i'm a german native speaker and i'd really like to translate the things you created in german language, if that is in any way possible. I really like your work and your ideas, and i wanna be conducive to the project. But my problem is, that i can't design/program/shape anything. It would be really nice, if i could accomplish this work for you.
i'm a german native speaker and i'd really like to translate the things you created in german language, if that is in any way possible. I really like your work and your ideas, and i wanna be conducive to the project. But my problem is, that i can't design/program/shape anything. It would be really nice, if i could accomplish this work for you.
Sincerely, Adrian
I'm not sure translating English to German will be needed, because Oblivion already has German voices, subtitles and menus.
But send a PM to Zilav and ask if he needs your translating services.
Thanks! Would really want to "close" this part of development, especially now when NPCs will have original armors (and maybe clothes) for a finished look.
The problem with navmeshing is they are hard to merge together, and can be done reliably only using version control in CK (which also has it's own set of quirks). Interior navmeshes should probably wait for exterior one first because they link to particular triangles in exterior worldspace navmesh and vice versa.
And exterior worldspaces are total $%^*@# to make. The problem is finalization process in CK that could renumber navmesh triangles and break links to other navmeshes, especially when several people are navmeshing the same worldspace and the same time. This means that if someone wants to sign doing navmeshes, they must
1) Do worldspace exterior navmesh first
2) Do it alone, navmesh the whole worldspace by himself!!!
3) Merge it into master file
4) Only then others can start making interiors and link exterior/interior navmeshes together on doors
Doing it in reverse order (interiors first, then exterior worldspace) will require later to update interior navmeshes again and set proper links to exterior navmesh. Considering there are 1800 interiors in Skyblivion, that's a huge extra work prone to a lot of errors. That's why the optimal way is how I described it.
If there are brave people around, I can recommend to start with a simple case - navmesh smaller worldspace first and it's interiors in a separate plugin per worldspace, since navmeshes between worldspaces usually don't have links. The obvious candidates are: Oblivion realms, Pale Pass, Camoran's paradise, Painted world, etc. (not cities since they link to parent worldspace).
I planed this process after 0.3 public release, but if someone wants to try that now...
We could have one person do each towns navmesh? Would make things faster.
And by "could renumber navmesh triangles and break links to other navmeshes" does it always do this?
I have an idea to try, say if two people are navmeshing an area and the two areas are about to meet. What if they both place a gap between them to that they aren't technically joined? Then you could join them later. Would the CK still mess it up?
I don't know really, just read a lot of unpleasant posts on forums regarding navmeshing and CK renumbering triangles everywhere even after slight changes. I've never navmeshed myself.
The other problem is navmesh size, they occupy quite a lot of space in plugins. Skyblivion is 250MB now, I'm afraid that if that size will increase by a lot (like another 100MB), CK won't be able to load and process it anymore. But that is only my speculation, maybe it can handle even 500MB plugins just fine.
But to be safe, navmeshes should be optimized and have as less triangles and separate isles as possible to reduce the overall size, just in case.
I feel like a trello can still be beneficial , will just have to change the format. It sounds like the best way to do things is what yazza said to have one person do the navmeshes for a town.
I'll start with Bruma, and see if I can figure things out.
Edit: Started out, exteriors are pretty annoying to do.
Yes, exteriors are the biggest problem. Two huge worldspaces (Tamriel and SI) plus dozens of smaller ones (cities, oblivions, etc.). And then additional navmeshing job on top of that setting preferred pathing, water triangles, ledges, covers, everything that is managed by navmesh system in Skyrim's engine.
If you are serious about doing some navmeshing now, then try to keep more free not navmeshed space around trees. Some of the new tree replacement meshes are bigger than vanilla ones.
I think you need to leave some empty border around obstacles and walls to avoid NPCs getting stuck. I've read about if on official forum, and this also had been discussed in Skywind navmeshing thread some time ago.
Kind of interesting that they went back to split up armour parts system of previous games unlike Skyrim. Should make porting Oblivion armours to TES6 engine much easier
I'm loving the culture contrast in those armors @yazza2014, keep going, it looks beautiful, try and make cyrodil's inhabitants as interesting as possible, as imho, i found the game's armor and setting a tiny bit bland.
Sorry for going MIA for all this time, I've been kept busy with real life stuff. Plus there's also the matter of Eskom with their load shedding (I can't even see when our power will go off).
While I'd like to get back to helping, I'm not sure if or when that'll be realistically possible. I also don't want to commit myself to helping just to have the same thing happen as last time.
If there's something that you people think I can do though, feel free to discuss it with me. Maybe you can think of something that I can do.
Thank you, really appreciate you work :)
Hello Contributors,
i'm a german native speaker and i'd really like to translate the things you created in german language, if that is in any way possible. I really like your work and your ideas, and i wanna be conducive to the project. But my problem is, that i can't design/program/shape anything. It would be really nice, if i could accomplish this work for you.
Sincerely, Adrian
Thollanhar wrote:
I'm not sure translating English to German will be needed, because Oblivion already has German voices, subtitles and menus.
But send a PM to Zilav and ask if he needs your translating services.
Maybe you can do translation for Skywind.
Done with "A". Only "V" remains and then FaceGen will be done.
Thanks! Would really want to "close" this part of development, especially now when NPCs will have original armors (and maybe clothes) for a finished look.
"V"
I'd like to help, but where could I get the mod?
You'll have to wait for them to release it, there is no release date. I do know that they'll probably need a lot of help with navmesh.
Started a Trello for Navmeshing. https://trello.com/b/IL750tsw/interior-navmeshes
Cells that are done need to be labeled with green.
If you want to be added to the board just ask.
The problem with navmeshing is they are hard to merge together, and can be done reliably only using version control in CK (which also has it's own set of quirks). Interior navmeshes should probably wait for exterior one first because they link to particular triangles in exterior worldspace navmesh and vice versa.
And exterior worldspaces are total $%^*@# to make. The problem is finalization process in CK that could renumber navmesh triangles and break links to other navmeshes, especially when several people are navmeshing the same worldspace and the same time. This means that if someone wants to sign doing navmeshes, they must
1) Do worldspace exterior navmesh first
2) Do it alone, navmesh the whole worldspace by himself!!!
3) Merge it into master file
4) Only then others can start making interiors and link exterior/interior navmeshes together on doors
Doing it in reverse order (interiors first, then exterior worldspace) will require later to update interior navmeshes again and set proper links to exterior navmesh. Considering there are 1800 interiors in Skyblivion, that's a huge extra work prone to a lot of errors. That's why the optimal way is how I described it.
If there are brave people around, I can recommend to start with a simple case - navmesh smaller worldspace first and it's interiors in a separate plugin per worldspace, since navmeshes between worldspaces usually don't have links. The obvious candidates are: Oblivion realms, Pale Pass, Camoran's paradise, Painted world, etc. (not cities since they link to parent worldspace).
I planed this process after 0.3 public release, but if someone wants to try that now...
We could have one person do each towns navmesh? Would make things faster.
And by "could renumber navmesh triangles and break links to other navmeshes" does it always do this?
I have an idea to try, say if two people are navmeshing an area and the two areas are about to meet. What if they both place a gap between them to that they aren't technically joined? Then you could join them later. Would the CK still mess it up?
I don't know really, just read a lot of unpleasant posts on forums regarding navmeshing and CK renumbering triangles everywhere even after slight changes. I've never navmeshed myself.
The other problem is navmesh size, they occupy quite a lot of space in plugins. Skyblivion is 250MB now, I'm afraid that if that size will increase by a lot (like another 100MB), CK won't be able to load and process it anymore. But that is only my speculation, maybe it can handle even 500MB plugins just fine.
But to be safe, navmeshes should be optimized and have as less triangles and separate isles as possible to reduce the overall size, just in case.
I feel like a trello can still be beneficial , will just have to change the format. It sounds like the best way to do things is what yazza said to have one person do the navmeshes for a town.
I'll start with Bruma, and see if I can figure things out.
Edit: Started out, exteriors are pretty annoying to do.
Yes, exteriors are the biggest problem. Two huge worldspaces (Tamriel and SI) plus dozens of smaller ones (cities, oblivions, etc.). And then additional navmeshing job on top of that setting preferred pathing, water triangles, ledges, covers, everything that is managed by navmesh system in Skyrim's engine.
If you are serious about doing some navmeshing now, then try to keep more free not navmeshed space around trees. Some of the new tree replacement meshes are bigger than vanilla ones.
When you finish that navmesh (Bruma), could you release it? Wouldn't mind trying it out.
Yeah, I'll send you the file when I'm done.
Making slow but steady progress. Tested it out ingame, seems to work just fine.

Edit: Wanted to share this extremely useful guide I found: http://geck.bethsoft.com/index.php?title=Navmesh_Creation_Wo...
That is indeed a very high quality navmesh. Don't forget that you also need to mark water triangles, ledges, covers and preferred pathing.
I made a list of texture packs for Oblivion/Skyblivion
I didn't include plant/tree retextures, because those are getting new models anyway.
Install QTP3 first and overwrite with the rest of them
Qarls texture Pack III Full 1_3 OMOD
http://www.nexusmods.com/oblivion/mods/18498/?
Gecko's Ayleid Ruins Textures
http://www.nexusmods.com/oblivion/mods/46023/?
Gecko's Fort Interior Textures
http://www.nexusmods.com/oblivion/mods/45996/?
Caves retexture
http://www.nexusmods.com/oblivion/mods/45895/?
Sewers retexture
http://www.nexusmods.com/oblivion/mods/46099/?
Signposts retexture
http://www.nexusmods.com/oblivion/mods/45918/?
Rocks retexture
http://www.nexusmods.com/oblivion/mods/45881/?
Nirnroot Retexture
http://www.nexusmods.com/oblivion/mods/45018/?
Landscape retexture
http://www.nexusmods.com/oblivion/mods/44713/?
Cheydinhal retexture
http://www.nexusmods.com/oblivion/mods/44685/?
Bruma Retexture
http://www.nexusmods.com/oblivion/mods/44677/?
Fort/Ruins retexture
http://www.nexusmods.com/oblivion/mods/44660/?
Improved Bravil
http://www.nexusmods.com/oblivion/mods/10383/?
Improved Chorrol
http://www.nexusmods.com/oblivion/mods/9500/?
Improved Doors and Flora
http://www.nexusmods.com/oblivion/mods/8298/?
Arena HD textures
http://www.nexusmods.com/oblivion/mods/42881/?
Kvatch HD textures
http://www.nexusmods.com/oblivion/mods/45670/?
Imperial City HD
http://www.nexusmods.com/oblivion/mods/44011/?
Cathederal HD textures
http://www.nexusmods.com/oblivion/mods/44001/?
Statues HD textures
http://www.nexusmods.com/oblivion/mods/43104/?
Oblivion Realm HD textures
http://www.nexusmods.com/oblivion/mods/43100/?
Cloud Ruler Temple HD textures
http://www.nexusmods.com/oblivion/mods/42928/?
Finished the exterior navmesh.
Now all that is left is the extra stuff like cover and preferred pathing.
Edit: Cover is done:
Awesome!
I think you need to leave some empty border around obstacles and walls to avoid NPCs getting stuck. I've read about if on official forum, and this also had been discussed in Skywind navmeshing thread some time ago.
Hmm, I'll make sure to test it out thoroughly ingame.
In what exactly,you guys,are still needing of help ? Because i can help,in some things,if need of some help.
We need lots of navmeshing done, so if you can do that it would be very helpful. Might have to wait for the next release though.
_________________________________________________________________
Progress Update: about 75% done with Bruma interiors, should be done by end of next week.
Will be posting a Skyblivion Armour Showcase video tomorrow. So lookout for that.
Promised to make showcase myself but failed so far, got distracted by Skywind. But on a bright side, guess what...
http://youtu.be/_i8OaBUPWKM
Is that showing working stairs?
Yep I learned how to make proper collisions. It still takes time though, like 5-30 minutes per mesh depending on complexity.
Next update is going to be amazing :D
Ah sweeet! stairs with Skyrimized meshes :p
I will fix some stairs for the next update, but definitely not all of them. Don't have that much time now.
Here is my Skyblivion armour showcase video
https://www.youtube.com/watch?v=nnrb-q_OL74
please watch in 720/1080p
Did anyone here watch the Bethesda E3 conference. Was amazing, Fallout 4 blew my expectations, then there's Doom and Dishonoured 2!
Yeah Fallout 4 looks outstanding. Also those armors look way better than I expected, they're absolutely gorgeous. :)
Kind of interesting that they went back to split up armour parts system of previous games unlike Skyrim. Should make porting Oblivion armours to TES6 engine much easier
Lets just finish Skyblivion first.
Hopefully by the time that happens we'll have new models for original Oblivion armours.
I'm loving the culture contrast in those armors @yazza2014, keep going, it looks beautiful, try and make cyrodil's inhabitants as interesting as possible, as imho, i found the game's armor and setting a tiny bit bland.
i wish you best of fortunes,
Almsivi bless
hello I am new I want to know if it 'l be possible to have the fixed mesh of weapon and armor (the 2 am cool
(i am french)
is that you can download the fixed mesh of weapon and armor ( I have oblivion and shivering isle
hi all I am New to Skyblivion
I need Help to download for Mesh pack
docs is broken
and I like Testing this mod :D
There is no public download for now and there is no ETA on a new release.
Ok Rebelzize Thx for tell
Almost done, I just have two more interiors to do, and then all of Bruma will be finished.
Alright, Bruma is all done. I'm going to wait for the next release before starting any other areas. File is below.
Thanks! New release won't have anything that affects navmeshing though.
Sorry for going MIA for all this time, I've been kept busy with real life stuff. Plus there's also the matter of Eskom with their load shedding (I can't even see when our power will go off).
While I'd like to get back to helping, I'm not sure if or when that'll be realistically possible. I also don't want to commit myself to helping just to have the same thing happen as last time.
If there's something that you people think I can do though, feel free to discuss it with me. Maybe you can think of something that I can do.
It depends on what you want and can actually do.
CK work? Navmehsing, lighting overhaul of interiors probably to add more shadowcasters and fix flickering lights.
Modeling? Armours are converted, and party clothing. Need to finish it and convert jewelry.
I can't do modeling (I don't know how).
I don't have any experience with Navmeshing, and since it needs to be heavily optimized I'd rather not do that.
What needs to be done on the interiors? I might be able to help with that.
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