Dubba_D's Interior Showcase

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Dubba_D's picture
Dubba_D
Interior Developer
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3 months 4 weeks ago

How do you do, folks!

Here's my showcase of a 4x3x3 Hlaalu interior named "TR_Showcase_HlaaluInterior_DD".

Note: The whole interior space isn't fully furnished on account of me realizing that too large an interior would be hell for both me and the reviewer(s) to furnish/inspect, so the first and second floors of the south end of the building are (mostly) unfurnished. The south-end of the building is also fitted into a kitbashed h_b_13 and h_b_15, so if desired, the southern section of the building can be removed.

The interior is divided into a northern living space (a rouge/bard) noted by orange lighting and a southern living space (an alchemist) denoted with blue lighting.

I anticipate several bleeders/floaters that I missed in a second glance, and look forward to eventually joining the project.

Edit: Forgot to mention that the norther section fits into hlaalu_b_17

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.0.2.ESP135.57 KB2022-01-13 03:35
SACarrow's picture
SACarrow
Interior Developer
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1 week 5 days ago

Welcome Dubba_D! If not already there, you're invited to the TR Discord where feedback is relatively quick. I'm not an int guy myself but I'm pretty sure that the showcase has to fit into a standard Hlaalu shell. 

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Dubba_D
Interior Developer
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As per SACarrow's comment (thank you, btw), the house has been reduced to the 2x2x3 hlaalu_b_17 shell. The desk area was moved in front of the front door, and refitted the furnishings to that end.

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.0.3.ESP130.66 KB2022-01-13 05:08
Vern's picture
Vern
Senior DeveloperInterior Reviewer
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12 hours 18 min ago

There are a few issues here that have to be fixed before doing a formal review pass

First, the file is dirty and needs to be cleaned, there should only be the interior and its pathgrid in your .esp, use TESAME to clean it: https://www.tamriel-rebuilt.org/content/utility-tesame

Second, the shell is improperly constructed, you should use Hlaalu Hall pieces which have the column built into them rather than using seperate poll pieces.

Third you should have sunlight down at 10/10/10, that setting is for exts not ints and it is hiding the light sources emitting the greenlight bug.

Finally, for these notes the interior has some noticeable empty spots you should fill, either by putting tapestries on the wall or by adding crates, barrels, urns ect.

When these are resolved someone will do a formal review.

 

"Forum sigantures suck" - a great man

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Dubba_D
Interior Developer
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Alright, so 1)I've removed the dirty edits to the exterior cells, leaving only the interior and its pathgrid (this removed the shell I added to Seyda Neen, so you'll need to access the interior via console), 2) Replaced all hlaalu_room tiles with hlaalu_hall, 3) Changed the sunlight values as recommended and reduced the radii of some light sources, and 4) Added additional furnishings, particularly to the 2nd floor hallway.

I'll check back tomorrow for any feedback

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.0.4.ESP10.98 KB2022-01-13 07:17
Mark's picture
Mark
ModeratorSenior DeveloperInterior ReviewerQuest Developer
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6 days 17 hours ago

will review this tomorrow

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Mark
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Review
 

Name: TR_Showcase_HlaaluInterior_DD
Clean: No, you still have dirty textures in your file, clean those out
Lighting: Ambient, sunlight, and fog values are good. light_de_lantern_05 and light_de_candle_01 should have their radii reduced because they’re causing greenlight. Also, should add a few more lights around the place as it’s rather dim. (more lights with smaller radii is usually better than fewer lights with bigger radii)
Northmarker: Present, good
Fits exterior: yes
Pathgrid: Looks like you autogenerated the pathgrid. This is a bad idea because the auto tool often leads to a botched job that you have to clean up. You should redo the pathgrid using the tutorial we have here: https://www.tamriel-rebuilt.org/content/tutorial-pathgridding-tutorial  
Illegal to Sleep Here: yes, correct
Gridsnap: Good

Bleeders:

Chest_small_02: the left side is bleeding a bit, tilt it a bit more so it looks more even across the surface
Furn_de_tapestry_08: bleeding heavily into the wall
Furn_de_p_bench_03: bleeding into the wall and floating at the same time

Floaters:

Furn_de_rug_01: floating just a bit
Furn_de_p_bench_03: as above
Misc_de_drum_01: as above
Light_de_candle_12: floating very slightly, just press F on it again and it’ll be perfect
Com_sack_02: sacks should be bled a bit so it looks like they’re resting naturally on the ground instead of resting high on a point
Furn_de_p_bookshelf_01: floating
Misc_com_bottle_12 (and the skooma bottle behind it): floating
Misc_de_pot_blue_01: floating just a bit
Light_de_lamp_01: floating
Ex_hlaalu_win_01: the top one should be bled into the wall more

Other:

Furn_de_tapestry_04: this is out too far from the wall
You need to add an in_hlaalu_hall_rail beside the top of the stairway
You should use a normal looking bed instead of a hammock, given this is a commoner’s house and not a bandit camp/slave shack/slum housing
It might be easier to turn the stairs the other way so that there’s room for the bed in a corner without blocking a walkway/hall. Navigability is super important in interiors, as NPCs are part of the clutter-job, and we must consider both the NPC’s AI, the player’s ease of access, and the possibility of a combat experience. So while we like to put a nice amount of clutter, there must still be sufficient space for all the NPCs and player to walk around and not feel claustrophobic.

Decent showcase, but there are a few things to fix before promotion

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Dubba_D
Interior Developer
Joined:
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Thanks for the review, Mark. I have an updated showcase.
-I suppose those textures weren't LTEX, so it was okay to clean them out(?)
-Pathgrid simplified
In changing the stairs, the house felt like it flowed more naturally, like someone could enter from the first floor, go up the stairs and face the second floor door. I really liked that recommendation and think the house improved for it.
One thing to note is that I had to reorient the bookshelf, which screwed up pretty much everything on it. I tried to fix it as best I could, but invariably will find some forgotten things to fix. Would love to get this reviewed so I can finalize things

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.1.1.ESP10.34 KB2022-01-15 08:09
Dubba_D's picture
Dubba_D
Interior Developer
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Small update. Fixed a greenlight in the northeast corner of the first floor from intersecting light radii

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.1.2.ESP10.34 KB2022-01-17 04:29
Dubba_D's picture
Dubba_D
Interior Developer
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Bump

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Dubba_D
Interior Developer
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Bump x2

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Mark
ModeratorSenior DeveloperInterior ReviewerQuest Developer
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Review 2

Name: TR_Showcase_HlaaluInterior_DD
Clean: Yes
Lighting: Good
Northmarker: N/A
Fits exterior: Yes
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Good

Bleeders: 

Floaters:

bk_Confessions: floating
Chest_small_01_empty: floating

Other:

Should remove the skooma vial under the dresser. It’s too hidden to even see for most players, let alone interact with, so it’s just a wasted ref at that point

Fix these final issues and I will promote you
 

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Dubba_D
Interior Developer
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Wheeeew, doggy!
That was a lot fewer issues than I was expecting.
Here ya go!

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Binary Data TR_Showcase_Interior_DubbiasDexian v0.1.3.ESP10.28 KB2022-01-25 18:19
Mark's picture
Mark
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All set! Promoting you to interior developer