There was talk on Discord after showing my waterfront pieces that corner pieces for regular canals would be nice. Since that was an easy task I thought I should do that right away, otherwise it will be forgotten. There is een normal and inverted corner. Can also do smaller corners if that is needed.
If you ask yourself why they aren't the same size, that is sloppyness and me beign too lazy to change it. They snap correctly anyway.
Waterfront meshes to decobble the Narsis dock area. Add verticality and something unique. The waterlevel tunnel can be used for shady TG quests and merchant storehouses. The upper promenade can be used but the common folk for market, trade or strolling.
This is in response to Phenoix12's request for some SetMw pieces so he could put together an Imperial border post for the SH exterior claim. I threw together a few pieces for the wrong building, then threw together a few more for the correct one. The included 7Z includes the 11 pieces done so far and an ESP that uses them in the cell T_Test_TR. I've included a couple of CS screenshots that show the original Helnim 45-degree building next to the one I constructed and a one showing Phenoix12's original border post next to the variant I made. A few notes about the set:
a version of the dark elf shipwreck featuring a hole in the hull, meant to accomodate a "dark hole" door for an alternate entrance to the lower deckand matching interior shell similar to the shipwreck in oblivion;
A large Redoran home based on concept art. Model kitbashed by me. Paint texture edited from Ashstaar's Velothi Wall Art. Front wall texture by Leyawynn.
The current Arvud tower-covers each use roughly twenty objects for something that should be fairly straightforward to turn into a single asset that could then be used in other Hlaalu regions.
An update for the 10k verts building 05. It now has a fully connect shell only. Completely remodeled it so no more kitbashed looks. The scale is the same, but the geometry slightly different as you can see. So this we need some work to be added to places like Roa Dyr. But it is going to make a difference with all those invisible faces gone.
Also added vertexpaint and material setting like MH vanilla set.
Watchtower with vertical tail (can be fully sunk into the ground where tail isn't desirable, or used to integrate with walls nicely where there's a height differential) now has int!
Conjoined hut, still needs an int, but that's planned to be open plan with optional divider pieces now has int with three varieties of divider piece- closed and variants with a door on either side of the hearth
Probably going to make a few more of these as time allows, suggestions welcome
Update for tr_ex_ind_building01.nif. The model used a lot of duplicated rotated houses with a lot of unseen faces. Now it is a connected shell only with no weird clipping or bad connections. Added vanilla like vertex colours (which it was lacking), material setting an got rid of weird lightning issues. Changed the geometry quite a bit to get some symmetry. Added soms stuff and optimised the UV mapping. Made a new collision with 1 trishape, because the building is pretty circular. Chopping it in pieces doesn't improve the collision detection very much.