Berandas' workshop

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Re: Berandas' workshop

Postby Lord Berandas » Thu Feb 21, 2013 12:17 am

It's now in the state of polishing...will be done soon I hope! :-)

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Re: Berandas' workshop

Postby Lord Berandas » Fri Feb 22, 2013 1:33 pm

Okay, I was unable to reproduce any other errors than missing ice spikes and disappearing during opened menus. Since these errors are only minor ones and do not affect gameplay, I believe it could be considered done. I'll update it eventually, when I find solutions to these problems. If you find any other bugs, let me know!


And many thanks to my mentor Worsas, who gave me a lot of tips and solutions for my problems!
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Re: Berandas' workshop

Postby Luxray » Fri Feb 22, 2013 3:51 pm

Great work Berandas, it is fantastic to see such fast progress on the creature-front - especially the ice wraith which has been wanted for a while :D
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Re: Berandas' workshop

Postby Worsas » Fri Feb 22, 2013 5:39 pm

Congratulations on this great accomplishment! You have done a lot and gotten far in what you are doing.

You others can call Lord Berandas expert in animating mw-creatures now.

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Re: Berandas' workshop

Postby Lestat DeLioncourt » Fri Feb 22, 2013 10:57 pm

Awesome Berandas, great stuff :)

I've removed the link and put the ice wraith in an attachment since the link was visible for everyone, even for unregistrated visitors. I hope it's ok with you, but I thought you don't want your creature downloaded by everyone ;)
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Berandas' workshop

Postby Lord Berandas » Sat Feb 23, 2013 5:50 pm

Thanks guys! :-)

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Re: Berandas' workshop

Postby Lord Berandas » Sun Apr 21, 2013 7:26 pm

Good news everyone!

I have nearly finished rough animation of the mammoth, it just need some slight improvements and polishing, but everything is working okay, so expect finished mammoth creature in next two weeks! ;)

btw, how is the overall progress going? Will we be able to release something new before TR's fourth part?

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Re: Berandas' workshop

Postby Worsas » Mon Apr 22, 2013 9:32 am

Great to hear, mate!

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Re: Berandas' workshop

Postby Scamp » Mon Apr 22, 2013 2:19 pm

Lord Berandas wrote:Good news everyone!
[...] Will we be able to release something new before TR's fourth part?


Lolyes, pretty certainly. TR is unmatched at being slow especially when it comes to actually releasing things. Our next release should be much smaller than what they are dishing up, too.
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Re: Berandas' workshop

Postby Lord Berandas » Thu May 09, 2013 8:26 am

Sooo, I have finally kinda finished the Mammoth...take a look and post bugs suggestions and stuff.
Personally I am quite unhappy with it, it looks like a child's toy, but I don't want to spend any more days working on it... ;)

http://www.mediafire.com/?lyjabeitx4ob6xi

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Re: Berandas' workshop

Postby Worsas » Thu May 09, 2013 8:55 am

it's lacking the xfiles in that download. So I get a crash when I enter the cell with the mammoth.

The texture work on the body is impressive btw.

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Re: Berandas' workshop

Postby Lord Berandas » Thu May 09, 2013 9:33 am

Ooops! Should be fixed now.

I have also added a list of all my stuff to the first post in this thread, to keep them all at one place.

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Re: Berandas' workshop

Postby Worsas » Thu May 09, 2013 2:51 pm

I would totatlly add the mammoth to Skyrim-Data the way it is now. I know what you mean above, but it's not a serious thing now. Textures are well done, animation is quite acceptable so far. The tusks could do with a different texture imo, but that could get fixed anytime later.

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Re: Berandas' workshop

Postby Lord Berandas » Thu May 09, 2013 3:11 pm

Okay, do what you think is best. It can be improved or re-created later if needed.
Walking animation sux, but I did it like 7 times again from scratch, because it still looked weird.
I also wanted to add some hairs hanging down from it, so I created some planes with alphas, but it didn't look good, so it was scrapped.

btw, do wereboars live in the lands of Skyrim?

edit: I have just noticed that there was wrong texture included in previous pack, it's now updated.

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Re: Berandas' workshop

Postby Lord Berandas » Fri May 10, 2013 10:36 pm

Hmmm, noone is interrested in wereboars? Not even if I show you this? :)
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Re: Berandas' workshop

Postby french ninja » Fri May 10, 2013 10:54 pm

I like the lower tusks, no way the player can mistake that for a werewolf.
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Re: Berandas' workshop

Postby Rattfink333 » Fri May 10, 2013 11:46 pm

beware, the wookalar will suck the brains right out your nose!
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Re: Berandas' workshop

Postby KingHelseth » Sat May 11, 2013 2:31 pm

Cool.
If we put them in they should be present in eastern Skyrim, near the border with High Rock, because http://www.uesp.net/wiki/Lore:Bestiary_W
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Re: Berandas' workshop

Postby TerrifyingDaedricFoe » Sat May 11, 2013 3:19 pm

I don't mean to be rude, but I prefer Gaylord's model of a wereboar. Unfortunately I don't think he ever uploaded it.
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Re: Berandas' workshop

Postby Worsas » Sat May 11, 2013 4:46 pm

Berandas' Version is more style-consistent with the original Bloodmoon creatures and isn't bad on its own. I can see the texturing and meshing work involved here and I'm not sure if I had done better. It's just hard to get anywhere close to what TDW usually makes.

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