Exterior showcasing? Read this!
Moderators: Haplo, Lead Developers
Exterior showcasing? Read this!
Please see the attached file. It contains an excerpt from our Heartland region, earlier named "map 4". Two of the cells are named "FILL ME IN", and that is exactly what you'll do. Fill in the missing parts, border match landscape and make sure roads connect, regions change properly, statics and ground texturing match and it looks reasonable. We expect a minimum of 250 references per cell.
Also, please clean your submission using [url=http://www.tamriel-rebuilt.org/files/utils/tesame.zip]Tesame[/url]. Only the "fill me in" cells should be included in the file.
One of the cells require a little settlement, at least three houses of the Hlaalu kind. Inhabited areas and roads needs to be detailed properly, see the rest of the area provided in the file for inspiration.
Edit; also this thread labelled "must read, no really": http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=18224 ...it is really a must read.
"Exterior cells should have 200 references minimum, unless otherwise specified. Roads need to be perfectly detailed and shaped (people and beasts of burden walk there), and we're aiming way higher than ol' Bethesda standards of yore. See separate thread HERE: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23755 for details on how to showcase as an exterior modder."
Also, please clean your submission using [url=http://www.tamriel-rebuilt.org/files/utils/tesame.zip]Tesame[/url]. Only the "fill me in" cells should be included in the file.
One of the cells require a little settlement, at least three houses of the Hlaalu kind. Inhabited areas and roads needs to be detailed properly, see the rest of the area provided in the file for inspiration.
Edit; also this thread labelled "must read, no really": http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=18224 ...it is really a must read.
"Exterior cells should have 200 references minimum, unless otherwise specified. Roads need to be perfectly detailed and shaped (people and beasts of burden walk there), and we're aiming way higher than ol' Bethesda standards of yore. See separate thread HERE: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23755 for details on how to showcase as an exterior modder."
- Attachments
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- Showcase Exterior.rar
- (1.54 MiB) Downloaded 329 times
Last edited by Nemon on Wed Sep 04, 2013 6:32 am, edited 2 times in total.
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- Andres Indoril
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Ooh, this is a clever way to handle exterior showcases. Nice, Nemon.
Should I have more time, I might try this madness too.
Should I have more time, I might try this madness too.
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Seeing as the exterior showcase has been changed from six cells to two: I have nearly finished four cells, would that be an okay showcase? I've done next to nothing to the last two cells yet, except landscaping and texture.Nemon wrote:No, post whatever you have.roerich wrote:Aww, I'm 1/3 through another exterior showcase. Will that have to be scrapped now?
- wollibeebee
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Cell naming and regions are added after the exterior modding phase. All your exterior cells during the exterior modding phase should begin with TR_
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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- wollibeebee
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I just realized how stupid it is to not have this stuff in the "member" part of the forums. This is copy pasted from a thread in a subforum for modders:
When vertex painting with the landscape tool, make sure to save these values to the color presets.
Non-snowy exteriors:
Texture transitions
Roads
121,121,121
Statics
68,61,53
Snowy exteriors:
Texture transitions
147,147,147
Roads
121,121,121
Statics
105,105,105
As you can see, we have pretty much same-y colors in different regions as of now. Do note that we allow certain variations for cosmetic purposes, we just want to avoid crazy ass vertex shading and inconsistency.
When vertex painting with the landscape tool, make sure to save these values to the color presets.
Non-snowy exteriors:
Texture transitions
Roads
121,121,121
Statics
68,61,53
Snowy exteriors:
Texture transitions
147,147,147
Roads
121,121,121
Statics
105,105,105
As you can see, we have pretty much same-y colors in different regions as of now. Do note that we allow certain variations for cosmetic purposes, we just want to avoid crazy ass vertex shading and inconsistency.
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exactly, it will be reviewed and then you will be put up for promotion, then promoted, and you can start beasting out some claims for the actual project!
ill take a look as well at the .esp but the actual reviewing and promoting goes through the head developers.
good luck buddy! i know you'll blow it out of the water either way hah.
ill take a look as well at the .esp but the actual reviewing and promoting goes through the head developers.
good luck buddy! i know you'll blow it out of the water either way hah.