Saddboye Exterior Showcase

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Saddboye
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my ext showcase, not compatible with mainland btw since it overlaps on althoa

points of interest:

- Tel Pinitus (Telvanni village)

- Ald Thamuz (Daedric shrine)

- Shipwreck

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Binary Data Ext Showcase 3.ESP1020.4 KB2022-07-04 03:18
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Saddboye
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oh shit i forgot to clean it hold on

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Saddboye
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ok it should be clean and if it still isnt im very very sorry

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Binary Data Copy of Ext Showcase 3.ESP840.01 KB2022-07-04 03:27
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Chef
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Clean: No, loads of dirtied cells and landscape.
    Textures were cleaned out which removes them from your land, don't bother cleaning an LTEX entry unless you are 100% sure it is not used in your file

Fix:
Almost none of the terrain is smoothed, take a look at everything with wireframe on (W) and then go over all the rough stuff with Landscape Edit radius 3+ with Soften Vertices ticked.
A lot of the menhirs underwater are floating and lack vertex shading
There are also a lot of exposed texture seams. These happen when more than 3 land textures touch, and need to be covered up with statics, or have one of the textures changed to clear it.
The town and wilderness are well detailed, but have many floating objects, zoom in real close and rest them properly.
Pieces of the daedric ruin are missing vertex shading
Some light emitters and rocks are beneath the terrain. Check for this the same way you look at terrain in wireframe.
Muckspunge should be growing near water
Kelp patches should have more kelp
Some banners aren't connecting nicely to the roots used, check the IDs of the roots and hangers used in Sadrith Mora
Terrain poking through tomb door
Daedric ruin entrance not connecting to anything.
Daedric sand rubble looks awkward

Good:
Good size & shape
Nice town layout
Good ref count
Road is sunk well

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Saddboye
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5 days 22 hours ago

version 2, actually clean now lol

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Binary Data Ext Showcase 3 - cleaned more.esp450.56 KB2022-07-05 01:07
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Saddboye
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fixed another thing ignore the last one

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Binary Data Ext Showcase 3 - cleaned more.esp450.59 KB2022-07-05 01:52
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Chef
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Clean: Yes

General:
    Some menhirs are floating and caspering (when a mesh shows the backfaces from improper placement), lower these to be sunk into terrain. Generally you want to intersect rocks and terrain instead of just dropping them with F.

13,26
    could use more terrain smoothing on the sandbank

14,26
    2 darkstone texture seams south of the kelp
    kelp pit and base of the rocky hill could use more terrain smoothing
    1 of the kollops is floating, the other is overbled into the terrain
    light emitter could be raised to make the sand less blue
    
15,26
    Both pits and base of hill could use more terrain smoothing
    Same comment about the light as the last cell
    
13,24
    More terrain smoothing
    
14,25
    West cliff base and terrain underneath shipwreck need a lot more smoothing
    Ship trapdoors can have their rotations copied from the shipwreck for perfect placement
    Sunken chest not resting flat 
    Rotate some of the floating things
    Need more vertex shading under some of the tels
    flora_emp_parasol_01 floating
    furn_de_cushion_round_04 floating
    light_com_lantern_01 (on barrel) floating
    crate_01_food (with basket on top) floating, as well some of the contents of the basket
    all banners need a better connection, basically floating
    all inland flora_muckpods should be removed
    furn_guarcart00 one wheel floating
    crate_01_de_fclothes (by 2nd largest tower) floating
    Need more terrain smoothing on the hill north of the main Tel, by the eastern big root, and by the daedric ruin entrance
    terrain_rock_ac_03 floating
    furn_de_ex_table_02 giga floating
    furn_de_ex_stool_01 floating
    furn_anvil00 floating
    Texture seam south of the southmost housepod on the east side
    South few tiles of road and surroundings need more smoothing, but be careful to not smooth away the shape
    
15,25
    Daedric entrance bled awkwardly into the ruin piece
    T_Dae_DngRuin_X_Wall256_08 floating
    flora_t_mushroom_01 growing out of daedric pillar is bleeding through
    Terrain needs more smoothing in the center west
    Kreshweed overbled and leaves bleeding into terrain in this same spot
    terrain needs smoothing near northern daedric wall
    2 texture seams by northeast shore where darkstone 01 meets scrub, darkstone 2, and darkstone grass
    Need terrain smoothing near those seams
    darkgravel beach needs major smoothing
    Camp needs smoothing and all bedrolls need placement fixed
    crate and sack floating
    texture seam on road
    
14,24
    Base of hill needs terrain smoothing
    menhirs need vertex shading
    
15,24
    T_Mw_FloraAC_Sapling_03 growing out of rock
    muckspunge and pods need to be moved to water
    2 texture seams on road
    central road needs more smoothing and could be sunk more
    crate_01_food_misc01 floating
    T_Com_SetHarbor_Fishnet_02 floating
    lonely muckspunge needs more added
    need underwater terrain smoothing
    Raise underwater light emitter
    
15,23
    flora_saltrice_02 feeding cliffracers

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Saddboye
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version 2

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Binary Data Ext Showcase 3 - cleaned more - Copy.esp450.72 KB2022-07-20 05:48
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Chef
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Clean: No but you already showed cleaning in your last post so whatever

General:
    Lots of menhirs still need vertex shading

14,26
    Hills still needs smoothing https://i.imgur.com/eomprPQ.jpeg
    
15,26
    smooth https://i.imgur.com/lLMwOZc.jpeg
    
13,24
    More terrain smoothing https://i.imgur.com/Kb4p266.png
    
14,25
    https://i.imgur.com/5rPPJU2.png smooth 
    crate_01_food (with basket on top) floating
    all banners still need to be placed better. Look at Sadrith Mora.
    all inland flora_muckpods should be removed (still one in the north and under a tel)
    
15,25
    Daedric entrance bled awkwardly into the ruin piece https://i.imgur.com/Hvt7nRv.png
    T_Dae_DngRuin_X_Wall256_08 floating a little bit (north of entrance)
    Terrain needs more smoothing in the center west https://i.imgur.com/QgINvJD.jpeg https://i.imgur.com/j5b9NOX.jpeg
    2 texture seams by northeast shore. It becomes easier to look for texture seams when you hide objects with shift-c
    darkgravel beach needs minor smoothing
    bedrolls still floating, use the de vanilla bedrolls for a bigger pad for placement
    crate and sack no longer floating, but still need to be placed better
    
14,24
    more terrain smoothing https://i.imgur.com/N9ShffZ.jpeg
    
15,24
    1 texture seam on road
    2 texture seams underwater on the west border
    T_Com_SetHarbor_Fishnet_02 legs caspering and bleeding into crate
    need underwater terrain smoothing https://i.imgur.com/qobP4WR.jpeg

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Saddboye
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2021-09-25 07:00
Last seen:
5 days 22 hours ago

should be clean? idk why it wasnt last time

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Binary Data copy of Ext Showcase 3 - cleaned more - Copy.esp451.4 KB2022-07-23 18:39
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Chef
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22 hours 15 min ago

That's a pass. Nice work.