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bobpotato

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Landmarks & Models
Currently, these submods mainly add static models of various landmarks to the map. There is also a mage unit and Ayleid settlement models. In the future there may be more custom unit models for some of the races and potentially dynamic models that can appear/disappear depending on circumstance (e.g. oblivion gates appearing in a daedric invasion), most likely utilising wonder mechanics. The latter is only a theory for now and may end up crippling the performance of the game and will be abandoned should that be the case.

Landmarks

  • Ada-mantia - Done
  • Bleak Falls Barrow - Planned
  • Crystal-like-Law - Done
  • Eldenroot - Done
  • Halls of Colossus - Planned
  • High Hrothgar - Planned
  • Imperial City - Done
  • Vivec City - Done
  • Winterhold College - Planned
Available as an all-in-one download.

Alternate Landmarks

  • Ada-mantia - Done
  • Crystal-like-Law - Done
Available as individual submods. Loading alongside the all-in-one will result in the alternate model being displayed in place of the default.

Other

  • Unit models - Started
    • Dave the Mage - Done
  • Settlement models - Started
    • Ayleid Settlements - Done
  • Dynamic models - Potential Superseded by wonders
  • Custom shield frames - Potential
  • Era ToolTip - Done
10/07/2019 - Started change log
----------------
25/07/2019 - Added Eldenroot/Greensap model
----------------
10/11/2019 - Fixed Elsweyr Duchies/Provinces
----------------
12/12/2019 - Added Eras ToolTip
----------------
16/12/2019 - Modified Eras interface to be more count friendly
----------------
29/12/2019 - Modified Eras interface to support more than feudal (republic, muslim, indian, pagan)
----------------
05/01/2019 - SVN 536 compatibility for eras tt
----------------
07/01/2019 - Eras moved to Interface Skins as it fits better there

Screenshots


Imperial City - V1.2b
2018-08-03_161459.png

Ada-mantia - V1.1a
2018-08-05_162355.png

Crystal-like-Law - V1.1a
2018-08-10_163100.png

Vivec City - V1.2b

2019-07-25_173211.png

Eldenroot/Greensap - V1.1a
2019-07-25_165716.png
Ada-mantia - V1.1a
2018-08-08_144738.png

Crystal-like-Law - V1.1b

2018-08-28_231724.png

V2.1a
2018-09-20_024404.png
Ayleid Settlements - City - Castle - Temple
2018-09-01_233354.png
Dave the Mage - replaces pikemen units for Humans/Elves
V1.2b
2019-06-24_143606.png

Compatible with release 0.2.4.
 

Attachments

  • EK_Landmarks_Alt_AdaMantia.7z
    1,1 MB · Views: 569
  • EK_Landmarks_Alt_Crystal.7z
    682,4 KB · Views: 393
  • EK_Landrmarks_Alt_Crystal2.7z
    448 KB · Views: 350
  • EK_Settlements.7z
    688,5 KB · Views: 988
  • mage_unit.zip
    196,9 KB · Views: 730
  • 2019-12-12_131301.png
    2019-12-12_131301.png
    174,9 KB · Views: 1.054
  • EK_Landmarks_AiO.7z
    24,8 MB · Views: 0
Last edited:

kvk

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Beautiful!
 

bobpotato

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Looks great so far. When it's all finished, I'd love to incorporate it into the mod (with your permission and credit, of course).

Well I wasn't expecting that.

I am happy for it to be included in the mod but the map will require editing to accommodate the model. The two main changes are shifting the waterfront northwest, and extending weye to actually meet the bridge (see below).
ck2_19.png


The above image also shows one of the graphical issues which came, that being the imperial palace intersecting flags. The three solutions I currently have are: increase the height of the flag, decrease the height of the tower, move the flag or a combination of the first two. Moving the flag to be south of the tower is my current preference as the first two don't really look good and placing the flag to the south accommodates wider flags like the elven empire one and those who play the game with a lower view angle.

I have also uploaded a submod containing the model for anyone who wants to experiment with it.
 

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  • imperial_isle_submod.zip
    2,4 MB · Views: 76
Last edited:

Drakridr

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The only problem is that lake rumare's name looks weird then.
 

bobpotato

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Looking for feedback on the current textures (currently only White-Gold).
2018-07-05_163459.png


Too light, too dark? Contrast? Colours? I am aware that these textures lack details such as bricks and windows, I plan to add those after getting the colours down.
 

LeSingeAffame

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It looks very nice. Making it a bit darker could be a good idea, as it might look like textures are missing if one monitor is a bit too bright
 

Morrowind3

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Looking for feedback on the current textures (currently only White-Gold).

Too light, too dark? Contrast? Colours? I am aware that these textures lack details such as bricks and windows, I plan to add those after getting the colours down.
Too light imo. It seems to practically glow in contrast with the map. While the city is light in Oblivion, the landscape is lighter than in ck2 there as well. So I think it can do with a bit less brightness, maybe.
 

bobpotato

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Fully textured version with map alterations for download.

2018-08-02_141842.png


Compatible with latest SVN (1961).
Edit: updated textures.
 

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  • ek_landmark_imp_city.zip
    51,4 MB · Views: 84
Last edited:

Balerion

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you should def. do other structures as well,like the adamantine tower,winterhold college... it would add so much immersion to the game! :)
 

bobpotato

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you should def. do other structures as well,like the adamantine tower,winterhold college... it would add so much immersion to the game! :)

I fully intend to add more structures. The current list is Ada-mantia, Crystal-like-law, High Hrothgar, Bleak Falls Barrow and Vivec plus Winterhold college now that you mention it.

Ideally I would like suggestions for structures in Argonia, Elsweyr and Valenwood as I personally cannot think of anything there to model. I would prefer to avoid cities unless there is a clear reason why it in particular should be added over another city.