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Author Topic: Maruum project history  (Read 2295 times)

Steff

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Maruum project history
« on: August 22, 2017, 01:08:16 am »
If you are interested what we did in the past here are some(many) screens from the old wotlk project.

Add Kaguls custom model to the cerill map.






-----
i startet to make a Highelf WMO Set:






You can walk into the most houses, too.

Greez Kagul
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hey folks,

here the 2nd WIP of the jail : details have been added. (Has been said in the feedback too)





greez Kagul
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hey guys,

below you'll see the first WIP of a jail, which will be one of the first instance we'll have.






greez Kagul
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next update:

i did a job for axel, a darkelvis gate ( it's really huge, the green dot is a human)



and i did a ship update ( version 2 with sails down and canons)



greez kagul
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small update:

i tested 3 custom wmos ingame, they almost work without problems.

outpost:





ship:



elvenbridge:


greetings
-----
Hi folks,

i got slowly into 3d moddeling and here we have the first custom wmos for maruum ( still WIP)

Elvenbridge:


Humanbridge:


Human outpost:
http://imagr.eu/up/53e541525a660_Unbenannt.png

I appreciate every feedback!

Kagul
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Start to rework the coast. Add some new mountains to cover the other camp.



I did also some more work on the city some weeks ago.






-----
I started. To build some keep/town set latly.

In the moment i  use my rare time to code on the quest editor


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Now all model parts are re UVMaped. And added some m2s.

Also start to model a harbor at first platform.









Now UVM maps work also right.

The texture tileing values don´t work during export.
Need to set it direct in UVM mapping.



Did some first tests with custom WMOs.











Filling wide lakes










As the testserver is FONALY working again. I found some time to work on my stuff again.









New ground texture set for glooming planes.



The flowers are finally gone



Some map work



I did some adjustments to the reagion map.



Teaser


Kagul made a nice teaser. Have a look.



New images from heavens eyes.



A lighter reagion inside whispering woods.
Less trees and many smale ponds and rocks surrounded by dense forest.













Whispering woods - a quest cave entrance.









Whispering woods



I started to build a smale gnomen farm in a sidevale of whispering woods.







Whispering woods is growing.









Details needed. Also think i will place some animals what will also make it nicer

Swamp ground effects set











Whispering woods ground effects set







Create a banner for the cult.







Edrium Caslte work



So after some days of working on start cam and login now again some zone stuff
It still need much details.













Wide lakes ground effects set.


I have created 2 groudneffects sets for wide lake. One for gras and one for the road.



And again some more trees in wide lakes <!-- s:) -->:)<!-- s:) -->


« Last Edit: August 22, 2017, 06:43:08 am by Steff »
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Steff

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Re: Some older work
« Reply #1 on: August 22, 2017, 01:10:49 am »

Start camera Fly



Started to creat a cam fly. It starts in the sky where i want to place a logo. Then it gows down fly over some rocks and dive into the see. If fly over and true an ship cementary and get out of water again. Then it circles around an island where the player is located and fly to his start position. Will make a video if I am further with the details.











Here you can find older progress images.
Ill take them out to make the current progress ost a bit shorter

Some work on wide lakes







glooming planes



Start with next reagion of starting zone.
Concept name glooming planes.
First screens of concept build.
















Link or devide Cerill and whispering woods.



To get from cerill to whispering woods i add some mountain chains between this reagions and the sea.
You can access the parts over some pathways





And here some details doodad tests to see if the ground effects fits the details doodads.
They don´t, so I mix the sets all new. Will start with this in the future now.







And as kagul already found out. Fences missing


Conneting work



Slowly the holes close.



the spine scrub



Visit our home in the sky. If you find the way up







some smal update: as usual everything done by hand. means only noggit used for creating the world.

some scenery around elf, specially mountains









hope you like it

greez kagul

PS: forgot to add the water, usual the dirt is not visuable

No more mountains please



Now lets start to get this all green....
Add some sand beach.



Some work on the dwarfen landing stage.



The seed of this trees are like the pest :) Appearing everywhere.






Getting green













Work on the dwarf settlement



Some new screens.







hey peoplezzzz

some updates for 'minas' and a new monestary which teaches magic near elfvalley <!-- s:) -->:)<!-- s:) -->
still WIP, Ge's are missed, and some retexuring is still necessary <!-- s:P -->:P<!-- s:P -->

i'm always happy about feedback and tipps what could be done better.

























greetz kagul

FuTa mountains



I start to add the mountain chain that set the right boarder for the cerill map.
This mountains go over 10 ADTs :) create in Photoshop and inject with FuTa.
Start to model but this is work in progress.









Kaguls Elfvally added to Entara



Its a zone that was already in the first Elorions Curse video. Kagul reworked it and it gets better and better :)

































so some updates of my area...as usual, and lots of details missed and all is made by hand, because at the moment I'm working at the rough things.

feedback is always welcome and tipps too.















greez kagul
« Last Edit: August 22, 2017, 06:37:15 am by Steff »
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Steff

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Re: Some older work
« Reply #2 on: August 22, 2017, 01:11:25 am »

Wide Lakes getting shape.











wide lakes



Start with the concept and some first tests for the wide laike area.

















Kagul migrate to Entara



hey people, after a pretty long break, i'll show some new stuff for maruum.
As usual it's WIP and lots of details are still missing :P
but i'm open for good ideas :)

here the pics:
















greez kagul

First testserver online



Hanfer setup a test root this week. So we can let testers find bugs and start to organice the NPC/Quest creation process. So we meet yestarday in the bleak outback of Cerill and take a trip to the stuff now exist.

The girls online ;)



Some see ground tests with FuTa



Nothing big but this way I can fill see ground very fast.
This ADT took 4 minutes of work. Add gorund effects later to fill it with more smale doodads.



Create the mountains in front of the castle and fit textures with FuTa





Create AreaTable.dbc entrys and paint UIDs





Sometimes you just should relax ;)





Last work on swamp and castle























Test around with doodads for swamp





Start the small swamp



Much ground work and add some m2s.











Fyrion add some screens of his part of the starting area.















Add the castle and fit the ground around it.





Path is done



Get it worked to fill the missing parts by hand. Also the way is now finished and textured.
Models mostly missing now :)





« Last Edit: August 22, 2017, 06:40:54 am by Steff »
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Steff

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Re: Some older work
« Reply #3 on: August 22, 2017, 01:11:39 am »

Start work on castle instance.



First step the mountains and add missing ADTs.

What a mage see if he cant sleep and went on his balcony <!-- s:) -->:)<!-- s:) -->



Add the missing ADTs and create the castle mountain.



Start to add the way up to the castle



Update the region maps.



The names and region boarders are just for orientation.



Come in and find out... if you can <!-- s;) -->;)<!-- s;) -->





Up to the hills



Leaving whispering woods and get to the height lands.





whispering wood ingame







whispering wood



Start to work again on the starting map. Build 2 houres around the planed mage house. I will take the guildhouse and change the interior decoration to fit to a mage. It will get a dark wood with big mushrooms. <!-- s:) -->:)<!-- s:) -->

Noggit screens without groundeffects.









I am also for detailed and quality landscapes. But people often forget the ground effects.

I just test out my effects sets.

Dark grass ground effects



Flowers ground effects



So if you add this it is detail enough for landscapes. Towns or the regions around houses or camps are an other point. There you have less ground effects and MUST add much more stuff.

Yes I am not happy with the hills. Will overwork them perhaps.

Added the 7 continent maps to the client patch.



Will be filled with sub maps and overlay during development.



Meberian Progress.



I found some time to do again some work. Not much but ...













Emptiness



This is a map without solid ground. This paths will connect the portals if you take longer distances.
It will hold many of this ways. Will later add some foggy sky boxes.





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Also include Eluos city into the patch









Play ground with ground texturing.







Add eluos starting ADTs to the Map like this.



Many work on the borders to get texturing fit is to do :)











Add more stuff an details. Try around with gras texturing.











Start to place the first models.



Place the ADTs on the right position on the map meberian and start to place some m2.





Maruum Starting Zone: Deadmans Landing.


Just started to model and texturize. This is the coastline located on top of Cerill Forest
Excuse the non ingame shots. To lazy this morning









Continent Names





Worldmap map segmentation



Every color is located on one map.



Climatic regions



Here you see the basic climate regions.

Blue Cold/Ice
Orange temperate
Yellow desert
green tropical



First shot of the Cerill Forest region map.





Ingame Maps



I have created a first sketch for the worldmap. There is nothing on the land becaus we have nothing now. Its all undiscoverd :) Much space for many things.

The other Image is a undecorated shots of a continent maps.





Add Eluo´s great ADTs to the patch.


3x3 ADTs playground for spawning.







« Last Edit: August 22, 2017, 07:04:24 am by Steff »
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MR. Farrare

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Re: Maruum project history
« Reply #4 on: August 22, 2017, 11:10:18 am »
nice work guys dam that's a lot
but you didn't think to do a desert area like ancient Egypt theme ?

Steff

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Re: Maruum project history
« Reply #5 on: August 22, 2017, 01:46:15 pm »
I did once a desert with only custom m2s and wmos for nature. Like rocks.
Where a red sandstone with red and yellow sand. And very less vegetation :)
If I find it again I will post a screen.
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Namok

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Re: Maruum project history
« Reply #6 on: August 22, 2017, 03:15:25 pm »
Impressive work, can't wait to see more !!
Food, food, food.