Hi there,
My first post here on the forum. Here is a little showcase of some of my work.
My Elsweyr province mod w/ desert & badland terrain and a number of settlements(still a WIP but available for download)
http://www.bethsoft.com/bgsforums/index.php?showtopic=945400
And a smaller mod, the town of Riverhold, which is a rather small file, and largely complete
http://www.tesnexus.com/downloads/file.php?id=19026
And a desert, savannah and badlands region generator which I released as a modders resource:--
http://www.tesnexus.com/downloads/file.php?id=22936
I would be pleased to contribute in some way, such as helping out Lady Nerevar with the creation of region generators for the new Hammerfell lands.
I don't have any experience with creating new models or anything like that, but am pretty handy with most aspects of the CS.
~Iliana
Iliana's Showcase
Moderator: Lead Developers
Those resources aren't mine. The showcase is simply for general design of locations, creating region generation templates, etc. using whatever resources are at hand.
I offered to help out Lady Nerevar with creating some templates for Hammerfell region generation using Hammerfell resources if she needs a hand with those.
I offered to help out Lady Nerevar with creating some templates for Hammerfell region generation using Hammerfell resources if she needs a hand with those.
- 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
hey iliana... how anal do you want my reviews to be? since this is an actual mod i figure that i can do an actual review (report every single error instead of a general list). so far im noticing style mixing, floaters (mostly in the cave tileset cells) and some furniture related floaters (they have to be Fed several times or lowered by hand)
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!
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
"Fed" should be read as ef-ed, and means pressing the F button to lower the object closer to the ground. i would advise holding down the Z key and lowering it manually, as it gives you more control.
style mixing is using furniture, clutter, or other defining items from different sets (lower, middle, and upper class.)it is OK to mix some middle class items with lower class or upper class, but it should be restricted to times it makes sense.
floaters are objects that do not touch the surface they are resting on. their opposites are bleeders, which are objects that overlap the surface they are resting on or an adjacent object.
Another term you should be familiar with is "caspering" (like Casper the ghost). this is when you can see through a model because a part of it which was designed to be hidden is shown. oftentimes models arent enclosed all around to save polygons, so their uncompleted sides are visible if they are used in ways other than they were intended to be.
taking a look at B'laahl the Shepherd's Den, for example:
-the hay in the entrance floats (it does not rest on the ground but instead hangs in the air)
-the transition from the entrance to the cave caspers, since the wood part just ends, creating an unrealistic hole between the wooden part (which is supposed to be solid wood, instead of a single textured polygon) and the stone floor. in situations like this it is easiest to find some log model and just cover up the seam.
-the large hay bails need to be rotated so that they match the angle of the floor better. hold down the z, x, or y keys to do this, or just alter the numbers in the reference window (double click placed object). at the moment one side of the hay is floating in the air, and the other is resting on the small tuffs of hay that are sticking out of the bale.
-the loose wood in the corner also floats. its position does not obey the laws of physics at the moment, it looks like it might have been supposed to be in a barrel of some sort.
-the side table floats. since this is a cave it is OK to bleed it into the floor, or, if you really feel like it, you could rotate it (this might make placing objects on top of it difficult)
-the bed and the chest next to it partially float, as do the shelves and the barrel on the other side of the room.
-several of the beams casper (namely the one near the entrance and on the opposite side of the room) since they were meant to snap to other pieces. you can either put more support beams to cover up the holes or simply cover them with a rock or two.
-the tapestry doesnt stick into the rock
i think thats about it. due to the fact that the cave tileset really wasnt meant for homes this interior had quite a few physical problems (which, incidentally, made it perfect for a tutorial of sorts). your other interiors were a whole lot better, but ill give those a full review tomorrow along with your exterior.
oh, while im here, you should know that some errors are native to the engine. havok makes things float for example. we generally require that havoked items still be placed correctly however, as that gives them some slim chance of not looking like they are defying gravity in game.
anyhow, i hope i didnt confuse you or set you off from trying to help or anything.
style mixing is using furniture, clutter, or other defining items from different sets (lower, middle, and upper class.)it is OK to mix some middle class items with lower class or upper class, but it should be restricted to times it makes sense.
floaters are objects that do not touch the surface they are resting on. their opposites are bleeders, which are objects that overlap the surface they are resting on or an adjacent object.
Another term you should be familiar with is "caspering" (like Casper the ghost). this is when you can see through a model because a part of it which was designed to be hidden is shown. oftentimes models arent enclosed all around to save polygons, so their uncompleted sides are visible if they are used in ways other than they were intended to be.
taking a look at B'laahl the Shepherd's Den, for example:
-the hay in the entrance floats (it does not rest on the ground but instead hangs in the air)
-the transition from the entrance to the cave caspers, since the wood part just ends, creating an unrealistic hole between the wooden part (which is supposed to be solid wood, instead of a single textured polygon) and the stone floor. in situations like this it is easiest to find some log model and just cover up the seam.
-the large hay bails need to be rotated so that they match the angle of the floor better. hold down the z, x, or y keys to do this, or just alter the numbers in the reference window (double click placed object). at the moment one side of the hay is floating in the air, and the other is resting on the small tuffs of hay that are sticking out of the bale.
-the loose wood in the corner also floats. its position does not obey the laws of physics at the moment, it looks like it might have been supposed to be in a barrel of some sort.
-the side table floats. since this is a cave it is OK to bleed it into the floor, or, if you really feel like it, you could rotate it (this might make placing objects on top of it difficult)
-the bed and the chest next to it partially float, as do the shelves and the barrel on the other side of the room.
-several of the beams casper (namely the one near the entrance and on the opposite side of the room) since they were meant to snap to other pieces. you can either put more support beams to cover up the holes or simply cover them with a rock or two.
-the tapestry doesnt stick into the rock
i think thats about it. due to the fact that the cave tileset really wasnt meant for homes this interior had quite a few physical problems (which, incidentally, made it perfect for a tutorial of sorts). your other interiors were a whole lot better, but ill give those a full review tomorrow along with your exterior.
oh, while im here, you should know that some errors are native to the engine. havok makes things float for example. we generally require that havoked items still be placed correctly however, as that gives them some slim chance of not looking like they are defying gravity in game.
anyhow, i hope i didnt confuse you or set you off from trying to help or anything.
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!
Thats ok. Riverhold is a bit of mishmash. It was actually my learn-to-mod mod. I opened the cs for the very first time last June, and threw that together in July September.
And since I was only making using vanilla resources, I mangled lots of odd ends together to try and get the general effect I wanted.
The castle doesn't really work, but I wanted a wooden one on the hilltop, and although I wanted wooden pallisades for the walls, I was stuck with using Bravil watergates as the next best thing.
The nicer caves were my attempt at crossing a traditional Balkan Muslim home (with the hanging rugs and low furniture) with a lion-den cave with firepit hearth. Kind of weird, I know!
And since I was only making using vanilla resources, I mangled lots of odd ends together to try and get the general effect I wanted.
The castle doesn't really work, but I wanted a wooden one on the hilltop, and although I wanted wooden pallisades for the walls, I was stuck with using Bravil watergates as the next best thing.
The nicer caves were my attempt at crossing a traditional Balkan Muslim home (with the hanging rugs and low furniture) with a lion-den cave with firepit hearth. Kind of weird, I know!