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The Greatness
Developer
29 May 2010



Okay, so there's a mine entrance... but there's no secret code in the pattern? No ancient wall carving that opens the way to a secret dimension? Just a mine entrance?
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Post Mon Oct 25, 2010 5:58 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

Quote:
no secret code in the pattern? No ancient wall carving that opens the way to a secret dimension?


Razz Evil Laugh

apparently not...dunno why we guys fucking made 5 posts about that little CS screenshot I posted here for fun and progress.

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Post Tue Oct 26, 2010 12:20 pm Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

well when you post a top down screenshot of vertex shading, I think we could be forgiven for expecting some sort of silly hidden thing. I mean Nemon IS our HoE.
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Post Tue Oct 26, 2010 5:05 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

And we are his PiMPs (Prisoners in Mental Pain)
Post Tue Oct 26, 2010 8:16 pm Send private message       Send e-mail       Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

I haz finished!

Here are the last screenshots:

1. http://img146.imageshack.us/img146/3783/mgescreenshot1z.jpg

2. http://img233.imageshack.us/img233/2378/mgescreenshot2g.jpg

3. http://img818.imageshack.us/img818/5678/mgescreenshot3.jpg

4. http://img696.imageshack.us/img696/7237/mgescreenshot4w.jpg

5. http://img294.imageshack.us/img294/2071/mgescreenshot5o.jpg

6. http://img259.imageshack.us/img259/9812/mgescreenshot6.jpg


However, I'd like somone to have a look at this before it gets moved to the place where they review because it is my first detailing claim and I'd like to know if I fucked anything up or didn't do this properly in any way.


Note for the Cat Hartis:

(12 -21) : Mine

(13 -18 ) : Seyda Vano Interiors:


    1. Manor
    2. Guard Tower
    3. Building 1
    4. Building 2
    5. Shack
    6. Shack


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Post Mon Nov 01, 2010 1:19 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

I can have a look but that won't be until at least six hours from now... the screenshots were nice, though.
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Post Mon Nov 01, 2010 10:15 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Those screenshots further my conviction to get a modeler to check out those N'dib and FZ trees.

Are (14,-18) and (14,-17) part of your claim now?

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Post Mon Nov 01, 2010 11:52 am Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

OK, as discussed on IRC, here are the two new files.

Why, you have to add the two cells included in 'Why Cells' to your file.

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Post Mon Nov 01, 2010 1:59 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Ok, will do.

edit: About those trees, I noticed the same in-game earlier, but only since I installed the godrays filter. It might have something to do with that. Or I might just have never noticed it before.
Post Mon Nov 01, 2010 2:35 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Yeah... It's probably some weird alpha/normal mapping. But they also have a lot of faces... and could do with some tweaking, since those models are about 8 years old now.
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Post Mon Nov 01, 2010 5:35 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Extremely nice claim this... Nice usage of statics, and up to 2010 TR-standards. Is the stony path climable now? I love Seyda Vano...

But could you fix the road in 12 -21, 13 -21? It's kind of skewed and sparsely detailed.

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Post Mon Nov 01, 2010 7:02 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

will do! Very Happy
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Post Mon Nov 01, 2010 7:04 pm Send private message             Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

Here it is, finally.
File now has climbable and claimable path and two more fully detailed cells, also other miscellaneous stuff.

Why, I also include the new cells you have to add to A4East, as discussed on IRC.

Also, the last screenshot showing awesomeness of new ashland parts (that said, I was bored of all that MA stuff, killed everything with fire and placed that instead).

http://img213.imageshack.us/img213/8509/mgescreenshot1.jpg

To avoid any further confusion, Why has to add those two cells included in "Why Cells (3)" to his file, it now has no more objects that are activators made by me and have "Seyda" in their name.
That is because those objects are all in my claim now. Even though some of them are located in one of those two A4East cells, A4West includes no landscape for these cells and it works all fine when loading the two files together.
And, yeah. Hope these are the right files, so if anyone has problems loading them up or notices strange or weird things, tell me here in the thread.

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Post Thu Nov 04, 2010 7:19 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Submitting to Review
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Post Sat Nov 06, 2010 3:25 pm Send private message             Reply with quote                   up  
Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Nearly perfect. For the level of detail presented Scamp did a great job in keeping minor errors to a minimum.

Comments This was a fabulous claim. The level of detail is great, and the design of the terrain and placement of statics looks and feels natural.

Great job Scamp!

Rating 9/10



TR_Map_3_Detailing_A4West.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A4West.esp
 Filesize:  1.4 MB
 Downloaded:  83 Time(s)


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Post Sun Dec 05, 2010 5:39 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Excellent! Scamp, sink those ferns a little more in the future.

There were no northmarkers in i3-150, so I added them (although I didn't have to rotate them). I hope there were in the other interiors.

Attachment removed.

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Last edited by Haplo on Sun May 08, 2011 8:22 pm; edited 1 time in total
Post Mon Dec 06, 2010 11:44 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Reposting here so that everyone can see this file.


TR_Map_3_Detailing_A4West.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A4West.esp
 Filesize:  1.41 MB
 Downloaded:  112 Time(s)


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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post Sun May 08, 2011 8:21 pm Send private message             Reply with quote                   up  
Knots
Member
12 Jun 2011

Location: Pod 6 is jerks

Ok so wth exactly is going on here? This is with the above plugin in Haplo's post, I triple checked.

http://img706.imageshack.us/img706/7645/mgescreenshot005.jpg

Methinks someone cleaned this a little too thoroughly.

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Post Sun Apr 29, 2012 7:25 pm Send private message             Reply with quote                   up  
Mortimer
Developer
30 Jul 2010



Knots wrote:
Ok so wth exactly is going on here? This is with the above plugin in Haplo's post, I triple checked.

http://img706.imageshack.us/img706/7645/mgescreenshot005.jpg

Methinks someone cleaned this a little too thoroughly.


Confirmed I get the same thing. Missing some land data I would think.
Post Sun Apr 29, 2012 7:58 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Hmm what cell would that be? I might still have a file with its data (though this could also be caused by A4E, now in SE, overwriting the land data)
Post Sun Apr 29, 2012 8:39 pm Send private message       Send e-mail       Reply with quote                   up  
Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains

There was some issue about a few cells and whether they belong to A4East or West, might be these... Or something about objects only partially being in one file, I'm not sure anymore.
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Post Mon Apr 30, 2012 3:10 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Slightly newer version to reflect a filepath change for a tower.

Edit: Also so that everyone is aware, this is the Great House Indoril stronghold for the player, so it won't show up if you visit it in-game unless the necessary stronghold conditions are met.



TR_Map_3_Detailing_A4West.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A4West.esp
 Filesize:  1.41 MB
 Downloaded:  93 Time(s)


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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
Post Tue Jun 19, 2012 7:53 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I assume the next easy step is to add creatures to this claim. Do we have a concept of what creatures the Inlet Bog (and the little bit of ash mountains nearby) will have? I'd say durzogs, mudcrabs, rats, cliffracers (closer to the ash mountains), scrib, Kwama, nixhounds, but what else? netch? guars? kagoutis? alits? diseased stuff?

BTW, just as with Thirr River Valley and Heartland I'd do non-levelscaled enemies. I don't want players to get an impression of the Inlet Bog as being a safe place just because they happened to run through it on level 1, and I don't want it to become too hard on level 20 either.
Post Mon Aug 27, 2012 1:17 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Guar, kagouti, and alit wouldn't do too well in a bog area. Rats, kwama, mudcrabs, cliffracers, netch, and some nixhounds would all work though. I dunno about durzogs.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post Mon Aug 27, 2012 7:11 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Granting to arvisrend for NPCing, as requested over IRC.

edit: as discussed, Seyda Vano Fortress will be NPCed by someone else unless arvis suddenly decides he'd like to take it on, which would be completely fine with me.

Furthermore, these ints still need to be merged and linked to their Seyda Vano (local map) exteriors:
#1: Manor, i3-151-Ind
#2: Pawnbroker, i3-680-Ind
#3: Carpenter, i3-681-Ind
#4: Guard tower, i3-682-Ind
#5: Fishing shack, i3-683-Ind
#6: Fishing shack, i3-684-Ind

About i3-149, it is a "Tribunal Temple retreat, a place for temple members to relax", but if you ask me you should axe all the statues (and replace them with furniture, or additional shrines, as you see fit), especially the one of the bloke whose hands are on fire. Axe him hard.

Don't worry about the things in (14,-17), that's all intentional.
Post Thu Aug 30, 2012 4:23 pm Send private message       Send e-mail       Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Cool! Before I start doing anything serious, I'd like to know how to regionify the cells which (mostly) belong to the strip of ashlands between the Inlet Bog and the TRV. It's the "???" region on this picture:

http://i.imgur.com/Wex7R.jpg

I don't want to count them as TRV because the TRV sleep creatures levlist contains velk, which I wouldn't expect to meet in such a place. On the other hand, they aren't really Inlet Bog either. I could envision a split between Inner Sea (northern and western parts of this ashland) and Inlet Bog (eastern part), but I could also imagine creating a new region just for them. What are your ideas?
Post Thu Aug 30, 2012 5:27 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

I'd rather not have a unique region for them, but it's not my call. I suppose creating a new region would work, but it's a rather small area, even smaller than the Foyadas of Vvfell, which don't get their own Ashlands or Red Mountain region either.
Post Thu Aug 30, 2012 5:43 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I'll create a new region in TR_Data; that's the best solution.
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Post Thu Aug 30, 2012 5:53 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

New version: https://dl.dropbox.com/u/83265276/TR_Map_3_Detailing_A4West.7z .

Not started NPCing yet, but merged in an abandoned mine and Seyda Vano ints.

About i3-149: I have replaced the statue with burning hands by a big monolith (Sotha Sil's Mastery). I am going to remove the other statues, too, replacing them by a bookshelf (the place has a little too few books for a Temple refuge) on one side of the room and flowerbeds on the other. Also, one of the NPCs in that place will be a permanent resident tending to the gardens (the others will be temporary and may even disappear with quests) who will also sell some ingreds. Is that OK?

I have NOT found the ext shell of i3-172-ind. What is going on with that int?
Post Thu Aug 30, 2012 7:24 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I think that i3-149 should have one of the Temple pilgrimage shrines on the Almalexia map. Is this a good idea?
Post Thu Aug 30, 2012 7:41 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

I see no reason not to. Backstory is important for these things though, so unless someone has any brilliant ideas for the place we might as well delay picking pilgrimage sites until we start working on the Almalexia Temple quests.
Post Thu Aug 30, 2012 8:13 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

What is the status on this one? Is there a discussion somewhere else on quests for this claim?
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Post Wed Nov 07, 2012 10:23 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Oops, sorry; I am not currently doing anything on it (the last file I linked in my dropbox is the newest) but I'll return to it around Nov 23. There's not much to do here, just a couple of caves and a Temple monastery or sanctuary. I will try to think of a quest for that.
Post Wed Nov 07, 2012 5:48 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

How is the exterior part of this? Scamp worked on it so I guess it is of good quality and not requiring any rework or changes?
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Post Fri Jan 18, 2013 7:52 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I'd say it's nice (although there are a couple floaters in my betacomments.txt waiting for me to finally work on this claim). I'll probably have to do some changes to make a place better accessible, but the existing stuff is good quality already.

Sorry for ignoring it so far. I WILL come back to it!
Post Fri Jan 18, 2013 11:23 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

No problem, this is just me keeping "my" threads fresh!
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Post Fri Jan 18, 2013 11:28 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

arvisrend wrote:
I have NOT found the ext shell of i3-172-ind. What is going on with that int?


This claim should be in A3, AFAIK. So don't worry about it. (I dunno if this is still an issue but it wasn't resolved in this thread so here is a resolution)

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post Fri Jan 18, 2013 6:11 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Uhm, I already "gave it away" to Yeti for use in M3A2, and he did use it there. Are we missing a house in M3A3 now? Oooops...
Post Fri Jan 18, 2013 6:14 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Well, if you look at the claim, the local map shows it as existing in 8,-29, which is in claim A3. Did Yeti have to add a new exterior shell to use the interior?
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Post Fri Jan 18, 2013 6:16 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Any updates here?
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Post Fri Mar 01, 2013 10:48 am Send private message             Reply with quote                   up  
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