TR_Data Updates Thread

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theviking
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Post by theviking »

Use it, It's better than what we will have now. And improving this will take a lot of time which isnt necessary and wanted at this point in time.
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Post by Sload »

1. I added the Hlaalu Guards, there currently aren't any.

2. I didn't fix anything on the other guards, but a lot of them seem to fail hard. In my brief scan, I noticed that some weren't set the the right rank in the house, some didn't have weapons, and the Redguard guard in particular's "random helm" includes the Master's Helm, something I'm sure isn't supposed to be used by any old guard. Also, none of them should have any chance of not having a helm, though some of them do.

3. The pyramid fails lore. Its not so much that its completely incompatible with lore as it is that this building needs to be very lorey and that just isn't. A whole new model should be made, and it should incorporate the number 3 into its architecture.
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Post by Zalzidrax »

A polygon made primarily from triangles fails to incorporate the number 3 into its design?
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Post by Gnomey »

I agree with Sload, it should probably have something more to do with the temple. At the moment it only gives me images of the Four Corners of the House of Troubles, (it wouldn't be the first time), which is not really what we're aiming for. :wink: If you find a way to add symbolism to it, feel free, but otherwise you could check up the old [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17343]Necrom Temple WTG[/url]. There are some nice concepts there.

Edit: That being said, I want to make it clear that I actually like the model, and if it weren't for the symbolism part I'd happily see it added. How about a statue at each corner? Three of the Tribunal and a fourth representing the saints, or the spirits/ancestors, or the people who died there in general, etc.? Some murals would also add a lot to the model, if anyone is willing to model and/or texture them. And braziers, (I hope that that's the right word, I always get mixed up...), which I think are one of the best parts of Pound's interpretation of the Temple. (See the link).
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Post by Bloodthirsty Crustacean »

Personally, I just don't like the pyramid. I think it looks... not right. Can't really think of the words. But it doesn't look Dunmer, IMO. Maybe it's too 'angular'?
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Post by Nomadic1 »

I don't think any of the concepts at the WTG really work as what this building is supposed to be. The building needs to fit into the Necrom tileset for a start and a lot of the concepts fall short at that hurdle.
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Post by Sload »

Zalzidrax wrote:A polygon made primarily from triangles fails to incorporate the number 3 into its design?
A three sided pyramid? Maybe. But the four sided pyramid's symbolism is its rising to a single point from the perfect square.

There was a general concept decided upon about a year and a half ago. It would have 3 towers in a triangle, each one is a temple to a different Tribune. They're connected, of course, with an opening into the central courtyard on one side that forms the entrance. Does this description make sense?
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Post by Lady Nerevar »

this is that concept:
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Post by Sload »

Hmm. That definitely could use some improvement.
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Post by Bloodthirsty Crustacean »

I like that design, but as it stands it doesn't feel 'temply' enough. Just three towers with walls. Seems like it could be any old barracks or what have you. If we get some fancy big tower, or awesome statuary in the middle (I'd prefer a fancy big tower, that could be the 'main shrine', with the three 'dedicated ones' at the current towers), then I'd like it a lot more.
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Post by Sload »

I would just bring those towers closer together and make them bigger and better.
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Post by Bloodthirsty Crustacean »

That might work. I think my biggest issue with that design as it stands is that the three towers feel 'isolated', and there's no idea of 'one Temple'. If we got something to make it clear the walls were part of the structure, and it's all one big thing, rather than three isolated towers, it'd work.

I feel it needs some kind of 'focus point'.
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Post by Haplo »

Okay, pretty-big-update time:

This one includes the Necrom meshes(!), both interior and exterior.

The Orcish Halberd should be less wimpy now.

The Hlaalu guards have been added.

I fixed a problem with one of the textures, tr_tx_whitestone01.dds.

Um... what else... I'm still waiting on those statues from Lady N, so sorry BC :-P.

Oh, and I fixed the problem with the other NPC guards about the founder's/master's helms.
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Post by Bloodthirsty Crustacean »

How much have you touched on the other guards? The helms thing was one of many issues I had intended to fix. And I don't want to cause issues by 'refixing' in my .esp.
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Post by theviking »

The necrom ramp is still not fitting and the pieces jump to another place everytime i replace them. They all jump to adifferent place too. These are all things I said over and over again and I wonder why noone does something with it. I guess I report this in the Necrom interior set claim.
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Post by aro101 »

I guess we have no other choice, than make our interior modders redo this. The necrom interior set fits the grid snap perfectly, and reworking this might need a lot work... Sorry. I would prefer not to give us more modelling work while interior modders can take care of this.
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Post by Swiftoak »

So do I get the green light to fix Necrom now? :P
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Post by Haplo »

Yes
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Post by Stalker »

Just a small "chime in" because I was one of those who thought of the concept for new Necrom temple. The main idea was that there will be an Inner Garden of sorts with a status to Tribunal and each tower would be dedicated to one of the tribunes.
Oh and the texture of the plaza has a face of one person embedded into it :P
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Post by Haplo »

Always thought that texture needed replacing ;-) But really, it does look kinda bad as it is.
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Post by Darkcorax »

Something seems to be wrong with the TR_furn_com_rug_sq_0# meshes, if I try to look at them in the preview window it comes up with "Hash map collision between two files. Collision between meshes\tr\f\tr_furn_com_rug_st04.nif and Meshes\tr\f\tr_furn_com_rug_sq01" or simmilar for the other rugs. In-game they appear to have been replaced with the stair rugs (Firewatch Palace, Guild of Mages is a good place to see this)...
Also the Necron lighthouse trapdoor appears to be missing it's mesh as it won't let be place it in the game. I've noticed a few things with the necrom interor set also, but I don't know if they should go here or in the models thread for them.
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Post by Haplo »

Hmm... I used to get that error but don't anymore... and I just checked and I see no issue in the Mages Guild in the CS.

Also, the door does appear, the bounding box is simply off, zoom out a little to see the actual mesh.

About the errors, post them here and if they're unfixable on my end we can repost them in the claim thread.
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Post by aro101 »

I downloaded the TR_Data and can't find those two necrom nifs that need fixing (the ramp, TR_in_nec_l_p_cap). Someone(Haplo?) please give me a direct link, because I'm lost in morrowind stuff and get even more confused everytime I try to get less.
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Post by Haplo »

They're in Meshes\TR\x

they have the TR_ex_nec prefix.
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Post by Gez »

There's a TR_in_ piece in TR\x ?
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Post by Haplo »

Yes
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Post by Gez »

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Post by Haplo »

It's not that big of a deal... It'll probably be moved eventually the next time we release something externally, but it doesn't matter now, except to people with severe ADD.
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Post by Hemitheon »

Will the Necrom set have a unique interior door? I've been using Hlaalu doors as a stand in, as they fit the dj well enough.
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Post by Haplo »

Yes, there should be one in TR_Data already.
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Post by Hemitheon »

The Necrom doors in TR_Data are load doors, plus they do not fit the doorjamb properly.
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Post by theviking »

I use an exterior doorjamb to cover them, it works well enough.
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Post by Hemitheon »

what I was asking about were regular doors in the interiors, the one with both sides, unlike load doors which only have one. Or should I just remove those doors?
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Post by Haplo »

For now yes; I'll see if I can find someone to modify the exterior door to have both sides
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Post by Tyrion »

Whats the word on the exterior set for Necrom?
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Post by Haplo »

Uh, it works?
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Post by Tyrion »

Then why is the Necrom exterior still in reviewing?
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Post by blackbird »

I think because not all the interiors are finished.
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Post by Haplo »

That and Necrom itself will likely be receiving a major reorganization soon
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Post by Tyrion »

I just remember leaving Necrom be during review and I wanted to know what the game plan was. Its been sitting in review so long I didnt know whether or not I was supposed to do something with it or not.
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