Skyfire the Bibliomancers showcase
Moderator: Lead Developers
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Skyfire the Bibliomancers showcase
This is a small indoor garden that I made
- Attachments
-
- Clean Skyfire's Indoor Gardens.esp
- (4.55 KiB) Downloaded 103 times
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Cell name
I didn't put a link to an exterior cell as not to conflict with anything. The ceel name is Indoor Gardens.
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Fisherman's Shack
This is the fisherman's shack
- Attachments
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- Small Shack.esp
- (2.43 KiB) Downloaded 92 times
Thanks for trying the test interior.
Every interior goes through a review process at TR, to make sure they remain consistant and somewhat similar to the style Bethesda used in their game. Take this as an opportunity to develope and improve your interior making with the help of people's feedback. Its sort of like a mini-review.
Here a few things you can work on for this interior.
1. Add a North marker to orient the mini-map to the exterior world. This is a little tough because you don't have access to the exterior maps, but keep it in mind.
2. Change interior cell lighting to reflect something similar to standard shack values. Check out the shacks in Seyda Neen as a reference.
3. Try to separate colliding meshes. There are only a few, otherwise the placement is very good.
-Bread on the plate is 'bleeding' into the plate.
-A corner on the bed is 'bleeding' into the wall of the shack
4. Add interior doors, otherwise people wont be able to get out.
5. The interior still looks very empty. Try adding much more clutter to fill the place up. The fisherman my be poor, but he's still got everything he owns in this one little shack. Again, check out the shacks in Seyda Neen as an example of how to clutter a shack. You can even hang things from the ceiling.
Every interior goes through a review process at TR, to make sure they remain consistant and somewhat similar to the style Bethesda used in their game. Take this as an opportunity to develope and improve your interior making with the help of people's feedback. Its sort of like a mini-review.
Here a few things you can work on for this interior.
1. Add a North marker to orient the mini-map to the exterior world. This is a little tough because you don't have access to the exterior maps, but keep it in mind.
2. Change interior cell lighting to reflect something similar to standard shack values. Check out the shacks in Seyda Neen as a reference.
3. Try to separate colliding meshes. There are only a few, otherwise the placement is very good.
-Bread on the plate is 'bleeding' into the plate.
-A corner on the bed is 'bleeding' into the wall of the shack
4. Add interior doors, otherwise people wont be able to get out.
5. The interior still looks very empty. Try adding much more clutter to fill the place up. The fisherman my be poor, but he's still got everything he owns in this one little shack. Again, check out the shacks in Seyda Neen as an example of how to clutter a shack. You can even hang things from the ceiling.
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Revised Shack
How's this? Oh and by the way, thanks for the feedback.
- Attachments
-
- Small Shack.esp
- (4.4 KiB) Downloaded 99 times
Nice Interior over all, but theres still a few things wrong.
Ill try not to use too many terms, and if I do I'll explain them.
1. The lighting settings are set to default. Open up World->interior cell and find a shack in seyda neen. Copy down those lightings and set those as yours.
2. Gridsnap is not set. Gridsnap automatically sets everything into place. Its not that big of a deal for a shack, but for a normal house its huge. Its probably fine how it is for a hack though.
3.Judging by how the doors and shack is dunmer (_DE) everything else thats common(_com) should be removed and/or replaced with its _de counterpart. The bucket, broom, plate, cup, cupboard, cuttingboard, candle, and chest are all common.
4.What trade is this guy? Fisherman? Carpenter? Blacksmith? Clothier? There are items that would be used as all of these.
5. The dice look silly that large.
6. The chest should be name m#(normally it would be m and a number, for waht map its on.)_Skyfire(Or whatever you decide to call yourself on these)_chest. The chest at the end could be replaced by anything.
Now we go into Floater and Bleeders. Floaters are when an item is floatign, and bleeders are when an item goes into another item. After looking around there are a LOT of floaters. Just go around and check and fix all of these.
Lastly theres TESAME. Judging by how clean your shack is I'd say you already know how to use it. However, you should also have removed the com_chest_01. Leaving com_chest_01b is ok because you made it.
Really quite a nice interior, lots of errors, but its better than I did when I first joined.
Ill try not to use too many terms, and if I do I'll explain them.
1. The lighting settings are set to default. Open up World->interior cell and find a shack in seyda neen. Copy down those lightings and set those as yours.
2. Gridsnap is not set. Gridsnap automatically sets everything into place. Its not that big of a deal for a shack, but for a normal house its huge. Its probably fine how it is for a hack though.
3.Judging by how the doors and shack is dunmer (_DE) everything else thats common(_com) should be removed and/or replaced with its _de counterpart. The bucket, broom, plate, cup, cupboard, cuttingboard, candle, and chest are all common.
4.What trade is this guy? Fisherman? Carpenter? Blacksmith? Clothier? There are items that would be used as all of these.
5. The dice look silly that large.
6. The chest should be name m#(normally it would be m and a number, for waht map its on.)_Skyfire(Or whatever you decide to call yourself on these)_chest. The chest at the end could be replaced by anything.
Now we go into Floater and Bleeders. Floaters are when an item is floatign, and bleeders are when an item goes into another item. After looking around there are a LOT of floaters. Just go around and check and fix all of these.
Lastly theres TESAME. Judging by how clean your shack is I'd say you already know how to use it. However, you should also have removed the com_chest_01. Leaving com_chest_01b is ok because you made it.
Really quite a nice interior, lots of errors, but its better than I did when I first joined.
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Revised Shack
How's this? Thanks for your feedback.
- Attachments
-
- Small Shack.esp
- (3.64 KiB) Downloaded 89 times
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
common items
I think you have the wrong file, the only common items I left were the fork and knife.
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Edited Shack
I fixed the lighting and used Tesame. The two objects I left were ones that I made.
- Attachments
-
- Small Shack.esp
- (3.64 KiB) Downloaded 87 times
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Shack
Sorry I haven't responded for a couple of days, my computer has beeen down. Here it is.
- Attachments
-
- Small Shack.esp
- (3.55 KiB) Downloaded 109 times
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
Shack
Thanks, glad you like it.
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA
- Skyfire the Bibliomancer
- Developer
- Posts: 20
- Joined: Sun Jan 15, 2006 4:01 pm
- Location: USA