Map 1 Detailing Team
Moderators: Haplo, Lead Developers
Map 1 Detailing Team
Okay, let's get right to this little number.
Map 1 is going to need a team of modders to do detailing in some key locations. We will work this in a claim system (what, TR using a claim system, NO!).
I will make a list of all the cells that need detailing work done, and I will group them together and form claims out of them. Modders can get claims on a first-come-first-serve basis.
When I say detailing, I mean DETAILING. We are going for pure aesthetics here. We will not be adding or removing any buildings (and therefore not creating any new interiors), nor will we be changing the landscape in any significant way. All we will be doing is filling up cells that need to be filled.
If you are interested, post here, and I will get to work on finding out which cells need to be detailed right....
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.
..
...now.
EDIT: DIRECTIONS FOR MAKING YOUR CLAIM MERGE-FRIENDLY
First, all cells that are within your claim need to be named. What I suggest is to name them TR_(CellNumber). This will cause the cells to show up in TESAME, and make cleaning possible.
Second, vertex shading needs to be edited. This is to ensure that all landscape data gets saved. The best way to do this would be to decrease your brush size to 1, and select a neutral gray color. Hit just one spot that would normally be covered by an object, such as a house or rock or plant. You shouldn't be able to see it, but the editor will recognize that the landscape was changed, and will save the information.
Third, all objects in your detailing cells need to be moved. This may seem crazy at first, but let me explain myself. Any objects that are not changed in any way will not be saved in the esp. Therefore, what all detailers need to do is move every object in their claims, the hit Undo to put them all back. While this won't change anything on the surface, the editor will still recognize all objects in the cell as being changed, and they will be saved.
The best way to do this is on a cell-by-cell basis. Go to the object window in your current cell, click on the first object, then hold down shift and click the last object. This should highlight every object in your cell. Move the objects a little, then hit Undo. Repeat this proscess for all other cells.
Now, I know I said this already, but I also need for everyone to clean the shit out of their claims with TESAME. If you don't, I can still do it myself, but it would save me a lot of time if you did it.
Map 1 is going to need a team of modders to do detailing in some key locations. We will work this in a claim system (what, TR using a claim system, NO!).
I will make a list of all the cells that need detailing work done, and I will group them together and form claims out of them. Modders can get claims on a first-come-first-serve basis.
When I say detailing, I mean DETAILING. We are going for pure aesthetics here. We will not be adding or removing any buildings (and therefore not creating any new interiors), nor will we be changing the landscape in any significant way. All we will be doing is filling up cells that need to be filled.
If you are interested, post here, and I will get to work on finding out which cells need to be detailed right....
....
.
.
..
...now.
EDIT: DIRECTIONS FOR MAKING YOUR CLAIM MERGE-FRIENDLY
First, all cells that are within your claim need to be named. What I suggest is to name them TR_(CellNumber). This will cause the cells to show up in TESAME, and make cleaning possible.
Second, vertex shading needs to be edited. This is to ensure that all landscape data gets saved. The best way to do this would be to decrease your brush size to 1, and select a neutral gray color. Hit just one spot that would normally be covered by an object, such as a house or rock or plant. You shouldn't be able to see it, but the editor will recognize that the landscape was changed, and will save the information.
Third, all objects in your detailing cells need to be moved. This may seem crazy at first, but let me explain myself. Any objects that are not changed in any way will not be saved in the esp. Therefore, what all detailers need to do is move every object in their claims, the hit Undo to put them all back. While this won't change anything on the surface, the editor will still recognize all objects in the cell as being changed, and they will be saved.
The best way to do this is on a cell-by-cell basis. Go to the object window in your current cell, click on the first object, then hold down shift and click the last object. This should highlight every object in your cell. Move the objects a little, then hit Undo. Repeat this proscess for all other cells.
Now, I know I said this already, but I also need for everyone to clean the shit out of their claims with TESAME. If you don't, I can still do it myself, but it would save me a lot of time if you did it.
Last edited by Dexter on Fri Sep 09, 2005 9:37 pm, edited 1 time in total.
I will make sure that there are size ranges in the claims, so that everyone who is interested will have an opportunity. Unfortunatly, I cannot break it all up into small claims. Some areas, like the road from Firewatch to Bal Oyra, need to be done by one or two people, for the sake of consistency.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
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Okay, so far, I have the following claims:
Claim 1-2 needs to be detailed, and I suggest that one person handle this. Check the [url=http://tamriel-rebuilt.org/g/maps/created/mw_map1.jpg]Map 1 Claim Map[/url] to see where this is located. This claim has some seriously lacking cells, some of which have 60, 40, even 25 references in them. Jazz it up and go wild. Some things that you may want to fix are the seafloors. Make sure that the sea plants are not showing too much stem, and be sure that all kollops are sitting flat, not floating strangely. Also, the beaches are very lonely. Be creative, and see how much detail you can put on there while still keeping it feeling like a soft beach. This is probably the biggest detailing claim I will hand out, at 21 cells.
Claim 1-9 needs detailing as well. This claim will be split up into small chunks, ranging from 8-12 cells in size. If someone feels ambitious, they are certainly welcome to take more than that. The towns of Gah Sadrith and Port Telvannis are exempt, and do not need detailing. The area around them though, including the island in the harbor of Port Telvannis, need work though.
Claim 1-36 needs some work, but keep it to flora and small rocks. I think that this island is very nicely put together, it just needs a bunch of small detials to bring it to perfection.
Claim 1-15, which includes the city of Gah Ouadarhun, needs to be re-shaded. Let me stress that, this claim is JUST for vertex shading. If you look at the claim in the editor, you will see why.
Claim 1-6 needs some standard detailing, both inside the city of Firewatch, but especially outside.
When you are detailing any claim, you want to focus on points of interest. Roads are especially important. Remember, most of our mod will not be visible on the worldmap, and so the player will have to rely on directions given to him by NPCs to get around. This means that the player will be sticking to roads more than on Vvardenfell.
Okay, just raise your hand for what claim you are interested in, and how many cells of that claim you want to tackle at once. I will keep progress here for the time being.
Claim 1-2 needs to be detailed, and I suggest that one person handle this. Check the [url=http://tamriel-rebuilt.org/g/maps/created/mw_map1.jpg]Map 1 Claim Map[/url] to see where this is located. This claim has some seriously lacking cells, some of which have 60, 40, even 25 references in them. Jazz it up and go wild. Some things that you may want to fix are the seafloors. Make sure that the sea plants are not showing too much stem, and be sure that all kollops are sitting flat, not floating strangely. Also, the beaches are very lonely. Be creative, and see how much detail you can put on there while still keeping it feeling like a soft beach. This is probably the biggest detailing claim I will hand out, at 21 cells.
Claim 1-9 needs detailing as well. This claim will be split up into small chunks, ranging from 8-12 cells in size. If someone feels ambitious, they are certainly welcome to take more than that. The towns of Gah Sadrith and Port Telvannis are exempt, and do not need detailing. The area around them though, including the island in the harbor of Port Telvannis, need work though.
Claim 1-36 needs some work, but keep it to flora and small rocks. I think that this island is very nicely put together, it just needs a bunch of small detials to bring it to perfection.
Claim 1-15, which includes the city of Gah Ouadarhun, needs to be re-shaded. Let me stress that, this claim is JUST for vertex shading. If you look at the claim in the editor, you will see why.
Claim 1-6 needs some standard detailing, both inside the city of Firewatch, but especially outside.
When you are detailing any claim, you want to focus on points of interest. Roads are especially important. Remember, most of our mod will not be visible on the worldmap, and so the player will have to rely on directions given to him by NPCs to get around. This means that the player will be sticking to roads more than on Vvardenfell.
Okay, just raise your hand for what claim you are interested in, and how many cells of that claim you want to tackle at once. I will keep progress here for the time being.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
I get the same problem. Stalker thinks he found a way to fix it, I forget the instructions he gave me.Arthmodeus wrote:I'll try my hand at this. I am very good with exteriors except for that stupid land height data thing.
And if no-one else wants to do that vertex shading in 1-15, I guess I'll volunteer.
welp
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Sure thing. Keep in mind though, you can request portions of the claims that I have laid out here. If you want, you can ask for X amount of cells from claim-X, and I'll give it to you. If you want to do it like this, let me know.
Okay, here is how detailing works. Open the latest Map 1 file, but do not set it as the active file. Do your detailing, and when you are finished, make sure you clean it in TESAME, then submit it.
Okay, here is how detailing works. Open the latest Map 1 file, but do not set it as the active file. Do your detailing, and when you are finished, make sure you clean it in TESAME, then submit it.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
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- Joined: Sun Feb 22, 2004 1:16 pm
- Location: Ann Arbor
Alright, I have attached a claim map to this post. All areas outlined in blue are waiting to be claimed, all areas in red are claimed.
To answer Nairb's question, go to the Memeber Downloads section and download the latest version of Map 1, which is v76. Open it in the CS as a non-active file, and do the detail work on your designated cells. When you are finished, use TESAME to clean the file of everything except what you added.
You may use OoT, but you want to concentrate on flora and terrain statics right now.
To answer Nairb's question, go to the Memeber Downloads section and download the latest version of Map 1, which is v76. Open it in the CS as a non-active file, and do the detail work on your designated cells. When you are finished, use TESAME to clean the file of everything except what you added.
You may use OoT, but you want to concentrate on flora and terrain statics right now.
- Attachments
-
- Detailing Map 1.jpg
- (723.37 KiB) Downloaded 162 times
Last edited by Dexter on Tue Nov 01, 2005 8:27 pm, edited 12 times in total.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
just to make things perfectly clear [i overlooked it myself ]:
all claims in this sweep are to be done in a new .esp. in this .esp there you will only add to current map1, not altering existin stuff, thus NO landscape/texture changes...
all claims in this sweep are to be done in a new .esp. in this .esp there you will only add to current map1, not altering existin stuff, thus NO landscape/texture changes...
by posting useless junk on these forums you WON'T become a modder, only a spammer...
Of course I was going to take over Firewatch detailing myself. I hate land raising but detailing is phun.Vernon wrote:Is the Firewatch detailer going to add the shipyard meshes I made?
But again I insist on you people waiting for fixed OoT v2 which should be too long. Sload's return +30 mins.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
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Alright, sorry Stalker, got over-ambitious.
For the time being, everyone wait to start detailing until the new Map 1 is out. When it is released, I suggest everyone download the latest OoT and use the meshes there where you can.
In the meantime, use the current version, v76, to take a look at your assigned cells to see what you are up against.
Stalker, Nairb wanted Firewatch for detailing, but if you really want, I can revoke that. Or, you can let him detail the city and his radius around it, and you can go in later and add the shipyard. It's up to you.
Nairb, you may be better off detailing an area outside of Firewatch if you are trying to get back in the swing of the CS. Towns need to be detailed differently than wilderness, and I think it might be better for you to get the hang of it if you detailed the plains north of Firewatch. But give me feedback, we'll work something out.
For the time being, everyone wait to start detailing until the new Map 1 is out. When it is released, I suggest everyone download the latest OoT and use the meshes there where you can.
In the meantime, use the current version, v76, to take a look at your assigned cells to see what you are up against.
Stalker, Nairb wanted Firewatch for detailing, but if you really want, I can revoke that. Or, you can let him detail the city and his radius around it, and you can go in later and add the shipyard. It's up to you.
Nairb, you may be better off detailing an area outside of Firewatch if you are trying to get back in the swing of the CS. Towns need to be detailed differently than wilderness, and I think it might be better for you to get the hang of it if you detailed the plains north of Firewatch. But give me feedback, we'll work something out.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
I might take a snap at 1-15, or part of the Telvanni Isle, once I'm home again.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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ah, vertex shading, that's even easier than detailing. I'll definitely snag that one if it's still available by monday.
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Okay, new claim map is uploaded. Nairb, I gave Firewatch to Stalker, because there are some huge OoT issues there that he needs to address. You are free to take anywhere else you want though.
You all are encouraged to use OoT as much as you can. Don't be rediculous about it, but the more the better. Map 1 was made before OoT really existed, and we need to go back and change that.
You all are encouraged to use OoT as much as you can. Don't be rediculous about it, but the more the better. Map 1 was made before OoT really existed, and we need to go back and change that.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
I've cleaned 1-15 of existing textures and have started on the water-areas of the claim.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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I'm encountering some problems. I can't load Map 1 dependant ESP in the editor without it crashing. And otherwise it is impossible to work on an exterior (without remerging the whole Firewatch which will mean relinkin all interiors). If somebody have any suggestions...
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
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Veg: Quite the contrary. If you remove Map 1 dependency from your ESP it will leave only the changes made to the specific cell (in my case - cliffs in Firewatch cell). And I've tried merging the interiors that way. Works perfect.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
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First progress report. Added cliffs to FW. Fixed land in close proximity to FW hill keep. If I'm said to I can fix the rest of the land to fit the added cliffs which end abruptly BTW because I don't want to venture too far away from FW.
[url=http://img120.imageshack.us/my.php?image=fwcliff1xs.jpg][img]http://img120.imageshack.us/img120/2599/fwcliff1xs.th.jpg[/img][/url]
Ihate to use 2x scale small cliffs (which I'm not entirerly happy with) because:
1) There's no big WG ones
2) Big ones are to big and imposible to work with
[url=http://img120.imageshack.us/my.php?image=fwcliff1xs.jpg][img]http://img120.imageshack.us/img120/2599/fwcliff1xs.th.jpg[/img][/url]
Ihate to use 2x scale small cliffs (which I'm not entirerly happy with) because:
1) There's no big WG ones
2) Big ones are to big and imposible to work with
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
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