Sabian's Showcase
Moderator: Lead Developers
Sabian's Showcase
Alright, heres my showcase. check it out please!
Tel Denim is a Rogue Telvanni "town" on the eastern slopes of Red Mountain, ruled by Archmagister Veck.
Mod includes bunch of NPC's 1 new quest, 1 new faction, and more.
Also, I'd like to become a questmaker, interior cell designer and reviewer. screw it, I'll just contribute to everything. is that ok?
thanks!
-Sabian-
Tel Denim is a Rogue Telvanni "town" on the eastern slopes of Red Mountain, ruled by Archmagister Veck.
Mod includes bunch of NPC's 1 new quest, 1 new faction, and more.
Also, I'd like to become a questmaker, interior cell designer and reviewer. screw it, I'll just contribute to everything. is that ok?
thanks!
-Sabian-
- Attachments
-
- TD1.7z
- (191.5 KiB) Downloaded 79 times
Last edited by Sabian on Sat Dec 22, 2007 12:12 am, edited 2 times in total.
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
I had a quick run around your mod. I was looking forward to exploring the Cave of Knowledge, but it seems to be inaccessible. The ceiling is too low and it stops the player from walking up the staircase. Also, are you using betterbodies or another NPC mod? A few NPCs appeared to me as missing model markers.
Thanks for the welcome. Yes, i noticed that about the Cave of Knowledge after i uploaded it. I'll get it fixed ASAP. I prefer BB. but i dont think i uploaded it to the mod file. When i used tesAME none of the BB files showed up so i dont know whats wrong with it. I suggest trying it with BB. As a forewarning, the cave contains Morrowind spoilers. (Basically, i was bored so i copy/pasted each book into the container. Along with another chest with dupilcates, in case the first ones are lost.) Also, for some reason that i havent solved yet, there is a quest update for something that has nothing to do with the mod that just appeared out of no where. You'll see it when i upload the file.
File uploaded! Also, im including another file, that i made in about an hour. check out this interior.
File uploaded! Also, im including another file, that i made in about an hour. check out this interior.
- Attachments
-
- TD1.ESP
- (428.76 KiB) Downloaded 105 times
-
- showcase.ESP
- (15.95 KiB) Downloaded 112 times
Sorry mang, but I'm not really in the part of the team that does interiors. My tag says I'm the Head of OoT. That means I take care of models and textures (OoT - Objects of tamriel), I use CS only for putting together the master file and testing our modelling department's work. Sorry, I can't review this
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible
How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible
How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
-
- Reviewer
- Posts: 1816
- Joined: Thu Mar 01, 2007 9:55 pm
- Location: Brugge (bruges), Flanders, Belgium
quote from Haplo (but edited a little bit): What you have to do is load both plugin files (your file and another)in thze CS, but make sure to not set either of them as the active file. Then you select 'merge loaded files' and rename the new merged file. Now you can the smallest file and your old file and work from the new merged file now.
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Hi Sabian, I reviewed your showcase. These are the thing that I saw;
First of all, the plugin is dirty. Read this thread and then apply it to your plugin: http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=19649
You don't use gridsnap. Press the raster button in your construction set to make that working. There are plenty of tutorials to help you with that, so try to find those. Because you need to learn to use gridsnap, I advice you to make another type of interior because a redoran hut uses really little of it. Try for example an ancestral tomb, a velothi house, or a hlaalu one.
-the house is a bit empty now. You can place more barrels, crates,clutter etc. in ti to make it look more realistic.
-because you didn't use gidsnap the hearth floats
-the logs bleed into the hearth
-the wall screens bleed into the wall and the floor. (To lower them to the floor you should press f and they should fall to the floor)
-the mortar is bleeding too much into the bar
-the bars are bleeding into each other and the floor, also use gridsnap to fix this,
-the breads float, one of them bleeds and they can be rotated to look more natural
-everything on the bar is bleeding into it except the shears, one of the bolt of clothes, the calcinator and the alembic
-the chair bleeds into the floor
-one of the ends of the broom is floating and the other end bleeding
-the bucket is placed perfectly
-you use com bars(that means they are imperial) while you should use de bars(dunmer bars)(look at the activatrs, furn_de_bar if I remember correctly
-You didn't place any lights in the interior except the fire
-the lightining is still default, read this to solve it: http://vernon.tamriel-rebuilt.org/tutorials/Vegor_Interiors_Tutorial.htm#Changing%20lighting%20settings
Well this is enough for now. I don't want to discourage you since you seem very motivated. I would advice you to read a few more tutorials on interior making (you can look in the showcase section or here: http://tamriel-rebuilt.org/?p=modding_data/tutorials )
Then you can start with a clean plate and I'm sure you can come up with a better interior. Just try to make it perfect and try to avoid as many errors as possible. I wish you lots of succes doing that, I hope I helped you.
-
First of all, the plugin is dirty. Read this thread and then apply it to your plugin: http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=19649
You don't use gridsnap. Press the raster button in your construction set to make that working. There are plenty of tutorials to help you with that, so try to find those. Because you need to learn to use gridsnap, I advice you to make another type of interior because a redoran hut uses really little of it. Try for example an ancestral tomb, a velothi house, or a hlaalu one.
-the house is a bit empty now. You can place more barrels, crates,clutter etc. in ti to make it look more realistic.
-because you didn't use gidsnap the hearth floats
-the logs bleed into the hearth
-the wall screens bleed into the wall and the floor. (To lower them to the floor you should press f and they should fall to the floor)
-the mortar is bleeding too much into the bar
-the bars are bleeding into each other and the floor, also use gridsnap to fix this,
-the breads float, one of them bleeds and they can be rotated to look more natural
-everything on the bar is bleeding into it except the shears, one of the bolt of clothes, the calcinator and the alembic
-the chair bleeds into the floor
-one of the ends of the broom is floating and the other end bleeding
-the bucket is placed perfectly
-you use com bars(that means they are imperial) while you should use de bars(dunmer bars)(look at the activatrs, furn_de_bar if I remember correctly
-You didn't place any lights in the interior except the fire
-the lightining is still default, read this to solve it: http://vernon.tamriel-rebuilt.org/tutorials/Vegor_Interiors_Tutorial.htm#Changing%20lighting%20settings
Well this is enough for now. I don't want to discourage you since you seem very motivated. I would advice you to read a few more tutorials on interior making (you can look in the showcase section or here: http://tamriel-rebuilt.org/?p=modding_data/tutorials )
Then you can start with a clean plate and I'm sure you can come up with a better interior. Just try to make it perfect and try to avoid as many errors as possible. I wish you lots of succes doing that, I hope I helped you.
-
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Take a look at it from the constuction set. Then you can see that a lot of the objects are bleeding. In the case of the wall screens and the logs it is very obvious. The raster button is at the top row of the construction set, just below the menus.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
oh, i see it. Thanks people. The logs were supposed to be removed from the mod. something i overlooked obviously, I'll go back and change it, along with the other things mentioned. I've already set everything to ground-height. Thats a useful tool to use.
Anyways, I'll post an updated version here as soon as its done.
Merry Christmas!
Sabian
EDIT: Guys, please remember that my actual showcase is Tel Denim, not the house. The house was just to show you what can be accomplished by me without much effort. Which means that if i actually apply myself, i could do something for this project.
Anyways, I'll post an updated version here as soon as its done.
Merry Christmas!
Sabian
EDIT: Guys, please remember that my actual showcase is Tel Denim, not the house. The house was just to show you what can be accomplished by me without much effort. Which means that if i actually apply myself, i could do something for this project.
Sabian's Showcase (Numero Dos)
Right, long time ago I made a showcase here, and eventually just let it drop. But now, I'm interested again. Also, I'm an administrator over at the Cyrodiil project, and I'm in need of contacting someone about connecting our maps on the Map 4 border. Anyways, this is one of my mods that was released at PES. Its not huge, so you can easily check it out. Just warp straight into this cell.
"Deepsnow Manor"
thanks!
Sabian
"Deepsnow Manor"
thanks!
Sabian
- Attachments
-
- Deepsnow Manor.ESP
- (140.1 KiB) Downloaded 87 times
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
members are allowed one showcase, so I merged your threads.
Reviewing Administrator
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
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
Re: Sabian's Showcase (Numero Dos)
Well, you got the Bethesda Convention of Naming Homes (Adjectivenoun Noun) perfectly down pat.Sabian wrote:"Deepsnow Manor"
Frostcrag Spire
Dunbarrow Cove
Deepscorn Hollow
Battlehorn Castle
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
since I merged the posts I feel obligated to review this:
NPCs:
I see no new dialog, but I am only lookign in the CS so I might have missed something
Is there a reason the guards are named, and have an unusual mix of armor?
Is it just me or are the guard's weapons a bit uber?
No pathgrids in any of the checked cells
Exterior:
All new exterior statics lack vertex shading
Awful inconvenient making the city only enter-able from the docks don't you think?
Using a scripted Colony bag is a bad idea
Sticking multiple ex_colony buildings together might look good, but the set is non-modular so it isn't a good idea.
I can see around the furs you use for doors if I look carefully. Why not just use doors?
Craftsman-a-ma-jig:
Style mixing! I see some _de items! (this is bad, except for the loom which I guess is unavoidable)
sc_armorernotice bleeds
light_com_candle_08 bleeds
BM ice dagger rests on a point and should not be used IMO
light_com_candle_08 bleeds (the other one =P)
You know what? almost everything on these shelves save for one chest and some pieces of armor bleeds.
Shelves seem a bit bare. Seems like it would be in the shop-keeper's best interest to take some of the stuff out of the chests and put in on the shelves.
misc_com_basket_01 bleeds a small amount in some places
The walls in the bedroom area are empty, you should add a tapestry or something
I guess what you did with the bed is ok, but it does seem rather wierd that this guy has the only floor level wooden bed in the game...
light_com_candle_08 bleeds in the bedroom as well
everything on the winerack either floats or bleeds
more bare walls upstairs
you need to re-do the light settings
Underground tavern:
Style mixing most obvious
Candles all bleed into the imperial tower that sticks out like a sore thumb
far too many of the same fur thing
why is there one rich table?
Should there really be girls on ALL the tables?
(ex-janitor instincts kick in) they really shouldn't be on those tables, even if they won't collapse it weakens the tables. Perhaps I should bring them some chairs... *comes to his senses*
bar is empty, just the way I like it in RL, but it seems a bit odd in game
dunmer rug
empty winerack
rug bleeds into counters and has items floating partially off of it
sacks need to bleed
ladder on the upper floor floats
you need to make sure no one can see into the space between the boards
light_bar1_unique caspers and has unique in the name. Plus white light isn't realistic. Better to use something else.
Also, you need more lights and to redo the light settings
Entrance Hall:
I can see around the furs that are serving as doors
Your strange use of platforms and columns confounds me at the entrance
I spy with my eye some cookie cuttering
The interior looks a bit bare IMO.
-Review ended due to cookie cuttering-
Don't be discouraged by the size of this review. Maybe you should just try to make a small house in a modular tileset if you want to do interiors. Link it to an exterior on an island solely of your making if you want to do exteriors, and add NPCs with dialog if you want to progress down that field as well.
NPCs:
I see no new dialog, but I am only lookign in the CS so I might have missed something
Is there a reason the guards are named, and have an unusual mix of armor?
Is it just me or are the guard's weapons a bit uber?
No pathgrids in any of the checked cells
Exterior:
All new exterior statics lack vertex shading
Awful inconvenient making the city only enter-able from the docks don't you think?
Using a scripted Colony bag is a bad idea
Sticking multiple ex_colony buildings together might look good, but the set is non-modular so it isn't a good idea.
I can see around the furs you use for doors if I look carefully. Why not just use doors?
Craftsman-a-ma-jig:
Style mixing! I see some _de items! (this is bad, except for the loom which I guess is unavoidable)
sc_armorernotice bleeds
light_com_candle_08 bleeds
BM ice dagger rests on a point and should not be used IMO
light_com_candle_08 bleeds (the other one =P)
You know what? almost everything on these shelves save for one chest and some pieces of armor bleeds.
Shelves seem a bit bare. Seems like it would be in the shop-keeper's best interest to take some of the stuff out of the chests and put in on the shelves.
misc_com_basket_01 bleeds a small amount in some places
The walls in the bedroom area are empty, you should add a tapestry or something
I guess what you did with the bed is ok, but it does seem rather wierd that this guy has the only floor level wooden bed in the game...
light_com_candle_08 bleeds in the bedroom as well
everything on the winerack either floats or bleeds
more bare walls upstairs
you need to re-do the light settings
Underground tavern:
Style mixing most obvious
Candles all bleed into the imperial tower that sticks out like a sore thumb
far too many of the same fur thing
why is there one rich table?
Should there really be girls on ALL the tables?
(ex-janitor instincts kick in) they really shouldn't be on those tables, even if they won't collapse it weakens the tables. Perhaps I should bring them some chairs... *comes to his senses*
bar is empty, just the way I like it in RL, but it seems a bit odd in game
dunmer rug
empty winerack
rug bleeds into counters and has items floating partially off of it
sacks need to bleed
ladder on the upper floor floats
you need to make sure no one can see into the space between the boards
light_bar1_unique caspers and has unique in the name. Plus white light isn't realistic. Better to use something else.
Also, you need more lights and to redo the light settings
Entrance Hall:
I can see around the furs that are serving as doors
Your strange use of platforms and columns confounds me at the entrance
I spy with my eye some cookie cuttering
The interior looks a bit bare IMO.
-Review ended due to cookie cuttering-
Don't be discouraged by the size of this review. Maybe you should just try to make a small house in a modular tileset if you want to do interiors. Link it to an exterior on an island solely of your making if you want to do exteriors, and add NPCs with dialog if you want to progress down that field as well.
Reviewing Administrator
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
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
O.o
wow.
uhh, I'm just going to start over from square one. And most of those things that are bleeding, are due to my fall function. Anyone know why the fall function makes things bleed?
lets see here,
the guards are supposed to be wearing mismatched armor. there are plenty of NPC's like that in vanilla morrowind. And they all have names because I hate the generics.
EDIT: er.. Vertex Shading?
I'm so lost. Whats vertex shading?
wow.
uhh, I'm just going to start over from square one. And most of those things that are bleeding, are due to my fall function. Anyone know why the fall function makes things bleed?
lets see here,
the guards are supposed to be wearing mismatched armor. there are plenty of NPC's like that in vanilla morrowind. And they all have names because I hate the generics.
EDIT: er.. Vertex Shading?
I'm so lost. Whats vertex shading?