Wasabi's Showcase "Maker of Mehrune's Elite"
Moderator: Lead Developers
It seems rather... symmetrical... or something (I can't think of the word). It's the way the altars are in those rooms which contain 4 altars on each side. Maybe make one of the rooms a "prayer" room with stools and a lectern or something. And maybe an ashpit, or even shrines. Just try mixing it up a bit.
AHHHH it kills me that I can't think of the words to explain it...
AHHHH it kills me that I can't think of the words to explain it...
Perhaps you mean bland? Hmm... There will be ashpits, the tomb is divided into several sectors... There is a Honorary knight chamber, extended family chambers, founding member chambers, etc. I designed this with real tombs in mind... I am open to suggestions, and I will take your post into consideration, the finished product will likely be quite different than previously projected...
When the dust cleared, all you could see was Wasabi walking off into the sunset.
- Thrignar Fraxix
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I noticed the large pit on the right side of your screen shot, but I don't see a way out of it. If there is no way out then I would recommend adding one, as pits with nothing on the bottom and no way to escape REALLY annoy me (too cheap to buy a levitate spell)
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Morrowind Reviews: 1640
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
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Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Andres Indoril
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Looks intresting. I might even try it ingame when you finish it.
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
I used a few OOT resources, but some of the items *Ebony Closed Helm* had no icons while other TR resources did... I admit, the loot inside the tomb may be a bit too uber, but the descriptions says *Wealthy Dunmer Family* so It cannot be too bad... Well try it out, I know there is plenty of room for improvement, and as always I am open to suggestions... I will do all I can in order to reach Tr modder status COC into the "Ancient Othrendu Cave"
- Attachments
-
- Othrendu Ancestral Tomb.esp
- This is the beta Showcase Tomb
- (293.93 KiB) Downloaded 125 times
I'll start with the cave:
Bland. Try adding more rocks and stuff to the roof and sides of the cave.
There needs to be some sound in the cave. Wind, to be more precise.
There are some problems with Gridsnap that need to be addressed.
Into the tomb:
Wow, this is huge.
Ok, looked through most of the north wing and I must say that I am rather impressed.
I noticed a rose that bled into its' container.
You have an alter that bleeds into the ceiling of the stairway under it.
I hate Greater Bonewalkers.
I admire your attention to detail.
In the lowest-most room:
The belt on top of the chest is floating too high. I understand that they bleed into everything, but it needs to be sunk a bit.
Templar Armor is extremely rare, but I suppose that they are okay here.
I love how you used the steel sabers.
Upstairs in the first grand hall:
I like the gold in the cup idea.
Okay, in the bridge-pit room:
Get rid of the extra stuff around the bridge. "in_v_l_int_partition_01","a_in_Othrendu_Wall02"
Instead, use your "a_in_Othrendu Column"s to fill in the gap. You may have to shrink them a lot, but I know that you can get it done that way. Or, you can block it off with collision walls. Up to you.
Next room:
Great use of the rocks.
The gold ore bleeds through the plate.
Don't use those displays, the alters will do fine.
Overall, you did a very good job on this. This obviously took you a while to do. TR could use more modders like you, as you have a very keen eye for detail. You used OoT items better than anyone else that I've reviewed.
Fix those minute errors in your tomb, and just get rid of the cave, and you should be on the project.
I'm glad that you stuck with it.
Bland. Try adding more rocks and stuff to the roof and sides of the cave.
There needs to be some sound in the cave. Wind, to be more precise.
There are some problems with Gridsnap that need to be addressed.
Into the tomb:
Wow, this is huge.
Ok, looked through most of the north wing and I must say that I am rather impressed.
I noticed a rose that bled into its' container.
You have an alter that bleeds into the ceiling of the stairway under it.
I hate Greater Bonewalkers.
I admire your attention to detail.
In the lowest-most room:
The belt on top of the chest is floating too high. I understand that they bleed into everything, but it needs to be sunk a bit.
Templar Armor is extremely rare, but I suppose that they are okay here.
I love how you used the steel sabers.
Upstairs in the first grand hall:
I like the gold in the cup idea.
Okay, in the bridge-pit room:
Get rid of the extra stuff around the bridge. "in_v_l_int_partition_01","a_in_Othrendu_Wall02"
Instead, use your "a_in_Othrendu Column"s to fill in the gap. You may have to shrink them a lot, but I know that you can get it done that way. Or, you can block it off with collision walls. Up to you.
Next room:
Great use of the rocks.
The gold ore bleeds through the plate.
Don't use those displays, the alters will do fine.
Overall, you did a very good job on this. This obviously took you a while to do. TR could use more modders like you, as you have a very keen eye for detail. You used OoT items better than anyone else that I've reviewed.
Fix those minute errors in your tomb, and just get rid of the cave, and you should be on the project.
I'm glad that you stuck with it.
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- Andres Indoril
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Templar armor is Imperial Legion only. Umm... You do mean Imperial Templar Armor, right?
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Thank you for your feedback, I will do my best to update the tomb and address the issues you mentioned. I agree the cave was a bit bland, I put it together in 5 min to link it to the outside. When you say get rid of it Nanu, do you want me to destroy the cave cell? Just trying to make it clear I will get to work on the tomb as soon as I can When you mention do not use those displays, which ones do you speak of? The tapestries behind the pulpits? The Frescos in the acolyte room (Dome Room)? Or some other place? Hmm
I forgot to mention that some of the loot is not obvious, the Othrendus had clever ways to store their offerings for their lost family members. For instance, did you notice in the bottom chamber where the Dead Robe Wearing Othrendu was? He had bowls of kwama eggs... A person so important to be put in the bottom chamber must surely have better things than kwama eggs right? He did, underneath the eggs were rubies, a creative ploy to distract tomb looters from the true treasures. Throughout the tomb I have placed things to reward true tomb raiders, who do not simply cast off simple things such as a bowl of kwama eggs. Those who explore every nook and cranny will discover far more riches than the ones who take offerings in plain view.
On a different note, I would like to mention I do not use gridsnap. I manually place each piece, and manually alter the coordinates. I feel designing in this way allows me to think as I build, it allows me to think more creatively as well
I forgot to mention that some of the loot is not obvious, the Othrendus had clever ways to store their offerings for their lost family members. For instance, did you notice in the bottom chamber where the Dead Robe Wearing Othrendu was? He had bowls of kwama eggs... A person so important to be put in the bottom chamber must surely have better things than kwama eggs right? He did, underneath the eggs were rubies, a creative ploy to distract tomb looters from the true treasures. Throughout the tomb I have placed things to reward true tomb raiders, who do not simply cast off simple things such as a bowl of kwama eggs. Those who explore every nook and cranny will discover far more riches than the ones who take offerings in plain view.
On a different note, I would like to mention I do not use gridsnap. I manually place each piece, and manually alter the coordinates. I feel designing in this way allows me to think as I build, it allows me to think more creatively as well
I was referring to the museum displays. Use the alters instead.
Destroy the cell, yes.
Destroy the cell, yes.
Well, more power to you.On a different note, I would like to mention I do not use gridsnap. I manually place each piece, and manually alter the coordinates. I feel designing in this way allows me to think as I build, it allows me to think more creatively as well
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Well I tweaked it, fixed some bugs, took some suggestions into consideration... Here is my showcase... (Was not sure where collision walls were so I left the partitions...) 2 frescos had to stay, one was blocking a door hole. I Stayed with the museum displays, hope this will not abe a problem... Fixed that bleeding of the altar...
- Attachments
-
- Othrendu Ancestral Tomb.esp
- My Showcase
- (298.23 KiB) Downloaded 128 times
This is great Wasabi! I asked Morden to promote you. It's his decision - but I'm sure you'll be on the team as soon as he gets around to it.
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Hey Wasabi. You've definately shown that you can mod in the CS, and that you're willing to refine your work, but before I welcome you into the fold, I just wanted to make sure you realise that we operate under some pretty heavy lore standards, and many of the interiors we're working on already have a brief description of what they need to be.
eg: "i4-118-Hla Alchemist + home of owner, claim#50"
"i4-91-Hla Unclaimed South-West Stonefalls,fairly rich house, claim#33"
" i4-112-Hla Unclaimed Tavern-dodgy hangout for criminals, claim#43"
Additionally, for the sake of organisation we're no longer including new models or retextured items. The items already in OoT are what we have to work with.
If you're clear on these points just let me know by replying.
eg: "i4-118-Hla Alchemist + home of owner, claim#50"
"i4-91-Hla Unclaimed South-West Stonefalls,fairly rich house, claim#33"
" i4-112-Hla Unclaimed Tavern-dodgy hangout for criminals, claim#43"
Additionally, for the sake of organisation we're no longer including new models or retextured items. The items already in OoT are what we have to work with.
If you're clear on these points just let me know by replying.
They should not be used in tombs (especially as a skeleton's bed) because they don't fit Velothi architecture, but Indoril architecture, and they have a soft cloth cover which would rot and decay in a tomb with a corpse above. Sorry, but if that tomb is used somewhere in the project, they will be replaced by altars during review.Wasabi wrote:I Stayed with the museum displays, hope this will not abe a problem...
I was not aware you could use showcase projects in Tamriel Rebuilt, if changes are necessary I will gladly "Alter" my mod ... Ok that was a lame joke but I just woke up
Thank you Nanu for your support and reviews, and thank you Morden for considering me for joining. I fully understand that the interiors must comply with the description, as to avoid a huge interior with a small building or vice versa... I am curious though on how far I may stretch the description. For instance, a bandit tavern where bad guys hang out, might have a secret basement where they hold their loot. I hope things like that are ok If not that is fine as well.
When you say we are no longer using new models, do you mean you are no longer accepting them from modelers? Or do you mean you do not want custom resized static and such IE "a_in_Othrendu_Wall_Section"? Either is fine, but the latter may restrict many creative things I am looking forward to helping with Tamriel Rebuilt, and I will put as much work into each claim as I can.
Thank you Nanu for your support and reviews, and thank you Morden for considering me for joining. I fully understand that the interiors must comply with the description, as to avoid a huge interior with a small building or vice versa... I am curious though on how far I may stretch the description. For instance, a bandit tavern where bad guys hang out, might have a secret basement where they hold their loot. I hope things like that are ok If not that is fine as well.
When you say we are no longer using new models, do you mean you are no longer accepting them from modelers? Or do you mean you do not want custom resized static and such IE "a_in_Othrendu_Wall_Section"? Either is fine, but the latter may restrict many creative things I am looking forward to helping with Tamriel Rebuilt, and I will put as much work into each claim as I can.
You can re-size objects and rename them with new id's; we just have out own scheme for doing this.
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You are welcome.
You are welcome.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
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- lb003g0676
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Yes and no. Yes, because that's what most everybody does. No, because the convention tells to just use the claim name. E.g., if your claim is i7-404, then you'll call your cell i7-404. Not TR_i7-404.matts05 wrote:Wait a tick... so do we put "TR_" as a prefix to the interior cell name? Because that's what I've been doing...
The reason is that TR is already used for the beta of the exterior cells. When checking interior/exterior correspondance, both the map and the interior esp are loaded; and it's troublesome to navigate through the ten thousands TR_prefixed exterior cells to find the interior one.
- lb003g0676
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Wasabi wrote:Thank you morden for making me a modder, and thanks lb0 for the congrads I am looking forward to working on a claim
lol, just BTW, you should call me pound.... easier to rember and write.
"Only perfection is acceptable. I expect something beyond the acceptable." - Sload
"Orix bows down to £'s leet spelling skills" - Oriks
"Orix bows down to £'s leet spelling skills" - Oriks
Gez wrote:Yes and no. Yes, because that's what most everybody does. No, because the convention tells to just use the claim name. E.g., if your claim is i7-404, then you'll call your cell i7-404. Not TR_i7-404.
The reason is that TR is already used for the beta of the exterior cells. When checking interior/exterior correspondance, both the map and the interior esp are loaded; and it's troublesome to navigate through the ten thousands TR_prefixed exterior cells to find the interior one.
I guess I'll just have to remember that the next time a claim something, and I'll go ahead and change the name of my current claim. Thanks for the info.
And to Wasabi, welcome to the family
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