I have made an interior showcase (TR_intShowcase_Moyglass). Its made to fit ex_hlaalu_b_07. This is my first time modding so any helpful tips or tricks would be welcome!
Name: TR_intShowcase_moyglass Clean: Yes Lighting: Too dull, you want to have sunlight close to zero but not actually 0 due to oddities with the lighting engine (10 on all settings is best) "sunlight" is sorta directional so looks weird when its too bight (in rooms where you want weird like daedric ruins or a sorcerers home then it can be useful), you'll then want to make "ambient" something warmer in the orange/red/brown range, with this the room feels lit but you can also tell where the dark spots which need a lamp or candle are and there are a few such spots. * Northmarker: Present, good Fits exterior: Yes, based off ex_hlaalu_b_07 Pathgrid: Present, nodes are floating too high. You want the nodes as close to the ground as you can with the paths still visible, otherwise you can get odd behavior + you wont know if theres are odd catches on the ground. Illegal to Sleep Here: Yes, correct Gridsnap: Good
Bleeders:
Floaters: Flora_plant_01: should bleed a little into the dirt (rule applies to all pot plants) sack_tomb_ingred: needs to be bled a little into the barrel (simulates cloth sagging) sack_small_(scale)00: Same as above
Other: chest_small_01_gold_10: facing around the wrong way. misc_de_drum_01: bleed into the door when its opened. (generally a good idea to load up the cell in-game and test out doors or simply make sure theres nothing around them) de_r_drawers_01_mcloth: should be T_MwDe_FurnP_Dw2Empty for set consteincy. *With hanging lanterns you want to have the ropes attached to the wood, not the stuco
Gotta say this is solid, not much really needing to be fixed before I could recommend this for promotion. It'd be nice to see some items from TD being used in the cluttering though, you'll be expected to do so for claims so getting comfortable early is good. Also if you haven't already, please join the discord: https://discord.gg/EAGwCM7 as its where we discuss development and giving feedback is far easier.
Alright I fixed the floaters, pathgrid and other issues. I was playing around with the lighting for a while might still be to dark or bright so let me know. Added another lantern and one or two lamps. I had to move a basket upstairs as light from the lantern in the kitchen was illuminating it. I kept the storage area dark mainly to test ambient light settings
I'll play around with tr assets in the construction set in the meantime and have a look at interiors in game
Name: TR_intShowcase_moyglass Clean: Yes Lighting: Okay, no sign of greenlight either. Northmarker: Present, good Fits exterior: Yes, based off ex_hlaalu_b_07 Pathgrid: Good Illegal to Sleep Here: Yes, correct Gridsnap: Good
Bleeders:
Floaters:
Other:
Not as much stuff from TD as I'd like but wont hand the review on it.
Recommending for promotion.
"Forum sigantures suck" - a great man
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2018-08-13 09:52
2 hours 57 min ago
reviewed
Name: TR_intShowcase_moyglass
Clean: Yes
Lighting: Too dull, you want to have sunlight close to zero but not actually 0 due to oddities with the lighting engine (10 on all settings is best) "sunlight" is sorta directional so looks weird when its too bight (in rooms where you want weird like daedric ruins or a sorcerers home then it can be useful), you'll then want to make "ambient" something warmer in the orange/red/brown range, with this the room feels lit but you can also tell where the dark spots which need a lamp or candle are and there are a few such spots. *
Northmarker: Present, good
Fits exterior: Yes, based off ex_hlaalu_b_07
Pathgrid: Present, nodes are floating too high. You want the nodes as close to the ground as you can with the paths still visible, otherwise you can get odd behavior + you wont know if theres are odd catches on the ground.
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
Floaters:
Flora_plant_01: should bleed a little into the dirt (rule applies to all pot plants)
sack_tomb_ingred: needs to be bled a little into the barrel (simulates cloth sagging)
sack_small_(scale)00: Same as above
Other:
chest_small_01_gold_10: facing around the wrong way.
misc_de_drum_01: bleed into the door when its opened. (generally a good idea to load up the cell in-game and test out doors or simply make sure theres nothing around them)
de_r_drawers_01_mcloth: should be T_MwDe_FurnP_Dw2Empty for set consteincy.
*With hanging lanterns you want to have the ropes attached to the wood, not the stuco
Gotta say this is solid, not much really needing to be fixed before I could recommend this for promotion. It'd be nice to see some items from TD being used in the cluttering though, you'll be expected to do so for claims so getting comfortable early is good.
Also if you haven't already, please join the discord: https://discord.gg/EAGwCM7 as its where we discuss development and giving feedback is far easier.
"Forum sigantures suck" - a great man
2020-05-23 10:09
1 year 3 months ago
Updated Showcase
Alright I fixed the floaters, pathgrid and other issues. I was playing around with the lighting for a while might still be to dark or bright so let me know. Added another lantern and one or two lamps. I had to move a basket upstairs as light from the lantern in the kitchen was illuminating it. I kept the storage area dark mainly to test ambient light settings
I'll play around with tr assets in the construction set in the meantime and have a look at interiors in game
2018-08-13 09:52
2 hours 57 min ago
Reviewed
Name: TR_intShowcase_moyglass
Clean: Yes
Lighting: Okay, no sign of greenlight either.
Northmarker: Present, good
Fits exterior: Yes, based off ex_hlaalu_b_07
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
Floaters:
Other:
Not as much stuff from TD as I'd like but wont hand the review on it.
Recommending for promotion.
"Forum sigantures suck" - a great man