i5-75-Red

The interior claims in this forum are currently in the review process.

Moderators: Seneca37, Andres Indoril, Lead Developers

Locked
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

i5-75-Red

Post by Rats »

Claim type: Interior
Claim ID: TR_i5-75-Red (#2657)
Faction: Redoran
Parent claim: TR_5-26-Red (#2445)
Claimed by: Rats
Status: Reviewing (Progress: 100%)
Location: 1:(-2297, -199):0
Files: TR_i5-75-Red_Rats_1.esp

---

(-18, -1) A goblin cave on the edges of the Grey Meadows
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

Claiming. Medium sized cave with a slave pen. Maybe smuggling some dwarven crap? And some other stuff.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Okay dokay.
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

What should my ambient colours be like? It's in the ash swamp area and I don't know what the caves should look like.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy


(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

I tend to like caves on the dark side.
Ambient: 15 15 15
Sunlight: 5 5 5 (or lower)
Fog 50 50 50 1.1
See how that looks.
Play around with the fog density and colors.
We don't have a specific set of colors for the Grey Meadows so pick something you like.
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

Thanks.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy


(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Any progress to report?
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

Still at it...
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy


(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

Never mind. Please revoke. I lost inspiration, and I've already done a cave, so yeah.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy


(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

At claimers request
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Hark! Though I have the Old Ebonheart sewers in the works at the moment I'd love to have this one as a tiny side project.

The cave would have ash swamp ponds and the alien-looking white fungus threads inside. I'd like to deviate from the original smugglers plan by making the inhabitants a migrant tribe of goblins from the west (something akin to the tribe featured in this claim: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23904).
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Cool - go for it.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Any progress to report?
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Will upload a file in a week or so. The basic structure of the cave is done.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Any progress here?
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Any progress here?
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Damn, forgot about this. I have a rough layout ready and have sketched a symbol for the goblin tribe inhabiting the cave. Will update this soon.


Btw, do we have the collision-less ash scum models in Data?
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

No, all the TR_terr_ashscum pieces have a collision node below the surface of the scum. Unfortunately, no other pieces use that particular texture (textures\tr\tr_ashswp_ashscum.dds)
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Okay, well they're pretty high on my Data wishlist :)
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Finished.

You'll need the following files for the Goblin clan's symbol to work correctly. Place the .nif file in Meshes\TR\f and the .dds file in Textures.
Attachments
TR_furn_goblin_sign_02.nif
Paste this to Meshes -> TR -> f
(1.78 KiB) Downloaded 90 times
TR_TX_goblin_sign_02.dds
Paste this to Textures
(1 MiB) Downloaded 93 times
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Off to review then
Locked