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A Mod that I've been working on and off. - mostly off.


demack

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Posted

I'm kind of reluctant to share this because I'll probably get flamed to hell and back but this is my pet project I been working with off and on for about a year AND I have a question.

 

I am doing a port to Bigworlds MMO engine. NO! It is not going to have public access since it will get me in serious hot water! I bought the BigWorld indie engine couple years ago for a MMORPG I was going to make that was similar to Oblivion (very much a sandbox) but the project failed to bring in the talent I needed (artist, writer and managers) and financial backing (The investors backed out after TOR did so poorly) so I'm stuck with this fucking engine and figured I make something with it.

 

Why? BECAUSE - Like a mountain it's there and I gotta climb it. Of course it's been mostly off in development but I get bored gaming sometimes and get the itch for making the MMORPG. With no artist or writer I have to borrow assets and the TES series being so modular in design makes it's easy to port out (once you get past the initial learning curve of the engines of course) The scripting in TES is so close to Python that it runs mostly unmodified AND has room to expand it to a better level of sandbox.

 

I've deleted it and restarted so much over the last year that my head hurts. It's been a very educational endeavor though.

 

My goal is to eventually port Morrowind, Oblivion and Skyrim into an interconnecting seamless world. I know Bigworlds can handle massive sized worlds in excess of 8 giga-pixel maps. I have had test worlds in that took 4+ hours to cross as the crow flies. Which is beyond what any team could ever make content for so three small maps would not be that tough if running only a couple servers for a personal use. If it came to a massive scale project though this engine can grid 100s of servers into a cluster capable of 100,000+ CCU (Concurrent Connected Users).

 

Anyway,

 

So far I have the terrain from Skyrim in this week but I don't want to spend a year trying to paint it so I'm using the color maps to generate the texture splatting masks. I have the conversion of models down after 4 months but the color map to splat map is a bit more challenging since there are 67 terrain textures to map into the texture masks.

 

I'm trying to save some time since there are so many unique textures for the terrain so...

 

 

Does anyone know how the color map is encoded to represent each texture (Example: White 191,191,191 = Snow)? With that information I can define the textures in L3DT and generated the alpha masks.

 

Here is what I have done over the last week after digging out the engine.

 

http://youtu.be/bI8Z6556g10

Guest Ragna_Rok
Posted

you know modders work on skywind and morroblivion?

Posted

Cool idea and you don't need massive servers to run this, at least not immediately. I have worked a lot on WoW private servers and the way it was done there is that you only load cells that are needed - I could easily run the server on my PC and play at the same time with the same computer while having vanilla, burning crusade, northrend and all the instances working just fine.

 

If you use assets from Skyrim and Oblivion you can probably never release it to public but for playing with friends this would be awesome.

 

I have no answer to your question though, media files are complete mystery to me. :P

Posted

I have no answer to your question though, media files are complete mystery to me. :P

That's ok. I can eventually map it out in Gimp. Just takes awhile to match the textures.

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