Clean: No, loads of dirtied cells and landscape. Textures were cleaned out which removes them from your land, don't bother cleaning an LTEX entry unless you are 100% sure it is not used in your file
Fix: Almost none of the terrain is smoothed, take a look at everything with wireframe on (W) and then go over all the rough stuff with Landscape Edit radius 3+ with Soften Vertices ticked. A lot of the menhirs underwater are floating and lack vertex shading There are also a lot of exposed texture seams. These happen when more than 3 land textures touch, and need to be covered up with statics, or have one of the textures changed to clear it. The town and wilderness are well detailed, but have many floating objects, zoom in real close and rest them properly. Pieces of the daedric ruin are missing vertex shading Some light emitters and rocks are beneath the terrain. Check for this the same way you look at terrain in wireframe. Muckspunge should be growing near water Kelp patches should have more kelp Some banners aren't connecting nicely to the roots used, check the IDs of the roots and hangers used in Sadrith Mora Terrain poking through tomb door Daedric ruin entrance not connecting to anything. Daedric sand rubble looks awkward
Good: Good size & shape Nice town layout Good ref count Road is sunk well
General: Some menhirs are floating and caspering (when a mesh shows the backfaces from improper placement), lower these to be sunk into terrain. Generally you want to intersect rocks and terrain instead of just dropping them with F.
13,26 could use more terrain smoothing on the sandbank
14,26 2 darkstone texture seams south of the kelp kelp pit and base of the rocky hill could use more terrain smoothing 1 of the kollops is floating, the other is overbled into the terrain light emitter could be raised to make the sand less blue
15,26 Both pits and base of hill could use more terrain smoothing Same comment about the light as the last cell
13,24 More terrain smoothing
14,25 West cliff base and terrain underneath shipwreck need a lot more smoothing Ship trapdoors can have their rotations copied from the shipwreck for perfect placement Sunken chest not resting flat Rotate some of the floating things Need more vertex shading under some of the tels flora_emp_parasol_01 floating furn_de_cushion_round_04 floating light_com_lantern_01 (on barrel) floating crate_01_food (with basket on top) floating, as well some of the contents of the basket all banners need a better connection, basically floating all inland flora_muckpods should be removed furn_guarcart00 one wheel floating crate_01_de_fclothes (by 2nd largest tower) floating Need more terrain smoothing on the hill north of the main Tel, by the eastern big root, and by the daedric ruin entrance terrain_rock_ac_03 floating furn_de_ex_table_02 giga floating furn_de_ex_stool_01 floating furn_anvil00 floating Texture seam south of the southmost housepod on the east side South few tiles of road and surroundings need more smoothing, but be careful to not smooth away the shape
15,25 Daedric entrance bled awkwardly into the ruin piece T_Dae_DngRuin_X_Wall256_08 floating flora_t_mushroom_01 growing out of daedric pillar is bleeding through Terrain needs more smoothing in the center west Kreshweed overbled and leaves bleeding into terrain in this same spot terrain needs smoothing near northern daedric wall 2 texture seams by northeast shore where darkstone 01 meets scrub, darkstone 2, and darkstone grass Need terrain smoothing near those seams darkgravel beach needs major smoothing Camp needs smoothing and all bedrolls need placement fixed crate and sack floating texture seam on road
14,24 Base of hill needs terrain smoothing menhirs need vertex shading
15,24 T_Mw_FloraAC_Sapling_03 growing out of rock muckspunge and pods need to be moved to water 2 texture seams on road central road needs more smoothing and could be sunk more crate_01_food_misc01 floating T_Com_SetHarbor_Fishnet_02 floating lonely muckspunge needs more added need underwater terrain smoothing Raise underwater light emitter
14,25 https://i.imgur.com/5rPPJU2.png smooth crate_01_food (with basket on top) floating all banners still need to be placed better. Look at Sadrith Mora. all inland flora_muckpods should be removed (still one in the north and under a tel)
15,25 Daedric entrance bled awkwardly into the ruin piece https://i.imgur.com/Hvt7nRv.png T_Dae_DngRuin_X_Wall256_08 floating a little bit (north of entrance) Terrain needs more smoothing in the center west https://i.imgur.com/QgINvJD.jpeghttps://i.imgur.com/j5b9NOX.jpeg 2 texture seams by northeast shore. It becomes easier to look for texture seams when you hide objects with shift-c darkgravel beach needs minor smoothing bedrolls still floating, use the de vanilla bedrolls for a bigger pad for placement crate and sack no longer floating, but still need to be placed better
15,24 1 texture seam on road 2 texture seams underwater on the west border T_Com_SetHarbor_Fishnet_02 legs caspering and bleeding into crate need underwater terrain smoothing https://i.imgur.com/qobP4WR.jpeg
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2021-09-25 07:00
3 days 6 hours ago
oh shit i forgot to clean it hold on
2021-09-25 07:00
3 days 6 hours ago
ok it should be clean and if it still isnt im very very sorry
2018-06-02 23:21
1 day 4 hours ago
Clean: No, loads of dirtied cells and landscape.
Textures were cleaned out which removes them from your land, don't bother cleaning an LTEX entry unless you are 100% sure it is not used in your file
Fix:
Almost none of the terrain is smoothed, take a look at everything with wireframe on (W) and then go over all the rough stuff with Landscape Edit radius 3+ with Soften Vertices ticked.
A lot of the menhirs underwater are floating and lack vertex shading
There are also a lot of exposed texture seams. These happen when more than 3 land textures touch, and need to be covered up with statics, or have one of the textures changed to clear it.
The town and wilderness are well detailed, but have many floating objects, zoom in real close and rest them properly.
Pieces of the daedric ruin are missing vertex shading
Some light emitters and rocks are beneath the terrain. Check for this the same way you look at terrain in wireframe.
Muckspunge should be growing near water
Kelp patches should have more kelp
Some banners aren't connecting nicely to the roots used, check the IDs of the roots and hangers used in Sadrith Mora
Terrain poking through tomb door
Daedric ruin entrance not connecting to anything.
Daedric sand rubble looks awkward
Good:
Good size & shape
Nice town layout
Good ref count
Road is sunk well
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
2021-09-25 07:00
3 days 6 hours ago
version 2, actually clean now lol
2021-09-25 07:00
3 days 6 hours ago
fixed another thing ignore the last one
2018-06-02 23:21
1 day 4 hours ago
Clean: Yes
General:
Some menhirs are floating and caspering (when a mesh shows the backfaces from improper placement), lower these to be sunk into terrain. Generally you want to intersect rocks and terrain instead of just dropping them with F.
13,26
could use more terrain smoothing on the sandbank
14,26
2 darkstone texture seams south of the kelp
kelp pit and base of the rocky hill could use more terrain smoothing
1 of the kollops is floating, the other is overbled into the terrain
light emitter could be raised to make the sand less blue
15,26
Both pits and base of hill could use more terrain smoothing
Same comment about the light as the last cell
13,24
More terrain smoothing
14,25
West cliff base and terrain underneath shipwreck need a lot more smoothing
Ship trapdoors can have their rotations copied from the shipwreck for perfect placement
Sunken chest not resting flat
Rotate some of the floating things
Need more vertex shading under some of the tels
flora_emp_parasol_01 floating
furn_de_cushion_round_04 floating
light_com_lantern_01 (on barrel) floating
crate_01_food (with basket on top) floating, as well some of the contents of the basket
all banners need a better connection, basically floating
all inland flora_muckpods should be removed
furn_guarcart00 one wheel floating
crate_01_de_fclothes (by 2nd largest tower) floating
Need more terrain smoothing on the hill north of the main Tel, by the eastern big root, and by the daedric ruin entrance
terrain_rock_ac_03 floating
furn_de_ex_table_02 giga floating
furn_de_ex_stool_01 floating
furn_anvil00 floating
Texture seam south of the southmost housepod on the east side
South few tiles of road and surroundings need more smoothing, but be careful to not smooth away the shape
15,25
Daedric entrance bled awkwardly into the ruin piece
T_Dae_DngRuin_X_Wall256_08 floating
flora_t_mushroom_01 growing out of daedric pillar is bleeding through
Terrain needs more smoothing in the center west
Kreshweed overbled and leaves bleeding into terrain in this same spot
terrain needs smoothing near northern daedric wall
2 texture seams by northeast shore where darkstone 01 meets scrub, darkstone 2, and darkstone grass
Need terrain smoothing near those seams
darkgravel beach needs major smoothing
Camp needs smoothing and all bedrolls need placement fixed
crate and sack floating
texture seam on road
14,24
Base of hill needs terrain smoothing
menhirs need vertex shading
15,24
T_Mw_FloraAC_Sapling_03 growing out of rock
muckspunge and pods need to be moved to water
2 texture seams on road
central road needs more smoothing and could be sunk more
crate_01_food_misc01 floating
T_Com_SetHarbor_Fishnet_02 floating
lonely muckspunge needs more added
need underwater terrain smoothing
Raise underwater light emitter
15,23
flora_saltrice_02 feeding cliffracers
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
2021-09-25 07:00
3 days 6 hours ago
version 2
2018-06-02 23:21
1 day 4 hours ago
Clean: No but you already showed cleaning in your last post so whatever
General:
Lots of menhirs still need vertex shading
14,26
Hills still needs smoothing https://i.imgur.com/eomprPQ.jpeg
15,26
smooth https://i.imgur.com/lLMwOZc.jpeg
13,24
More terrain smoothing https://i.imgur.com/Kb4p266.png
14,25
https://i.imgur.com/5rPPJU2.png smooth
crate_01_food (with basket on top) floating
all banners still need to be placed better. Look at Sadrith Mora.
all inland flora_muckpods should be removed (still one in the north and under a tel)
15,25
Daedric entrance bled awkwardly into the ruin piece https://i.imgur.com/Hvt7nRv.png
T_Dae_DngRuin_X_Wall256_08 floating a little bit (north of entrance)
Terrain needs more smoothing in the center west https://i.imgur.com/QgINvJD.jpeg https://i.imgur.com/j5b9NOX.jpeg
2 texture seams by northeast shore. It becomes easier to look for texture seams when you hide objects with shift-c
darkgravel beach needs minor smoothing
bedrolls still floating, use the de vanilla bedrolls for a bigger pad for placement
crate and sack no longer floating, but still need to be placed better
14,24
more terrain smoothing https://i.imgur.com/N9ShffZ.jpeg
15,24
1 texture seam on road
2 texture seams underwater on the west border
T_Com_SetHarbor_Fishnet_02 legs caspering and bleeding into crate
need underwater terrain smoothing https://i.imgur.com/qobP4WR.jpeg
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
2021-09-25 07:00
3 days 6 hours ago
should be clean? idk why it wasnt last time
2018-06-02 23:21
1 day 4 hours ago
That's a pass. Nice work.
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files