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Claim: 4-23-Red Claimed by Tyrion
Maps In Group Map 4 at (-10,-21):(-7,-22)
 Status: Approved, 100% Complete
 Faction: House Redoran
 Area size: 8
 File:
Name Size Last Modified
TR_4-23-Red_Haplo_1.esp 333.5 KB Fri Dec 22, 2017 1:46 am
Description
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.
Last Edited by Haplo
(Sat May 14, 2005 8:15 pm) Post
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kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

revoked

the file on top of this page contains a fairly big imp. castle/fort, but nothing else.

you may change/redo if you want to...

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Post Sun Aug 21, 2005 5:46 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

I'll try this one if you want. My Map 6 claim is almost done (just waiting for a new mesh for a lighthouse, and that is it). I want to put in a guar farm if it fits. I'll keep the Imperial fortress, though I might or might not change it :)
Post Tue Aug 23, 2005 10:55 am Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

under one condition: is the lighthouse realy the only thing left to do on 6-37?
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Post Tue Aug 23, 2005 11:11 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Yes, quite literally.
Post Wed Aug 24, 2005 9:19 am Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

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)
Post Wed Aug 24, 2005 11:04 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Thanks. Smile Will begin... about... now...
Post Wed Aug 24, 2005 12:07 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

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. Roll Eyes
Post Fri Aug 26, 2005 6:15 am Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

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...

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Post Fri Aug 26, 2005 9:08 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Sounds great Smile 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)?
Post Fri Aug 26, 2005 9:26 am Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

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.

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Post Fri Aug 26, 2005 11:04 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Cool. Smile
Post Fri Aug 26, 2005 11:34 am Send private message             Reply with quote                   up  
Liliath
Member
21 Aug 2003

Location: France

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 ...



Soory for the trouble, in case there's any ...

Liliath.

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Post Fri Aug 26, 2005 4:23 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

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.
Post Fri Aug 26, 2005 11:29 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

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...


TR4-26-Red-01.JPG
 Description:
Fortress in the west, two guar farm bug huts to the east. Cave not placed.

Download
 Filename:  TR4-26-Red-01.JPG
 Filesize:  69.68 KB
 Downloaded:  244 Time(s)

Post Sun Aug 28, 2005 12:42 pm Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

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...

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Post Sun Aug 28, 2005 2:56 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Alright, will see if they fit. They are just the BS bug huts (#1 IIRC)
Post Mon Aug 29, 2005 9:36 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

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.
Post Tue Aug 30, 2005 9:20 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

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.

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Last edited by Nomadic1 on Tue Sep 20, 2005 12:10 pm; edited 1 time in total
Post Thu Sep 01, 2005 10:55 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Update: COMPLETED. Very Happy

Attached are the obligatory screenies...



TR4-23-Red-05.JPG
 Description:
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

Download
 Filename:  TR4-23-Red-05.JPG
 Filesize:  80.49 KB
 Downloaded:  249 Time(s)


TR4-23-Red-04.JPG
 Description:
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.

Download
 Filename:  TR4-23-Red-04.JPG
 Filesize:  80.5 KB
 Downloaded:  184 Time(s)


TR4-23-Red-03.JPG
 Description:
The fields and waterhole for the guar farms. The waterhole is made from Dongle's (?) meshes. I've tried to make this part pleasant.

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 Filename:  TR4-23-Red-03.JPG
 Filesize:  80.27 KB
 Downloaded:  197 Time(s)

Post Sat Sep 03, 2005 3:45 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

...


TR4-23-Red-02.JPG
 Description:
The gaur farms and the road between them ;)

Download
 Filename:  TR4-23-Red-02.JPG
 Filesize:  74.03 KB
 Downloaded:  200 Time(s)


TR4-23-Red-01.JPG
 Description:
An overview of the claim :D

Download
 Filename:  TR4-23-Red-01.JPG
 Filesize:  73.62 KB
 Downloaded:  204 Time(s)

Post Sat Sep 03, 2005 3:46 am Send private message             Reply with quote                   up  
fanfas
Developer
23 Jun 2004

Location: Portugal

Nice claim Very Happy :dance:
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MAP 3 -> Interiors
Map 3 -> Interior Fixing
Post Sat Sep 03, 2005 2:29 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Thanks Very Happy
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Post Tue Sep 06, 2005 9:43 am Send private message             Reply with quote                   up  
Theo
Developer Emeritus
16 Dec 2004

Location: PRAGUE

Great piece of modders work!
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THEO
Post Tue Sep 06, 2005 10:36 am Send private message             Reply with quote                   up  
Dexter
Developer Emeritus
04 Jun 2004

Location: Baltimore, MD

Once again, a fantastic claim. Approved.
Post Wed Sep 07, 2005 5:08 am Send private message             Reply with quote                   up  
kingfish
Developer Emeritus
22 Nov 2003

Location: Prague, CZ

damn you dex, that was my place to say this... Very Happy

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

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Post Wed Sep 07, 2005 10:37 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Woohoo! Sweet. Very Happy

Quote:
1. use vertex shade under big plants too [like kreshweed, etc

Oh yeah, will do in the future if I have exterior claims Very Happy
Quote:
2. if not absolutely neccesary, don't use those water meshes - those don't have pixel-shader, thus look odd in-game

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.

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Post Wed Sep 07, 2005 10:44 am Send private message             Reply with quote                   up  
Dexter
Developer Emeritus
04 Jun 2004

Location: Baltimore, MD

kingfish wrote:
damn you dex, that was my place to say this... Very Happy

Whoops, sorry. I kinda went on a reviewing spree there and got carried away...

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Post Wed Sep 07, 2005 3:12 pm Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

I'm not sure if I can ask of this or not, but if / when the interiors for this claim are released (and if I'm still around on the boards), can I please have the fortress? Very Happy
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Post Fri Sep 09, 2005 11:44 pm Send private message             Reply with quote                   up  
Anonymous
Guest




Spoilsport, I wanted that Very Happy
Post Fri Sep 09, 2005 11:49 pm             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Muwahahahahahahahaha hahahahaha... ha ehm ha! Twisted Evil Twisted Evil Twisted Evil :dance: Seriously, if you want to, we could do a colaboration effort on this since it is a big interior(s).
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Post Sat Sep 10, 2005 1:02 am Send private message             Reply with quote                   up  
Anonymous
Guest




See how big it is, could end up with you doing, for example, the barracks and towers and I doing the cult services and the prison, or any combination of those really.

Dont forget the Cult Shrine Marker for Divine Intervention, and the Prison marker Very Happy
Post Sat Sep 10, 2005 10:20 am             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

I placed the divine and prison markers in the exterior before I submitted it... or at least I think I did Very Happy 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.

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Post Sat Sep 10, 2005 10:37 am Send private message             Reply with quote                   up  
Anonymous
Guest




In most forts it is in the prison.
Post Sat Sep 10, 2005 10:53 am             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Alright, then it would be there.
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Post Sat Sep 10, 2005 11:36 am Send private message             Reply with quote                   up  
Theo
Developer Emeritus
16 Dec 2004

Location: PRAGUE

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.

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Post Tue Aug 15, 2006 7:49 pm Send private message             Reply with quote                   up  
Noirgrim
Developer Emeritus
21 Aug 2003

Location: Chicago, IL

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.
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Post Thu Aug 17, 2006 10:51 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

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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Post Wed Oct 17, 2007 12:55 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

Theo's comments were directed at the revoked version of this claim which contained a fortress spanning 6 cells on top of a mountain AFAIK.
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Post Wed Oct 17, 2007 7:51 am Send private message             Reply with quote                   up  
Theo
Developer Emeritus
16 Dec 2004

Location: PRAGUE

That is right. Nomadic's version is quite cool.
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