Hello, this is my attempt of a showcase Hlaalu style, small house. There is no exterior or teleport door, just interior named ''Fran_Showcase'' Any suggestion is very much appreciated.
Name: Fran_Showcase, should be TR_Fran_Showcase (int claims are marked TR, PC or Sky depending on project, get in the habbit early) Clean: No, this file should only contain your showcase cell and its pathgrid, https://www.tamriel-rebuilt.org/content/utility-tesame < use this to clean the file, make a back-up first since you can delete all your work if you arent careful. Lighting: Base settings are okay, but sunlight should as a rule be only around 10 as it is directional so will look weird in most ints. The light sources themselves though need a fairly hefty re-ordering, a dark elf interior this should use dark elf (DE) lamps, lanterns and candles, likewise blue light is only for mages, alchemists, priests, ect (vanilla is somewhat loose on that but we try to keep it more constrained for better visual design). The scones I'd just replace with lamps hanging down from the wall (use ropes for that to minimise greenlight), but feel free to play around with alternatives. Northmarker: Present, good Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still. Pathgrid: Present, needs work. Path between dining room and hallway is clipping into door frame should be a straightforward path through the doorway so NPC's dont get trapped on the door anyway, also should have a node in that little nook with the tapestry infront. You should have a path along the bed (might need to downscale it a nudge). Need an extra node at the top of the stairwell, as the tode there is clipping through the floor (ocaisonally causes NPC's to act weirdly so always better to be safe than sorry) Illegal to Sleep Here: Yes, correct Gridsnap: Good
Bleeders: furn_de_rug_01: bleeding through wall. I get the idea here, but your better off downscaling a large wide rug and have it touch the edges rather than having the recgonisble small mat bleeding through the wall. misc_com_bottle_10: bleeding through winerack x3 barrel_01: bleeding into wall
Floaters: furn_planter_02: resting on the tassles rather than the main rug misc_flask_04: should be bled to hide point misc_skull00: should be resting on the back of the skull
Other: com_cupboard_wood: I know some vanilla ints use these, but mixing com/de furniture isnt great, same goes for the furn_com_tapestry_02. The T_Com_Rope_01, misc_lw_cup 's and misc_com_bottle_07 are scaled down too much, misc objects should only ever be scaled a tiny amount (0.9-1.1) since the player can pick them up and drop them which will go to the default and then look strange. That goes double for the T_Com_PotionBottle_01 and T_Com_PotionBottle_03, never scale identical misc objects too eachother or its really obvious when the player picks one up). Just for reference, scaling statics is far less restrict due to them staying at whatever shape you leave them, just gotta be careful with miscs. The bottle and coin under the bed would be impossible for a player to see so are better off deleted (one or two refs in a small int wont make a difference, but long term if your making a large int having a lot of wasted refs can add up) The door + doorway above the stairwell should be removed, door can block player/npcs and the doorway's edge can be seen from below
Long list, but this is pretty good for someone who was sure they'd not meet standards, get these fixed up and you should be good for promotion.
re-reviewed Name: TR_Fran_Showcase Clean: Yes Lighting: You've got two instances of greenlight but both can be fixed by nudging them forward a little on the X-axis (literally just hold x while you've got the rope and lamp selected) will send pics via discord. Sidenote, redlight is also used for specific uses IE, cultists, assassins ect, but the given the presence of the skull I wont demand it be removed here, more a general note. Northmarker: Present, good Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still. Pathgrid: Good Illegal to Sleep Here: Yes, correct Gridsnap: Good
Bleeders:
Floaters: furn_planter_02: resting on the tassles rather than the main rug
Other:
Just need too fix these last few issues, then i'll reccomend you for promotion.
Name: TR_Fran_Showcase Clean: Yes Lighting: Good Northmarker: Present, good Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still. Pathgrid: Good Illegal to Sleep Here: Yes, correct Gridsnap: Good
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2018-08-13 09:52
3 hours 34 min ago
Reviewed
Name: Fran_Showcase, should be TR_Fran_Showcase (int claims are marked TR, PC or Sky depending on project, get in the habbit early)
Clean: No, this file should only contain your showcase cell and its pathgrid, https://www.tamriel-rebuilt.org/content/utility-tesame < use this to clean the file, make a back-up first since you can delete all your work if you arent careful.
Lighting: Base settings are okay, but sunlight should as a rule be only around 10 as it is directional so will look weird in most ints.
The light sources themselves though need a fairly hefty re-ordering, a dark elf interior this should use dark elf (DE) lamps, lanterns and candles, likewise blue light is only for mages, alchemists, priests, ect (vanilla is somewhat loose on that but we try to keep it more constrained for better visual design). The scones I'd just replace with lamps hanging down from the wall (use ropes for that to minimise greenlight), but feel free to play around with alternatives.
Northmarker: Present, good
Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still.
Pathgrid: Present, needs work. Path between dining room and hallway is clipping into door frame should be a straightforward path through the doorway so NPC's dont get trapped on the door anyway, also should have a node in that little nook with the tapestry infront. You should have a path along the bed (might need to downscale it a nudge). Need an extra node at the top of the stairwell, as the tode there is clipping through the floor (ocaisonally causes NPC's to act weirdly so always better to be safe than sorry)
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
furn_de_rug_01: bleeding through wall. I get the idea here, but your better off downscaling a large wide rug and have it touch the edges rather than having the recgonisble small mat bleeding through the wall.
misc_com_bottle_10: bleeding through winerack x3
barrel_01: bleeding into wall
Floaters:
furn_planter_02: resting on the tassles rather than the main rug
misc_flask_04: should be bled to hide point
misc_skull00: should be resting on the back of the skull
Other:
com_cupboard_wood: I know some vanilla ints use these, but mixing com/de furniture isnt great, same goes for the furn_com_tapestry_02.
The T_Com_Rope_01, misc_lw_cup 's and misc_com_bottle_07 are scaled down too much, misc objects should only ever be scaled a tiny amount (0.9-1.1) since the player can pick them up and drop them which will go to the default and then look strange. That goes double for the T_Com_PotionBottle_01 and T_Com_PotionBottle_03, never scale identical misc objects too eachother or its really obvious when the player picks one up). Just for reference, scaling statics is far less restrict due to them staying at whatever shape you leave them, just gotta be careful with miscs.
The bottle and coin under the bed would be impossible for a player to see so are better off deleted (one or two refs in a small int wont make a difference, but long term if your making a large int having a lot of wasted refs can add up)
The door + doorway above the stairwell should be removed, door can block player/npcs and the doorway's edge can be seen from below
Long list, but this is pretty good for someone who was sure they'd not meet standards, get these fixed up and you should be good for promotion.
"Forum sigantures suck" - a great man
2020-10-18 21:03
1 week 4 days ago
Updated. Hopefully fixed everything mentioned.
2018-08-13 09:52
3 hours 34 min ago
re-reviewed
Name: TR_Fran_Showcase
Clean: Yes
Lighting: You've got two instances of greenlight but both can be fixed by nudging them forward a little on the X-axis (literally just hold x while you've got the rope and lamp selected) will send pics via discord. Sidenote, redlight is also used for specific uses IE, cultists, assassins ect, but the given the presence of the skull I wont demand it be removed here, more a general note.
Northmarker: Present, good
Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still.
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
Floaters:
furn_planter_02: resting on the tassles rather than the main rug
Other:
Just need too fix these last few issues, then i'll reccomend you for promotion.
"Forum sigantures suck" - a great man
2020-10-18 21:03
1 week 4 days ago
Fixed weird lights and planter
2020-10-18 21:03
1 week 4 days ago
Latests version. Hopefully everything is fixed
2018-08-13 09:52
3 hours 34 min ago
reviewed
Name: TR_Fran_Showcase
Clean: Yes
Lighting: Good
Northmarker: Present, good
Fits exterior: None selected, but also not sure this would fit any paticular shell. Not strictly an issue for a showcase, but still.
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
Floaters:
Other:
All issues fixed, reccomending for promotion.
"Forum sigantures suck" - a great man
2017-10-08 01:57
15 hours 48 min ago
Promoted. Congrats!
2020-10-18 21:03
1 week 4 days ago
Thank you! I am very honored.