4-23-Red
Moderator: Lead Developers
4-23-Red
Claim type: Exterior
Claim ID: TR_4-23-Red (#160)
Faction: Redoran
Claimed by: Tyrion
Status: Approved (Progress: 100%)
Location: (-10,-21):(-7,-22), Size: 8
Files: TR_4-23-Red_Haplo_1.esp
---
Roth Roryn Wilderness with ashlands in the south. Refer to this image:
http://i17.photobucket.com/albums/b94/ThrignarFraxix/4-23Lined.jpg
North of the pink line should be Roth Roryn, while south is Armun Ashlands. The fort is being removed and replaced by a new fort elsewhere.
Nomadic1, you naturally have first dibs on this claims since you made the original.
Claim ID: TR_4-23-Red (#160)
Faction: Redoran
Claimed by: Tyrion
Status: Approved (Progress: 100%)
Location: (-10,-21):(-7,-22), Size: 8
Files: TR_4-23-Red_Haplo_1.esp
---
Roth Roryn Wilderness with ashlands in the south. Refer to this image:
http://i17.photobucket.com/albums/b94/ThrignarFraxix/4-23Lined.jpg
North of the pink line should be Roth Roryn, while south is Armun Ashlands. The fort is being removed and replaced by a new fort elsewhere.
Nomadic1, you naturally have first dibs on this claims since you made the original.
in that case GRANTED. enjoy.
please make sure you match the surrounding claims [land and texture] - new map4 is uploaded.
note: current textures in the WIP file are wrong...
i don't think a guar farm fits here, but feel free to change my mind :]
have fun
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (6.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (43.7 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (95.1 KB)
please make sure you match the surrounding claims [land and texture] - new map4 is uploaded.
note: current textures in the WIP file are wrong...
i don't think a guar farm fits here, but feel free to change my mind :]
have fun
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (6.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (43.7 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (95.1 KB)
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Time for an update. I thought it would have been easier... but I was wrong. After deleting a whole heap, reraising, retexturing, softening, etc, I said "It's too much!" so I've wiped it clean, and will start from scratch. I'll keep a fortress (albeit more reasonable), and a guar farm or two. I'm also going to ask in it is possible for Kingfish to drop a road to me in his claim. Oh, and it was so nice of the neighbouring claims to use the texture map - for a GL, WG, and MA claim, I'm sure using a lot of BC, AI, and random textures. Can't even find one of them.
3 things:
1. yes, neighbors did use wrong textures, but please follow those [mostly AI iirc]
2. the road: it would be easier [and more logical] to bring a road from the east. so i'll add a road [to map4 merge] going from north of 4-9, trough 4-29 to your claim. so, expect the road to enter your claim in lower-right corner of cell -7,-22, ok?
3. border smoothing: my 4-3 is not finalized along our border because i don't have 4-17, thus it's no good. i'll talk to liliath to get the file and will let you have it too...
1. yes, neighbors did use wrong textures, but please follow those [mostly AI iirc]
2. the road: it would be easier [and more logical] to bring a road from the east. so i'll add a road [to map4 merge] going from north of 4-9, trough 4-29 to your claim. so, expect the road to enter your claim in lower-right corner of cell -7,-22, ok?
3. border smoothing: my 4-3 is not finalized along our border because i don't have 4-17, thus it's no good. i'll talk to liliath to get the file and will let you have it too...
by posting useless junk on these forums you WON'T become a modder, only a spammer...
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Sounds great Couldn't have asked for more. I still followed the textures as best I could, so there are no GL, and almost the entire claim is WG. I rebuilt the Imperial fortress - it's still big, but more reasonable, taking up about 1/4 of a cell all up, although it is spread over two (which isn't that bad an idea). Does that mean I shouldn't extend the road to your claim (4-3)?
nope, just bring the road from bottom-right of your claim to whereever you need to, but not further - it will be a dead-end one...
EDIT: liliath says that his "group" claims are not done along our borders, so do as you wish and he will match it...
same goes for 4-23 - 4-3 border.
EDIT: liliath says that his "group" claims are not done along our borders, so do as you wish and he will match it...
same goes for 4-23 - 4-3 border.
by posting useless junk on these forums you WON'T become a modder, only a spammer...
Indeed, as I told Kf, the red-striped cells below weren't even raised when I got the file, and I didn't start with those ...
[img]http://tamriel-rebuilt.org/old_forum/files/missing_cells_atclaims_533.jpg[/img]
Soory for the trouble, in case there's any ...
Liliath.
[img]http://tamriel-rebuilt.org/old_forum/files/missing_cells_atclaims_533.jpg[/img]
Soory for the trouble, in case there's any ...
Liliath.
"Progress is going from failure to failure without ever loosing one's enthousiasm"
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Update. Land reraised, retextured, and re-vertex shaded (a big job). The road is placed, and the fortress is pretty much complete. I placed two Redoran bug huts along the road in the north of the southeasternmost cell, and with the fortress in the far westernmost cells, the middle is looking empty so I'm going to add a cave (just a cave, not a smugglers' haunt or a mine, or anything else). I've done all the borders of the claim. It's largely down to placing statics and so forth now.
Edit: the fortress needs a name. For a description, it is on a smallish plateau-ish place in the mountains of this claim.
Edit: the fortress needs a name. For a description, it is on a smallish plateau-ish place in the mountains of this claim.
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Update. The four eastern cells are largely done now, and the fortress has pretty much been laid out (it's call the Highmoth Legion Garrison now. A better name can be given to it later). Attached is an overview of the claim...
- Attachments
-
- TR4-26-Red-01.JPG
- Fortress in the west, two guar farm bug huts to the east. Cave not placed.
- (69.68 KiB) Downloaded 262 times
looks great so far, keep it up.
and good job using those OoT gl_rocks.
i'm not sure what buildings are those 2 redoran huts exactly, but if not already, could you use the two from OoT? - we need to spread those as much as possible...
and good job using those OoT gl_rocks.
i'm not sure what buildings are those 2 redoran huts exactly, but if not already, could you use the two from OoT? - we need to spread those as much as possible...
by posting useless junk on these forums you WON'T become a modder, only a spammer...
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
I checked, and i can't use them or, more precisely, there is no point in it. One is far too big, but the other one with the wierd tailed "butt" isn't worth including, since the backs of the huts where I've placed them is underground. I don't want to reraise the land there, since it is a pain in the arse doing it to place statics.
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Update: only the two western cells left. I added the cave, although it may be hard to see from the overview. It is in the cell on the top row second from the left, on the rocky bit in the middle.
Edit: Overview deleted - see overview below.
Edit: Overview deleted - see overview below.
Last edited by Nomadic1 on Tue Sep 20, 2005 12:10 pm, edited 1 time in total.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Update: COMPLETED.
Attached are the obligatory screenies...
Attached are the obligatory screenies...
- Attachments
-
- TR4-23-Red-03.JPG
- The fields and waterhole for the guar farms. The waterhole is made from Dongle's (?) meshes. I've tried to make this part pleasant.
- (80.27 KiB) Downloaded 220 times
-
- TR4-23-Red-04.JPG
- The arid mountainous interior of the claim. In the bottom-right corner is the cave. I tried to make it as arid as I could without beign devoid of life given the WG textures.
- (80.5 KiB) Downloaded 203 times
-
- TR4-23-Red-05.JPG
- Highmoth Legion Garrison. I'ld love to make the interior for this... wink wink nudge nudge :D The two buildings inside the fortress grounds, the right one is an Imperial Cult chapel, and the left one is an unspecified building. I kept the fortress fairly
- (80.49 KiB) Downloaded 277 times
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
...
- Attachments
-
- TR4-23-Red-01.JPG
- An overview of the claim :D
- (73.62 KiB) Downloaded 227 times
-
- TR4-23-Red-02.JPG
- The gaur farms and the road between them ;)
- (74.03 KiB) Downloaded 223 times
damn you dex, that was my place to say this...
anyway, looks really great, it'll make a fine addition to map4.
just two nitpicks:
1. use vertex shade under big plants too [like kreshweed, etc]
2. if not absolutely neccesary, don't use those water meshes - those don't have pixel-shader, thus look odd in-game
-sorry for late reply
anyway, looks really great, it'll make a fine addition to map4.
just two nitpicks:
1. use vertex shade under big plants too [like kreshweed, etc]
2. if not absolutely neccesary, don't use those water meshes - those don't have pixel-shader, thus look odd in-game
-sorry for late reply
by posting useless junk on these forums you WON'T become a modder, only a spammer...
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Woohoo! Sweet.
Oh yeah, will do in the future if I have exterior claims1. use vertex shade under big plants too [like kreshweed, etc
That was just a one-off, to make sure the GL part looked nice and fertile and a good place to build a guar farm or two. I didn't feel lowering it and doing it properly would look right topographically.2. if not absolutely neccesary, don't use those water meshes - those don't have pixel-shader, thus look odd in-game
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
I placed the divine and prison markers in the exterior before I submitted it... or at least I think I did The prison is accessed from the keep, as the prison marker is placed outside the main entrance.
As for how we could divide it up, you can have the cult chapel and the unspecified building next to it. I'll take the keep, towers and the walls parts. I wouldn't put either the barracks or prison in the keep part, but underground accessed from there. You could have those two, probably in the same interior. How does that sound?
I don't know where the evidence chest would go though. On one hand, it makes sense to put it in/near the prison. On the other hand it makes sense to put it safely in the keep.
As for how we could divide it up, you can have the cult chapel and the unspecified building next to it. I'll take the keep, towers and the walls parts. I wouldn't put either the barracks or prison in the keep part, but underground accessed from there. You could have those two, probably in the same interior. How does that sound?
I don't know where the evidence chest would go though. On one hand, it makes sense to put it in/near the prison. On the other hand it makes sense to put it safely in the keep.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
I have checked this claim in order to match it with my 4-17 (it has not been merged yet) and I think it should be revoked. It contains HUGE Imperial fort and does not correspond to the map and already made surrounding claims.
As for my 4-17 I just want to know if I will consider cells south of my claim to be blank, cause it is not possible to match the land and stay faithful to the map.
As for my 4-17 I just want to know if I will consider cells south of my claim to be blank, cause it is not possible to match the land and stay faithful to the map.
THEO
Match the claim bording yours. It's easier to deal with a claim that fits with the others, rather than a claim that doesn't fit the map. Once the claims match, they are easy to merge, then change after the fact.
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
Merged! This looks great. Despite Theo's comments (4-3 isn't even on the Map 4 file; if it is, the bottom cells are not there), this is going in. The rest of the claims can be detailed to suit this claim, as it is superb, especially compared to the sub-par level the surround areas were done at.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined