Map 2 Detailing Area 9 [Swiftoak Woodwarrior] Discussion

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Post by Swiftoak »

Just to let you guys know I haven't fallen off the face of the earth. :P

Vacation was good, I got back a few days ago, but I've been really tired. School's back soon, and I'm going to be busy.

But I will continue working on this as my top priority at TR.

By the way, Thanks Hem for helping me clean the interiors up, it looks fabulous. :)

I will have some progress here in a few days.
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Post by Hemitheon »

Here is the updated version of Map2.9

This has all the finished cells added so far.

Also, I began connecting the towers, as there is no official name yet, I have been calling them "Tower Ayem", "Tower Bedt", "Tower Cess", etc (basically naming them after the Daedric alphabet). I did note that there was a class issue with the towers, there were alot of rich towers and several poor towers, so I redid the 8 of poor towers, making them rich (I didnt get to finish all of them, also the last 2 are for the graveyard so I didn't know if you wanted them rich, I redid the 8 because they are in rich areas). I did NOT connect the towers surrounding the Temple and the Graveyard as those areas are going to be redone. So:

TR9_ = refers to exteriors
TR_Necrom = refers to ints
TRi_ = refers to ints that have NOT been connected to ext.

Also, I tried fixing up the exterior structure for the Apothecary in the FQ. I think I did pretty well.

Though it was not part of the package, I added the windows to the exteriors.

I do believe this means we only need 6 more finished ints to get Necrom up to speed.

I also fixed a few exterior issues: caspering walls, couple of minute landscape problems, and all the medallions were backwards.

OMG forgot: I forgot to merge i2-85 into esp. I know it was reviewed and is marked as complete but this doesn't fit exterior. By this point, however, I say fuck it.

SIDENOTE: That medallion needs a new texture. Since when has the goat/lamb been a sacred image to the Dunmer?

SIDENOTE 2: SO, I love the way you did up the entrance gate. I even used the image as a background for a school project.

I hope my help has actually been helpful. You can change whatever you like. What I didn't do was make a door out of the medallion under the causeway within the Old City, what I am assuming will eventually be the door to the sewers.
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Post by Swiftoak »

Awesome. I'll probably take over from this point and start re-working the temple. Hopefully the mesh will be ready soon. :)
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Post by Haplo »

I plan to update TR_Data tonight with the temple among other things.
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Post by Swiftoak »

It's not there yet :P

Anyways, concering the northern section I posted, I think it should be NPCed right away and folded into Map 2, rather than waiting for Map 3. It's just a few wilderness cells (an island), and like 3 interiors (a tomb, shack, and I forgot I think a cave or something..).
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Post by Bloodthirsty Crustacean »

If we decide to do that, I'd be willing to take that job, unless someone else is desperate.
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Post by Hemitheon »

Don't know if you were aware of these meshes but I figured you could use them in your detailing:

TR_ex_nec_nerevar_tomb
TR_ex_nerevar_shrine

I was also thinking that TR_ex_nerevar_shrine could be an excellent way to inter the other saints. That would require 10 similar shrines though.
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Post by Swiftoak »

I'll keep them in mind for the temple district. :)

Anyways, sorry for the wait, school's starting to get in the way again. Made some progress this weekend though, mainly with re-touching the temple. Here's what I did to it.

[img]http://img180.imageshack.us/img180/7996/nectempleze5.jpg[/img]

As you see it's now on higher ground, and the greenspace around it will be the garden. There will be doors on the walls leading to catacombs and tombs underneath.

I'll save posting a latest file for until more progress is done next week. Again, sorry for the wait guys.
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Post by Swiftoak »

Latest file, version 0.475

Not much progress, but I'm posting the file below just to show you guys what I've done. The temple's layout for the most part is complete. Surrounding it will be a large garden with tombs for every saint plus mortuaries and temple priest residences.

Let me know what you guys think! :)
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Post by Hemitheon »

I really like it. Two things:

The ground level entrance seems a bit off or perhaps a bit weird.

Would it be possible to lower the upper level walls so that they are more like railings and less like enclosures. I would love to be able to go to the upper level and look out over the entire city. Or maybe a nice way would be to include two or three balconies. Just some ideas.
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Post by blackbird »

Any progress or too busy with other work?
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Post by Hemitheon »

And TF, don't forget:

i2-263-tri
i2-47-tri
i2-239-tel
i2-241-tri

I redid these. If Im ever gonna beat Agram, then I need every last int. I've done to help.
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Post by Swiftoak »

Just to let you guys know I haven't fallen off the face of the Earth. :P

I must apologize for the lack of progress, and to answer your question blackbird, yes I have been tied in many different places. I've been pretty caught up since September when school started. I also have a full-time job now that takes up alot of my time.

Nevertheless it is only another lame excuse from me not to work, so I have begun to work on it again. Progress will be slow and sporadic up to the holidays, where hopefully I can dedicate more attention to this claim.


In this version, ALL interiors are merged except.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=20607]i2-243[/url] - Manor #5, Currently in Claimed.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=20426]i2-415[/url] - Old City #17, Tader, Currently in Final Reviewing

So yeah just two (and of course the temple stuff which isn't even final yet).

As well, alot of detailing done in the Old City. I'm almost done and will be moving on to detailing the Manor District next.

And one note, there may be some errors opening the file, since I haven't updated my TR_Data since September. I will correct that in the next version.

Any suggestions/comments are always welcome :)

Approximate Progress: 49.5/100
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Post by Haplo »

When do holidays start for you?
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Post by Swiftoak »

Around the 19th. I'll be off for 2 weeks I think, and I'll be working on this whenever I can.

And don't worry about my rating out of 100. I know that sounds like not much considering how long I've had it, but that progress rating is also based on NPCing, and dialogue.

Exterior-wise I'd say I'm around 70-80ish done. :)
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Post by Aeven »

Nice :)

Good news, the Necrom Temple now has fixed vertex shading, which Haplo likely will include in the next internal TR Data.
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Post by Haplo »

TR_Data has been updated (both the .esm and the .bsa), including a fix for both the Necrom Temple and Tower meshes. Please download the latest version for you usage in this claim!
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Post by Swiftoak »

[url=http://img369.imageshack.us/img369/3392/templelz2.jpg][img]http://img369.imageshack.us/img369/3392/templelz2.th.jpg[/img][/url]
Temple as it is now. I just added a spire, and a east/west wing. Any issues?

Umm, the new meshes are awesome, but the bounding box is a problem. It's so big, that when I try to select anything near to the temple, it selects the temple instead :/
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Post by Chin Music »

To tell the truth I thought it looked a bit bland before, on its own, but that looks great if it all works out!

I didn't really have a chance to comment on all of this beforehand due to you know, not being a modder, but I think the whole thing looks great, I'm excited to see how the finished product looks.
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Post by Aeven »

Ooh! That looks really awesome! A question though: are the modular domes you added perfectly centred? As for the bounding box, I broke that. I have no idea how those work. Maybe someone else could fix that.

Also, a suggestion would be to not have entrances to the east and west wing from the outside. Perhaps by rotation?
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Post by Haplo »

Aeven wrote: Also, a suggestion would be to not have entrances to the east and west wing from the outside. Perhaps by rotation?
He can use those entrance coves as gardens or saint statues or places to receive blessings.
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Post by Lady Nerevar »

HAWT DAMN!
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Post by Andres Indoril »

Hawt damn, indeed. Hawt damn, indeed, milady.



I think Necrom might just be dead enough a city to make that Hlaalu gal from Skingrad pay the fine :P
Dead in a good sense in this situation.
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Post by Lady Nerevar »

SW, would you care to write a blog about your progress on necrom and your experiences with this claim?
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Post by Hemitheon »

Thanks for adding the balconies. It's freakin gorgeous.

One note, the two side wings: the spires on top look a bit strange because it thins as you get closer to the dome. Perhaps sink them entirely so only the top shows?

Also, I like the sneak peak in the right corner.

One more thing. As I mentioned awhile back, there are still 2 towers which I didn't convert to de_r. Did you want me to fix them or do you prefer them as is. All the others are rich.
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Post by Swiftoak »

Hem: If you want to fix them, by all means do so, but I don't care personally. Good idea with the spires, I'll just make them bigger and sink them.

Lady N: Do you mean publish something to the blog directly (I don't know how to do that), or just send you a snippet so you can post it. I'll be glad to do so :)

Hap: Good plan, I'll take it into account.

Aeven: Could you find out who can fix the mesh issue? I select ANYTHING in the temple area and it autoselects the temple mesh instead, which is frustrating.


Anyways, I'll put up a new file soon, when the last 2 ints are merged and the temple gets fixed.
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Post by Hemitheon »

The last two guardtowers. Now all the towers are in the same style.

So you can delete: TRi_Guard Tower #? and TRi_Guard Tower #5
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Post by Aeven »

Swiftoak, I'd like to fix the mesh, but I have no idea how that works. I was just messing around in Blender when I suddenly discovered the vertex paint function. A modeller will likely be able to help you.
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Post by Lady Nerevar »

im going to guess that the collision has something to do with the bounding box (as the properties sound alike in blender) but i cant really say any more than that :P

easiest would be to just PM me the blog post. however, i you are interested in doing multiple updates (which would be really sweet) you should register and i can give you editor standing.
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Post by Haplo »

Seeing as Swiftoak mentioned that, I'd say that's a pretty safe bet, N. :-P
Swiftoak Woodwarrior wrote:but the bounding box is a problem. It's so big
I've updated Swiftoak's post with the image so that it links to the full image from a thumbnail instead of links to imageshack from the full image.
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Post by Morden »

Bounding boxes in blender are a snap. It's the same as adding collision, only a different button.
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Post by Swiftoak »

I don't know, it's just that I have no idea how meshes work, and I can't really do anything to the Temple region because wherever the cell I select it, it always selects the temple, and not what I want it to select (like a door or smaller mesh).
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Post by Hemitheon »

It doesn't work even when you're really close to the object you want to select. It worked for me after a couple tries. I think it's possible just not easy.
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Post by Lady Nerevar »

Swift, i gave your blog account editor status, so just write ahead. save it as a draft first and have haplo or me check it over. its pretty self explanatory, log in, go to 'new entry,' write. select category, post. formatting is basic html, it can do all that for you though.
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Post by Bloodthirsty Crustacean »

Regardless of all this stuff, if fixing bounding boxes is a snap, couldn't anyone with Blender/whatever just do this sooner rather than later? Surely we have at least one member with the rudimentary skillz?
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Post by Swiftoak »

Thanks Lady N! :D

I'll probably use it only for major updates.

I'm pretty busy tonight and tomorrow (obviously Christmas), but I'll TRY to get a post up by tonight. Perhaps the best Christmas gift for our watchers is a little sneek peek at Necrom :P

Anyways Happy Holidays everyone! I'll try to post something tonight.

Edit: The draft is saved, feel free to make any changes lol, I'm not really a blogger. Web 2.0 FTW? :P
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Post by Haplo »

I imported the Temple into blender and hit the bounding box buttons but when I re-exported it, the bounding box was the size of the entire cell, the Temple had rotated 90 degrees on its side, and had shrunken to the size of a basket... so it looks like someone who has done it before needs to try their hand at fixing the bounding box issue. My mesh did not, however, crash the CS.
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Post by Lady Nerevar »

blog is great. the only thing you need to do is resize your screenshots so that they dont stretch the page. i make the main screen a thumbnail and then link it to the full size image like so:

<a href="URL"><img src="URL" width="450" height=* /></a>
the width is specified at 450 pixels, and the height adjusts automatically based on that.

i also fixed a few areas to make it flow slightly better.
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Post by Swiftoak »

A late thanks to Lady N :)

I got exams coming soon, I'm afraid I'm going to have to put the brakes on progress for a short while. Rest assured, I won't dissapoint you when I get back again.

I might try to get little bits and pieces done in the next 2-3 weeks, but nothing significant/new to report.

Could somebody take this time to fix the Temple mesh though? It's really hampering my ability to work with that area.

Thanks!
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Post by Haplo »

You can download the old mesh from the model claim thread and use it while the new one is waiting to be fixed. That way you can work around it.
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