Sabian's Showcase

In order to implement content in-game, you must be a Developer. This is the place for you to introduce yourself, and apply to become a TR Developer.

Moderator: Lead Developers

Locked
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Sabian's Showcase

Post by Sabian »

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-
Attachments
TD1.7z
(191.5 KiB) Downloaded 72 times
Last edited by Sabian on Sat Dec 22, 2007 12:12 am, edited 2 times in total.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

It's definetaly ok, if you've got the skills or the will to learn. But please edit your post and provide a description about your showcase piece, because we've no idea what it is that you uploaded. Write where it is, what it is, you get the point.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

Edited, thanks for the positive feedback Scumbago. Also, When you say i have a willing to learn. the only thing i cant do well is exteriors, i'm even an adequite(SP?) scripter. :D
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

Welcome to the forums Sabian :)
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

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.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

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. :D
Attachments
TD1.ESP
(428.76 KiB) Downloaded 80 times
showcase.ESP
(15.95 KiB) Downloaded 96 times
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

oh, can someone tell me if they can DL that last link? i forgot to 7z it...
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

.esp files work fine here :-)
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

I'm leaving today for christmas holidays, so i won't be able to check this until I get back. Hopefully somebody else can give it a run through. ;) Things might seem a bit slow during the holidays because everyone is busy with family.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

Well then, seems like i picked the wrong time to apply. :]

but seriously, i dont mind the wait. ;D

I'll just check back in every couple of days to check if i've been promoted.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

i just told aro about this so I'll double post since its been a day. Aro, please come look at this. D:
User avatar
aro101
Developer Emeritus
Posts: 1775
Joined: Thu Feb 15, 2007 8:17 pm
Location: Wroclaw

Post by aro101 »

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
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

its alright, maybe when Lady N gets back on I'll be able to get some responses. :D

I'll send you a PM, there's some things I'd like to ask you about.
blackbird
Reviewer
Posts: 1816
Joined: Thu Mar 01, 2007 9:55 pm
Location: Brugge (bruges), Flanders, Belgium

Post by blackbird »

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.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

ok, thanks, i get it know... Still waiting for a response from someone about my showcase....
User avatar
theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

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.
-
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

first off, where the hell is the raster button?

Funny, when i play it none of the mentioned errors are found... I've checked all of them, and all of them are ok when i play them...

ah, i remember, i thought i TESame'd both but i guess i forgot. D:
User avatar
theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

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.
User avatar
Bloodthirsty Crustacean
Developer Emeritus
Posts: 3869
Joined: Fri Feb 02, 2007 7:30 pm
Location: Elsewhere

Post by Bloodthirsty Crustacean »

It's the one with the grid.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

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. :D

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
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Sabian's Showcase (Numero Dos)

Post by Sabian »

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
Attachments
Deepsnow Manor.ESP
(140.1 KiB) Downloaded 75 times
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

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
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

sorry. D:

But thanks for fixing my errors.
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Re: Sabian's Showcase (Numero Dos)

Post by Gez »

Sabian wrote:"Deepsnow Manor"
Well, you got the Bethesda Convention of Naming Homes (Adjectivenoun Noun) perfectly down pat. :)

Frostcrag Spire
Dunbarrow Cove
Deepscorn Hollow
Battlehorn Castle
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

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.
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
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

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?
blackbird
Reviewer
Posts: 1816
Joined: Thu Mar 01, 2007 9:55 pm
Location: Brugge (bruges), Flanders, Belgium

Post by blackbird »

Vertex coloring (go the the menu where you can add or change textures and look down to the color panel) is using the grey color around bigger and big objects, so it looks like that there are some shadows. You can also use some other colors, but it will probably look weird.
Sabian
Member
Posts: 21
Joined: Wed Dec 12, 2007 12:02 am
Location: United Nation
Contact:

Post by Sabian »

thanks. I'll put that to use. :D
Locked