Skyrim like cave transitions.

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alex25
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Skyrim like cave transitions.

Postby alex25 » 14 Feb 2012, 18:23

There has been lots of talk about Skyrim like entrances (exterior interior transition thingy) on the IRC but they are quite difficult to makeshift from the existing models so after failing to create a adequate model from scratch I combined a few things to serve as concept. The meshes are far from finished (they took about two hours) but I want to see if the concept is good before I tweak them further.

Here is a link some pics and bellow are the meshes
http://imageshack.us/gal.php?id=q5qukp2nnZyrnaiamd3W06g
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SamirA
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Re: Skyrim like cave transitions.

Postby SamirA » 14 Feb 2012, 19:14

Not a bad start really. Polish it up a bit and then add some rocks to it when they are placed and you could have a nice little cave entrance there. I see you are working from PC_Test cell haha.
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alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 14 Feb 2012, 19:45

Thanks. There are some weird greenish textures from the original file that I'll fix unless they are supposed to be there? Anyway I'll concentrate on the mesh and my ext file

Tarius
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Re: Skyrim like cave transitions.

Postby Tarius » 14 Feb 2012, 19:55

The cave mouth isnt deep enough, its too shallow, unless the plan is to make it deeper with more rocks behind. You basically need to be able to put a "black" light inside the thing so it gets darker as you walk in.
I have already made a mesh to use for the regular sized doors that is completely black.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
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alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 14 Feb 2012, 20:18

The cave is supposed to be extendable with normal small (or large if you resize it) cave interior sections. The shadow effects will be done with black lights and invisible doors but people should be able to get a feeling of the cave enviroment as they walk in. The the cave models are usable with cave interior pieces even now, just make sure to gridsnap them.

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Wollibeebee
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Re: Skyrim like cave transitions.

Postby Wollibeebee » 14 Feb 2012, 21:36

it's a good idea, the UV's a bit iffy (i hate UV's!).
defiantly something i want to see finished, exterior paths through mountains ftw!

alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 14 Feb 2012, 22:00

Will do. I don't like UVing but anything for nice exteriors.

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Re: Skyrim like cave transitions.

Postby alex25 » 16 Feb 2012, 16:33

Update. Retextured cave with a better mesh. The UV mapping gave large bits of the model a greenish tint and I have no ideea how to fix that so perhaps someone more savy than me can fix the final details?
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Tarius
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Re: Skyrim like cave transitions.

Postby Tarius » 16 Feb 2012, 20:02

Did you mean greenish textures or green coloring? green coloring is likely vertex coloring and can be fixed.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 16 Feb 2012, 20:08

Greenish textures from UV mapping. No matter which way the model was UV maped there was a lot of green there.

Lord Andres Indoril
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Re: Skyrim like cave transitions.

Postby Lord Andres Indoril » 16 Feb 2012, 20:48

Quite sure that is vertex shading, Alex. Bethesda used a lot of green vertex shadings.
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alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 16 Feb 2012, 21:00

This is based of our models though and they too have those ugly greenish tints though in smaller amounts so? Also if someone could look at it and tell if something needs to be fixed? I don't have a lot of practice with models so someone more experienced could perhaps look over it for nitpicks.

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SamirA
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Re: Skyrim like cave transitions.

Postby SamirA » 17 Feb 2012, 01:26

Alex, feel free to remove the green tint from all of the rocks in data. It is a leftover from Bethesda, while the meshes themselves are higher poly they are still the same as vanilla.
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Tarius
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Re: Skyrim like cave transitions.

Postby Tarius » 17 Feb 2012, 01:45

Yea, if you dont already know, there is a spot in NiTriShapeData for vertex colors. You can simply look at that and change any you want. Using nifskope to do this can be tedious though if you have alot of vertices to change.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 17 Feb 2012, 15:18

The weird greenish shading is gone. :D I also nitpicked a few things in nifscope that I missed in Blender so this one should finally be good.
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SGMonkey
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Re: Skyrim like cave transitions.

Postby SGMonkey » 19 Feb 2012, 23:55

Wollibeebee wrote:it's a good idea, the UV's a bit iffy (i hate UV's!).
defiantly something i want to see finished, exterior paths through mountains ftw!

Cant be done, unless you build the land above using meshes.

I like the idea of this though, and making it fit directly with vanilla shape caves is a plus.

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Wollibeebee
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Re: Skyrim like cave transitions.

Postby Wollibeebee » 20 Feb 2012, 02:10

SGMonkey wrote:
Wollibeebee wrote:it's a good idea, the UV's a bit iffy (i hate UV's!).
defiantly something i want to see finished, exterior paths through mountains ftw!

Cant be done, unless you build the land above using meshes.

I like the idea of this though, and making it fit directly with vanilla shape caves is a plus.

well yeah. but that's easy enough, just as long as the cave isn't to big.

alex25
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Re: Skyrim like cave transitions.

Postby alex25 » 20 Feb 2012, 17:04

Those terrain edges are very good for makeshifting. More than thay you can put an invisible dorway in the middle and then give the illusion of building a grand undermountain tunnel


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