Here you can look at the new models and textures planned for the release of the pirate isles!
So far we have:
By the way Aventhorn, i felt the daedric cutlass needed something so i added some detail to the basket (copied from the helmet): http://i62.photobucket.com/albums/h97/dark_soul108/Pirates/daed2.jpg
I like what you did with the Daedric Cutlass basket. I just looked at the original bethesda textures and tried to fit the style Daedric one I was least happy with because it just didnt have the flare of the rest or the rest were just too OTT it took aways some of the charm of a daedric cutlass but you have given it a real good makeover.
The flags are looking cool too, I will quickly check what some of the other gear looks like in game then post a screeny.
EDIT: And here is that screeny http://img153.imageshack.us/img153/1631/pirateclothespromosb6.jpg
I've added some more coats by me as well, a black, brown, red and blue one.
Also made a red striped shirt out of Aventhorns blue one. Screenshots coming soon.
I been thinking about getting information off the net about pirates and sticking it on a text document which can be then used as an in game book. Heres a shot of my cover for it.
p.s big thanks to Phoenixamon for letting me use parts of one of her retextured books.
Heres what I found on a site.
I think it's a fantastic idea! I liked what that article had to say, and I think this would be a nice finishing touch to a mod that lets you live a pirate's life in Oblivion. Great idea, I say "go for it!"
My only problem with said idea is its infringing copyright. Maybe if you wrote you own version based on readings from the internet it would be ok.
Good point. damn damn damn damn.
I will have to get my creative head on and start writing no worries. It will give me a chance to caress my inner writer as I have always meant to write a book but chickened out, lol.
I will use the information i have currently as a baseplate.
It would be a shame to waste the book cover
I know you were thinking of new ship models and I just wanted to draw your attention to another wip.
A minor retexturing of the woodwork and it would be a cool navy battleship. Though it would be a bee hatch to texture.
If I make this book then I think I might just make it a pirate guide, an all in one as it were.
I know what you mean though about the size its amazing how quickly those kb's and mb's go up
Don't get me wrong, i don't think its a poor model, but for some reason it just stands out as a fishing ship to me. He said its fine for me to use it, and apparently hes working on a couple of ship models, so it will be good to see what else he comes up with!
Cause i'm a tease, heres a sample of the new clothes, boots, hats, eyepatches and weapons:
Local to me too! I'm from billingham, M'bro is like, 10 minutes away Small world eh? I think i went to the Captain Cook memorial (or a statue? or something...) years ago in school.
But yeah, on-topic, the mod is looking fantastic! I've been scouring for a while now after a decent pirate-themed mod, and this definatly makes me smile, downloading it now to try it out. The clothing looks good, the jacket mesh was already in-game, right? I think i've seen it once before, but was too fancy for my scruffy pirate. Hat and eyepatch mesh look great though.
Glad to see some decent texture work too, sooo many mods that slap plain-solid coloured textures to things instead of giving shading/texture effects to them.
So.. yeah, great work
thanks for approving me to post on the forums! You mentioned being interested in a modeller - what exactly did you have in mind to be made? I want to start with baby steps because I haven't actually made anything at all for oblivion yet. I dunno, something like a hat, or boots, or something like that to stuff into the game before I tackle something too large. I learned my lesson after tackling davy jones for a older game, and then not being able to get it to go into the game engine. Also if anybody needs anything drawn - that is something that I feel very confident that I can help with.
Cheers, and kudos to the awesome job that you have all done so far!
well hello there heretik and welcome to the comunity
thing are a bit slow this time of the year , probobly becose the author gone some where probobly taking a break . befor we assign you to a task can we see your portefolio of the stuff you made so far to know what you would be the best to do ?
Alright - while I can hardly consider this a portfolio, it's at least some form of a start. These are in progress pictures of the Davy Jones model that I was working on for a PA! mod. In all fairness, it hasn't progressed very far from here. I did some tweaking after this point, and added the other leg. The model itself is more or less done, the texture hasn't been touched yet because complications arose while trying to import the model into the game, and it looks like a) I may not be able to do it, and that the folks on the PA! forum have found another solution to get the model into the game. Oh and the animations are just line tests that I did for class - they never made it past this stage, and they are just to learn, but at least it should give you a feel for what I'm capable of.
My internet tonight is being finicky again, and it doesn't want to load photobucket, so in terms of pictures, this is just about all that I have unfortunately. However, I do have drawings/ some of the davy jones stuff uploaded to my blog:
I have done some a few retextures before also, and I will send you screens of whatever I can find of those as soon as I can access photobucket again. I hope that this is enough to at least get a glimpse of my skillset. As mentioned before, I am a trained classical 2D pencil and paper type animator, but we just started 3D - so I don't actually know how to use bones/joints/skeletons, or animate yet. But I do have a book for maya 4.5 (not what I'm using, but how much could have changed in a few updates *sheepish grin) that covers some of that stuff, and I'll try to learn it as we go along.
thanks for the warm welcome
well i like your work mate , so ir what i might be interesting have you do . Ever see the corpse of the por mariner in Oblivion in a ship wreck ? it might be quite interesting to have more to chose from in the dead corpse , i was thinking skeleton or zombie hand attache to wall by chain or actuly have sharp item runing throw there body ( wood piece , rock , sword , spike) with there hand still on the weapon who driving slowly there live , am not talking about the classic way to put a weapon or a item throw the body of a npc ... sadly when you do that at some point the npc will detache himself from the object adn giggle on the floor... having 1 piece deco who cant be cut appart would be good!
there would be also the good old gold pile who could be kite usefull.
show me the sketch and i will tell you if it what i have in mind
and after if you have the gutz we will send you on the most DIFFICULT PART!!!!!!
can you do a demon of insomnia type thing as a avatar for me? cous i think your more than qualified to do this...
Barreldragons: Hey! Alright- I sketched out some ideas, but my internet is being really, really particular, and it absolutely refuses to load the photobucket page. Any ideas for any other kind of website that might host pictures? sorry...
Guthrix: no problem man, I'll get on that as soon as I find a image hosting site. shouldn't take me long at all
well hum ya actuly i got one but not every like it.
it's got popups, i'm told, but it's free and if you use firefox you won't notice. and no bandwith limitation that i know of.
Here you go Guthrix! I found a site called imageshack. I tried to get a deviant art but appariently I already had one (not suprising considering that I've been meaning to for a while) but cannot log on. bah. other requested drawings are done, and uploading.
there wasn a get back your password and user name thingy?
or you got different e-mail adresse to?
DUDE! sweet, your my new best friend *mindless drool*
Hahaha - no problem Guthrix - it was a lot of fun to do, I was really, really bored at my co-op placement.
As for the other images. !@#%!@#!#. I'm still trying to upload them. This wireless internet innovation was just a terrible idea. They are drawn, but my stupid internet is being moody again. I will post the images as soon as I can. my fifth try tonight. grr. sorry guys.
oh - and Barreldragons: I'm sorry, but I don't quite understand that last bit. if you're referring to the trouble I was having initially getting on the site, it's all cleared up now. I'm not sure what happened, but I can post, so it's all good. thank you very much once again!
so now you can post on deviant?
lets go back to the old arguement of what would the police do to stop you if you hijacked a tank...
hey on that captain cook thing and the ship endevour he wasnt eaten by natives he was speared by local aboriginies (in Australia) although iv never heard of abo's eatin people, but hey you never know.
anywho i was just gonna say that i am a 3d modeller of not very much talent but a lot of spare time to perfect my modles, and just wonderin if you guys needed some new ship models maybe of a sloop or schooner.
aanyways if ya do give us a bell and ill tell ya bout it
indeed we do but building a new ship isn a slmall task are you up to the chalange?
alright - so this bandana is getting there... sure the normal map based on my high res isn't great, but it was a first attempt all around - only problem left to solve is dumbing down the glow quite a bit (it looks like a phong material has been applied to it), and then I need to play up the texture a bit, and dumb down the green because the texture really doesn't look like I had envisioned it. Also for some reason the texture will not load on the back tail things that stick out the back of the bandana. not quite sure how to fix this - but if I find out what the problem is, then maybe I can avoid it next time.
that said - the bottle is even closer to being on it's way.
Love the bandanas but i hope they don't look that shiny when they are finished. Right?
shiny! that will be good for the treasure
nope - that was a problem... appariently the alpha channel on your normal map decides how shiny your object is. White is super crazy shiny (which is the default colour for it, and hence why this looked shinier than santa's forehead on a summer day), and black is ... well.. not shiny. This is super neat because if the object is made from different materials *cough message in a bottle - you can have the different elements shine differently. Also - Zorro, I can now help you with textures! Horay! bit by bit I'm figuring out how everything works.
Here is the bandana as it appears in the game. Any custom colours, or designs you want on it? let me know!
I know I keep posting this, but I really am closer to the bottle now. the bandana is essentially done. I have acouple of textures for it, and it works in the game with the normal map and everything, and even looks spiffy. sweet. However now I'm running into a couple of problems that hadn't even occured to me.
1) ears, and hair is automatically turned off when you are wearing a helmet. I'm going to see if I can assign it as a tail, or pendant to fix this. but doingthat depends on...
2)the custom scaling of heads doesn't lend itself well to the size of the bandana. there is a tool called the conformulator which helps solve this, but right now I'm still trying to figure out exactly how it works (I've got some problems going on with the way that the mesh loads in a 3D program vs where it loads in the game... but I'm getting help on the TES boards in doing this. but then after that is all solved - horay! bottle time! And this time I'll bake the normal map from a photoshop file, and I'll get to play with crazybump! I might even make a custom specular map so that the light glints more along the edges of the bottle! Damn this is fun. (unfortunately school, and homework are building up again, but I'm still working on this stuff when I get the chance... I've started reading some scripting tutorials too... see what I can muck around in on that side as well).
********Texture help for Zorro*************
first off - as useful as Nifskope is, it can be a real witch sometimes - so sometimes if you've done everything right, it just seems fickle and doesn't want to work. BUT anyways. if you want to replace a texture, make sure that it is in the same directory as the .nif would be except under textures ex:
You need a minimum of two files for each object. if in the game your object comes out pink, the game can't find your texture, if it is black, it can't find your normal map, and then there were some other problems too, but they were less likely. So first off - download the .dds plugin for photoshop or gimp or whatever you are using, and install it. then when you export your file, I have found that I have less problems with nifskope if I save the file as the final filename (so not renaming it later), in the directory that I want it to be. Oblivion can only load some of the kinds of .dds files, and if memory serves me correctly DXT1 was all that you would need if you are not using an alpha map to do funky things with the mesh. *** There are two kinds of compressions for DXT1*** I have only had success with the one that has the 1bit alpha channel. I'm assuming it just means it's white, which means that ... well, it will show up in the game, instead of turning up pink or something. If you have problems with nifskope itself, just let me know - I might actually be able to help you now.
OK thats how i did it:
First i copied the mesh and the texture and the normal map and put them in a separate folder. Then i opend the the texture in GIMP and messed around a bit saved it and did the same thing whit the normal map.
But i can't figure out how to do the rest, or have i forgoten anything?
Can you send me one texture of the bandana so i can try to make my own?
absolutely! I just want to finish it completely before tossing it in. The bandana itself is now done, made in 5 colours, and they all deform according to how you created you character's head. I still need to make the icon, and the model for when it is dropped. I'm feeling really lazy on this project though, so I think that I'm going to skimp on that model and just do something really simple... like without bothering with a High res mesh for a normal map or anything. after that you guys can implement it however you see fit.
to do everything from that point forwards.
load up your .nif file in nifskope. if the object you are trying to retexture doesn't already have a texture, creating a texture and actually getting it into nifskope is a bit more of a bother. but if the object already has one, then you just need to click on the purple flower, and select your texture.
your texture has to be in the exact same directory as the .nif file except under textures ex. also your texture needs to have the exact same file name as your .nif. if you want multiple textures assigned to one normal map/glow map etc. you can have your .nif be bandana_xgreen.nif, and your texture bandana_xgreen.dds, but your normal map would have to be bandana_n. The normal map, glow map, etc. only read until the underscore, and then pick up the letter after it. this means your letter after it cannot be a G, N... and I'm not sure of hte rest. to be safe, I always put an x before typing anything - and then I can type whatever I want.
Ok but i have another problem to when i try to open the mesh in Nifskope and it gives me an error message: encountered unknown block (bhkConvexVerticesShape)
failed to load nif from file...
And some files don't show textures even tough i've changed the texture path, it's suposse to be in the texture folder were i extracted them rigtht?
i haf make with nifskope a skeleton body
my first 3D pictures
but how i past this pictures here
C:\Documents and Settings\kasteelstraat\Bureaublad\oblivion\wannes 3D's\skeleton body.jpg
open yourself a account on deviantart
whoa - never encountered that problem before... my only guess would be that it might be the wrong file format, but you mentioned that you checked that before... weiiiird.
As for the file sometimes not appearing - being totally blunt - nifskope can be a royal pain in the boat. I can't tell you how many times I've had to just keep reclicking the path in any of the 3 different places to try to get it to work, it will load the folder with the textures in it and everything every time, but it just doesn't always want to work the first time. once I have a texture in there, I have no problems, but loading the path can be a real pain. just try it over and over like 5 or 6 times, it's the only way that I've been able to get it to work. I know it doesn't make any sense, but ...
Finally - Everything is modeled, and textured with the bandana - which is great - except my object is floating over the ground, and I can't click on it again to pick it up. the second is really of biggest concern, I figure that if I tweak where th ebandana is on hte Z axis, then it will eventually work correctly. I took some of the bottles from in the game, and I'm going to take a look at how they treated them in order to get the transparency etc. correct, as well as see what I can do so that the message isn't a solid object inside the bottle. in a world of beautiful physics - that would just look kinda stupid, and out of place.
So, according to the picture on Page 2.
Does that mean there MAY be a possibility of Davy Jones and the Flying Dutchman popping up in the next version?
The stranges thing is that i can load armor and clothing but nothng.
But i have some questions:
Were should i put my new textures i curently have them in a folder in my Oblivion folder?
The texture path should i have it in my texture folder were i unpacked all my bsa files?
But maybe i don't have the newest version, i don't remenber were i got the one i got now.
OK i manage to make the textures apear
Everything above is working but i have another problem.
Im following a tutorial and i have made two changes to my file and saved two times the first time it worked fine but the second time my mesh turned white and i've got a error message:
texLoadDDS( "C:/the elder scrolls-Oblivion/Oblivion Files/Textures/textures/armor/mycuirassle.dds" ) : image dimensions must be power of two any idea whats wrong?
Horaaaaay! Congrats on getting the texture to work!
as for the problem - I have a potential solution... I do not know what the error message means, but I am curious what size your texture is, as if it is say 513x512 maybe that is what is giving the problem? I don't know. There are set sizes that you are allowed to use, and others that you are not when you are texturing - and all of them are square, and I believe that they are all multiples of 512x512... but I'm talking out of my butt right now.
Now for the good news: I was reading up on textures, and how the game uses them, and when the texture appears pink in the game, it is supposed to mean that the game cannot find your texture, or it can't be read. Is it appearing white in the game? or pink? I am taking a wild guess here ,but I have a feeling that if it appears white that the exact same thing is happening... I guess check the size of your texture, and maybe reload it in nifskope... if it's still not working, I guess can you tell me the file name of the .nif, the .dds, the normal map? I'm just brainstorming, and I'm not sure what I can and cannot do. in the worst of cases, if you can send me the file, I'll see what I can do on my end.
haha and to answer your question spartacus - that was something I was working on for a different game that I was never able to totally get working. Also the model that I made would be a disgrace to my skill level now, and just look terrible next to the high quality models in oblivion. Unless somebody else is working on it - and they may be, I don't have anything up my sleeve. sorry man.
man - I write too much.
and now for an update on the bandana. !@#$ I just lost my hard drive I think, and that means I lost a loooot of data. fortunately the bandana was on my desktop, but there are other programs etc. that I need on my portable hard drive - lol blender, being one of them (a 3D program in which I have no experience, but it is free, and seems to be the one most supported by the modding community for oblivion). Anyways - it is possible to put in the physics, and collision data, I got hopelessly lost following the nifskope tutorial on it, but found another one that seems much more accurate in which you create the havok cube or whatever it's called in blender. lol again - until I can do this there isn't a whole lot else that I can do, but once I do this I will understand:
-transparency, and (I think) specular maps
-adjusting the head/hair geometry so that it scales to custom character heads
-how the physics engine works
So in the end - it should be worth it as at that point I will reeaaaally be able to start cooking. heh. In any case, I still haven't actually played the game since I reinstalled it to mod it. maybe since I'm temporarily out of comission, I will do that for the rest of the night? or maybe I'll keep reading on how to make custom environments. 'cause that would be awesome.
OK i should try that. And now i remebered my other question why my new nif file dosen't show up as a nif file, it's just file, strange.
just a file?
what kind of file? if you go to the folder with the file in it - click tools>folder options, and then uncheck Hide extensions for known file types, then if you tell me what the extension of your file, I might be able to help you. I have a feeling it's probably a .tri, or .obj or something... but just a hunch..
This is really messed up. I did what you said or atleast i think i did becuase my computer isn't in english but anyway it's still just file. It's when i put my texture on the nif file and saves it then it's just file.
I forgot to add the nif extension to the file name thats why it didn't work but then another problem came upp i think it has to do with normal maps. When i put on the armor my body is turned invisible. But maybe it has something to do with alpha channels. Any suggestions?
Finaly got it to work!!!!
I was just playing around with the texture.
Does that mean good or bad?
i dont like the new armour coulor to be honested
Yeah but i was just plaing around with gimp nothing serious
And now a question for heretik why does my helmet look messed upp? Have that happend to you? Forgot to mention it's just like that in the inventory screen, maybe the same problem that you had with the bandana.
Take a look at our brand new entrence!
well done deer but it will need some vegetal to cover some spot to make it indiana jone like ruine
( i like the yellonis color )
Yeah i think i'll make the ruin with vanilla models then replace them with retextured ones. Looks best that way.
And btw were are Heretik?
um hi i found these for the mod
http://www.tesnexus.com/downloads/file.php?id=15648 Modder's resource
pics are from Mr_Siikas Better Ports
abd on top of it they let map maker use there moddel
O found these also
Looks Better in game
Working one some port now using Mr siikas ports the crane looks nice but i need someone to maybe make some new textures on it maybe, or i could just add a lot of flora on it so it looks like its old.
any suggestions.? ?
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