Kolya99 Quest Showcase
Moderator: Lead Developers
Kolya99 Quest Showcase
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Last edited by kolya99 on Tue Jul 09, 2013 12:36 pm, edited 2 times in total.
- 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
Sorry if I came off as aggressive, I certainly did not mean it that way. The simplest way to upload your work is to click the "reply" button and use the attachment box at the bottom of the reply screen.
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!
- Myzel
- Developer Emeritus
- Posts: 729
- Joined: Thu Aug 07, 2008 8:19 pm
- Location: The Concept Art Forum
- Contact:
I took a very brief look at your mod, just because an extended ebonheart sounded interesting, and it looks nice. I'm not good at reviewing stuff but I did notice that some of the houses you added bleed into the castle walls.
Though if you want to be promoted for exterior modding I'd recommend that you make something from scratch, like a small island. Then we can see how your landscaping skills are.
Though if you want to be promoted for exterior modding I'd recommend that you make something from scratch, like a small island. Then we can see how your landscaping skills are.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
- Myzel
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I once again took a brief look at your exterior.
Sorry to say so but even I can see that this is of pretty poor quality. The way you handled the terrain is awfully crude. It looks unnatural. Many spots aren't smoothed, other seem random as if you didn't adjust it to the city. The way you sliced through the mountains makes them look silly, and the moats are crude too. It seems you didn't adjust the vertex shading either.
About the objects, the amount of bleeders is staggering. The walls and bridges and platforms bleed everywhere. The bridges float in the water, and some buildings float too. Then there's the mix of hlaalu, indoril and imperial architecture, which is also strange.
Also, you seem to have altered several unrelated interiors in mournhold and balmora. Make sure your mod is clean (use TESAME).
I didn't look at your interiors much, but I have a strong suspicion that you copied them from existing interiors. This is totally unacceptable. Every interior in TR has to be made from scratch.
TR demands high quality work from it's modders. If you want to stand any chance of getting promoted to modder, you NEED to put more effort into it and pay more attention to detail.
You can wait around for an actual Morrowind modder to review this but I don't think their opinion would be any different. My advice to you is to read through some of the tutorials on this site and start over. I'd do something a little smaller in scope. Really from scratch, with a new piece of terrain (island) and with proper attention to detail as to meet TR's quality standards.
Sorry to say so but even I can see that this is of pretty poor quality. The way you handled the terrain is awfully crude. It looks unnatural. Many spots aren't smoothed, other seem random as if you didn't adjust it to the city. The way you sliced through the mountains makes them look silly, and the moats are crude too. It seems you didn't adjust the vertex shading either.
About the objects, the amount of bleeders is staggering. The walls and bridges and platforms bleed everywhere. The bridges float in the water, and some buildings float too. Then there's the mix of hlaalu, indoril and imperial architecture, which is also strange.
Also, you seem to have altered several unrelated interiors in mournhold and balmora. Make sure your mod is clean (use TESAME).
I didn't look at your interiors much, but I have a strong suspicion that you copied them from existing interiors. This is totally unacceptable. Every interior in TR has to be made from scratch.
TR demands high quality work from it's modders. If you want to stand any chance of getting promoted to modder, you NEED to put more effort into it and pay more attention to detail.
You can wait around for an actual Morrowind modder to review this but I don't think their opinion would be any different. My advice to you is to read through some of the tutorials on this site and start over. I'd do something a little smaller in scope. Really from scratch, with a new piece of terrain (island) and with proper attention to detail as to meet TR's quality standards.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
- David House
- Developer
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This is actually somewhat simple (though Im not quite sure on some of the names.) go to the little tab with all locations in the game in it, use ctrl+f to find the location, and change it to (lets say your using bitter coast region blah blah blah, simply name "Bitter Coast Region blah blah blah Balmora" or whatever the citys name is, bleh who knows, been a while since I used cs, could someone come here and give a better tutorial?
~David
~David
- Myzel
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There are a few physical errors. Some of the baskets in the ships float, the boarding plank bleeds into the ship and the dock, and the stairs to the village bleed into each other. For a full list you must wait for someone with more modding experience.
But really man, your landscaping is far from adequate, and so is your town-building. Building a landscape isn't just raising some terrain and slapping textures on it. Place rocks and trees and plants. Make it pretty. Also, use vertex shading. And read those tutorials like I said before.
Same goes for towns. A town is not just a few houses placed next to each other. Streets also have objects in them. Barrels, awnings, maybe even a marketplace. Be creative with what the toolset offers you, as long as it's not completely out of tune like the style mixing. Look at how it was done in Morrowind.
Also, why did you create a massive reagion for that little island? You even named parts of solstheim 'hidden island' region.
But really man, your landscaping is far from adequate, and so is your town-building. Building a landscape isn't just raising some terrain and slapping textures on it. Place rocks and trees and plants. Make it pretty. Also, use vertex shading. And read those tutorials like I said before.
Same goes for towns. A town is not just a few houses placed next to each other. Streets also have objects in them. Barrels, awnings, maybe even a marketplace. Be creative with what the toolset offers you, as long as it's not completely out of tune like the style mixing. Look at how it was done in Morrowind.
Also, why did you create a massive reagion for that little island? You even named parts of solstheim 'hidden island' region.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
-
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My review:
General:
-There a lot of cells with no references but with the name The hidden Island
-Make your file dependent on Morrowind, tribunal and bloodmoon.
-Clean your file with Tesame or something else. Your plugin is dirty and contains the evil GMSTs.
-You should name the city
The docks:
-Did you sue gridsnap and do you know how to use it?
-I think there are too many ships
-Only the ships are detailed
-The sea below is not even detailed
-com_sack_03_chpfood5 is bleeding
-com_sack_01_saltrice_10 is floating
The village:
-very basic, too underdetailed. The houses have a door, but nothing else (except for one building). Some of the houses may be rotated. You could add crates and barrels near the houses, windows, plants,lights (com and imp), ...
-I should use the soften terrain function
The landscape:
-There are no rocks and no plants
-When 3 textures meet each other, there will be a texture seam
-The terrain is sometimes too jagged
-The eastern part is maybe too steep. Some TR Modders prefer cliffs
Conclusion: Think about what you want and what you're doing. Try to detail every cell and restrict yourself to a few cells. Have you read this: http://tamriel-rebuilt.org/?p=modding_data/tutorials§ion=251365 ?
General:
-There a lot of cells with no references but with the name The hidden Island
-Make your file dependent on Morrowind, tribunal and bloodmoon.
-Clean your file with Tesame or something else. Your plugin is dirty and contains the evil GMSTs.
-You should name the city
The docks:
-Did you sue gridsnap and do you know how to use it?
-I think there are too many ships
-Only the ships are detailed
-The sea below is not even detailed
-com_sack_03_chpfood5 is bleeding
-com_sack_01_saltrice_10 is floating
The village:
-very basic, too underdetailed. The houses have a door, but nothing else (except for one building). Some of the houses may be rotated. You could add crates and barrels near the houses, windows, plants,lights (com and imp), ...
-I should use the soften terrain function
The landscape:
-There are no rocks and no plants
-When 3 textures meet each other, there will be a texture seam
-The terrain is sometimes too jagged
-The eastern part is maybe too steep. Some TR Modders prefer cliffs
Conclusion: Think about what you want and what you're doing. Try to detail every cell and restrict yourself to a few cells. Have you read this: http://tamriel-rebuilt.org/?p=modding_data/tutorials§ion=251365 ?
Common buildings work well with nordic houses and imperial architecture. In fact, common IS imperial style. Also, if you use nordic houses, be sure you never use ex_nord_house_05 (or whatever) because the interior shell has no collision.kolya99 wrote:another question. I am currently using buildings to the "ex_common" design. there are only about 4 of them and I was wondering what other design would fit in with common buildings but not spoil the scenery.
EDIT: Tamriel Rebuilt also has a selection of common buildings. Go to the 'Objects of Tamriel' section at the top and download TR_Data.7z and TR_Data.esm (if you haven't already) and use TR_Data as a resource for your work.
- Lady Nerevar
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- Location: New Orleans, LA
there is no limit to the number of files, but we do advise that you focus on quality versus speed or quantity. take your time and make the best plugin possible.kolya99 wrote: I dont know if theres a limit before My thread just gets dropped and forgotten so tell me what you think needs to be done to make it promotion worthy.
you should unzip everything in the same way that it is packed. there should be an .esm file and a .bsa file, both of which go in your data folder, along with any other folders. therefore, just open the .7z and dump everything into the data folder. say yes to overwrite when prompted.
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!
-
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LN means that you use the 7z (or winRAR as the case may be - its capable of dealing with 7z's on its own I've found) auto-extractor function. Tell it to extract to your 'data' folder and then the etractor will do the rest for you.
That said, i will aknowledge that i am a fan of the manual extraction, but that is just not a viable option in this case.
That said, i will aknowledge that i am a fan of the manual extraction, but that is just not a viable option in this case.
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~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
- Lady Nerevar
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sounds like you have the wrong file. the data files are all organized like they need to be. it should contain esms (TR_Data, map1, map2) and a bsa, as i said, as well as some folders afair. dump those folders (not just their contents!) into the data folder. it should also come with a readme that says how to install it.kolya99 wrote:wait wait wait wait wait wait wait wait wait. wait. okay i have had a few 7z.s downloaded before. each time instead of getting organized little folders like files downloaded by winrar win zip win ace etc. Its all just a bunch of files in one download. like theres a bunch of DDSs abunch of WAVS. I thought that I was suposed to put them in the folders they most likely went in. so the DDSs go into the textures and the WAVS went into one ov the sound folders. But your saying that I forget all that and dump every single file into the Data Files folder?
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
wiwnrar or 7zip, but they all do the same thing. the 7z should contain a folder called Data Files, open that folder and dump everything in there into your computer's Data Files folder exactly as it appears in the archive. just select everything and drag it into Windows Explorer, simple as that.
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
im 98% sure that you just have the wrong file, since all programs are essentially the same. [url=http://www.tesnexus.com/downloads/file.php?id=21154]this[/url] is the most up to date file available to the general populus.
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
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
right click Start>Open
find your computer's Data Files directory
download TR_Map2_AntediluvianSecrets.7z
open TR_Map2_AntediluvianSecrets.7z, you will see a folder called Data Files, open it
pull everything in that folder into your computer's Data Files folder (already open).
say "yes" if prompted to overwrite files, but do NOT overwrite folders.
register your .bsa file, using the instructions in the readme or the program provided.
in the future, please edit your posts instead of double posting.
find your computer's Data Files directory
download TR_Map2_AntediluvianSecrets.7z
open TR_Map2_AntediluvianSecrets.7z, you will see a folder called Data Files, open it
pull everything in that folder into your computer's Data Files folder (already open).
say "yes" if prompted to overwrite files, but do NOT overwrite folders.
register your .bsa file, using the instructions in the readme or the program provided.
in the future, please edit your posts instead of double posting.
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!
Just in case you didn't know what a "bsa" file is and because it kinda seemed to me like you were wondering where all the models and textures were, they're all inside that "bsa" file. It's a file archive like a zip file or a 7z file, except MW can read it without you having to extract everything to folders.
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
- Tyrion
- Reviewer
- Posts: 1699
- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
reviewed
-there's a huge amount of empty cells labeled "The Hidden Island"
-no detailing
-I saw seaweed and aquatic creatures above water
-no vertex shading
-you resized NPCs why?
-you resized a lot of stuff why?
-you didn't smooth the terrain, you made no effort to make it seem natural
-the houses are ill placed with the terrain, they bleed so that some roofs are below ground
-no lights
-those vendors need to seriously be reworked to seem more... believable, a shirtless dunmer selling a suit of ice armor?
-that statue, no
-you gave up planting trees after like, a quarter of the island it looks like
-you switched from Bitter Coast to West Gash to Ascadian Isles terrain for no reason I can see
-the big thatch roofed tower has no door
-no lighting
-no detail whatsoever in the town
-one of your guards is carrying Hircine's spear for Christ's sake, thats a unique weapon!
I can go on. This needs a lot of work for it to pass. I'd rather you just start over on something smaller. Look at the Bethesda made exteriors and try and match that quality and level of detail.
-there's a huge amount of empty cells labeled "The Hidden Island"
-no detailing
-I saw seaweed and aquatic creatures above water
-no vertex shading
-you resized NPCs why?
-you resized a lot of stuff why?
-you didn't smooth the terrain, you made no effort to make it seem natural
-the houses are ill placed with the terrain, they bleed so that some roofs are below ground
-no lights
-those vendors need to seriously be reworked to seem more... believable, a shirtless dunmer selling a suit of ice armor?
-that statue, no
-you gave up planting trees after like, a quarter of the island it looks like
-you switched from Bitter Coast to West Gash to Ascadian Isles terrain for no reason I can see
-the big thatch roofed tower has no door
-no lighting
-no detail whatsoever in the town
-one of your guards is carrying Hircine's spear for Christ's sake, thats a unique weapon!
I can go on. This needs a lot of work for it to pass. I'd rather you just start over on something smaller. Look at the Bethesda made exteriors and try and match that quality and level of detail.
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
Interior Application
Snip
Last edited by kolya99 on Tue Jul 09, 2013 11:08 am, edited 1 time in total.
- Katze
- Developer Emeritus
- Posts: 2341
- Joined: Thu Feb 26, 2009 3:29 pm
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- Contact:
-no northmarker is set
-many Furn_Com_Coatofarms_02 bleed into the wall they're attached to
-both Furn_banner_imp_01 just bleed through the ceiling instead of looking like they're realistically attached to something
-considering the huge amount of money in those chests, they should be locked or something. also, the model for the chests is de_rm, which is inappropriate for an imperial interior
-you shouldnt use all those many, many ambient lights, they make the interior too bright and you should try to have realistic lighting coming from visible light sources
-I'm not entirely sure if mixing interior and exterior pieces is allowed.
This list is by no means exhaustive.
The place is generally not very interesting, repetitive, overly bright, and too big for the amount of content it presents.
I think a better showcase would be something smaller, like a house comparable in size to one in Balmora? A small, interesting interior will score better points than one that is too large.
-many Furn_Com_Coatofarms_02 bleed into the wall they're attached to
-both Furn_banner_imp_01 just bleed through the ceiling instead of looking like they're realistically attached to something
-considering the huge amount of money in those chests, they should be locked or something. also, the model for the chests is de_rm, which is inappropriate for an imperial interior
-you shouldnt use all those many, many ambient lights, they make the interior too bright and you should try to have realistic lighting coming from visible light sources
-I'm not entirely sure if mixing interior and exterior pieces is allowed.
This list is by no means exhaustive.
The place is generally not very interesting, repetitive, overly bright, and too big for the amount of content it presents.
I think a better showcase would be something smaller, like a house comparable in size to one in Balmora? A small, interesting interior will score better points than one that is too large.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
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@ Catharsis: It is allwoed if you know what you're doing and if it looks good.
Some tutorials for house making:
http://tamriel-rebuilt.org/?p=modding_data/tuts/fusi/house_creation
http://tamriel-rebuilt.org/?p=modding_data/tuts/sfish/cs§ion=2
http://tamriel-rebuilt.org/?p=modding_data/tuts/dsong/first_room§ion=3 (note the big fault on the EX nihilo page; the author doesn't change it's light values, which should be done. It become worse when he's placing com furn in a velothi int.I'll pm TF about this)
Some tutorials for house making:
http://tamriel-rebuilt.org/?p=modding_data/tuts/fusi/house_creation
http://tamriel-rebuilt.org/?p=modding_data/tuts/sfish/cs§ion=2
http://tamriel-rebuilt.org/?p=modding_data/tuts/dsong/first_room§ion=3 (note the big fault on the EX nihilo page; the author doesn't change it's light values, which should be done. It become worse when he's placing com furn in a velothi int.I'll pm TF about this)