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Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Any recent file?
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Post Mon Aug 06, 2012 5:27 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Revoked then.
Post Sun Aug 12, 2012 8:45 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Claiming! Lots of murky Ash Swamp and some BM. Will basically continue to use Sir Dave's latest file as a model with some changes for smoother transition.

I promise to actually finish this one (or at least try really hard). Embarassed
Post Sat Oct 13, 2012 9:08 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Granted. Remember to detail roads, follow river maps and check out the surrounding claims for consistency. Have fun!
Post Sat Oct 13, 2012 10:19 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Update. Removed the Daedric ruin. Lots of progress on the ash swamp and transition with somewhat less progress on the Velothi Mountain bit.
Post Wed Oct 24, 2012 11:26 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

It looks to be progressing nicely.
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Post Wed Oct 24, 2012 2:33 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Thanks Nemon!

New update. Lots of work done all around the claim.
Post Mon Nov 05, 2012 3:25 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Looking like it's properly on track, don't forget to clutter the hell out of the inhabited areas, and some extra attention for the roads as well! Smile
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Post Mon Nov 05, 2012 4:58 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Added lots of shading and some clutter and fixed a number of floaters/other problems.

Interior suggestions:

-18,6: as discussed in the IRC this is a small Temple shrine that offers healing to people going/coming from the ash swamp
-19,6: TR_ex_red_tower: redoran guar tower. ex_redoran_barracks_01: inn, may have a shop inside
-20,6: Mine
-20,5: Mine workers quarters?
-20,4: natural cave
-21,4: mer explored cave
-21,7: velothi tower/tomb
Post Tue Nov 06, 2012 4:44 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

If it's just a shrine it shouldn't be a redoran_building_01. Imo either use the Vos Temple model or make this a Temple-run inn with a modest shrine, and the barracks building an outfitter where people can buy essential goods required for traveling through the swamp (food, basic native armor and weapons, tools, scrolls).

Edit: actually, come to think of it, I think it might be a better idea to use the regular-sized guard tower model rather than the huuuuge TR variant. That thing should only really be used in significant cities and such, and the height simply isn't necessary here, I believe. The same goes for the ex_redoran_building_01. I know we've discussed this before, but in retrospect I still think it's way too big for a simple roadside outpost. A _02 building is more than large enough, really.
Post Tue Nov 06, 2012 5:05 pm Send private message       Send e-mail       Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Hmm. I'm split about this: the pine forest is pretty nice, but some other places seem too undetailed and bland. I'm missing anything different from rocks, trees, plants and snow: Abandoned fireplaces? Active fireplaces? (See, for instance, 5-21, cell -28, 0, furn_de_firepit and the stuff around it.) Carts? Tents? (OK, we might wait for that model.) The occasional BM rock formations that remind of Nordic barrows? (Probably it's too far south for real accessible Nordic barrows here, but there can be hints of ones buried under the earth.) Maybe the occasional ex_redwall_posts's along the road? Tree stumps? (Do we have a mesh for pine-forest deadfall, rather than chopped-down trees? I think that if not, we need one!) Also, some of your big rock formations can have some stuff for players who know levitation.

I believe that when some place in MW has both terrain_rocks_* and minor flora (shrubs, flowers), then usually these tend to cluster together (flowers tend to grow between or near the little rocks). Whyever this is so, it looks neater than having them placed arbitrarily. Don't take my word on this, though.

Also, you did a good work averting the floating-ladders bug, but for some reason you apparently didn't care much about caspering rocks formations:

11/6/2012 (11:48) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_04 TR_5-20_Red (-21,4) -167866 34362 21 "casper"

11/6/2012 (11:49) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-21,4) -166656 35387 153 "casper"

11/6/2012 (11:49) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,4) -161756 36817 120 "casper"

11/6/2012 (11:49) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,4) -160883 37197 103 "microcsasper"

11/6/2012 (11:50) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,4) -156510 36956 49 "casper"

11/6/2012 (11:52) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-18,5) -142709 42308 26 "casper"

11/6/2012 (11:53) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_01 TR_5-20_Red (-19,5) -153203 44670 219 "casper"

11/6/2012 (11:54) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_02 TR_5-20_Red (-19,5) -152354 42299 20 "casper"

11/6/2012 (11:54) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,4) -157674 40179 414 "casper"

11/6/2012 (11:55) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling ex_cave_door_01 TR_5-20_Red (-20,5) -162053 46145 903 "do we have ints for such shells?"

11/6/2012 (11:55) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,5) -163692 47018 1331 "casper"

11/6/2012 (11:55) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_rocks_RM_03 TR_5-20_Red (-20,5) -160872 48405 1459 "casper and ugly bleeding with rock_rm_17"

11/6/2012 (11:58) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_BM_holly_01 TR_5-20_Red (-20,5) -156949 42537 1980 "a bit undetailed... more bush here?"

11/6/2012 (11:58) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_03 TR_5-20_Red (-20,5) -157484 45097 1898 "float"

11/6/2012 (11:58) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Terrain_rock_BM_48 TR_5-20_Red (-20,5) -156556 43832 1331 "flowers?"

11/6/2012 (12:01) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_06 TR_5-20_Red (-20,6) -158566 57051 1886 "float"

11/6/2012 (12:01) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_04 TR_5-20_Red (-20,6) -158876 57289 1964 "float"

11/6/2012 (12:02) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_01 TR_5-20_Red (-20,7) -159912 58582 1912 "float"

11/6/2012 (12:02) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_04 TR_5-20_Red (-20,7) -159742 58341 1722 "float"

11/6/2012 (12:02) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_03 TR_5-20_Red (-20,7) -156497 62606 532 "ground texture shift visible here"

11/6/2012 (12:03) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_BM_holly_04 TR_5-20_Red (-20,7) -156110 59013 872 "float"

11/6/2012 (12:03) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Terrain_rocks_BM_01 TR_5-20_Red (-20,6) -162816 57263 2171 "ground texture shift visible here"

11/6/2012 (12:04) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling ex_velothi_entrance_02 TR_5-20_Red (-21,7) -163857 61583 3506 "shouldn't there be a door here?"

11/6/2012 (12:04) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_03 TR_5-20_Red (-20,7) -161047 57697 1726 "a bit too barren too"

11/6/2012 (12:05) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terr_BMcliff04-0.5B TR_5-20_Red (-21,7) -166242 65457 1008 "caspers"

11/6/2012 (12:05) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Terrain_rocks_BM_02 TR_5-20_Red (-20,7) -157544 65373 2371 "ground texture shift visible here"

11/6/2012 (12:06) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling ex_de_shack_05 TR_5-20_Red (-19,7) -151429 61774 79 "door?"

11/6/2012 (12:07) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Terrain_rock_BM_49 TR_5-20_Red (-19,6) -150943 54806 271 "between here and the road, barren land"

11/6/2012 (12:08) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_07 TR_5-20_Red (-20,6) -156447 50845 1031 "the road is too big. this isn't a soviet proving ground"

11/6/2012 (12:09) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling flora_trama_shrub_02 TR_5-20_Red (-20,5) -162019 47657 1390 "microcasper"

11/6/2012 (12:10) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling TR_terrain_BM_rocks_01 TR_5-20_Red (-21,6) -166596 55617 5393 "Casper"

11/6/2012 (12:34) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_04 TR_5-20_Red (-19,7) -148833 57673 533 "flaot"

11/6/2012 (12:34) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_02 TR_5-20_Red (-19,7) -148763 57411 546 "flaot"

11/6/2012 (12:34) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_tree_BM_06 TR_5-20_Red (-19,7) -149073 57950 510 "flaot"

11/6/2012 (12:34) TR_5-20-Red_alex25_4.esp 11/6/2012 (11:47) skraeling Flora_BM_shrub_01 TR_5-20_Red (-19,7) -150378 58226 283 "flaot"
Post Tue Nov 06, 2012 5:37 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Why and arvisrend's sentiments are both spot on, please refrain from using the large ass Redoran towers for small settlements. They are too huge for that. And replace the other building with something smaller.

Concerning detailing, it's better to have slightly less trees and more shrubbery/grass/flora/logs/stuffs - than a crapload of repetitive trees. And arvis' suggestions on traces of lost barrows is good, it's too far south in this region for all out in the open nordic barrows, at least in this claim - which is somewhat open in nature.

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Post Tue Nov 06, 2012 6:01 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

This is (or should be) done (or at least something really close to done).

Changes: Changed the huge tower with a normal one, changed the temple with a smaller building, fixed the caspering and other errors arvisrend noticed, fixed some more caspering, improved shading and added some clutter so that various areas look less like the red square.
Post Fri Nov 09, 2012 9:23 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Close, but still a couple of hours work required.

In -20, 7 you have added a satisfactory amount of smaller rocks (single ones or clustered ones) in the transitional area between grass and cliffsides. Elsewhere in your claim this has not been good enough, for instance -20, 5 - the forested part of this claim. Both lacking in smaller rocks and flora in my opinion, although I stated the need for more flora in Tuesday's post!

Ash swamp area is good, although I want you to add one or two lantern posts like the ones I used in 5-21. These should be repeated throughout the ash swamp, and although I might not have checked all former claims for these light setups, they are still required.

The Redoran outpost required\s quite a lot of clutter, containers, stuff and so on to be of the quality we expect nowadays. Remember that people will stop by here, we have more than enough good vanilla and TR clutter items to make this place actually seem living.

The shack doesn't have a door, and there's basically no items outside it, and some sub sea placed barnacles and lights should occur off coast of the mainland. This is especially nice to look at when stopping by small settlements/locations.

Roads are not detailed enough, more rocks/grass please.

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Post Fri Nov 09, 2012 11:24 am Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Sorry for the misunderstanding. The more rocks/grass statement sounded more like a general statement than an 'you should do it' sort of thing and I'm probably used with TR keeping the old/vanilla cluttering standandards. My bad: the clutter level will go up from now on.
Post Fri Nov 09, 2012 12:15 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

alex25 wrote:
Sorry for the misunderstanding. The more rocks/grass statement sounded more like a general statement than an 'you should do it' sort of thing and I'm probably used with TR keeping the old/vanilla cluttering standandards. My bad: the clutter level will go up from now on.


Which we have abandoned years ago, have you even looked at the recent stuff we've done? Smile

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Post Fri Nov 09, 2012 12:34 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Nemon wrote:


Which we have abandoned years ago, have you even looked at the recent stuff we've done? Smile


I might have seen a difference but I'm a bit hardheaded. Embarassed
Post Fri Nov 09, 2012 12:41 pm Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Hopefully this is good enough now.
Post Mon Nov 26, 2012 7:30 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Is the low amount of TR_ash_fungus_0X on purpose?

edit: random thought of the day, we need to make those puffshrooms lootable objects. And since Arvis mentioned lights, do we have lights in the swamp at all?


Last edited by Why on Mon Nov 26, 2012 7:52 am; edited 2 times in total
Post Mon Nov 26, 2012 7:39 am Send private message       Send e-mail       Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Having had just 10 minutes to look at this, I can only say that the pine forest is quite nice, the Redoran fort is still undercluttered (barrels and crates don't really count: we're not in a shooter). I'm not a connoisseur of the ash swamp to judge that part. Anyway, as a backseat exter, I should reiterate that all I'm saying is just suggestions and recommendations.

Now I'm really going offtopic, but: do we have any light objects for the pine forest? Like the fungus light for the bitter coast in vanilla, and like various stuff in Skyrim that makes exploring the lands much more beautiful at night.

PS. 11/26/2012 (02:49) TR_5-20-Red_alex25_6.esp 11/26/2012 (02:32) skraeling Terrain_rocks_BM_01 TR_5-20_Red (-20,7) -162802 57859 2240 "abrupt ground tex transition"
Post Mon Nov 26, 2012 7:46 am Send private message             Reply with quote                   up  
alex25
Developer
21 Jan 2010

Location: Here and There

Wow, you guys are fast!

The low amount of fungus is on purpose although perhaps it is a tiny bit too low. The only lights in the swamp are 4 lamp thingys that Nemon wanted. There are no forest lights in TR or vanilla content.
Post Mon Nov 26, 2012 8:01 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Yeah the lights isn't something you should address, it's a larger overall thing for later I suppose. But I was under the impression that there should be more of those fungus thingies. Anyway, Nemon should probably decide what to do with it etc.
Post Mon Nov 26, 2012 8:04 am Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Approved. Nice work alex! I know it's some of your older work, but something to focus on is make sure that you don't have tree trunks or foliage bleeding into rocks where you can avoid it.
Post Thu Sep 05, 2013 8:47 pm Send private message             Reply with quote                   up  
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