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Muspila
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PostSubject: Altmer Ruins in the Reach   Fri Feb 19, 2010 2:03 pm

A short introduction into my idea for altmer ruins in the Reach:

In the first era there was a period in which Altmer dominated a large chunk of the northwestern Tamriel. Those Altmer eventually became mixed with the nedic people and resulted in the Breton race that inherited much of their magical talent.

At a point when those altmers, the Direnni being the most important clan among them, were in war with the neighboring nords and imperials, they built a chain of defensive castles the remainings of which can still be found in the eastern Highrock today and probably, as a part of today's Skyrim was under their control too, in the western Skyrim.

Sources:
http://www.imperial-library.info/history/1.shtml
http://www.imperial-library.info/pge/highrock.shtml


So I've tried to get a bit creative about those ruins which resulted in these drawings:
It may be questionable if fortresses that are from the first era could remain as intact as the ones I have drawn here. Anyway, say what you think about it!





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Muspila
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PostSubject: Re: Altmer Ruins in the Reach   Fri Feb 19, 2010 3:12 pm

Some more ideas for the ruins I have just remembered:

The Altmer are all about magic. So I thought it would be good to have magical features in those altmer ruins.

For example something similar to the propylon chambers in the dunmer fortresses. Magical portals that connect the various aldmer ruins.
And then magical mechanism that block doors and that need to be activated or disactivated in order to get further into the ruins.
^^^Not very original, but you get my draft, I think.
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dirnae
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PostSubject: Re: Altmer Ruins in the Reach   Fri Feb 19, 2010 4:44 pm

I like both the sketches and the ideas. Smile

Magical portals sound good. We could even have a broken one which, instead of teleporting to a different ruin, teleports the player further into the dungeon, as a trap.

I think whether it'll remind the player of propylons depends on how we handle it. I'm thinking we have these dungeons pretty damn big. The portals are at the bottom (or top) in some dungeons, and don't require keys. However the player might not want to use the portal, as it might lead to the bottom of another monster infested dungeon. If they're strong enough though, or want training and loot, they might not care.

It's a simpler and easy way to do it I think. pirat
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Muspila
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PostSubject: Re: Altmer Ruins in the Reach   Sun Feb 21, 2010 5:44 am

How about if some of the magic portals in the Altmer ruins required recharging via a soul gem?
Would insofar be an option since I believe to have read that the Direnni were also the first ones using soul gems.

So, it may even be that each portal has its own charge that's partly exhausted each time you go through it. And different portals may also have different charge amounts from the beginning. Some soul gems may even have been broken by the long time since the first era.

Under this circumstance I guess it would be fair to have usual mechanic doors besides magic portals. So in the case of the player running short of soul gems there remains a way to get out of a ruin.

And I try to think of things other than magic portals that may be magic. Magic traps, enchanted equipment could be spread over the dungeon. But those things are all pretty usual.

For the interior pieces used I have thought of high arches with motifs on the ceiling.
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dirnae
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PostSubject: Re: Altmer Ruins in the Reach   Sun Feb 21, 2010 2:08 pm

Using soul gems sounds cool.
It might be a bitch to script it though, unless the portals only accept soul gems filled with certain souls.

The interiors sound simple enough to use a modified exisiting resource I guess, unless someone is strongly against that.

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PostSubject: Re: Altmer Ruins in the Reach   Sun Feb 21, 2010 2:25 pm

I'm not against using existing resources. It shouldn't be too obvious then, of course.
It may be a possibility that we only use the shells of those tilesets, but put new features on them besides new textures. I personally would prefer this solution.
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PostSubject: Re: Altmer Ruins in the Reach   Mon Feb 22, 2010 7:36 am

I suppose so. By modified resource, I meant mesh edits as well, though they wouldn't be big edits.

I guess, because I'll probably be doing a large majority of the modelling for Skyrim (most members have other tasks to do such as interiors, exteriors etc.), I'm just trying to think of ways to decrease the workload. I'll already be making a few tilesets as it is, along with all the other stuff too, and they take a while to do.

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PostSubject: Re: Altmer Ruins in the Reach   Mon Feb 22, 2010 10:26 am

Sorry, if I sounded like not trusting in your modelling skills. It was probably superfluous to say that the tileset should not look like a simple retexturing. Lestat has made many models that are mere retexturings and I think I only wanted to be absolutely sure that this tileset doesn't end up as this. Smile

Edit: And again I don't mean to speak bad of Lestat. Lestat is master. Cool
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Lestat DeLioncourt
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PostSubject: Re: Altmer Ruins in the Reach   Fri Mar 12, 2010 1:03 pm

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PostSubject: Re: Altmer Ruins in the Reach   Fri Mar 12, 2010 2:18 pm

Hey, thats quite close to the drawings. The shape is perfect. Very Happy

Do you think you could attach metal stripes to the edges of the building?

And if you like, it would be cool if you could create some cracks and witherness on it.
I wonder if you may even add some algae-dirty look (green vertex painting?).
Eventually Ivy should grow on it so that the whole thing looks a bit overgrown. But that can be attached in the CS.

Aaaand, do you think you may size it up by 1.4 maybe in order to add to the stronghold-character?

I hope I don't trouble you with all those suggestions.
I love that you make this.
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PostSubject: Re: Altmer Ruins in the Reach   Fri Mar 12, 2010 10:45 pm

Is that the final texture or is that the Dunmer stronghold texture being used as a placeholder scratch
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 1:35 am

Yeti wrote:
Is that the final texture or is that the Dunmer stronghold texture being used as a placeholder scratch

It's was a darl ruin brick texture, but it was replaced later last night with a bright brick texture to give the model a more elvish character.

I also liked the dark version, but it looked much more like a vampire castle with it (...I love vampires)
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 3:14 am

Can we see screenshot of the new textures?

The model looks great, very close to the concept. I think adding more textures (2 or 3 more) is the way to go, maybe some with details like engravings etc. (oddly enough though, I didn't imagine it being made of brick). Maybe add some desaturated blues, or some other colour in there too.

Also I warn against using dumner forts as an influence for these. Their architecture was provided and inspired by Beothiah, so an Altmer ruin should look different.
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 5:55 am

What do you think about this?
https://2img.net/h/i52.photobucket.com/albums/g23/Worsas/aldmeri_ruin.jpg


Edit: I searched after yet another texture for the walls today.
So the texture me and lestat had yesterday was another one than this.
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 2:55 pm

I like Cool
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 4:54 pm

Does look cool
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 5:10 pm

Well, Muspila, you know what I think about it already but perhaps I was being too critical as others seem to like it, I'll post up my thoughts here to see what other people think.

Lorewise, the Altmer Ruins most likely wouldn't be wrecked that much as they were made around the same time as the dumner forts (During chimer/dwemer war IIRC, need to check this). The ayleid ruins were made earlier and don't have that much damage. I don't see a reason for that much damage atm.

If you keep it like that it'd look better if you boolealed the mesh with smaller meshes for creating damaged areas. Also I don't like the purple/yellow clash of colours, though that's personal taste, and colour changes are easy anyway. Could use more textures for different areas anyway, the lower area looks blank atm.

I must admit, I don't really like it that much atm as a finished model. I personally think it could be improved, but good work so far. What a Face

edit: I don't want to come across as rude, but perhaps there's no avoiding that, I just want to give my opinion on the matter, and help improve it if I can.
If you can sort these issues out it'd be perfect imo. pirat
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PostSubject: Re: Altmer Ruins in the Reach   Sat Mar 13, 2010 6:56 pm

The purple and yellow does look a bit odd...
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 1:56 am

Thanks for the suggestions given. They are no problem for me.

First, what do you mean by purple and yellow? I can't see any purple parts on it.
Only the yellow brass pieces on the top that still are to receive a new texture. I'm possibly going for adamantium there or put anything other than metal there which is more likely.

I have come to think that it in fact would be better to make the whole thing less demolished. Only a few parts where pieces are broken off.
But I'm still very much in favor of the new wall texture. The only thing I'd change there is the vertical clashes in it. I can do that, no problem.

I don't think that there need to be many more materials for the single parts of the ruin. The texture on the walls already has a lot diversification in itself and I like the homogeneity of the lower parts. I would prefer adding ornamental parts instead and maybe some more mesh-details in general besides maybe one more texture for the lower part. You must also take into consideration that there are going to be additional parts that are attached to the model in the CS.

But, I'm not working on it atm. Dirnae, you have it. And I'm still going to see what you've made of it, right?
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 7:33 am

Yellow is the brass and purple is the marble roof.

I disagree about the little use of textures myself, but that's difference of opinions I suppose.
Mesh details aren't very detailed if not accompanied by a good texture anyway imo.

Like I said before, I just want to try a quick test out on the ruins, I don't want to take this away from you, unless you and Lestat don't want to work on it anymore.
I do like the ruins so far, it's just I think it could look better. If you want to critique my work I'm fine with it. What a Face

I posted screenshots up on Skype yesterday, but you had left by then. Do you want me to post them up here, or pm them to you?
You should be able to see them in the conversation if you look. I doubt you'll like all the new textures, but hopefully they'll give you some ideas.

I think I'll make a few changes to it later though, if I can get some free time in (it's both my little brothers birthday AND mother's day Shocked )
edit: btw I posted the screenshots in the group conversation, so Lestat and SGMonkey should be able to look at the screenshots and discuss too. Smile
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 2:45 pm

Here's the ruins now with some added textures. Btw Muspila I like the new wall texture a lot, looks nicer without the vertical cracks.





I've matched my stone textures to Muspila's wall now, I'm not sure about the roof atm though, it'll probably change.
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 3:27 pm

affraid

That looks very nice.

Might I suggest some sort of blue instead of the purple? For some reason I always picture blue as an Altmerish color scratch

How big are these things going to be?
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 3:44 pm

Thanks! Very Happy
I'm pretty proud of it!

They are gong to be massive I think, from the ingame screenshots I've seen.

Ha, I chose blue as the colour scheme originally (though I think I used way too much blue What a Face ), I've always thought of it as an altmerish colour too. scratch
But on request I stuck close to the original colour scheme of the forts (and the stonework looks much better because of it). I'll try it with blue too.

Notice that the engravings are of the 4 magic schools the altmer specialise in. cyclops
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 4:24 pm



Here's the ruins with a blue roof. Smile
With the combined efforts of Lestat, me and Muspila, I think the ruins are pretty much done. Except for some minor UV mapping problems that need fixing.

Btw maybe we should think of making it smaller in some way?
The interiors for each ruin will take a stupidly long amount of time to make, so if we keep it at the current size, I suggest having no more than 2 full sized ruins for now. Neutral
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PostSubject: Re: Altmer Ruins in the Reach   Sun Mar 14, 2010 4:36 pm

I'll send you the Tower as soon it is done...it's actually smaller, only "higher" Very Happy
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