Elder-scrolls IV Oblivion

Feedback on past, current, and future development.
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Sslaxx
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Re: Elder-scrolls IV Oblivion

Post by Sslaxx » 27 Dec 2015, 13:46

More pertinently, the heightmaps and map data used to create these are copyrighted to Bethesda, so using them in any projects would see them run into the issues that Morroblivion/Skywind have run into.
Stuart "Sslaxx" Moore.

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SGMonkey
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Re: Elder-scrolls IV Oblivion

Post by SGMonkey » 27 Dec 2015, 23:21

DestinedToDie wrote:Lack of manpower. Project Tamriel (sister project of Tamriel Rebuilt)...... *SNIP*
Wow. Never heard us referred too as a sister project. Heh.


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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii » 31 Dec 2015, 10:56

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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii » 31 Dec 2015, 10:56

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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: Elder-scrolls IV Oblivion

Post by Amenophis » 31 Dec 2015, 13:04

This is fantastic!
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii » 03 Jan 2016, 11:21

added containers and activators + fixed scaling issues + 3d editing
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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: Elder-scrolls IV Oblivion

Post by Amenophis » 03 Jan 2016, 15:03

Thank you, cc9cii. This is the cornestone for a brilliant future to the TES games.

We've saw openengines for the Daggerfall and Morrowind. I have a curiosity about if Elder Scrolls Adventures The Redguard could receive the same treatment.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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Okulo
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Re: Elder-scrolls IV Oblivion

Post by Okulo » 04 Jan 2016, 14:39

BY AZURA BY AZURA BY AZURA!

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cc9cii
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Re: Elder-scrolls IV Oblivion

Post by cc9cii » 05 Jan 2016, 20:53

torches on Skingrad bridge - noticing that some meshes are rotated wrong (castle wall behind the bridge)

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