Trotski's Interior Show Case

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Trotski's picture
Trotski
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Cell Ihnammoth, cave using pycave tileset. 

Small cave with low water level, leading to sleeping area for a Hermit or musician's practice area. Overall a poor and sparse interior. 

Cleaned in CS hopefully properly, does effect Molag Amur 12,-5 and 12,-6 for entrance.  

Bloodmoon.esm, Tribunal.esm, Morrowind.esm Master Files. Only uses vanilla Morrowind assests. 
 

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Binary Data Ihnammoth Showcase35.9 KB2018-07-26 05:05
MinerMan60101's picture
MinerMan60101
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Minor things before I've even opened the file:
1. Interior showcases don't need an exterior entrance, so you can delete that if you want to and to get to your claim just type into the console "coc Ihnammoth" without quotes.
2. You should also make it dependent on the latest Tamriel_Data.esm (version 6 with the hotfix applied) because a. that's how every interior claim for TR and PT is and b. because it will get you a bunch of new assets to use (although not really helpful for this cave)
You obviously don't have to do either, these are just what I thought of after reading what you said.

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MinerMan60101
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After opening the file:
The lighting is a bit too dark, please make it a bit brighter (it may be brighter ingame than in the CS), look at other caves for good values.
Replace the misc_uni_pillow_01 with a misc_uni_pillow_02, as it fits in better with that kind of bed (make sure it isn't visible from the bottom though)
The skeleton's ribcage is bleeding into the ground, I'm pretty sure this is a solid rock and not a sediment so I doubt he could do that naturally
Another note on the skeleton, you should just use the vanilla version of the skeleton and put the two other items you gave to it around its body
the Fat Lute is a unique item and should be removed. Look at the number of times objects are used, if it is a single digit then just ask if it is okay to use or not.
Some of your objects have ownership. This is an easily overlooked error caused by copying objects from other interiors and you should for now just remove the ownership, but in the future here's a better way to do it: 1. put AllowMultipleEditors=1 into your Morrowind.ini at the bottom of the [General] section. 2. use one CS soley for your interior, and then another to look at other ones. 3. when you want to get an item to your interior, double click on the one you want, remember its ID and if it is a static, container, etc. go back to your interior's CS, go to that section, and then if you click the area with the objects listed and start typing in the ID you want you'll be sent to it.
Later, me or someone else will look at the objects up close to see if they're floating bleeding or some other error in detail, these are just the more obvious errors.

This is a really nice cave despite these errors though, so thank you for submitting it, and I look forward to having another interior developer!

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Trotski
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Thank you very much appreciate the feedback, small changelog on what you said: 

-Increased Ambient light levels (blue) and added some additional lanterns 
-Replaced pillow on hammock
-Replaced Fat Lute with normal misc lute
-Removed accidental cases of ownership
-Fixed a few floating objects on second pass
-Fixed bleeding and placement issues with skeletons
-Did general second pass 
-Removed Molag Amur region entrance and door teleport. 

There are some bleed and float issues that are minor, see active_de_p_bed_28 , contain_corpse_water, de_p_desk_01 but i'm note sure how perfectionist I should be about these. 

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Binary Data Ihnammoth Showcase Edited35.37 KB2018-07-26 20:12
MinerMan60101's picture
MinerMan60101
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If the blue tint is still as prevalent as it was before, I'd suggest toning it down a bit. Also, I'd delete the new lanterns, the amount that were there was good.
For the bed and desk, I'm assuming that they're on uneven planks, for that I'd reccomend keeping it level (i.e., don't x or y rotate it) and then making none of the posts floating, preferring bleeding.
Again, me or someone else will take a more detailed look later.

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Trotski
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Self bump. 

 

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Binary Data Llaram Farm, Manor20.29 KB2018-08-03 10:27
Fürst Thal's picture
Fürst Thal
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This slipped right past my eyes. Sorry for the delay I will try to review it today.

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Fürst Thal
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Ok wait. Which one is your showcase?

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Trotski
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Sorry for the confusion attached is the showcase. 

 

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Binary Data Ihnammoth_showcase_current.ESP19.35 KB2018-08-05 15:40
Fürst Thal's picture
Fürst Thal
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Clean: Yes
Northmarker: Set
Lightning: Good.

Floaters:

light_de_lantern_10_Static: Floating over furn_de_lightpost_01
in_py_rock_15(X=-3093.150Y=1796.686Z=1052.236): Floats.
Gold_025: Floating and bleeding. Maybe splitt it up a bit into more individual gold pieces.
ingred_ruby_01: Floating very hard.
misc_com_bottle_06(all): Floating. Be carfull, they float by default on one side as they are thiner at the bottom.
Misc_Quill: Floating.
Misc_Inkwell: Floating.

Bleeders:

silver staff of war: Bleeds into the ground and its position also doesnt look that physicaly possible.
ingred_diamond_01: Bleeds into the ground. Also should be rotated because currently it would roll away.
ex_ropebridge_512_01: Bleeds into the rock. 
BookSkill_Long Blade2: Bleeds into the drawers.
misc_de_pot_glass_peach_02: Bleeds too into the drawers.
misc_de_pot_glass_peach_01: Same as above.
active_de_p_bed_28: Bleeds.
Misc_Com_Bottle_14(all three): Bleeding.
misc_com_redware_platter: Bleeding.
misc_de_bowl_glass_peach_01: Bleeding.
misc_com_plate_04: Bleeding.
misc_beaker_01: Bleeding.
light_de_candle_05: Bleeding.
BookSkill_Block1: Bleeding.

Others:

All light_de_lantern_10_Static are either floating or bleeding with their furn_de_lightpost_01.
contain_corpse_water(The one beside the diamond): We have individual corpse bones in Tamriel_Data which would be better to use here as its hadns are currently floating. They are named T_Glb_Var_SkeletonHandL_01 for instance.
The light_de_lantern_10_Static one hanging on the Furn_De_Rope_07: No way they can get there. Better to remove it.
misc_de_lute_01: Cant physically stay in that position.

Note: By pressing "W" you can see the faces of the objects. Use that to try to always place your objects on only one flat face of an object.

All in all I'd say the design philosophy is good and the basic placement of stuff too. The only stuff still wrong or missing are the bleeders and floaters which are very high in number and the current underdetailing. Try placing more rocks or flora related stuff in there to make it seem more detailed and lively.

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Trotski
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Edits and improvements to showcase

Floating issues: 
in_py_rock_15: Fixed
Gold_025: Split and adjusted
ingred_ruby_01: Adjusted
misc_com_bottle_06(all): Adjusted 
Misc_Quill: moved into Inkwell
Misc_Inkwell: Fixed

Bleeders:

silver staff of war: Moved, bleeding slightly still. 
ingred_diamond_01: Moved to fix issues.
ex_ropebridge_512_01: Moved to fix issues.  
BookSkill_Long Blade2: Moved to fix issues. 
misc_de_pot_glass_peach_02: Better but still bleeds slightly.
misc_de_pot_glass_peach_01: Better bleeding and floating slightly. 
active_de_p_bed_28: Problamatic floor surface made some minor adjustments.
Misc_Com_Bottle_14(all three): Fixed, one maybe floating slightly now. 
misc_com_redware_platter: Adjusted should be bleeding less.
misc_de_bowl_glass_peach_01: Adjusted, still bleeding because of pointed base. 
misc_com_plate_04: Moved and adjusted.
misc_beaker_01: Adjusted.
light_de_candle_05: Adjusted.
BookSkill_Block1: Moved. 

All light_de_lantern_10_Static are either floating or bleeding with their furn_de_lightpost_01. I've tried my best to fix this but it either bleeds or floats I've tried to get each as close before they start bleeding. This is an issue i've found in lots of vanilla enviroments. I like the style of these so I don't want to replace them. If you have a solution or I'm just being dumb feedback on this would be appreciated. 

contain_corpse_water(The one beside the diamond) Used Tamriel_Data pieces as suggested and did a little bit of restyling, migh be a bit of bleeding/floating not sure.

The light_de_lantern_10_Static one hanging on the Furn_De_Rope_07: Moved to more realistic position. 

misc_de_lute_01: Resting on chest and drum now should be more realistic. 

Underdetailing: 

Additional clutter and containers to main area. 

Added more russula clusters to the cave. 

Added furn_de_pathspear_02 as propping throught the cave to stay consistent with the use of it in the main area. 

Added additional rocks to the cave. 

A gave everything a once over but inevitably I may have missed something. 

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Binary Data Ihnammoth_showcase_current.ESP25.09 KB2018-08-08 21:41
Why's picture
Why
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Hi Trotski, 
This showcase still needs a review, right?

Clean: yes
Ambient/Fog/Sunlight: appears appropriate
Northmarker: yes
Dependencies: good

Floaters n bleeders:
misc_de_drum_01 bleeds slightly into the planks. This would be no issue if it was solidly on a single plank, but currently it's a bit over the edge, which means we can see it.
common_skirt_03 could have rotated to match the dresser a little more, though it's cloth so acceptable.
Technically, Ex_common_plat_LRG with the dresser on it is showing the unclosed edges of the two beams supporting the platform. 

Overall I think the interior could do with a little more generic containers, like crates and barrels, but that's not a problem.
I really wonder what the hell happened to the corpse half in half out the pool with the diamond almost in the skull. Great positioning. Creative use of the platforms is always nice to see.

The issues I found are tiny and/or ambiguous. Together with your excellent response to the issues found in the first round and your excellent attention to detail in the rotation and placement of the clutter, I am more than happy to reccommend you for promotion!

 

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Rats
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Congrats to Trotski! Promoted.

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Fürst Thal
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Congratulations. 

Also make sure to check in into Discord so we can promote you there too.