This is my showcase.
It contains exterior only.
It is near to the place you get Fork to kill Netch.
Oomega13 showcase.
Moderator: Lead Developers
Oomega13 showcase.
- Attachments
-
- Oomega13 mod.esp
- It is located in sheogorarths region.
- (537.9 KiB) Downloaded 50 times
- michaleson
- Developer
- Posts: 232
- Joined: Mon Oct 13, 2008 9:29 pm
- Location: K Town
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
in the future, please give your edited cells some sort of unique name (such as Oomega Showcase or something) so that i can find then easier and know which ones to look at.
first of all, detail. each cell needs at least 100 references, you have maybe 5. add more trees, more rocks, add flowers and plants and all those other things that make it feel natural. additionally, the detail you do use is not of the same region. emperor parasols are found in the ascadian isles (AI) and in the sheogorad, while the trees you used are bitter coast(BC) and tamra shrubs are found in desert areas like the molag amur. since your ground textures are largly ascadian isles i would stick to flora and rocks from that region. when in doubt check bethesda cells for what is OK.
textures. you use about 2 as far as i can see, you need a whole lot more. add different types of grasses, some pure rock in the mountains, a road texture, etc. make sure that they are from the same region!
your land could also use a bit more smoothing, especially around the road and fortress. speaking of the fort, the land inside is totally flat. this is unnatural, adding a little subtle variation will go a long way.
next we come to vertex shading. in the terrain editor window there is a box called "edit colors," check it, pick a middle gray, and use it to paint shadows underneath large objects (buildings, trees, rocks, etc.). this will make it look as if the objects are casting shadows and make the whole landscape more dynamic. also use it where two textures meed to make them blend together better.
i think thats it. its a solid start, just needs more work. in the future you probably want to make a smaller island so that you dont have quite so much to work with.
first of all, detail. each cell needs at least 100 references, you have maybe 5. add more trees, more rocks, add flowers and plants and all those other things that make it feel natural. additionally, the detail you do use is not of the same region. emperor parasols are found in the ascadian isles (AI) and in the sheogorad, while the trees you used are bitter coast(BC) and tamra shrubs are found in desert areas like the molag amur. since your ground textures are largly ascadian isles i would stick to flora and rocks from that region. when in doubt check bethesda cells for what is OK.
textures. you use about 2 as far as i can see, you need a whole lot more. add different types of grasses, some pure rock in the mountains, a road texture, etc. make sure that they are from the same region!
your land could also use a bit more smoothing, especially around the road and fortress. speaking of the fort, the land inside is totally flat. this is unnatural, adding a little subtle variation will go a long way.
next we come to vertex shading. in the terrain editor window there is a box called "edit colors," check it, pick a middle gray, and use it to paint shadows underneath large objects (buildings, trees, rocks, etc.). this will make it look as if the objects are casting shadows and make the whole landscape more dynamic. also use it where two textures meed to make them blend together better.
i think thats it. its a solid start, just needs more work. in the future you probably want to make a smaller island so that you dont have quite so much to work with.
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!
This mod is now totally changed.
To get there, go to Dagon Fel and ask the shipmaster to ship you to Rathar Manor.
In this mod I have made it bit more hilly.
Btw empire parasols are found in Sh region.Soon I will post This mod with interiors too!
To get there, go to Dagon Fel and ask the shipmaster to ship you to Rathar Manor.
In this mod I have made it bit more hilly.
Btw empire parasols are found in Sh region.Soon I will post This mod with interiors too!
- Attachments
-
- Oomega13 mod.esp
- Adds small island in Sh region north-west.
- (627.04 KiB) Downloaded 50 times
Your mod is dirty with the 72 evil GMSTs, which you can fix by deleting them via Morrowind Enchanted Editor (available at this website) or adding the expansion dependencies. There are also a few random cells that are marked as edited (including Ald Redaynia), but I see no change from original game. I must depart now, so I will review the rest of this when I return. The island looks creative.
Alright I took another look at this. Two things, mainly - vertex shading, and more detail. I didn't see your first file, but I think you show good use of static placement and 3D scaling. There still needs to be a bit more detail, and maybe some more variation of ground textures. Look at other Sheogorad islands for examples, although I can see the uniqueness in this island, so only look at other islands for ground texture style. I hear it's a bad idea to prefix NPC IDs with a subscore (_) as it causes dialogue issues, and it might be a good idea to go ahead and use TR_ as a prefix.
I'm sure this island will be awesome with vertex shading and some more texture variation/detail.
I'm sure this island will be awesome with vertex shading and some more texture variation/detail.