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OAAB-Data

Version 1.5.1

Downloading the repo - mod authors and users

--1. Scroll up and click Code button.
--2. Click Download ZIP.
--3. Install like any other mod.

Setting up the repo - OAAB_Data contributors

--0. Create a Github account if you don't have it yet.
--1. Download Github Desktop if you don't have it yet. You can also use another Git client.
--2. Ping RFD on TCWL #red-mountain to get added as a repo contributor.
--3. Scroll up and click Code button.
--4. Click Open with GitHub Desktop.

Manual installation
--1. Set up the local repo path anywhere you want; default one is okay.
--2. Copy the files to your Morrowind Data folder.

Wrye Mash
--1. Set up the local repo path in your Mash mod folder.

MO2
--1. Set up the local repo path in your MO2 mod folder.

Asset guidelines (compiled draft)

  1. Style of new assets should be vanilla-compatible.
    1.1) Design elements should draw inspiration from vanilla parts of the same or similar sets where applicable. When not applicable, the design elements should maintain a visual consistency with the rest of the game as much as possible. As an example, new silver weapon models would do good to use the spiraly crossguard designs of vanilla silver swords. Dunmer furniture uses organic curves compared to Imperial straight lines, etc.
    1.2) proportions of items, buildings, characters, and other objects should all align with the vanilla experience. Including but not limited to scale with respect to the player and other objects. Examples: thickness of tables or girth of weapons relative to actors.
    1.3) the color palette of most new textures, vertex coloring, or other form of visual rendering should be consistent with the muted vanilla palette - no vibrant psychedelic colors unless justified by specific purpose.
  2. Use vanilla textures whenever reasonable.
  3. No excessive smoothing or polycount on models (can be better than vanilla, but not exponentially); quoting TR: Have enough faces to look good, but not excessive faces
  4. Most textures shouldn't exceed 1024x1024 in size (atlases excluded). A texture should use the DDS format. If the texture does not need alpha, it should be saved with dx1 compression, if it does use the alpha channel. It should use dx3 compression for on-off alpha, and dx5 compression for varying alpha. Any texture should have mipmaps (excluding UI textures, which shouldn't have them).
  5. NIFs should be optimized as much as possible (defined collision, minimal shapes, LOD, alpha testing when possible, blank shape and node names (unless needed by vanilla game or MWSE), etc)
  6. UV maps should have as little stretching and seams as possible.
  7. Item stats should be submitted to the group document for peer review (proposed stats can be used when merging)

--No-asset-retraction policy goes here?

--Rule #0: the ESM may only be edited by ONE person at the time

OAAB_Data team

Melchior Dahrk - is doing most of the work with planning, repo structure, and assets
Remiros - is making awesome assets whenever he's not busy complaining about having to change IDs
RedFurryDemon - is mainly doing technical Github stuff and complainging about asset quality
R-Zero - is taking his time to upload his assets, will hopefully do so before 2090
OperatorJack - badly wanted to take credit for some part of this project

Credits

@_gwynne__ - Tel Mora painting
Aitrus - glass helm
Alisiagae - ebony halberd, scroll ideas AnOldFriend - wax texture
Archipel de Pertevue - Dungeon grate, archery target
Autoclock - Telvanni spear
Axeljk - Cloth helm
B00ze - daylight script
Barabas - guar skull
cdcooley - invisible creature model
DanielCoffey and doccdr - Book textures
David Gurrea - Infernace architectural textures
Dongle - water meshes
EJ-12 - Various textures and effects and lots of technical assistance
Foresti - some textures for the bug armor
Greatness7 - Particle motes, scripting help
Kiteflyer61 - Archery target original models
Korana - fern model
Kurpolio - egg explosion effect, lava spout effect, other miscellaneous contributions to special effects
Lady Eternity - drip model and texture source
lidicus - spider creature
LondonRook - blood pool texture, staff table, velothi tower, ashcliff models, and bandages
Lougian - dust motes particles, rock meshes, and vine meshes
ManaUser - Tomb leveled lists from Grave Goods
mikhog - for acid burn sound effect
Momo - sack models, pitchfork, and grain texture
Morovir - rock cluster meshes 01 and 04
Morrowind Modding Community Discord for assistance, feedback, and critique
Mr_Siika - bat creature
Project Tamriel - cliff meshes
Qarl - blood splatter texture
ramccoid - web textures
Rotat - native corprus stalkers
RubberMan - grindstone sound, weapon racks Ruffin Vangarr - Dreugh armor Rytelier - some kwama cave rock meshes
Sachiel - cave bridge mesh, rocks
Schwaa - the bug shields
Siberian Crab - Crystals textures, Holamayan resources
Silicon Bros - Light bonemold armor
Spok - Imperial fort windows
Stripes - Wood tankard
Strotis - millstone model
Stuporstar - smith and crafting resource
Stuporstar and Books of Vvardenfell team (see Docs folder for full credits) - I have edited several books for consistenc with my project
Taddeus - rock meshes and AO map
Tamriel_Data- blood decal texture, rich dunmer desk, some models for knives, original scythe model, coiled rope, water textures, sailor dialogue
Textures.com - for various texture sources
The Wanderer - original Book models, wooden hourglass
UIX Redemption - Water reflection map
Westly - mindcleaver model and texture
Wollibeebee - mountain meshes, cliff meshes
Yar-Yulme - NIF resources

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