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PostPosted: Sat Apr 26, 2008 6:40 am 
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Milite
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Joined: Sun Apr 20, 2008 3:23 pm
Posts: 44
Ello ello!

Good news, i've got the smithing fully functioning now. I can create 9x9 menus maximized, so we shouldn't get too little choices :P

At the moment there is only a "glass" and "daedric" menu, containing "boots" or "cuirass" choices. But this would be easy to further advance into whole item sets with all pieces.

The script is at the moment 89 lines, and my wrists are hurting.
A good sign :D

Thanks!

//ANGEL


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PostPosted: Sat Apr 26, 2008 5:23 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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A canyon in karithia minor (CS shot)

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In game views of the desert (no LOD rendered at this stage)

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PostPosted: Sun Apr 27, 2008 11:34 am 
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Milite
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Joined: Sun Apr 20, 2008 3:23 pm
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Wow! Those screenshots are beautiful!
Your work is amazing!

I've done alot these few hours i've been working this morning..
I've started doing the quest in the Tomb of Admus Vissiana.
After a while i couldn't figure out what to do to continue the quest (lol) so i decided to do some testing on the smithing function. After altering the script some more.. I now have a full set of iron functionable to create.

But i thought to myself, i'm not going to be able to fit in weapons with only 9x9 menus(9 menus per menu).

So, i started a completely new script, and i did a completely new lineup with THREE messageboxes in one.. And amazingly enough.. I finished it :P

So now you can choose between "weapons" or "armor" and then you can choose quality "steel" or "iron"... and if you pick weapon, and pick steel, you can pick between "bow" or "mace".,.. If you pick armor and then pick iron.. you can pick between "boots" or "helmet"... Confused? Good!

So was i.. I've got so many buttonchecks everywhere i don't know what they're for.. So i had to tag some of them up with descriptions... lol...

But it's progressing quite well... I've also made the "turn to stone" spell, and about to do the "ghost form" spell.

Yeah.. I think that's about it.. Yeah, it is!

Cheers!

//ANGEL


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PostPosted: Sun Apr 27, 2008 4:30 pm 
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Well done, glad to see the scripts are working ok. Still working on the deserts..


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PostPosted: Wed Apr 30, 2008 11:01 am 
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First low detail test of desert regions using Tes4QLOD.

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PostPosted: Thu May 01, 2008 8:57 am 
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Region editing continues today. The major editing is now complete. I am revisiting the sections where regions meet to blend them better, then it will be the final region (6-9 quads) which is a standalone area so no merging. Then the master file will be ready for download. Plugins can then be physically linked to the master. You can also take a toursits guide of Mesogea.


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PostPosted: Sat May 03, 2008 10:29 am 
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Time now to re-visit some of the regions I feel I skimped over. With the first set of regions I was doing one overlay, a single region, a single run of placing items, then moving to the next adjacent. It was poor for blending and a lot of hand blending needed to be done. Using the multi region overlap method a much smoother blend can be completed, a seamless transition from river to plain, plain to forest, forest to hill and hill to mountain. Several quads need to be overdrawn to bring it up to standard. Today, thats my task.


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PostPosted: Sun May 04, 2008 6:50 pm 
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Today re did several areas of the Hyrcania (northern forests and plains) and the mountains. Preparing some custom textures and rocks for the final steps.


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PostPosted: Mon May 05, 2008 9:36 pm 
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The region of Farianor and of Hyrcania are completed. Watched a Time Team special about Britain during the ice age up to about 8000 years ago, Mammoth, Rhino, Hippo, forest elephant, sabre tooth tiger, lions, hyenas, all wandering about Britain and the lost lands beneath the channel and north sea. Hmmm, not too far from reality then are we....

Anyway, off to Pelagea to do the prairies and forests and then gradually south along what would in some many thousands of years become the Adriatic coast. Forests, swamps, river basins, lush vegetation and plains reaching up to the mountains. Produced a map of the entire world in BMP form, only 800MB, reduced to 18 in Jpeg, I will eventually grey scale it after a redo when the roads are put in, then convert to DDS and hopefully in game.


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PostPosted: Tue May 06, 2008 4:08 pm 
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Added pics of the Holorian City States buildings in the City States section. Go take a look.


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PostPosted: Fri May 09, 2008 12:20 pm 
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Now working on the limestone cliffs and dense riverside forests of Pelagea, the last of the regions. I will post some screens soon. On the last leg now...


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PostPosted: Sat May 10, 2008 10:30 am 
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Still in Pelagea and trying out a chalk and limestone cliff concept. Is everyone else on holiday? :lol:


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PostPosted: Mon May 12, 2008 9:36 am 
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Last quad of Pelagea. Ive developed the rivers for better navigation and will post screens soon. Here are the rivers WIP:


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PostPosted: Wed May 14, 2008 3:45 pm 
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Pelagea first LOD run in game test. The second LOD detailed run will take place tonight. So stand by for some more pics. Not far to go now, just region blending then the master file is for release!!

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PostPosted: Fri May 16, 2008 2:09 pm 
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Second run on LOD. Merging the regions nicely now, then moving to the first city and a release of the master file. Some appetite whetters:

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