RelinQ's Showcase
Moderator: Lead Developers
RelinQ's Showcase
Alright well here we go, Ive take a few screen shots but only uploaded two very basic exterior cells (that are part of my other project) to show some of the exterior work Ive done.
First off here is my own project I started in 2003 and have been working on my own, UNTIL I found this website.
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/MyIsland.jpg[/img]Big Isnt it?
Second: this is self explanitery, Its a shore line I started to smooth out, Its done but it needs texturing. (the white patches are just to indicate (for me) where the new cell is, so dw about that)
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/EastCoastIsland.jpg[/img]
Anyway what I actaully have to show is this plantation from my Island, unfortunatley seperating it deleted all the trees I had, anyway Ive fixed up some so jsut think of this as an Alpha Version
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/ScreenShot65.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/ScreenShot64.jpg[/img]
Feel free to ask or request anything.
First off here is my own project I started in 2003 and have been working on my own, UNTIL I found this website.
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/MyIsland.jpg[/img]Big Isnt it?
Second: this is self explanitery, Its a shore line I started to smooth out, Its done but it needs texturing. (the white patches are just to indicate (for me) where the new cell is, so dw about that)
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/EastCoastIsland.jpg[/img]
Anyway what I actaully have to show is this plantation from my Island, unfortunatley seperating it deleted all the trees I had, anyway Ive fixed up some so jsut think of this as an Alpha Version
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/ScreenShot65.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/ScreenShot64.jpg[/img]
Feel free to ask or request anything.
-
- Developer Emeritus
- Posts: 2029
- Joined: Wed Feb 02, 2005 12:20 am
- Location: Kah-nah-duh
- Contact:
Not a bad start my friend!
However, I have a few helpful suggestions.
1. First off, your land appears to be flat. I noticed this immediately from the world map, as it was shaded in one colour. Notice Vvardenfell? Look at the lights and darks of the island. The darks indicate high ground, and the lights indicate low ground. There's a fair mix of both. In your landmass, I see only low ground with a sharp ascent to high ground. Which brings me to my next point.
2. You need to use the smooth tool under landscape editing. To do this' open up the Landscape Editor, and select the "Soften Vertices" checkbox at the top. Especially for the roads. You can find a really good road-making tutorial [url=http://tamriel-rebuilt.org/?p=modding_data/tutorials§ion=135059]here[/url].
3. Finally, you should vertex paint your exterior. Realistically, trees have shade under them, hills and road edges have shadows cast on them. To vertex shade, go to the Landscape Editor.
Again, great start, hope you stick around!
However, I have a few helpful suggestions.
1. First off, your land appears to be flat. I noticed this immediately from the world map, as it was shaded in one colour. Notice Vvardenfell? Look at the lights and darks of the island. The darks indicate high ground, and the lights indicate low ground. There's a fair mix of both. In your landmass, I see only low ground with a sharp ascent to high ground. Which brings me to my next point.
2. You need to use the smooth tool under landscape editing. To do this' open up the Landscape Editor, and select the "Soften Vertices" checkbox at the top. Especially for the roads. You can find a really good road-making tutorial [url=http://tamriel-rebuilt.org/?p=modding_data/tutorials§ion=135059]here[/url].
3. Finally, you should vertex paint your exterior. Realistically, trees have shade under them, hills and road edges have shadows cast on them. To vertex shade, go to the Landscape Editor.
Again, great start, hope you stick around!
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
-Hippocrates
-
- Developer
- Posts: 80
- Joined: Sat Jan 12, 2008 8:25 pm
- Location: Remote Town in Arkansas
- Contact:
Shade
From what I can see from the picture it looks good. You want to vertex some shade though. Also make sure that the cells have 100 or more objects.
Glad to have you!
Glad to have you!
No, I'm not really a hillbilly
"truly special 10's are to be saved for truly special occasions (like the night you try to get in her pants)" - Lady Nerevar
"truly special 10's are to be saved for truly special occasions (like the night you try to get in her pants)" - Lady Nerevar
I know your trying to help but I do feel actaully sorta offended, um let me explain, first off that map is 3years old, I havent uploaded a newer map yet because my internet has been capped, but that island doest even look the way it does now, It was just to point out how much work im doing by myself...Swiftoak Woodwarrior wrote:Not a bad start my friend!
However, I have a few helpful suggestions.
1. First off, your land appears to be flat. I noticed this immediately from the world map
As I said to Aro on IRC:
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/Aro.jpg[/img]
I assure you Im pissed off with all the trees and shading gone.
-
- Developer
- Posts: 80
- Joined: Sat Jan 12, 2008 8:25 pm
- Location: Remote Town in Arkansas
- Contact:
How much of the stuff have you already fixed? The map is big and if you have already detailed it with shading and terrain smoothing it will be a great island. I don't know if they will promote you if they don't see the changes though.
No, I'm not really a hillbilly
"truly special 10's are to be saved for truly special occasions (like the night you try to get in her pants)" - Lady Nerevar
"truly special 10's are to be saved for truly special occasions (like the night you try to get in her pants)" - Lady Nerevar
Peter, we have bad-ass lands, why don't you make some quests for those?
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Im still alive out here =O
As you may tell, Im still alive out here =O
Now, I was meaning to post some work about a month ago, unfortunatly Ive been rather busy,(2nd Year Uni) and Ive spent my easter holiday break sick so I havent had alot of time to add the finishing touches.
I just thought Id say I'll post it up as soon as I can and I am still around and willing to help.
Anyway I best be off and finishing some work.
Cheers.
Now, I was meaning to post some work about a month ago, unfortunatly Ive been rather busy,(2nd Year Uni) and Ive spent my easter holiday break sick so I havent had alot of time to add the finishing touches.
I just thought Id say I'll post it up as soon as I can and I am still around and willing to help.
Anyway I best be off and finishing some work.
Cheers.
RelinQ's play around Brandy.
Hey there, I was a bit bored, and I wanted to try an Idea out of retexturing the Ancient Dagoth Brandy to make it a bit more unique. (yeah idk 50% good idea, 50% bad)
Its really just a play around Idea, but I just wanted to see what people think..
On the left you can see the original (eg: a Flin bottle) and the 4 bottles in the middle are the newly textured Ancient Daogth Brandy.
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/AncientDagothBrandy.jpg[/img]
Yeah Idk, just an idea.
Its really just a play around Idea, but I just wanted to see what people think..
On the left you can see the original (eg: a Flin bottle) and the 4 bottles in the middle are the newly textured Ancient Daogth Brandy.
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/AncientDagothBrandy.jpg[/img]
Yeah Idk, just an idea.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
I merged your two threads; each user is only allowed one showcase thread.
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
[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
Yeah I was thinking about that actually, but if you look at the original texture, its TINY, like...O.o really really small.. (something like 32 x 128)Lady Nerevar wrote:i think its a good idea. your texture should be a lot more high res though, so it doesn't come off as blurry on the bottle.
Once my exams are done I'll have some time to fix it up no problem.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Okay well I almost have everything working on the new Dagoth Brandy. I just cant get the stupid alpha channel on the item to go transparent in the background.. GRR...
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/RelinQsDagothBrandy.jpg[/img]
And to make it worse Im going overseas in 2 days, for a month.. =S
What should I do about the Icon? could someone fix it for me?
EDIT: okay just to mention, I have the Icon already made, just need to make it work properly, so if anyone could help, I could give what I have started, I think. >.>
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/RelinQsDagothBrandy.jpg[/img]
And to make it worse Im going overseas in 2 days, for a month.. =S
What should I do about the Icon? could someone fix it for me?
EDIT: okay just to mention, I have the Icon already made, just need to make it work properly, so if anyone could help, I could give what I have started, I think. >.>
MY MOD DONE! =O
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/plantation1.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/plantation2.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/plan.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/tation.jpg[/img]
Okay here is my Mod, I thought it was about freakin' time I submitted it, Enjoy!,
Please read the notes with it first though..
(p.s I still need to fix the Dagoth Brandy Icon)
Okay so I covered 3 things, Exteriors, Interiors, and Texturing in this mod, so hopefully that'll get me somewhere. I really enjoy doing this kinda work when I have the time for it, so Im happy to help.
Also If I changed the name of the cell to something more apporpriate and fixed it up some more It could be implimented a Hlaalu area for one of the other Maps.. (hopefully ), but I doubt it >>, lol anyway...
I'll try be forum active while im overseas If possible, I leave on Tuesday Night (GST +10)
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/plantation2.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/plan.jpg[/img]
[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/tation.jpg[/img]
Okay here is my Mod, I thought it was about freakin' time I submitted it, Enjoy!,
Please read the notes with it first though..
(p.s I still need to fix the Dagoth Brandy Icon)
Okay so I covered 3 things, Exteriors, Interiors, and Texturing in this mod, so hopefully that'll get me somewhere. I really enjoy doing this kinda work when I have the time for it, so Im happy to help.
Also If I changed the name of the cell to something more apporpriate and fixed it up some more It could be implimented a Hlaalu area for one of the other Maps.. (hopefully ), but I doubt it >>, lol anyway...
I'll try be forum active while im overseas If possible, I leave on Tuesday Night (GST +10)
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
shit dude, sorry. got distracted with all kinds of happenings and this kinda fell by the wayside
anyhow, my review:
Interior
-nothing much in here, cant really review it. your light settings need to be darker though.
Exterior
-some places lack vertex shading (or maybe its just too light for me to see?)
-its very jagged in places, others are entirely flat. go over it with the smooth tool.
-flora is weird here. flowers appear only in one initial clump and never again. you should use them in different places for consistency and detail. also watch individual clump layouts, the timsa and niftystalks were aligned very unnaturally.
-you used several different rock types, stick to AI only. same goes for trees and flowers (flowers are tricky, you need to look up their use info)
its a good, solid start. fix the above, youre well on your way to a promotion.
anyhow, my review:
Interior
-nothing much in here, cant really review it. your light settings need to be darker though.
Exterior
-some places lack vertex shading (or maybe its just too light for me to see?)
-its very jagged in places, others are entirely flat. go over it with the smooth tool.
-flora is weird here. flowers appear only in one initial clump and never again. you should use them in different places for consistency and detail. also watch individual clump layouts, the timsa and niftystalks were aligned very unnaturally.
-you used several different rock types, stick to AI only. same goes for trees and flowers (flowers are tricky, you need to look up their use info)
its a good, solid start. fix the above, youre well on your way to a promotion.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Hey RelinQ, here's a full-blown review of your exterior:
Starting with the farm "land", vertex shading (darkish brown [or at least, darker than average]) should always be placed around the tilled area, to further separate it from the normal 'grassy' area.
Also, try adding a little bit of vertex shading under each static, including plants and trees.
You mix Ascadian Isles, Grazelands, and Bitter Coast flora and rocks all in your little area specifique. This is generally a bad thing and I'd prefer it if you could replace any offending statics with their proper counterparts. You can choose which regional type to use, but I would suggest ditching Grazelands, as the greenish AI and BC can sort of go together, while Grazelands stuff is just tan and sticks out like a sore thumb.
You have some weird vertex shading outside of the walls. I don't know what's going on with that, but that area doesn't have any statics yet anyway.
Your four Timsa flowers (which I don't think would grow well wild? They look 100% cultured, anyway, so you could try to find a replacement which might look better) look really bad around the Grazelands rock. Your Nirth-fly Stalks could also use some of the same attention.
I know exteriors are different from interiors, but try not to bleed rocks into trees or vice versa too much, none at all if possible.
You need to lower your crops (saltrice, wickwheat, et cetera) more so that the base bleeds thoroughly into the ground. Simply "F"alling them won't do the job 99% of the time.
The part of the road that's in the cell with the house doesn't have enough shading on it's edges.
Overall the technical reference count may seem high for your two cells, but that's just because there are crops planted. There is not enough "substance", if you will. Add more trees, rocks, bushes, plants, etc. so that you can say you have at least "almost 100" references when not counting the crops.
Starting with the farm "land", vertex shading (darkish brown [or at least, darker than average]) should always be placed around the tilled area, to further separate it from the normal 'grassy' area.
Also, try adding a little bit of vertex shading under each static, including plants and trees.
You mix Ascadian Isles, Grazelands, and Bitter Coast flora and rocks all in your little area specifique. This is generally a bad thing and I'd prefer it if you could replace any offending statics with their proper counterparts. You can choose which regional type to use, but I would suggest ditching Grazelands, as the greenish AI and BC can sort of go together, while Grazelands stuff is just tan and sticks out like a sore thumb.
You have some weird vertex shading outside of the walls. I don't know what's going on with that, but that area doesn't have any statics yet anyway.
Your four Timsa flowers (which I don't think would grow well wild? They look 100% cultured, anyway, so you could try to find a replacement which might look better) look really bad around the Grazelands rock. Your Nirth-fly Stalks could also use some of the same attention.
I know exteriors are different from interiors, but try not to bleed rocks into trees or vice versa too much, none at all if possible.
You need to lower your crops (saltrice, wickwheat, et cetera) more so that the base bleeds thoroughly into the ground. Simply "F"alling them won't do the job 99% of the time.
The part of the road that's in the cell with the house doesn't have enough shading on it's edges.
Overall the technical reference count may seem high for your two cells, but that's just because there are crops planted. There is not enough "substance", if you will. Add more trees, rocks, bushes, plants, etc. so that you can say you have at least "almost 100" references when not counting the crops.
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
[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
Okay well luckerly Ive managed toget near a computer.
First of all about the various tree/plant/rock types...
There is a reason why I did that, On my original mod that I was making, I was planning to make a quest where you were to gather plants and rocks and etc from different locations, I admit in some places it looks a little odd (like the grazeland rocks and the tribunal flowers), but It probably would have made more sense if I had explained it before, sorry.
^ to add to that, I was planning to make my own unique trees, but I never found the time to finish working on them. (the poly count was always way to high, but meh..)
..and yes maybe it wouldnt hurt to lower the saltrice (and similar shaped plants) a little
Also about the ground, I must have spent about freakin... +20h trying to making the ground not jaggered, Its honestly not to bad if you look at other morrowind cells and remove things like rocks and trees with hide these jags, but when I get back maybe I could have another quick try to smooth it out a bit more.
Now about the Interior, that was just made there as a cell so it didnt look like a house you couldnt get into. Its a wierd shape but I tried to model it around the exterior shape of the building. It wasnt meant to be decorated or lit properly yet.
well atleast this is all constructive critism >_>
anyway Any comments on the Dagoth Brandy?
First of all about the various tree/plant/rock types...
There is a reason why I did that, On my original mod that I was making, I was planning to make a quest where you were to gather plants and rocks and etc from different locations, I admit in some places it looks a little odd (like the grazeland rocks and the tribunal flowers), but It probably would have made more sense if I had explained it before, sorry.
^ to add to that, I was planning to make my own unique trees, but I never found the time to finish working on them. (the poly count was always way to high, but meh..)
..and yes maybe it wouldnt hurt to lower the saltrice (and similar shaped plants) a little
Also about the ground, I must have spent about freakin... +20h trying to making the ground not jaggered, Its honestly not to bad if you look at other morrowind cells and remove things like rocks and trees with hide these jags, but when I get back maybe I could have another quick try to smooth it out a bit more.
Now about the Interior, that was just made there as a cell so it didnt look like a house you couldnt get into. Its a wierd shape but I tried to model it around the exterior shape of the building. It wasnt meant to be decorated or lit properly yet.
well atleast this is all constructive critism >_>
anyway Any comments on the Dagoth Brandy?
Its been along time.. @_@
BUMP!
Okay wow, I forgot I put a showcase up,
I've actaully been away for quite a few months due to heavy study, I just finished my second year of University so...
I'm back now, I will go over exteriors again and see what I can fix up.
Can someone give me some feed back on that dagoth brandy btw?
Okay wow, I forgot I put a showcase up,
I've actaully been away for quite a few months due to heavy study, I just finished my second year of University so...
I'm back now, I will go over exteriors again and see what I can fix up.
Can someone give me some feed back on that dagoth brandy btw?
Since this seems to be a part of a big project that you are doing (Thunder Blade Developments?), I may be wrong with some of this stuff, as I only took a few quick looks at things.
First off, the mod is very dirty. I think with some objects you clicked "Save" whenever you changed an individual reference, such as changing the 3D scale or giving an owner. The only time you ever need to click a button to save something to an individual reference is when you add something in the "Extra Data" column, in which you click "Apply to selection". If you intentionally changed a base object, you may want to just make a new object with those ckanged settings to decrease the amount of incompatabilities with other mods. So, if you don't know how to "clean" mods, you can either use the file details in the mod-loading window in the CS, or use TESAME or a similar program to clean it. I prefer the file details.
While I'm sure your retexture is cool, you seemed to have shortened the filename used by the object without changing the actual file. And for some reason, when I changed the filename, it still didn't load the mesh, so you may want update that in your next version.
Your exterior is AWESOME!!! Now I might be exaggerating, but I'd say this exterior is very much like TR quality. I didn't take a real extensive look, so I only found a floating gold kanet at position 111090,205554,828. I am glad that you actually rotated your rows of plants and varied the 3D scale, so now modders like me don't have to worry about correcting you on that. There are a couple of texture seams here and there; you might just have to put more objects over them. Also, you should probably lower the part of the road directly in front of the manor, as it is flat and boring. There are some empty places over the tilled dirt; I don't know if you intend to add more plants there or not. I like your vertex shading, too; especially under the trees. I think one side of the road at one part isn't shaded, but I'm sure you can fix that easily.
As for your interior, it obviously needs more detail. While you have put in taps and rugs to fill it up some, I think the fact that there's no bedroom makes the interior look a bit monotonous in some places. Also, I see no NorthMarker... that is like, the first thing you're supposed to put in an interior cell. Downstairs, I spotted several things bleeding into the table a little, such as the silver candle and plates. You also need to take a look at the food placement on that one plate. It's definently a good arrangement, but you need to tweak it and get rid of any places where the items bleed through the plate or each other; it's just small details.
Well, I think that's all for now. I have no doubt you'll be promoted for exterior modding soon. I would reccomend you if I knew how; I think I know how to but I'm still not sure. And I would love to download that big landmass you're working on; it looks from the screenshots that it's going along very nicely.
First off, the mod is very dirty. I think with some objects you clicked "Save" whenever you changed an individual reference, such as changing the 3D scale or giving an owner. The only time you ever need to click a button to save something to an individual reference is when you add something in the "Extra Data" column, in which you click "Apply to selection". If you intentionally changed a base object, you may want to just make a new object with those ckanged settings to decrease the amount of incompatabilities with other mods. So, if you don't know how to "clean" mods, you can either use the file details in the mod-loading window in the CS, or use TESAME or a similar program to clean it. I prefer the file details.
While I'm sure your retexture is cool, you seemed to have shortened the filename used by the object without changing the actual file. And for some reason, when I changed the filename, it still didn't load the mesh, so you may want update that in your next version.
Your exterior is AWESOME!!! Now I might be exaggerating, but I'd say this exterior is very much like TR quality. I didn't take a real extensive look, so I only found a floating gold kanet at position 111090,205554,828. I am glad that you actually rotated your rows of plants and varied the 3D scale, so now modders like me don't have to worry about correcting you on that. There are a couple of texture seams here and there; you might just have to put more objects over them. Also, you should probably lower the part of the road directly in front of the manor, as it is flat and boring. There are some empty places over the tilled dirt; I don't know if you intend to add more plants there or not. I like your vertex shading, too; especially under the trees. I think one side of the road at one part isn't shaded, but I'm sure you can fix that easily.
As for your interior, it obviously needs more detail. While you have put in taps and rugs to fill it up some, I think the fact that there's no bedroom makes the interior look a bit monotonous in some places. Also, I see no NorthMarker... that is like, the first thing you're supposed to put in an interior cell. Downstairs, I spotted several things bleeding into the table a little, such as the silver candle and plates. You also need to take a look at the food placement on that one plate. It's definently a good arrangement, but you need to tweak it and get rid of any places where the items bleed through the plate or each other; it's just small details.
Well, I think that's all for now. I have no doubt you'll be promoted for exterior modding soon. I would reccomend you if I knew how; I think I know how to but I'm still not sure. And I would love to download that big landmass you're working on; it looks from the screenshots that it's going along very nicely.
I love seeing new modders helping the members out; just warms my heart.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Thanks, Nanu Ra. I guess I'm just trying to help reduce the amount of members with showcases that just sit there forever; it is, after all, one of the duties as a TR Modder.
And to RelinQ: I just now read all of the previous posts, so I guess now I know that you aren't really showcasing for interiors... or are you? Either way, I'm sure you can make awesome interiors too. Also, while I didn't get to see that D-Brandy retexture of yours, I saw that one screenshot of your high-res ones. I'd say they look pretty good, but what does that red blotch represent? Anyways, I like the black retexturing.
And to RelinQ: I just now read all of the previous posts, so I guess now I know that you aren't really showcasing for interiors... or are you? Either way, I'm sure you can make awesome interiors too. Also, while I didn't get to see that D-Brandy retexture of yours, I saw that one screenshot of your high-res ones. I'd say they look pretty good, but what does that red blotch represent? Anyways, I like the black retexturing.
To Beave:
Okay well I will definetly clean up the mod, I didnt realise what you meant at first, but now I do. funny I didnt think I changed the properties of anything in general..., but whatever, I'll start cleaning that up, assuming I figure out how.
..ANYWAY, thanks about the exterior, I do love making exteriors. I always try make things realistic as possible, obviously its gonna look stupid if everything is the same size and rotated in the same way, only Amatuers do that.
And about the dagoth brandy, the red splotch is used from the texture from the heartfire amulet, that whole retexture was made from 6th house-based textures and some modifications.
I used the heartfire symbol because its like how in the old days they would put wax seals on bottles and envolopes with a mark saying where it had come from. hope that clears that up.
About the Interior, I never intended to have a bed in there. It was meant to be a guard keep and my idea was that I would try create a accurate style interior based on the shape of the outside static mesh. I think I pulled it off well to be honest.
Maybe I could... Add a basement with a bed in it or something , well see...
----------------------
EDIT:
OOO.....KAY
BEAVE, I know what you meant now!
Yeah, I forgot to cleanup all the stuff and meshes I was mucking around with before, I usually clean that with M-E-E, so I'll finish cleaning that up now..
Okay well I will definetly clean up the mod, I didnt realise what you meant at first, but now I do. funny I didnt think I changed the properties of anything in general..., but whatever, I'll start cleaning that up, assuming I figure out how.
..ANYWAY, thanks about the exterior, I do love making exteriors. I always try make things realistic as possible, obviously its gonna look stupid if everything is the same size and rotated in the same way, only Amatuers do that.
And about the dagoth brandy, the red splotch is used from the texture from the heartfire amulet, that whole retexture was made from 6th house-based textures and some modifications.
I used the heartfire symbol because its like how in the old days they would put wax seals on bottles and envolopes with a mark saying where it had come from. hope that clears that up.
About the Interior, I never intended to have a bed in there. It was meant to be a guard keep and my idea was that I would try create a accurate style interior based on the shape of the outside static mesh. I think I pulled it off well to be honest.
Maybe I could... Add a basement with a bed in it or something , well see...
----------------------
EDIT:
OOO.....KAY
BEAVE, I know what you meant now!
Yeah, I forgot to cleanup all the stuff and meshes I was mucking around with before, I usually clean that with M-E-E, so I'll finish cleaning that up now..
Last edited by RelinQ on Tue Feb 02, 2010 10:42 am, edited 1 time in total.
Alright, that's all very cool. I did forget to mention, however, that the first floor of the interior was a bit empty in the hallways (the walls, at least) and could use a few more tapestries. Also, make sure that in your exterior there is no flora that does not belong. I saw a few trees and plants from the Bitter Coast Region standing around after taking more of a look. Your roadwork is very awesome, but the part of the road in front of the manor is flat. Now I'm not sure if that is right, but you might want to make sure and take a look at other Bethesda manors and the level of the road in front of the manor.
This doesn't cover everything that you said, and I would say more if I wasn't about to go to a Christmas party, so maybe tomorrow.
This doesn't cover everything that you said, and I would say more if I wasn't about to go to a Christmas party, so maybe tomorrow.
Oh wow that recent esp I updated was terrible, I forgot to even add the textures and so forth for the dagoth brandy...
- oh and to beave: I did slightly raise the land leading upto the guard keep or whatever.
Anyway HAPPY NEW YEARS! too all, only 1½hours for me here
I'll try get my esp with textures and so forth up within the next day or two.
- oh and to beave: I did slightly raise the land leading upto the guard keep or whatever.
Anyway HAPPY NEW YEARS! too all, only 1½hours for me here
I'll try get my esp with textures and so forth up within the next day or two.
Well take your time, because I am once again at a place where I can't review of mod or anything involving use of the CS/Morrowind. I should probably be back in business around the 5th, once I'm back home from family.
Oh, and Happy New Years. I'm actually on the other side of the Earth from where you are.
Oh, and Happy New Years. I'm actually on the other side of the Earth from where you are.
Well, I'm back home, so I took a look at your plugin. Nothing has changed, but I had thought you uploaded a new verison in your last post where you uploaded the plantation, so that's fine.
A word of advice: You should fix the file paths so that the archive will extract to the right places, such as changing the "morrowind" folder to "data files". This will make installation a whole lot easier.
So, nothing new to say, although I must say again how dirty the file is, mainly with statics and dialogue. I think this may have been a result of just maybe messing around on the CS to try and learn about it, but it's all easy to clean.
I await the next update for review.
A word of advice: You should fix the file paths so that the archive will extract to the right places, such as changing the "morrowind" folder to "data files". This will make installation a whole lot easier.
So, nothing new to say, although I must say again how dirty the file is, mainly with statics and dialogue. I think this may have been a result of just maybe messing around on the CS to try and learn about it, but it's all easy to clean.
I await the next update for review.
FINALLY!!! @_@
Hey there, sorry about the delay on the update man, believe it or not my modem died on the 2nd of January and I only got the tele-co to come out and replace it yesterday. eitherway though it gave me a bit more time so I did a little update on my interior, um fixed up a few more tweaks outside but besides all that, Im pretty satisfied with it. so....
(also sorry about the folder misplacement last time, I dont know how on earth I managed that =S)
ANYWAY! I shall upload it now =o
P.S if your wondering about the helmet on the shelf in the interior, It was put there as a joke so-to-speak.
(also sorry about the folder misplacement last time, I dont know how on earth I managed that =S)
ANYWAY! I shall upload it now =o
P.S if your wondering about the helmet on the shelf in the interior, It was put there as a joke so-to-speak.
This is very nice. Here's what I found:
Your exterior is great. The only thing I suggest you do with it is make sure there isn't any flora of a different region there. I found one BC tree, a few BC ferns, and a number of WG rocks left (Although I see you did work on rooting out these out of place flora, as there are less BC trees remaining).
I saw that you noted the interior as a beta, and renamed it to a guard tower. The proper naming convention would be "Relinquium Plantation, Guard Tower" instead of a dash. There was a light outside of the interior shell, and has too small a radius to affect anything within the shell, so consider moving or deleting it. The cluster of three books beside the helmet need to be a bit closer to each other and have something holding them up, so you might, for example, move the helm over and then make some space for a piece of pottery on the other side.
Since it's been named a guard tower, you should probably add a few guards. I know the interior is a beta, but I figured you'd have the guards by then. If you do, however, you'll likely have to rearrange some of the tilepieces to make room for the guards' beds (or you could make a room underground).
The file is still uber-dirty, but I see you cleaned the statics. It's mainly a bunch of dialogue entries that are marked as edited.
Also, the file arrangement is fixed. I can view the D-Brandy bottles fine, and they look really good. I would suggest that you put the "Screenshots" folder in the "Data Files" folder. By the way, I've always wondered what the Thumbs.db file is used for. Do you know?
I definently think you will be promoted for exteriors as soon as an administrator looks at this; maybe after you've fixed the things I noted. The mod obviously isn't perfect, but that is not needed; you only need to have proven your skill in something to be promoted, and I am confident that will happen soon.
Your exterior is great. The only thing I suggest you do with it is make sure there isn't any flora of a different region there. I found one BC tree, a few BC ferns, and a number of WG rocks left (Although I see you did work on rooting out these out of place flora, as there are less BC trees remaining).
I saw that you noted the interior as a beta, and renamed it to a guard tower. The proper naming convention would be "Relinquium Plantation, Guard Tower" instead of a dash. There was a light outside of the interior shell, and has too small a radius to affect anything within the shell, so consider moving or deleting it. The cluster of three books beside the helmet need to be a bit closer to each other and have something holding them up, so you might, for example, move the helm over and then make some space for a piece of pottery on the other side.
Since it's been named a guard tower, you should probably add a few guards. I know the interior is a beta, but I figured you'd have the guards by then. If you do, however, you'll likely have to rearrange some of the tilepieces to make room for the guards' beds (or you could make a room underground).
The file is still uber-dirty, but I see you cleaned the statics. It's mainly a bunch of dialogue entries that are marked as edited.
Also, the file arrangement is fixed. I can view the D-Brandy bottles fine, and they look really good. I would suggest that you put the "Screenshots" folder in the "Data Files" folder. By the way, I've always wondered what the Thumbs.db file is used for. Do you know?
I definently think you will be promoted for exteriors as soon as an administrator looks at this; maybe after you've fixed the things I noted. The mod obviously isn't perfect, but that is not needed; you only need to have proven your skill in something to be promoted, and I am confident that will happen soon.
well cheers mate, but look the dialogue and renaming of the cell I can fix in about 3 seconds, I shouldve taken them out before sorry.
also about the BC tree's there was a reason I left them in there as they sorta blended in and made sense because I had an original quest to get plant and tree types from different areas to make the plantation.
um eitherway, I'll cleaned up the un-nessacry crap that no one cares about, and re uh... whats that word..
..Oh uploaded the cleaned version. lol
thanks
Edit:
Hopefully that should be all for now, Im eager to hear replies
also about the BC tree's there was a reason I left them in there as they sorta blended in and made sense because I had an original quest to get plant and tree types from different areas to make the plantation.
um eitherway, I'll cleaned up the un-nessacry crap that no one cares about, and re uh... whats that word..
..Oh uploaded the cleaned version. lol
thanks
Edit:
Hopefully that should be all for now, Im eager to hear replies
Hey, sorry that you have to wait for a while .
First off, I downloaded the file 2 posts above. Is that you latest version? Second, I can only look at the ext. and int. but since the int. was marked beta I didn't look at it.
So your exterior looks overall OK.
Some points of interest:
The usage of floras from different regions as stated above by Beave.
The landscape can be better smoothened and some textures are not good matching. Try placing rock over the areas. See image:
[img]http://i2.photobucket.com/albums/y12/morrowindgek/Testplant2.jpg[/img]
Try to cluster your rocks and flora. 1 single flower in a area is not really cool to look at. I took the liberty and did this in a quick few minutes, you will see what I mean then:
[img]http://i2.photobucket.com/albums/y12/morrowindgek/Testplant.jpg[/img]
Overall your exterior looks good just some fine tuning. Keep it up!
First off, I downloaded the file 2 posts above. Is that you latest version? Second, I can only look at the ext. and int. but since the int. was marked beta I didn't look at it.
So your exterior looks overall OK.
Some points of interest:
The usage of floras from different regions as stated above by Beave.
The landscape can be better smoothened and some textures are not good matching. Try placing rock over the areas. See image:
[img]http://i2.photobucket.com/albums/y12/morrowindgek/Testplant2.jpg[/img]
Try to cluster your rocks and flora. 1 single flower in a area is not really cool to look at. I took the liberty and did this in a quick few minutes, you will see what I mean then:
[img]http://i2.photobucket.com/albums/y12/morrowindgek/Testplant.jpg[/img]
Overall your exterior looks good just some fine tuning. Keep it up!
--Mwgek--
okay...
First of all, the different fauna, eg. AC and BC is staying as this exterior was for my use only, and they do blend in to some extent. I dont care if it looks a little odd, and I honestly tell you I wouldnt ever do it in a TR mod, just in this mod as an example, and its not going to change. sorry to be blunt,
Secondly I have clustered my flowers and rocks together to start with, being a plantation, I tried to be minimal on rocks because obviously you cant grow anything with rocks everywhere.
lastly, I admit there are a few odd flowers around, and I could fix that, but well... nature isnt perfect, which is why I rotated and positioned all my flowers, plants, rocks at different angles and degrees.
I will consider the moving of the flowers and I will look over the landscape once again for any sharp verticies that havent been smoothed out.
As for the Interior marked beta, Its only marked beta to give an idea of what I could do. Exteriors are generally my main amount of work, followed by interiors, and then retextures. Being this, I only marked it as that because I spent more time on the exterior.
First of all, the different fauna, eg. AC and BC is staying as this exterior was for my use only, and they do blend in to some extent. I dont care if it looks a little odd, and I honestly tell you I wouldnt ever do it in a TR mod, just in this mod as an example, and its not going to change. sorry to be blunt,
Secondly I have clustered my flowers and rocks together to start with, being a plantation, I tried to be minimal on rocks because obviously you cant grow anything with rocks everywhere.
lastly, I admit there are a few odd flowers around, and I could fix that, but well... nature isnt perfect, which is why I rotated and positioned all my flowers, plants, rocks at different angles and degrees.
I will consider the moving of the flowers and I will look over the landscape once again for any sharp verticies that havent been smoothed out.
As for the Interior marked beta, Its only marked beta to give an idea of what I could do. Exteriors are generally my main amount of work, followed by interiors, and then retextures. Being this, I only marked it as that because I spent more time on the exterior.
Its pretty much to its pinacle, there isnt exactly anything more I could do to it, except maybe add a outkeep in the other end of the cell,
Eitherway I put a request up for someone to look at it (e/g an Admin), so hopefuly its all good.
Im really eager to just start doing some work for TR. I mean I love my plantation, but it doesnt help TR, and I want to be appart of this project as much as possible.
Eitherway I put a request up for someone to look at it (e/g an Admin), so hopefuly its all good.
Im really eager to just start doing some work for TR. I mean I love my plantation, but it doesnt help TR, and I want to be appart of this project as much as possible.