Lake Andaram #4 - Hlan Oek

Priority: 

Stage: 

  • Merged

Development Progress: 

100

Merged into: 

Claim Type: 

Faction: 

Area: 

Queue: 

Description

Makes use of these assets! Do not load the claim without them!

  • Hlan Oek is a swindler town, wretched hive of scum and villainy. The town itself would have little terrain elevation, but the height of the buildings would vary quite a bit, with the standard Hlaalu towers peering down on the roofs below. Outlanders would be exploited, but targeting pilgrims would be considered unsavory, even here.

This claim is mostly Aanthirin, but includes some Thirr Valley stuff, for which the assets still need finalisation.

This claim should be carried out in the orange variant of the Aanthirin region. Land textures such as T_Mw_TerrDirtGrassAT, T_Mw_TerrGrassAT and T_Mw_TerrCloverAT should feature here. Rocks should be of the Ascadian type, as should foliage. Unique foliage for the Aanthirin are: T_Mw_FloraAT_LilypadOrange_01-03 and T_Mw_FloraAT_LilypadOrangeFl_01.

Part of this claim is in the Thirr Valley region, which uses its own unique assets. Consult the region map to see which cells should be which region.

Makes use of these assets! Do not load the claim without them!

Comments

Thirr Valley doesn't have all

ThomasRuz's picture

Thirr Valley doesn't have all of its assets together, so you'll unfortunately not be able to fully complete it until it does.

That's fine by me. I notice

Gnomey's picture

That's fine by me. I notice that the description in a little outdated; as I said on Discord, the road using the MH textures should be two texture tiles wide, as it's Morrowind's main road and pilgrimage route. Aside from that, you have some more flora at your disposal than is indicated in the description; T_Mw_Flora_TempleDom0#, T_Mw_FloraAT_OranMoss0#, T_Mw_Flora_ShroomTableO_0#, I used a bit of T_Mw_Flora_Hamumroot01 in Indoril-Thirr, and you could probably start using T_Mw_FloraTV_Weepveil0#.

Border matched file uploaded

Nemon's picture

Border matched file uploaded (#1 and #5). If you see a lot of exclamation points it's most likely due to some test thirr meshes I've tried out in the southernmost cells.

New file uploaded, including

Nemon's picture

New file uploaded, including suggested rock/cliff resources for the thirr valley stuff. Claim done and ready for review/testing.

Renamed some meshes and

Nemon's picture

Renamed some meshes and reuploaded fresh file with everything included (data files.zip). Note that all files has also been submitted for TR data addon just now.

By chance I stumbled upon a

Gnomey's picture

By chance I stumbled upon a small rock floating very high above the ground in cell [3, -32]: terrain_rock_ai_01 27790, -257257, 14631

Edit: also, an ex_hlaalu_b_06 is missing its doors. And are the default land texture patches in Hlan Oek intended, or is a texture missing for me?

Mournhold road textures went

MinerMan60101's picture

Mournhold road textures went missing - painted that on any non-textured surface
Blue shroom tables are no longer usable in Thirr Valley, replaced with red and (to a lesser extent) orange
Replaced Sand textures with Sand_02 excluding those in the TV area
Replaced AI_Grass textures with AI_Grass_02, that's what is used in my claim and is more yellow
Added T_Mw_Light_AanthirinMushroom around clusters of temple domes
ex_de_railings - put T_Aid_Character_01 next to these to be sure they weren't too tall, lowered a few groups
TRNemonHlanOekTestCell - deleted

Top Left
Terrain_rocks_AI_03 13370.342 -255465.641 884.856
 - texture seam
Terrain_rocks_AI_03 14378.734 -256676.188 552.065
 - as above
terrain_rock_ai_10 9884.397 -258103.703 1044.357
 - as above, with a hole in the ground
T_Mw_TerrRockAI_Rock_10 12765.006 -256634.219 912.250
 - missing vertex shading
ex_hlaalu_b_18 13944.954 -261200.531 489.121
 - black vertex shading
T_Mw_TerrRockAI_CliffTile_28
 - caspering
ex_h_trapdoor_01 x2
 - not bleeding enough, looks weird
com_sack_01 - bleeding into wall and not bleeding into ground
com_sack_01_chpfood5 - no bleeding enough
com_sack_01_ingred - as above, but left alone as it is on two chests
com_sack_03 - bled into crate it was resting on
com_sack_03_chpfood5 - as above
crate_01 x2 - bleeding into building and floating
ex_hlaalu_wall_01 - caspering, above crate was trying to hide it
ex_de_shack_plank_02 - main group of these needed one more
ex_de_shack_plank_02 - door above is caspering on bottom
hlaalu_loaddoor_ 02 - said door is also caspering on the right, had to scale up a smidge
ex_hlaalu_bridge_01 - is bleeding through Ex_De_Shack_Plank_03 and caspering
Ex_De_Shack_Plank_03 - raised slightly to cover up ground on one side
Ex_De_Shack_Plank_03 - not resting on ground
ex_hlaalu_b_06 - missing doors
ex_hlaalu_b_15 - hole next to this, fixed a bunch of caspering around this cave entrance
ex_hlaalu_b_23 - deleted the hlaalu floor and moved the hlaalu walls forward
ex_hlaalu_steps_04 - gap between this and ground foundation
ex_hlaalu_win_01 - floating
flora_bc_grass_01 x16
 - bleeding into another grass
flora_bc_grass_01 x8
 - bleeding into a rock
flora_bc_grass_01 x1
 - bleeding into wall
flora_bc_grass_01
 - floating
flora_grass_01 x3
 - bleeding into another grass
flora_grass_01 x1
 - bleeding into a rock
flora_corkbulb
 - as above
flora_grass_02 x1
 - bleeding into another grass
flora_grass_04
 - as above
flora_grass_04
 - bleeding into a rock
flora_willow_flower_01
 - bleeding into another grass
flora_willow_flower_02
 - as above
flora_willow_flower_02
 - bleeding into a rock
Terrain_rocks_AI_01
 - caspering
furn_de_ex_bench_01 x3
 - floating
furn_de_ex_bench_01 x3
 - bleeding
furn_de_ex_stool_02
 - as above
ex_hlaalu_bal_02 - had a bleeding wall, moved another wall to cover it up
furn_de_overhang_05 - poles caspering
T_Com_Var_CrateBroken_02 - bleeding into post
furn_de_overhang_07 - caspering
furn_de_shack_basket_01 - bleeding through ground
in_hlaalu_door - doesn't cover up doorjam completely
In_Hlaalu_Door_01 - bleeds with architeture when open
in_hlaalu_door - caspering on bottom, moved landscape up a bit
in_hlaalu_doorjamb - caspering
T_Mw_FloraAT_TreeG_01 - bleeding into a rock
Added stairs to the water here so players could get to the surface.
Added another upside down velothi floor to a cave entrance

Top center
T_Com_Furn_Bath_01
 - texture seam
ex_de_railing_03 16907.791 -261127.984 247.232
 - as above
Terrain_rocks_AI_03 17961.762 -261495.563 126.176
 - as above
Terrain_rocks_AI_02 17925.053 -256409.516 449.193
 - as above
Terrain_rocks_AI_03 22778.604 -254450.031 654.739
 - as above
T_Mw_TerrRockAI_CliffTile_31 - caspering
flora_bc_grass_01 x1
 - bleeding into another grass
flora_bc_grass_01 x1
 - bleeding into a rock
flora_grass_04
 - as above

Top Right
Terrain_rocks_AI_04 27162.451 -260225.859 1419.060
 - Texture Seam
Terrain_rocks_AI_02 29124.135 -256048.313 1237.911
 - as above
terrain_rock_ai_11 31450.854 -258126.641 820.366
 - as above
terrain_rock_ai_09 30222.781 -259974.750 869.739
 - spiky terrain
Terrain_rocks_AI_04 29803.094 -260198.000 785.802 - texture seam

Upper central
terrain_rock_ai_03 - floating

The rest of it:
texture seams and jagged landscape fixed throughout
(sorry, got tired of docuemnting everything, I just wanted to do it)
I walked around the claim ingame after checking the landscape of the cells, and it looked good. I'm sure there is still minor stuff to find in Hlan Oek, but nothing major

After I got tired of the reference window, I just took care of the landscape itself, and then made sure verte shading was present where needed, and after doing that I looked through it ingame and in the CS for more errors

BEFORE MERGING: the rocks

MinerMan60101's picture

BEFORE MERGING: the rocks need to be merged into Tamriel Data, and I plan on making the IDs more specific (i.e. adding sml med lrg) before doing that, as well as making it use those IDs.

I'm not so sure about Chicken

Cicero's picture

I'm not so sure about Chicken's or Seagulls in Morrowind. The Chickadee's are a nice addition though. 

You won't win
With your standards so high
And your spirits so low