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Work begins on the Hlaalu tileset
Written by Razorwing   
Monday, 26 March 2007
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Hlaalu Interior Tileset (wip) :: Scr #01
Hlaalu Interior Tileset (wip) :: Scr #02
Hlaalu Interior Tileset (wip) :: Scr #03
Hlaalu Interior Tileset (wip) :: Scr #04
ow that the release of Silgrad Tower v2.0 has been out for a few days and us core members have had a chance to catch our breath, we're starting to return to the things we enjoy doing the most for the Silgrad Tower team. For me, that usually means modelling, and my first job is a desperately needed Hlaalu Interior Tileset. With it, the modders on our team will be able to create homes in our capital city (also called Silgrad Tower).

 

The first tileset piece is the 'central room' type. I chose to start with it because they're great templates for creating other room pieces, so the rest of the room pieces will be a breeze to create. Entrance pieces are usually the hardest to do since they have to fit with both other room pieces as well as 2way, 3way and 4way corridor pieces, but if the rest goes as smoothly as this one did I should have the whole set ready within a week. Hlaaleluja! :D

A couple new textures are added to the mod with the tileset as well, since we did not have any Hlaalu floor & ceiling textures previously. Undoubtedly more will be added to the mix as I begin work on the other pieces. Both the floor and ceiling textures are from Morrowind Visual Pack. I loved the ceiling texture, but I did not like the floor texture very much. I'm going to search for a replacement before the finished tileset is added to the mod.

If you study the screenshots closely you probably notice that I did not stop at recreating the original piece. There's two new wood details added, where the first one is 4 beams arranged like a square and the second 4 beams arranged like marked bookpages, both used to support the crisscross beams which I always thought looked a bit structurally weak. I also added a bunch of iron nails for effect. Despite being generous with the facecount on all the beams the piece still only tallies 2476 faces. Going by that number we should have little difficulties to create interiors larger than the ones in TES3 but still much higher technical quality. I've also set up the pieces so that I can make more optimized alternatives in those cases when the modder wants to have a larger interior without cell loads. (In other words the extra details I added can be removed without interfering with the way it tiles.)

I'll post more screenshots in the Visual Dev thread as development continues. :)

Dumac under new leadership
Written by Razorwing   
Monday, 26 March 2007

Dumac is a massive Dwemer ruin being created for the upcoming Silgrad Tower v3.0, featuring all-new models (including a complete interior tileset from TheImperialDragon). This action-packed location will be a nice change of pace from most of the other locations we have currently, which are mainly homes in our cities. Named after the Dwemer King who fought alongside Lord Nerevar at Red Mountain, Dumac will not be "just" a Dwemer ruin but the Dwemer ruin, dwarfing (pardon the pun) quest locations in Oblivion as well as the original ruins seen in TES3 by its massive size.

The idea of Dumac, featured in our TES3 mod where it was modded by Zalzidrax, was resurrected for the Oblivion mod when InsanitySorrow joined the project and tweaked his mod idea titled Return of the Dwemer to fit with our concept of Dumac. Unfortunately InsanitySorrow decided to step down as leader of Dumac on March 23rd. But by that time, interest for the location among the team's modders had heated up and it didn't take long before it was decided that our core member Bob196045 would take over leadership of its development while Seniosh would take charge of the modding process (as Bob currently doesn't have access to the game). Bob is also known for heading the team's Quest department, where he produces excellent quest drafts and keeps the quest idea pot stirring. Seniosh recently completed the Silgrad Glassmine modding job, which I (Razorwing) was happy to be a part of as well by creating glass gemrocks (with textures from ev1).

Here are a few wip images of the Dwemer tileset:

Dumac 01 Dumac 02 Dumac 03

The ST Modder System
Written by Razorwing   
Friday, 23 March 2007
The Silgrad Tower team introduced the ST Modder system beginning with the release of Silgrad Tower v2.0. The system, as it affects players, was described in the release post under the section Public/Private. However the reasoning behind the ST Modder system was not adressed in the release post, so to recap the important things about it (from a forum post):

- The core team decided to keep certain models accessible only to distinguished modders, while the public release contains lower-quality replacements to keep the mod working properly for others. The reason for that is twofold. One, to lessen the risk of our most valued models being ripped. Two, to offer an incentive for modders who haven't yet risen to ST Modder status to work towards attaining it.

- The second part of that reason is almost the most important one. Simply put we've always had a shortage of modders, especially modders who apply themselves, and at least to me it feels like we've exhausted every other means of making it attractive to really JOIN the team.
We have a strong core team these days, fortunately; several guys working on big jobs; a few but talented modellers and texture artists; a handful of modders who work on and off; and then countless of hangarounds who seem to spend a lot of time here but don't really do anything. It's the latter category I personally would like to see get involved with the team, those who don't really do anything, I'm not critisizing you guys who are already hard at work.
Since making the prospect of becoming ST Modder attractive is an important part of the reason we instituted this system, there is an intent behind making the public assets look worse than the full models. (They're not intended to be misaligned, I'm working towards fixing that)

- Becoming an ST Modder doesn't only involve having access to the full models. It also involves having access to The Dungeon, The Source, The Warehouse, and a new discussion board where we can discuss and plan the development leading up to the next release. You can no longer access those boards unless being promoted to ST Modder. That does not mean we want to shut anyone out. That means we want as many as possible to step up and become ST Modders.

- The core team decides who has risen to ST Modder status and when. The ones who were preselected at the start of the system were chosen carefully. The key ingredient for us in deciding who will be promoted is the quality and volume of submitted work, whether it be claims or models or textures or something else. This means that if a person is working on a large job that hasn't been submitted yet they can't be promoted based on that, even if we think they're doing a great job and value the work they do highly. Dumac, Ebbedin and Kedal are perfect examples; if playable, sufficiently completed versions are submitted, reviewed and merged I would be wholeheartedly in favor of promoting the modders who made it happen. And I look forward to that!

- Given these reasons, and given that only submitted content is counted so the following doesn't apply to Dumac/Ebbedin/Kedal and similar large jobs:
The fact will always remain that attaining ST Modder status is within everyone's reach. We don't promote people by grouping them into "like" and "don't like" categories, we don't keep people out because we want to play powergames on them, we promote them based on the quality and quantity of their submitted work - period. Given that fact, the only obstacle towards rising to ST Modder would be if you didn't want to work with the Silgrad Tower team... and if that's the case it doesn't leave much room for going forward.

I hope I was able to clarify some of the issues that were brought up in the above posts, and look forward to seeing each and every one of you on the 'other side'.

Silgrad Tower v2.0
Written by Razorwing   
Wednesday, 21 March 2007

Today, March 21st, finally marks the release of Silgrad Tower v2.0 which we've been working on since early December. It's been exhausting for sandor, me (Razorwing) and TheImperialDragon to get the release finalized, since the process invariably entails rather boring technical work like bughunting, ticking thousands of vwd checkboxes, and in the case of this release, all the rework that went into situating Soluthis and Steadhelm on the singular worldspace. Ultimately it's of course rewarding to be able to put together our best release yet, but I think I speak for all three of us when I say we're all looking forward to getting back to doing the things we love the most about modding for Oblivion.

Head on over to the Downloads section for links, videos and screenshots.

What's new in Silgrad Tower v2.0?

Where to begin :D

The landmass has been updated and reworked since the last release, and what's more, our two cities are now situated directly on that landmass. You can swim out into the Inner Sea from Steadhelm, or gaze out over the huge sprawling Redoran city from atop Reich Parkeep's city walls, or run from city to city without having to see a load screen. This amazing relocation of our cities as good as seamlessly from their old worldspaces would not have been possible without sandor's skill and dedication in seeing it through.

A new travel system, dubbed the 'Road to Silgrad Tower' (seen in the video), replaces the old portal system as the main transportation to Morrowind. Apart from looking and feeling better than the old system, it's also more intuitive for players since they can follow the roadsigns from Cheydinhal and further makes our mod compatible with the open cities mod. The system was a joint effort of sandor (modding/generation), Razorwing (modelling) and TheImperialDragon (dialogue/modding) and also enjoys the wonderful roadsign textures created by ev1. For the release after this one we hope to have a long, exciting dungeon crawl between Cyrodiil and Morrowind -- perhaps contained in it's own whole separate worldspace á la Pale Pass. Alternatively, or perhaps to compliment it, we'll continue investigating the possibility of open travel by way of invisible automatic loaddoors which in theory would transport you seamlessly from the Cheydinhal region to an identical reagion on our landmass.

Reich Parkeep has been given an almost total graphical overhaul. The new city wall system is exceedinly intricate in design, and quite a sight to behold. Here and there along the wall system are exterior staircases, which you can traverse to get on top of the walls and walk around up there -- sometimes lending itself as a perilous shortcut to Soluthis, for those bold enough to jump. The houses have been retextured, as has the city's custom sidewalks whose cobblestones have a really deep parallax effect that at times can be breathtaking. Reich Parkeep has it's own lampposts now as well, different from the otherwise unique Redoran lightposts that light up Soluthis. If you check out the town you'll notice more new light sources as well, such as traditional TES3 wall sconces, Imperial lanterns, and even carryable torches reminiscant of the ones from TES3!

Sandor has successfully transferred Steadhelm to our main worldspace, and continued its development by leaps and bounds compared to the last release. There's many sights to be had in town, whether exploring the many fortifications or enjoying the view of the Inner Sea from Steadhelm's docks. Steadhelm is billed as an Imperial charter town, so - much like the charter towns in Morrowind - it's decidedly Imperial in architecture and atmosphere. However the Imperial influences doesn't extend to nature and terrain, as you'll see Morrowind-style rocks and flora as well as trees unique to our mod. The town is still being worked on, and needs settlers -- so if you're in the mood to pick up a claim, swing by the Steadhelm claims board and find one you like. Or better yet, check out the town in-game and see if you find an empty house where you'd like to let for instance your avatar (in-game persona) to live. Creating more quests in Steadhelm is another concern, and indeed an important concern for the mod as a whole, so if you have those skills and is interested in modding a part of the Morrowind Province - please don't hesitate to get in touch with us. In other Steadhelm news, one of our best texture artists - ev1 - has retextured the city guard armor, as well as designed a tapestry with the city's new logo (a firefly).

Read more...
Editor wanted
Written by Razorwing   
Monday, 19 February 2007
The Silgrad Tower core team is looking for a person to take up the role of Editor for our Oblivion mod. As Editor you'll be responsible for everything that has to do with the written word, as it applies to the mod. You'll become moderator on the Literature Development board, but not core member. The critera for choosing a core member is different than for choosing the new Editor.


This includes spellchecking dialogue and, if necessary, rewriting dialogue so it corresponds to the rules of the English language. On occasion you'll also work together with quest writers and give feedback and assistance on the dialogue and other written material in their quest. Perhaps you even like to write your own quests (dialogue and stages). You are not responsible for the modding part, unless you want to.

It also includes responsibility for our books, in several ways. There are few custom books in our mod right now (not counting the official ones from TES3 and TES2), which we would like you to remedy by first importing our old book library and second gathering the books from our Lit Dev board, and good ones from other forums as well (if permitted to by the author). If you would like to write your own books that would be highly welcome as well, but isn't a requirement.

You'll also review books submitted on the Lit Dev board, and if they're good, correct them for spelling and grammar. If the submission wasn't in esp form you can choose to ask the author to do so, or format the text yourself and create a book in an esp. Post the esp in the same thread in that case and it'll get included in the subsequent internal update.

When it comes to books written by persons outside the team you'll need to prioritize a bit because there's hundreds of them. Fact books, like a guide to Morrowind architecture (to take an example), are the highest priority. Next are fictional books with a general narrative, like a story about a long-dead hero of Steadhelm. Least priority should be given to fictional books with a personal narrative, like a journal of a particular individual. Those are usually useless because they're tied to a specific person and place that doesn't exist in our mod. A person's personal journal of his exploits in Mournhold may be a great piece of fiction in itself, but it just wouldn't exist in our mod since it's both unique and belonging to that NPC. These prioritizations doesn't affect books written by our own teammembers.

You need access to Oblivion to take up the position since you'll be working closely with the mod at hand. You also need sufficient modding skills to work on our mod's selection of books.

If you could take responsibility for the Courier system as well that would be excellent. The idea is that we have two (or more) newspapers based on the same principle as the Black Horse Courier; every now and then a new issue comes out. A few issues have already been written, and copies of them placed in the game, but we don't have a script that enables/disables them and we don't have any means of distributing them to the player other than letting him pick up copies in homes. You don't have to write the script, obviously, but please find someone who can.

You don't have to create bookart, retexturing book models, and visual-related things of that nature, but please write requests for them as you judge is needed and post the requests on the Visual Dev board.

Being the Editor isn't meant to take up all your modding time. If you find yourself feeling you'd rather be doing something different, just go ahead and do that and then resume the editing the next day. Editing is rarely time-sensitive in that way, and the only way to longevity in a modding team is to keep it fun.

To apply for the position, please write a PM to either sandor, Razorwing or TheImperialDragon and describe what you think makes you perfect as the team's new Editor. =)

Sincerely,
The Silgrad Tower core team
(through TheImperialDragon, Razorwing & sandor)
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