mesogea |
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valisarius
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Post subject: Models and textures released. Now even that can be modded! Posted: Mon Aug 18, 2008 7:14 am |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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The current textures and models, sufficient to create basic cities and towns are now released. There are still improvements to be made to these items to make them look even better. Also they are a template for more. If you are a 3d modeller and/or a texturer.
http://mesogea.org/downloads/Data.rar
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truant
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Post subject: Posted: Mon Aug 18, 2008 5:36 pm |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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Hey, I just made a post about my recent modeling foray in the Bethesda forums! I don't have access to all of my files right now, so what kinds of easy things still need to be modeled? It will give me something to work on while I learn how to use Blender.
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valisarius
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Post subject: Posted: Tue Aug 19, 2008 6:44 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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Oh tonnes. Some really cool stuff would be roundhouses and ancient shacks and huts for the southern tribes. Take a look at the Scathan stuff. Any cheap and cheerful basic housing. Best of luck.
Really you could pick an ancient civilisation, check it out on Google images and so forth, then make stuff from your own imagination. Create your own tribe, own architecture and history if you wish. Its all a blank canvas.
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truant
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Post subject: Posted: Wed Aug 20, 2008 3:20 pm |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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So, I've been doing some looking at ancient/prehistoric civilization and I have some questions about the level of technological development your mod supports.
Example: what kind of weapons and armor will be available in a pre-bronze age setting? Wood, stone, leather, bone? Or is the mod anachronistic, using tools and technologies that only appeared later? Most of the cultures at that time seemed to revolve around early agricultural practices (even the plow wasn't invented until about 4000-3000BC iirc), the invention of pottery, and the domestication of animals over a couple thousand years (horses weren't domesticated until around 4000BC). Or does the mod take place later, closer to the rise of recorded civilizations? (Around 3000BC with Egypt and Mesopotamia.) The last woolly mammoths died out around that time in Scandanavia and seemed to well outlive most other prehistoric animals. I'd love to have the giant mammals, but there's a gap of several thousand years between them and early civilization if I understand it correctly.
I guess my question is: what technologies and materials are supported? Bronze, iron, steel? What about writing? And how much are you fuzzing the timeline to include prehistoric elements? What year does it start in, approximately?
Sorry I have so many questions, but I've been doing a lot of thinking about it. 
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truant
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Post subject: Posted: Fri Aug 22, 2008 1:55 am |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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You will be happy to hear that I've successfully created my very first model in Blender, complete with collision detection! I used Mr. Siika's tutorial (on TES Nexus) and aside from some gaps (which were solved via Google-fu) I managed to get a working table in Oblivion after a day's work.
You can check it out on my web site: http://www.truancyfactory.com. Go under 'Projects', or find the link at the bottom of the page.
Now I can actually start creating those assets for Mesogea! 
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valisarius
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Post subject: Posted: Mon Aug 25, 2008 2:18 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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Seen the model, very good indeed. Nice web site by the way.
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truant
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Post subject: Posted: Mon Aug 25, 2008 4:54 pm |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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ty. I made it myself.
Welcome back, by the way!
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valisarius
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Post subject: Posted: Mon Aug 25, 2008 5:42 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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No probs, thanks.
One of us will have to press Mr Silka to throw his energies into producing some Mesogea beasts.
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nightfyre
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Post subject: Posted: Mon Aug 25, 2008 8:33 pm |
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| Milite |
Joined: Thu Aug 21, 2008 3:19 am Posts: 69
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Like his recently made mammoth?
We're definitely going to use that correct?
Also, better ports, and his dwemer tileset (I've got an incredible idea for a thieves paradise built in the ruins.)
Also, I've got a couple interesting clothing pieces that fit this time period perfectly.
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valisarius
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Post subject: Posted: Tue Aug 26, 2008 10:49 am |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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Ive downloaded the mammoth and the files are contained now in the data_content download. I havent added the Mammoth yet, though will do that within a day or two. What does everyone think? Two types of Mammoth, a northern beast with fur and a smaller southern one, an elephant forerunner?
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nightfyre
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Post subject: Posted: Tue Aug 26, 2008 6:35 pm |
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| Milite |
Joined: Thu Aug 21, 2008 3:19 am Posts: 69
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yeah. Thats what I was thinking.
Also, dont forget to download Divine Avenger's Mammoth Mounts (haired and hairless one included) so we can use them as domesticated beasts!
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valisarius
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Post subject: Posted: Tue Aug 26, 2008 7:40 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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Fantastic, no idea that had been modded in yet. I will download it asap.
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nightfyre
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Post subject: Posted: Fri Aug 29, 2008 1:20 am |
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| Milite |
Joined: Thu Aug 21, 2008 3:19 am Posts: 69
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I made my first sword in blender.
Once I learn to UV Map, I'll release it to you guys, and you can use it as you will.
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valisarius
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Post subject: Other resources we might use Posted: Fri Aug 29, 2008 2:53 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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nightfyre
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Post subject: Posted: Fri Sep 05, 2008 2:24 am |
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| Milite |
Joined: Thu Aug 21, 2008 3:19 am Posts: 69
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Valisarius, I need you to add the TR Hammerfall architecture to the ESM.
Can I make another suggestion? Create another ESM for data, then have the land ESM dependant on the data ESM so the files don't get to big.
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