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Nov 28

Later November Update

Some shots for the late November update.

These are some shots taken on a foggy day:
01 - Foggy Forest;
02 - Foggy Forest;
03 - Foggy Forest;

And here, the same area on a sunny day:
04 - Sunny Forest;
05 - Sunny Forest;
06 - Sunny Forest;

A waterfall shot (very WIP):
07 - Waterfalls;

Black square acting as a placeholder during the testing phase of the "Water Sounds" script. In the end I'll replace the mesh with something from Dongle's Water Pack or a water shader if I can understand how to do it. This river becomes the long waterfall of the previous update. The whole cell contain around 1100 references.
08 - Forest With Secret Water WIP.

:peaceout:
Posted at 10:28 am · No comments
Oct 24

Back again with a basket of new things.

Hi everyone, I'm here again with some new things and begging some forgiveness for the lack of updates and/or presence here. As usual I've got some new screenshots of what have kept me busy lately (oh and I can't find SWG's rock textures, so I've used the old one).

- Landscape Shot;
- One Long Waterfall;
- Green Everywhere;

- Caves Of Cyrodiil - Transition Zone;
- Caves Of Cyrodiil - SWG's Goodies.

Another thing I'm working on right now is.... water meshes. So far I've got a working script that recreate the illusion of being in shallow water - you jump in the water and you hear the splash, you walk and you hear the splish-splashes, it doesn't matter if you wear light, medium, heavy armor or you are barefoot. You hear the water noise if you are near enough and you don't hear it anymore when you walk away. I "only" need a water shader to hook to the mesh and it's done. Concerning the whole "underwater simulation" well, I don't know where to start. What I have in mind is to detect when the player is below enough the water mesh and teleport him/her down, under MW's true water plane. But, I don't know how to detect if the player is going to submerge and we should build the underwater environment both in our cells and under MW's water.
Posted at 3:19 pm · 1 comment
Aug 30

Godrays of Cyrodiil

It has been confirmed!!! Godrays have arrived in Cyrodiil (see here, here, and here).

My current chain of shaders:
- Peachykeen Truebloom g5e;
- Vtastek Godrays V0.1a;
- Knu SSAO V09;
- Knu DOF V12.
Everything is still in TIP (Tweak In Progress). Back to modding now!!!
Posted at 2:30 am · 1 comment
Aug 13

New Rock Texture

Hi again. I am here to show you some shots for the new rock texture by SWG.

- 01 New Rock Texture;
- 01 Old Rock Texture;

- 02 New Rock Texture;
- 02 Old Rock Texture.

So, what do you think? Let me know.
Posted at 12:08 pm · 1 comment
Aug 10

The cliff path expanded (have fun traveller)

Hi again. Yesterday I've left the traveller sitting in front of a cave door. Today I've expanded the path on the cliffs that leads there. Here are the shots:

The first shot is the "entrance". I've added some (many) rocks in front of the cliffs to turn the path into a sort of cave. This one has been taken from inside the cave and it's pretty dark even if in game it's around noon and the weather is clear. Some light filters through the rocks.

Proceeding further along the path, there is a big hole allowing the sun to lighten up the place and, at last, we arrive in front of the door of the cave. Another shot looking back at the path. The shadows here are achieved with dark lights (thanks SWG!!!). And the last one: a shot from below.

Obviously it needs a bit more of work and some good tweaking at the dark lights to improve the fake shadows, but overall I like it. Let me know what you think.
Posted at 10:56 am · 1 comment
Aug 09

Misadventures of a traveller

Well, hello everyone. Since I'm stuck in bed with some funny food allergy (which forced me to quit my summer vacations right at the beginning) I want to take some time to tell a story. It's a story of a random Cyrodiilic traveller, whose name is not important. Special Guest: my tester Jagar Tharn as the mysterious vampire.

One day our traveller decided to leave the Imperial City and pay a visit to some old relative in Cheydinhal. So he was walking along the Blue Road, when he saw another path on his left. "Oh look, another road" he thought between himself. Pushed by its curiosity, the traveller decided to take a quick detour and follow the narrow path. Much to his surprise, the forest here was more creepier and darker than near the main road. "I don't know if I like this." he whispered. Cautiously but somewhat rather excited, he decided to move on. His left hand wielding a light leather shield and his right hand near his dagger, ready to draw it out in case of danger. "I think I'll head to the left." He thought when he reached a small cross-road. After proceeding in that direction for some time, he stumble upon an old and abandoned house almost covered by ivy.

"It looks like the path continues behind the this house." He said. Even more cautious than before, he kept following the path, althought a bit puzzled, because he could clearly see the dense forest leaving space to a strange desert. "Don't worry it's the desert of the WIP." the voice of the wind whispered at his ears. The man didn't understand and continued to walk on. Weariness began to show up and the traveller decided to stop near a small rock formation to rest for a bit. Unluckily, as he was trying to look down, he lost his balance and fell down the slope.

He woke up rather soon because of the cold water of a small river flowing on his face. "Where am I?" he asked to himself while looking at the cave near there. Without a lot of hesitations, he began to walk against the flow of the river and, when near a bend, he stopped and looked above and around him. "Wonderful!" He exclaimed, then he continued to follow the water until he reached a waterfall. "It's a dead end." he thought while turning his back and looking at the water flowing toward the cave. The man suddenly realized he was not alone and that there was someone else in the river. "Hey you, over there!", he screamed at the other man, "I'm lost and I need some direction". The other man didn't give any sign of an answer. "By the Nine Divines, a vampire!" screamed the traveller when he saw the other man's face. He could barely take a few steps back before falling in the low water, due to the fear as well as the slippery ground. The vampire slowly looked in his direction. "Jump." the wind whispered to the traveller's ear. The man quickly casted on himself a weak spell that allowed him to jump over the small cliffs on his right. "He won't reach me up there!" He thought after noticing a small trail between the cliffs.

When he was halfway the path, he looked back only to find that the other man disappeared. "I-I don't see him anymore. M-Maybe he wasn't interested in me." He said while trying to catch his breath. Too afraid to go back the traveller decided to follow the trail, hoping to find some way to return to the Blue Road and Cheydinhal. "What's down there?" He thought while looking at the end of the trail. "Just what I needed. Another creepy cave." He sighed. The man sitted in front of the cave's door deciding what to do and looking at the sun going down.
Posted at 1:47 pm · 4 comments
Jun 13

A couple of new shots.

Due to current problems I have with the forum, I post here my most recent shots. They are a new version of the wooden bridge of the previous entry.

New Wooden Bridge 01;

New Wooden Bridge 02.

Let me know what you think.
Posted at 3:00 am · No comments
May 09

FIRST ENTRY, YAY!

Hi everyone, this is the first entry of my blog and I'm here with some shiny new screenshots from my current claim (E13).

Roland Janseric's House;
Random scenery;
As above;
Bridge towards Cheydinhal;
Again, random scenery;
Bushes on a narrow river;
Small dock;
More dock;
Narrow river;
Nice place for a boat-trip;
More narrow river;
Trees, rocks and water;
Dirt road;
Spying a cave;
Under a huge rock;
Wooden bridge;
More wooden bridge;
Guess what? Another wooden bridge shot;
Hidden path;
More hidden path;
Back to the docks;
Oh look! A sunset.

All the shots were taken with MGE V3.8.0 rev 0114 and Improved Water Shader v0.5a by phal. Nothing changed in Morrowind.ini.
Posted at 5:03 am · No comments