Map 2 Detailing Area 9 [Swiftoak Woodwarrior] Discussion

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Post by Haplo »

Swiftoak Woodwarrior wrote:To be honest I think that the west part should be called Residential, and the east part Bazaar. Makes more sense :P
If all those buildings are housing then go with Residential District
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Post by Swiftoak »

It's a mix of housing and shops primarily.

As for the other interiors of Old Necrom, I'll find a place for them elsewhere. The Old city is primarily for residences and shops, the manor district for the high-class, and possibly guild-halls + temple (not the main one) will be placed in a district of their own.

Don't worry, I'll have it all laid out soon.

As for the Foreign Quarter, not much has to be done save for replacing the tileset. (even though I forgot to merge those cells in the Necrom.esp)
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Post by Hemitheon »

I downloaded your latest version and everything is awry. Several missing meshes, terrain totally weird, and the walls are all screwed up? My TR_Data is up-to-date so I don't get it.
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Post by Swiftoak »

:S

It looks fine to me. I don't know....maybe my modding just sucks at the moment :P I am aware there are lots of untextured spots, and several bleeding walls (in the corners especially) but I'm fixing those as I speak.

Could you post a screenshot?
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Post by Hemitheon »

See:
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Post by Swiftoak »

Wow, yeah that's definitely messed. From what I see the CS is still rendering the old meshes for some reason.

But if you have the new Data, I don't see why?

I know this is a dumb thing to suggest, but your .bsa might be out-dated (even if you have the latest TR_Data.esm).
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Post by Haplo »

Which meshes are they, Hemitheon? Everything's fine for me.
Last edited by Haplo on Thu Jun 19, 2008 1:25 am, edited 1 time in total.
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Post by Hemitheon »

both planters, the h wall, and all walls and ramp are funny. Without this plugin, they appear fine. I haven't received any errors in my interior reviews and I use planters ALOT.
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Post by Haplo »

Hmm... They appear fine for me with the plug-in loaded. And you're running just Necrom? (With the 4 master files)
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Post by Hemitheon »

Yes, sir. I remember updating the BSA but I'll redo that.

EDIT:

problem solved. Had to register the BSA twice before it would work. Looks great so far, you think someone would be interested in retexturing the 2 saint statues/ Everything is brilliant white and then there's these two blah statues.
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Post by Swiftoak »

Yay! :D

And yeah. Necrom statues would definitely be great. I think I put those old ones there just to fool around/test. I don't recall seeing any new statues in the updated Data though. :(

Anyways here's a newer version. I've started to work on the Manor District. Going to merge a few manors now!
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Post by Haplo »

The statues were scrapped due to being very low priority and very distracting. Also for being very slowly done, but I'll look into it.

[url=http://img294.imageshack.us/img294/285/necromstatuelk2.jpg][img]http://img294.imageshack.us/img294/285/necromstatuelk2.th.jpg[/img][/url]

Eh?
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Post by Swiftoak »

Eh? (Only Canadians say that by the way :P)

Anyways, it's not too bad, but I can't judge because I'm not into models/textures. Still, it would be a splendid addition to the mesh set if it can be re-worked.
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Post by Hemitheon »

Swiftoak, the Manor District is like 80 times better. Bravo!
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Post by Swiftoak »

Thank you! Since people in the manor district are 80 times richer, I figure their place would look 80 times better. :P

Anyways, here's a latest update. I'm almost done laying down planters and touching up the area. The northern part is mostly done static-wise, but the southern area as you see needs more work.

As well, I was thinking about killing those oval buildings. There is no corresponding interior tileset, and it's an eyesore (in my opinion at least).

[img]http://img235.imageshack.us/img235/8779/necmanorfq9.jpg[/img]
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Post by Hemitheon »

THe oval buildings have interior pieces. Look at the Riela Manor in the Necrom file I had created. It's uses the oval dome.
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Post by Swiftoak »

My bad. Still, I think the exterior needs to be reworked.
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Post by Hemitheon »

You know what would also be nice: specialized street lamps. I can imagine a cross between the MH streetlamp and a brazier. How will the city be lit?
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Post by Haplo »

It should would be nice if we could go back and add bathtubs to every interior.



except for the part where it isn't nice at all. Thats not even funny. - TF
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Post by theviking »

We are still looking for a place for a fighters guild in Necrom. After all, we already have a mages guild for it in the foreign quarter and it would offer a few good quests vs the ordinators. (We also need a headquarters for those in Necrom) I would like it if one of the shops from the foreign quarter became transferred to (Old) Necrom itself and the fighters guild would take it's place. Then we can assign one of the new claims to be the fighters guild. Can you look out for a suitable place for both?
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Post by Hemitheon »

You want to put foreign guilds in one of the Dunmers' most sacred cities? Those belong in the foreign quarter. Even in Almalexia the non-Dunmer guilds are relegated to a small corner of the main entrance.

If House Hlaalu doesn't have a manor in Necrom, which is an actual Dunmer House, why would foreigners have guild halls in it. That's like putting a McDonalds next to the Kaaba Stone or a Wal-Mart beside the Dome of the Rock.

An Ordinator building would fit flawlessly, a Fighter's guild would suck.
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Post by theviking »

theviking wrote: I would like it if one of the shops from the foreign quarter became transferred to (Old) Necrom itself and the fighters guild would take it's place.
It has to be in the foreign quarter.
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Post by Swiftoak »

I gotta go with Hemmy (hope you don't mind me calling you that :P) on this one. Besides, I already have a FG planned for the Foreign Quarter, I just don't have that part attached to the Necrom File.
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Post by Hemitheon »

sorry. misread. Thought you wanted Fighter's GUild in Old Necrom
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Post by Swiftoak »

Getting there. The building layout of the Manor District has been finalized (unless there are any concerns from you guys), I shall begin merging interiors into the Old District and providing a claim map for any interiors that will need to be added.

The buildings in the Temple district of the bird's eye screenshot aren't actually there, they are loose buildings that I plan to move to the Foreign Quarter.

Anyways I'd estimate this to be around 30% completion at this stage.

Things Done:
-Layout for Old City.
-Layout for Manor District.
-Layout for Foreign Quarter (not in this file)
-50% merged interiors for Old City.
-Merged interiors for Foreign Quarter.

Things Needed to be Done:
-Layout for Temple.
-Layout for Cemetery.
-Remaining 50% merged interiors for Old City.
-Merged interiors for Manor.
-Merged interiors for Temple.
-Merged towers (still working where they are going to end up).
-Vertex shading.
-Building detail, flora, and container details.
-Minor wall fixes, touchups.


Latest file version .30, screenshot below.

[img]http://img229.imageshack.us/img229/1736/necbirdseyebx4.jpg[/img]

Any feedback as always will be well appreciated. :)
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Post by Tyrion »

Can somebody tell me why this reminds me of something from a Zelda game?
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Post by Swiftoak »

Is it because it's awesome :P or is it because of how straight everything is laid out?
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Post by Tyrion »

Yes and yes actually.
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Post by fanfas »

Looking really good.
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Post by Haplo »

Do you plan to add anything to block the ends of the docks as the ramp down into the water?
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Post by Swiftoak »

Yes, actually I was thinking about that the other day, but right now I'm too busy working with merging the interiors in the Manor District.

By the way, does anyone know the status of the temple meshes, and the remaining necrom meshes? There are few structures that are still using the old meshes. As well, the temple is crucial, and until I have that mesh, I cannot do much, even plan. I'd need to know the size and shape too.
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Post by Tyrion »

We should just put in a giant yellow exclamation mark as a joke.
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Post by Swiftoak »

Tyrion wrote:We should just put in a giant yellow exclamation mark as a joke.
:D
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Post by Haplo »

Could you give a list of the house meshes that need replacing?

EDIT - And a final verdict on those statues. It's up to you whether they fit with the atmosphere. If you'd like the actual .nif files to test for yourself, let me know and I'll PM them to you or something.
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Post by Swiftoak »

Okay, I'll see how they work, you can PM them to me.

As for the houses, I really don't know :S The ones that haven't been done? I wanted to ask Aro if he intended to finish those, or only the ones he updated in TR_Data. It's not a must, but it just helps with the consistency. You can see in the latest file which ones are old and which ones are new.

Anyways progress update, about half the manor interiors are merged. I'm figuring out what to do with Foreign Quarter. I merged that and the rest of the causeway back into the file. Should I replace the exteriors (which would mean the interiors would have to be remade with the new tileset) or should I leave them?

Personally I'd like to replace the FQ with the new tileset, but if you guys want speed then we can leave it with the Velothi tileset. I'm going to put the guild halls in there too.

Anyways you can see for yourself in the latest file. v.032

[img]http://img242.imageshack.us/img242/2647/necromplanku5.jpg[/img]
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Post by Hemitheon »

If you want, I can switch the tilesets. Im pretty quick when it comes to claims so it won't take more than a day or two.
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Post by Lud »

FQ should be in the Necrom tileset, definitely.
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Post by Haplo »

What they said. I'd take Hemitheon up on that offer for maximum speed. I'm PMing you those statues now. If you like them, leave the old statues in and I'll do a search&replace on them once I've added them into TR_Data. If you don't like them, we'll see if anything can be done, but I doubt there is any alternative, since this is such a high priority.

EDIT - It's looking great, nice work.
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Post by Hemitheon »

Just in case you say yes to me changing them out, I started. If not oh well dont worry about it.

Problem:

Alot of those interiors are bipolar: poor with rich, com with de. If I continue changing the int set, can I have permission to alter the cells? After I've altered them, a reviewer (Haplo)could go over them and make sure no mistakes. It's that or take all of these claims and have them fixed which in TR time will take 1 to 4 weeks. In my time, I've already fixed 5 cells.
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Post by Thrignar Fraxix »

how about you send them to me for review?

BTW yeah swap them out
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