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Claim: i4-502-Hla Not Available for Claiming
Maps In Group Map 4 at 1:(-286, -1867):0
Accurate map
Parent: 4-14-Hla
 Status: Not available for claiming, 60% Complete
 Faction: House Hlaalu
 Files:
Name Size Last Modified
TR_i4-502-Hla_Ronde_2.esp 6.9 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Ronde_4.esp 15.6 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Ronde_1.esp 6.2 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Ronde_3.esp 12.7 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Bugsby Bearkeley_3.esp 27.9 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Bugsby Bearkeley_2.esp 19.4 KB Fri Dec 22, 2017 1:46 am
TR_i4-502-Hla_Bugsby Bearkeley_1.esp 4 KB Fri Dec 22, 2017 1:46 am
Description
(-3, -14) cave.

A rocky cave a little off the beaten track, possibly inhabited by an outlaw, or just critters.

Tight entrance, very close to Teyn & an imperial fort. Check the exterior @ -17143, -112052, 4034
For North AT : http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321606#321606
Last Edited by Seneca37
(Sun Feb 09, 2014 5:53 am) Post
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Ragox
Developer
20 Jul 2013



How is anyone supposed to find that entrance?

It also seems like a very strange location for a cave to be (no space for it to exist really), imho.
Post Fri Apr 18, 2014 6:58 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Ya hence the warning about the entrance, maybe someone will find it interesting (would have to be vertical, also definitely an artificial cave). Otherwise it can be moved elsewhere
Post Fri Apr 18, 2014 11:40 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I think opening with a u-turn to the right and then descending a little should make for a close enough fit to the exterior, but I'd certainly encourage claimers to get creative.
Post Fri Apr 18, 2014 6:05 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Babby's first int claim.

I was thinking a bit of a maze. Crawl spaces that teleport you to different chambers in the cell.

(I was promoted, my title's just late to the party)
Post Sat Jun 14, 2014 6:08 pm Send private message             Reply with quote                   up  
RyanS
Lead Developer
19 Aug 2013

Location: California

Hey Bugsby Bearkeley! Remember to click on the 'claim' button in the top left corner to get this!
Post Sat Jun 14, 2014 6:11 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

You need to press the claim button! It's on the first page, at the top Smile
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Post Sat Jun 14, 2014 6:11 pm Send private message       Send e-mail       Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

You'll have to hit the claim button at the top before anyone can grant this Razz

(Also belated congratulations are in order for joining the team!)

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Post Sat Jun 14, 2014 6:11 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Well that was a flurry of activity.

Advice so nice you gave it thrice!
Post Sat Jun 14, 2014 6:14 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

It's yours! Enjoy :)
Post Sat Jun 14, 2014 6:14 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



I let this sit a bit but I'll finish it up this week. Don't bother checking for holes or anything yet, I just put a file up for the heck of it.

I've never done piecemeal interiors before. Does having too many statics lead to memory problems or anything?

And just to check, I can't put an NPC in here unless I'm cleared for NPCs, right? But I can put nasties?
Post Sun Jul 13, 2014 8:09 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

No nasties either, I'm afraid. You could add a note in your post as to where you think nasties should go, perhaps with a diagram or something.

Interiors should generally keep to under 1000 statics. If you shoot over that, consider splitting your interior into two separate cells. I'm afraid I haven't looked at your progress yet; I'll try and provide more specific feedback later when I have time.
Post Mon Jul 14, 2014 3:34 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



1000 shouldn't be a problem. Should I use the object count on the bottom to estimate?

If you haven't looked at it yet, hold off until a bit later today. I've got quite a bit further.
Post Tue Jul 15, 2014 8:09 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Yep - when you select a cell in the "Cell View" window - the Object count at the bottom of the TES Construction Set window is correct.
Post Tue Jul 15, 2014 10:11 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



General layout's done. Any feedback on that would be welcome.

There are some bits that are hard to walk on. I'll smooth everything out last thing, so don't worry about that.

The bit past the doorway will be a deserted camp with holes at the bottom made by the rats that dragged everyone off. Some kind of rat miniboss in the chamber next to it.

Though if TR has any new subterranean creatures they might work just as well.
Post Wed Jul 16, 2014 5:34 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Very unique design - I expected nothing less - based on your showcase. Its tough to get a good feel for it with all the gaps. But what I see, I like. Your usage of the stalactites and stalagmites is very good. Be sure you play this in-game while developing to make sure the player can get to everything. The ladders need to have teleport set. Also be sure to check out the TR_in_mold static items - the stairs and wall may be of use to you. I can't wait to see it more enclosed.
Post Wed Jul 16, 2014 7:28 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Will do.

Is there any problem mixing mold_rock with the other stuff? For some reason it's got a noticeably worse resolution. The end product will be so dimly lit I figured it would be hard to tell, but I can still nix it if it's a problem.
Post Wed Jul 16, 2014 11:15 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



The simple answer is no. You should stick with one set.

Some other pieces that use the same texture are
the in_om_ pieces.

NOTE: The TR_in_moldstairs has the wrong texture on it - it has a mudcave texture so don't use it. The in_om_rock_stairs has the correct texture. The Tr_in_mold_rocks and Tr_in_mold_wall pieces are fine.

Remember - you are working with a vanilla version. There are texture packs out there that do make the rocks look better.
Post Thu Jul 17, 2014 7:58 am Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Sorry, wasn't clear. I meant mold_rock has a worse resolution than the rest of the mold set like mold_boulder. It stands out in places like the bottom of the first ladder. Is that ok?
Post Thu Jul 17, 2014 1:33 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Yeah - I know - the mold rock pieces are horrible, but they are part of the in_mold set (in_mold_rock, in_moldboulder, in_moldcave...) so you can use any of them. I usually try to place either a lot of in_mold_rocks in my mold caves so that you can not tell the difference - or I just use in_moldboulders and forget the rocks.
Post Thu Jul 17, 2014 2:49 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress with this?
Post Tue Aug 26, 2014 10:50 am Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



I hope this dev comes back, has great potential.
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Post Tue Aug 26, 2014 4:18 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Snip.

Last edited by Bugsby Bearkeley on Sun Sep 07, 2014 2:46 pm; edited 1 time in total
Post Sun Aug 31, 2014 8:58 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



I was eager to see if you would finish this. Collision walls may be needed on the floors, the top and middle section should be separate cell with a dummy bottom/ top for ladder to properly spawn doormarkers. If noone picks this up I'm willing to finish and expand on original plan.
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Post Sun Aug 31, 2014 11:18 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Snip.

Last edited by Bugsby Bearkeley on Sun Sep 07, 2014 2:45 pm; edited 1 time in total
Post Fri Sep 05, 2014 5:12 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



To really improve at interiors, or anything else, you have to periodically stretch beyond your abilities. Thats what you may have done here on your first claim, but I don't think this would be as difficult as you might think. My last claim I had some similar problems because it was an entirely new tileset and the cave before used all rockforms. There are many examples that would help you complete this claim if you choose to do so, but I know two of mine specifically.

Refer to these claims:

Unclaimed
i4-60-Hla:

I used Ex_MH_Pav_Ladder_01 which spawns door marker. If it is a unique obj you'll have to rename it to create a new one. The second problem you have is one I also faced on my last two interiors. How I created a ladder that will tele player from top to bottom and bottom to top was by making a duplicate interior. I named one loft and the other main. The bottom and top are both visible in either interior so they appear to be the same but it is actually a different cell entirely. Next you have to prevent player from dropping into areas that overlap with other duplicate cells. For your interior you need a top middle and bottom. The top can be optimized by deleting everything outside of player view and vice versa.

Claimed
i5-58-Red:

I'm sure there are better examples, but this is a cave claim I know since I worked on it. The cave interior was made entirely with rockforms and filled int with other rock. You can do the same of your cave. If the tileset proves too unforgiving use rockforms to piece together your own walls and fill in with void the stal.

I'd much rather you finish this interior and continue to more in the future. I wont be available for the next week to work on this anyway so if you are willing to finish it as is, you should. TR move like molasses there is never a rush for anything. Also only doing cave interiors will will ensure more of your work will be used.

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Post Fri Sep 05, 2014 5:49 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Hi Sasquatch, as a developer, you shouldn't take the tone of someone in leadership, especially not toward another developer. This leads to confusion and, worse, conflicting instructions. In the future, please stick to constructive criticism, rather than telling people what to do, or how they should be modding.
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Post Fri Sep 05, 2014 7:59 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Take all the time you need Bugsby. There is no rush - my post was to just making sure you are still around. I'm sure we can come up with a solution for the ladder, so put that on the back burner and continue working on the rest, when you can. I think you have a good handle on everything so continue the way you have been; no need to split things up.
Post Fri Sep 05, 2014 8:14 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Alright, well, in that case I won't give it up just yet. Sorry for the confusion - deadlines make me skittish.

That said, this could be a month or two, maybe sooner.
Post Sun Sep 07, 2014 2:44 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Just the mandatory check on progress - I know you are busy at the moment - update when you can.
Post Sat Oct 11, 2014 7:39 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress with this claim?
Post Thu Nov 27, 2014 9:26 pm Send private message             Reply with quote                   up  
Bugsby Bearkeley
Developer
19 Sep 2013



Got the central room into a somewhat final shape. Uploaded just to show I'm working on it.
Post Mon Dec 08, 2014 4:09 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any more progress on this?

Note that the latest TR_Data files have ladders as doors. This might come in handy. The new files are here http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17918&postdays=0&postorder=asc&start=400 and were uploaded on Dec 30th, 2014.

The floors are a bit too uneven. As I played I got stuck numerous times. Where the player is supposed to walk, the floor should be more level.

The new area with all the scaffolding looks great.
Post Thu Jan 15, 2015 12:00 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress to report?
Post Sun Feb 22, 2015 5:49 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Revoking due to lack of claimant activity.
Post Sun Apr 19, 2015 8:04 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Claiming. One vertical cavern coming right up.
Post Thu Apr 23, 2015 6:39 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Its yours
Post Sat Apr 25, 2015 2:00 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress to report?
Post Sat Jun 13, 2015 4:47 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Revoked. Me and the cave lost the spark and now it's time we go our separate ways.
Post Fri Aug 28, 2015 2:48 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



I know that there was some good work done here, but the style that was taken is too demanding to ask of anyone else.
If you claim this interior, you do not need to continue working on this same interior. In fact, I ask that you don't, just create your own interior.

Hopefully Bugsby will return one day and finish working on the file - it could be used someplace else.
Post Mon Aug 31, 2015 8:06 pm Send private message             Reply with quote                   up  
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