Jump to content

Nate

Member
  • Posts

    21
  • Joined

  • Last visited

Everything posted by Nate

  1. Work on this project will now slow down a bit as i depart for college. I cant work on this as much as i need to maintain my grades for scholarships and a potential transfer to Harvard, i still will be able to put in an hour or two a week minimum.
  2. Status Update: Oowoon and Overmind have joined the team -Southernwind passage and Northwind Pass are being reworked with Dawnguard components, Dawnguard is now required for this mod. -Reworking Pretty much everything that has been done so far to Hyrule.
  3. Thanks for the feedback guys, it is much appreciated. Still working on Layanru, going to hold off on some stuff until i get Dawnguard, some of the assets look spectacular and i would like to integrate them into the mod. Cyrodiil is also progressing nicely, i have a good portion of the western coastline height mapped and have started to add details. Since Cyrodiil is limited though, i am doing a heavily compressed version of it, probably about a 10th of the size of Oblivion. Still large enough to give a vast look with the right placement of assets, but not so large that it is something unrealistic to try and slap together. Basically since only the cities are accessible along with a few select ruins there is no real need to make a massive map when i can get the same affect with a smaller one. more to come.
  4. Layranru Preview: This is the w.i.p of Lake Hylia, currently under construction: LOD is not completed yet. Layranru Falls - waterfall from upper Lake Hylia Hylia Boat House, Upper Lake Hylia Other Shots Edit: Currently about a quarter of the way though Layanru, laying out ground work for the Cyrodiil part of the Mod after playing some Oblivion; considering making Cyrodiil standalone, in the process of ripping models from oblivion.
  5. Some more preview shots. Hyrule is still far from being done with Ordon still being under construction and Layanru almost completely height mapped. In the past two weeks the following has been completed: -Complete revised world map with locations -Started White-Gold Tower- Cyrodiil ( White Gold Tower will also be a location that you will be able to visit along with the immediate surrounding area) -Started Hyrule Castle Exterior, -Completed Northwind Pass landscaping and started interior, probably the best work so far on this mod; however, don't want to spoil anything, especially this, alot of work has been going into this area and when its done i promise this area will be epic. -Still working on various weapon imports and armors -Nearly have completed revised game outline along with nearly complete character list and small bios to go with most of the ones that will have any sort of role in the story. -Other small details have been worked out/ started to implement. Revised Castle Dour with Solitude Library- Interior currently w.i.p Northwind Pass Entrance - Basically the border between Skyrim and Hyrule, the entire thing is not pictured as i dont want to give any hits as to its location, although it should not prove very difficult to find. more will be posted later, this is just what i had at the moment to show you guys. i will get some better pictures later tomorrow and put them here.
  6. Thanks for the feedback, i hope to have the Skyrim portion of the mod done in the next couple of weeks, meaning this will be playable up through the first three quests by the end of July. The Hyrule/Termina portion will take a while though since those together will be huge, i will upload a revised map of Tamriel with Hyrule/Termina included sometime soon to give you guys an idea of the scale.
  7. Fairly well, decent progress has been made: -Storyline is complete along with detailed outline of all available quests -Southernwind Pass is nearly complete, this is the pass that leads to Hyrule/Termina. It is located in Falkreath and leads to the southernmost part of the heavily expanded upon Ordon Province. -Ordon Province is in its early stages of development -Changes to the Skyrim/Tamriel worldspace are nearly complete: This includes two dungeons that must be completed along with some other smaller areas that must also be explored to gain access to Southernwind and ultimately Hyrule. All that is left for modifcations to the Tamriel worldspace is the revamp of Solitude. - currently modeling Hyrule Castle along with many other 3D assets and currently implementing most of the weapons/armors including reimagined hero's clothes, magic armor, etc. Hero's clothes will look something like this (also inspired by this) http://browse.deviantart.com/digitalart/3d/?order=9&q=Link&offset=168#/d3eblru -New races currently being planned out (Hylian, Shiekaih, etc) Not sure if Zoras and Gorons will be implemented right away as that is a lot more involved than creating a new race using stock skyrim assets with slight modifications. Screenshots of Southernwind Pass W.I.P: There is actually a vast mountain range in the background; however, the LOD hasnt been completed yet. Hyrulian Border W.I.P Skyrim Border
  8. Wow, triple post. Anyways updated the main post with some preview images. I also am recuiting for this mod, so if anyone who has Skyrim and the Creation Kit wants to help, there is plenty of work to do. If interested just leave a post here. Also at this time Ordon is at roughly 50% completion as far as the exterior goes (already about twice the size of Twilight Princess's Ordon) . Interiors are at 0% sadly.
  9. Sorry for double post: I am just tossing it out there that at some point i may need some voice actors for this mod. If people are interested please let me know. You must have a high quality mic in order to qualify for this due to the fact we need quality audio. If anyone is interested the list of NPCs that need voice acting is being compiled and will be posted tomorrow.
  10. Besides various images using solely Skyrim assets, not at the moment, still messing with the UV textures on the custom models, i hope to have some screen shots up by next week. Maybe later on this week i will post some screenshots of some of the models even though they either are not in game/ not perfect yet.
  11. It will be on the workshop; however, we plan on having it on Skyrim Nexus and here for download for those that don't use workshop. It will be PC only, on a side note, i was not aware there was any way to use Skyrim mods on an Xbox
  12. The Team - Me - Friend from school who will help on occasion The team is open to applications. please include your skill set along with what 3d modeling expertise you possess. We currently need someone who is good with modeling bodies as we need custom clothing and armors made and while it is something i could do, help would be much appreciated. PM me for details. Other Credits -Naxylldritt for his Bridge of Eldin model that was used for Shadowing Dawn when the project was still going. The model is being revamped in Maya for better use with Skyrim as polygons are not as big of a restraint as they were with OoT. It will be pictured later in the Eldin preview in a few weeks. Why Skyrim? I was wondering how many people here play skyrim and would be interested in seeing a zelda-esque mod for it. My friend and i have been mulling over a couple ideas for a Zelda tribute, and using some plans for previous zelda mods i have been involved with have started working on it; however, we wanted to see how many people would actually be interested in seeing this before we got too far into it. My Friend and I picked Skyrim because of the fact that much of the stuff that i wanted to do for Shadowing Dawn simply was not possible with Ocarina of Time. While this will not be Shadowing Dawn (Mostly due to having to get TES Lore to fit with Zelda and vise versa), the fact of the matter is that this is something that IS actually possible for once as opposed to trying to get OoT to do the impossible. Skyrim has the power behind it to bring what was envisioned for Shadowing Dawn to life in Skyrim. My friend and I intend to create something like Shadowing Dawn using Skyrim. What has been done: Overall Completion: 2% - About 20% with landscaping Layanyru, linked the Hyrule/Termina Worldspace to Skyrim, finalizing final three dungeons -In the process of of implementing various models and armors made by Chief-01 at DeviantART http://chief-01.deviantart.com/ http://chief-01.devi...plete-311134061 What needs to be done: Finish the overworld (Hyrule and possibly Termina depending on time constraints) Finish nearly all the interiors for homes and such. Enemy models for The Guardians( One of the primary antagonists) Need to finish some custom assets Weapon models Hi-Res Textures for Zelda along with sprucing up the Zelda model Hi-Res textures (somewhere along 2048X2048) for various models ripped from TP If people are interested in this please say so, it may not be for everyone due to the fact it is not canon in the sense that lore had to be modified (heavily in some instances), but even if you don't like the Lore, it probably would make a good expansion at least as this has about 40 hours of game play judging from what we have planned, and more if we decide to continue developing it after we find out if people like it. If you are interested in helping we need people who are good with 3d modeling programs of Maya's calibur, and if you have Maya all the better as that is what we will be primarily using A decent texture artist wouldn't hurt as it saves me (who sucks at textures) from slaving in gimp for hours and hours on end on a texture that will probably only be half decent. Feedback greatly appreciated Planned Development Timeline: Overall we are shooting for this mod to be done/playable at the end of august/beginning of September - Height mapping/ landscape: We hope to have this complete sometime in the next three weeks. For those who are familiar with my maps, you know that i like to go over the top with them and this is no different, in fact it is even more so due to the fact that Skyrim is far more powerful than OOT. The planned scale of this area will easily match (or possibly surpass) Twilight Princess's overworld in size. This may seem like a massive undertaking, and it is; however, since i can height map roughly a province a day, it should be something that is feasible - Dungeons: While most of the games dungeons are planned or partly planned/completed, hopefully the dungeons can be done sometime in the next two weeks -Item Implementation: By far the quickest thing to do, all items that need to be added to Skyrim could be done within about eight hours, not counting the time it will take to model custom outfits for NPCs (E.g. the outfit worn by Twilight Princess Zelda) -Various NPC asset Implementation: While most NPC's can be constructed out of stock Skyrim assets that have been slightly modified for the purpose of creating characters resembling Hylians, some NPC's such as Zelda (Proving to be the most troublesome NPC to implement) will require unique assets such as her hair, face, etc. I have not attempted this yet and do not know how long it may take. I do know the hair part is really easy, the face not so much as i would need to rig it for animations (pain in the ass) so that when she talks, the face moves etc. -Voice Acting: Could probably be done within a weekend, implementation of those voices, not sure. A list of NPCs requiring voice acting is being compiled as we go. If people wish to help with this it would be much appreciated. LIST OF NPCS NEEDING VOICE ACTING Zelda Shadowlink To be named Legate Hyrule Guards Guardians Goddesses other will be added over the course of development Development Log: 6/5/12 -Made about half of the first dungeon, should be complete tomorrow. -Hyrule Castle Exterior 25% 6/6/12 -Started construction of the Ordon Provence along with Faron woods and the Sacred Grove -Dungeon Exterior for first dungeon complete -first dungeon complete -started to work on Master Sword model along with various other weapon models, -laid out the plans for how i intend on executing the creation of the Hylian race, not sure however if i will have the race be playable or not. -Started prepping some custom armors and assets ( Shiek's Garb, Zelda's Hair, Link's hair, magic armor, various others) 6/7/12 -Storyline revisions -Working on Hyrule Castle's interior floorplan along with the components for the castle interiors for import into the Creation Kit. 6/11/12 -About 10% complete with the Ordon province, map development will start to move a lot faster when i get to things such as mountain ranges (don't have to be nearly as meticulous with details with things like those, especially since i'm not modeling them after anything) -Working on some custom models, still in the process of drafting (literally drafting stuff on on a drafting board) out floor plans for custom areas, such as Hyrule Castle and Hyrule Castle Town, all of which are being constructed out of custom assets. -Figured out how to implement some new gameplay mechanics 6/12/12 -after play testing i have come to the conclusion that perhaps following Twilight Princess's map layout to the extend i have for Ordon has not translated well into Skyrim. As such Ordon will probably have to be scraped. Due to this i will probably have to completely redesign most of Hyrule, save for Hyrule Field, which by its very nature is more flexible than a village and therefore should translate better into Skyrim. The reason for Ordon being scrapped is that it is simply too big for its own good and it gets boring to walk across,instead i am going to restart the over-world, but first after i have completed all models for import into the game. Having these models in game should make it much easier to landscape Hyrule field and produce a higher quality product. -Thankfully; however, i have a back up map that i did in the event that something like this happened and while it is not complete and was actually scrapped concept art, most of it should be reusable, with just some outlying areas (like Ordon) having to be completely re imagined. Instead of starting with Ordon, i am instead going to start with Lanayru Province/ Hyrule Castle (also my favorite province). 7/8/12 -Southernwind Pass 90% Complete -Solitude Revamp 50% Complete: Revamps the appearance of Solitude and adds some stuff to the city as part of the prologue questline -Northwind Pass Exterior/Forest Temple (OoT) 25% Complete **** ****Northwind Pass leads to the rear side of the OoT Forest Temple assuming the place where you enter in OoT is the front. I will post pictures sometime when it is more complete; however, it is amazing so far -Hyrule/Termina/Other Provinces 2% Completion, still in process of height mapping. 7/20/2012: -Hyrule is now connected to the Skyrim worldspace via mountain passes. -about half way through Layanru Province -Northwind Pass is near completion, Northwind is rather large being comparable to High Hrothgar in combination with the better part of riverwood in size. 8/5/2012 -Still working on Layanru Province, basically going back and making serious revisions to it. -Starting to work on Cyrodiil; my plans for Cyrodiil are not to intensive as Cyrodiil is only needed for a couple of quests, i don't intend to spend more than a couple of weeks on it as only a few areas will be accessible; however, i may allow the player to walk from place to place depending on how far i get; but don't count on it. Preview Pictures: Ordon Village Preview - Added 6/9/12 - The stock skyrim village houses are just placeholders for now, eventually i would like to swap them out with high detail renditions of the houses seen in Twilight Princess. This picture is of the Work in Progress and is only around 25% completion. I would like to have the entire province done (some of it is not pictured) sometime around sunday. The house interiors are yet to be done, but are the least of my worries at the moment as i could do most of the houses for the mod in one weekend. Landscaping however is a diffrent story as the game map we have planned combines and includes OoT, TP, and some MM areas. The size of the overall map should surpass Twilight Princess in size if we keep to the plans. Second Ordon Preview: Ordon Springs:
  13. Notes to Admins, delete this topic please. Instead of doing this for my game design internship i instead worked on my own game with my friend. We completed it; however, i have no intentions of restarting this project since A. i did something else for the internship and B. my external harddrive with all the code got corrupted.
  14. the tools im making for the mod will be (e.g. the program im developing for making in game generating structures ) and yes it will be for the most part. Also the code will be commented, as it will make things, much, much easier for anyone looking to do advanced modding; however, things like terrain generation probably wont be commented due to it being so damn complex. This wont be available till after this june/ once debugging is done.
  15. Nate

    Dubstep fans?

    Not a huge fan, but i have found a few good dubstep remixes of songs that i like.
  16. Sorry for double post Progress Update: Currently i am switching what i have done so far around a bit so that it is modloader compatible. This is a little time consuming; however, this comes with an upside. If you are familiar with mod loader, then you know that this makes it so there are no conflicts with your various mods. It also means that a very alpha version of this mod will probably be ready for testing by the end of this weekend. What this alpha version of the mod will include: Mobs: -Deer added to Taiga biome -Might revise the NPCs in the NPC villages if i have time -three new hostile mobs (yet to be named) to be implemented (probably wont have time to switch over everything, might appear incomplete) Biome Generation: This probably wont be modified in this version, depends on how much time i have to switch this all over Items: Non-craftable weapons/tools (will need an inventory editor or equivalent to test) -if i have time i might make them spawn in the pre-existing dungeons underground for the sake of play testing; however, in the final product they will spawn in custom dungeons that will be both rarer, more intricate, and difficult. The reason for this is that these new items are more powerful than the tools that are currently in game (diamond, iron tools, etc) and in order to balance this out in later versions they will be made rarer. And whatever else i have time to add will be in the alpha. This wont be nearly as impressive as the final release because of the fact that this is somewhere in the realm of 5% of what i want to add from a block and item standpoint. This hopefully will be release Sunday at some point. This one will be an open alpha in order to give you guys an idea about what is being done, and for proof of concept. Any releases after this will probably be closed in order to maintain semi secrecy about what is being implemented. OVERALL if all goes well expect something sunday.
  17. screenshots will be up sometime in the next couple of weeks ( i have quite a bit, but would really like to have the hi-res pack done for the shots).
  18. Nate

    Been a while.

    Thanks Zeth, good to be back
  19. Minecraft: Shadow of Ender What is Currently Being Worked On: Currently Biome Generation is being worked on. Biome Generation is currently 15% of the way done (This does not include randomly generated structures) What still has to be done with this: -Modifying how often certain biomes spawn -Biome location (possibly, but not needed if the spawn chances are made higher) -fine tuning of completed biomes Items/blocks are being worked on in tandem with this: -Models for the new content is currently: 50% Done -Textures for the new content is currently: 25% -Code for item implementation is currently: Not Started (subject to change, changes/additions will be made as needed) After Biome Generation I will work on implementing: biome weather, and custom, biome specific mobs Introduction: As i said in my introduction, i no longer mod Zelda; however, i have started to mod Minecraft. I started this mod as part of my work study program as per graduation requirements a my school ( I might possibly go into game design). So far i have made a fair amount of progress and started to implement alot of the things that i intend to. Due to the large amount of content that i am adding, the mod should (and has to be, so this is a set deadline) be done by June. What will be in the mod? This mod is a massive overhaul of Minecraft and will add a huge amount of new content to the game. An outline of what is being done is included below. Keep in mind this outline is about a month or so outdated so some aspects are subject to change. Biome Generation Aspect Mountain Generation: -Using randomly selected integer (1 & 2) the mountainside is either forested or not forested. The random number generations will also change/modify other aspects of the mountains respectively. -Affects weather, overall terrain, etc. Nether Generation: No terrain modification Nether torch: Generates 20% more light The End Biome Generation Ender Ore: craft-able into various items Ender Fortress: Gives The End a purpose beyond that of the boss fight. Desolate Mountain Range Biome Spawning Criteria -Castle only spawns once per a world, small chance of spawning Biome Criteria -Snow based, snows in random intervals -NPC villages will not generate in the biome -Very mountainous terrain, possible plains; however, very limited. -Biome specific ravine generator (possibly, not necessary) -Possibly a path generator. This would serve to generate paths throughout the mountain range Structure Criteria for Biome Generator -Generates a set castle model, possibly might be able to use binvox in order to get these set coordinates - Make sure the height limit doesn’t cut off the castle -One per game - Specifics on castle and what is entailed § New item: Glass Shards: Glass shards can be used in a furnace to make a glass block. o Purpose of this item is so that the farms can be repaired § Various monster spawners throughout the castle. For the castle to be potentially colonized these spawners must be cleared out to some extent. o Non-destructive mobs for the most part, avoid having creepers spawn in the castle. § Biome Boss Fight: Modified Ender Dragon Mob: Spawns in Biome in a random location. Can move throughout the biome; however some form of limitations will need to be placed on it. Should be within 100-200 blocks of the castle. o Castle should be somewhat centered in the biome o Castle models will vary based off of a variation of the code responsible for generating strongholds § Draws off an assortment of pre-generated hallways and rooms to assemble the castle § Biome Specific Mobs: o Deer: § Takes four punches to kill § Drops venison § Drops antlers for possible potion ingredient -Broken aqueducts spawn in the biome. This will be a modification of the nether bridge generation code. The significance of the aqueducts is so that there is a source of water in the biome for the player to get at. Things to add that don’t fit into any of these categories: Mushroom growth speed Items and Blocks To Add: Candle Stick Holders (Tall and Short): Basically either a 1-block tall or 2-block tall candlestick holder. Emits a light level comparable to glowstone and is crafted from 1 or 2 bars of iron respectively with three torches on the top. CHECKLIST -Model for tall candlestick holder ✓ -Model for short candlestick holder Improved workbench models: These will replace the old workbench models with something more aesthetically pleasing. These will, instead of just being a block, resemble a table, have 3D aspects to them, such as a vice grip, draws, etc. CHECKLIST -Model ✓ -Swap out current model with new model Whetstones: Purely for aesthetics( might be used to sharpen/repair items later down the line)crafted using a stone wheel, and six sticks flanking it -Model for Whetstone -Coding/implementation New Window Panes: Resembles a traditional window with a frame, and four panes to look through. Crafted from 5 sticks and four glass panes. Returns four windows. -Curtains (pretty self explanatory) CHECKLIST -Model for window panes ✓ -Curtains finished Shingles/Slanted Block Model -Model -Materials -Implementation Old Fashioned Street Lamp: A turn of the century streetlamp model. Crafted using iron and a torch (for a candle). Resembles an 1800’s London streetlamp. -Model -Code/Implementation Cabinet Models: Cabinets are used to store various items and come in one size. There are however a couple different variations of the cabinet model, each one crafted using a different recipe. The only difference between the cabinet models is the models themselves, the use remains the same and there are no bonuses from different cabinets -Models -Code -Implementation Chair Model: A basic wooden chair with red cushions -Model✓ -Implementation Tool Rack Decoration: A model used for decoration (And possibly storage) and displays various about of tools over a 2x2 block area. Like a painting it must be mounted on a wall. -Model -Implementation Chests disguised as blocks: EX a smoothstone block that you can store items in if you right-click on it New Item Sets (Player Craft-able): Same items one would expect from any material, so nothing too new there. -Adds Steel, Titanium, Obsidian, Netherite (From Nether Ore) ITEM STRENGTH LIST: § Wood § Gold § Stone § Iron § Netherite § Steel § Titanium § Diamond § Obsidian New Items (Non-Player-Craft-able): These items occur in various dungeons throughout the game. - Non Enchant-able, come with random, pre-defined enchants based off of random number generation and whatever number is returned. - Because of their rarity, they are good enough to warrant looking for. Ex: one of the pick axes you can find in the Snow Dungeon (located in the desolate mountain biome) is good for about 10,000 uses and has a level 5 enchant on either efficiency, unbreakability, Silk Touch, or possibly all of them. New Game Modes: Storyline: still in the works, taking recommendations for things to do with the storyline Underground Survival: Due to the surface becoming uninhabitable by a cataclysmic event, you are forced to live underground. Making trips to the surface becomes a very, very, very dangerous task and many otherwise simple tasks in minecraft (such as procuring food) become much more difficult. this game mode is recommended for advanced players due to the level of skill involved Also, while this is not necessarily a part of the mod, i will put the developer tools that i am working on (ex. the tool im working on for structure generation, providing i ever work out the bugs in it up for use once the mod is complete) Ideas and recommendations are welcome. SCREENSHOTS Work In Progess Caverns Using modified nether code, i have been working on a new dimension for minecraft. This is meant to be under the bedrock in the normal world; however to access it you must use a portal (or possibly find a way through the bedrock, providing i have time to code that feature in, or if its even practical). Due to the fact i have been using nether code for this, i will be reworking the entire nether so that the nether doesnt look like this. ores will be added to this also once i get the ore generation code up and running; however, i am going to add custom ores in addition to the regular ores (all of which will be present) and will be trying to incorporate abandoned mineshafts into this. New mountain biome with npc villages forested mountain ranges These are just teasers of what i have worked on, probably about 5% of what i am in the process of working on at the moment, and overall probably about 1% of the mod. i will tell you that i am currently working on the new npcs and new, higher detailed npc models for pre-existing mobs along with a new nether, new End, and in addition 3 new dimensions, each with their own unique characteristics. If all goes well all the stuff listed above and more will be done by sometime in june.
  20. Hi, My name is Nate, some of you may remember me a couple of the sites we used to use a while back, and a couple of my (failed) projects. I used to be rather active on the forums we used to use and fell out of it with school and getting ready for college and all that kind of stuff. Since my senior year of high school is starting to wind down slightly ( we end senior year early due to the fact that the last quarter of it is used for a work study program) i have found the time to start posting again. I do not mod Zelda anymore, however at some point i will toss my maps up that i made for my mod so that people may use them as they please. Currently i am modding Minecraft and have made significant progress in my major overhaul of the game.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.