Tamriel Treasurer's Showcase

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Tamriel Treasurer
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Tamriel Treasurer's Showcase

Post by Tamriel Treasurer »

Technically I'm not really new here, since my old name was TheTreasurer. I'm a new member now due to some problems with my computer, so I won't be dealing with "TheTreasurer" anymore. Anyway, I do want to start over with a mod for my showcase. I will not upload it yet, as it isn't quite finished, but it incorporates many interiors, new creatures, items, NPCs, and a whole lot of other things new to the game. Not all of it is of my making (the Creatures, and most of the new items), though, but this will show you what I can do with what someone gives me. I think I might do very well as to following directions, interiors, exteriors, etc. in Tamriel Rebuilt. I will upload the mod soon.
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Post by Thrignar Fraxix »

you don't have the email address from your old computer?

edit: also, resize your avatar please

edit2: while I was making that edit, you did.
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Post by Tamriel Treasurer »

Sadly, it's been deleted. I not really sure why, but at least I've got a new one.
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Post by bamman62 »

Some quick information, esp files do not need to be zipped up in order to be attached. Please specify the TES game this mod is made for. Also, we prefer small mods for the sake of time and accuracy, so it would probably make the showcase go faster if you tried to shrink the mod a bit.

I would suggest a house for interiors and some land detailing for exteriors. (Like making a mountain or something in the middle of nowhere.)

Looking forward to an upload!
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Post by Tamriel Treasurer »

Sorry about the specification. I will be uploading actually a smaller mod just for TR, but I will also set up the address to the larger mod if anyone wants to take a look at it. (note that there is no address yet) The mods I make will be for Oblivion.
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Post by Tamriel Treasurer »

Here is the mod for my showcase. It is a small island west of Anvil. More specifically, directly west of Horse Wisper Stables. Once you see the island, head around the left side of it until you come to a landing with a lightpost and a small boat washed ashore. Also, this mod requires borderless Cyrodiil, which is included, to work. That means it isn't compatible with Stirk, but while reviewing this Stirk can be unchecked and after reviewing Stirk rechecked and Borderless Cyrodiil and Wizard Island unchecked.
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WizardHome.zip
(367.37 KiB) Downloaded 124 times
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Post by Lady Nerevar »

hey, sorry for the wait, must have missed this. not sure if youre still around but i gave it a review anyways.

Interior
-most of the furniture items float. they need to be adjusted by hand.
-most clutter/misc/food items float. this is due to havok, never turn it on when modding.
-sack03 downstairs does not lean on the wall
-the carpet in the upstairs room bleeds into the walls, scale it down so it fits better into the small room.
-the detail is quite nice, but i would have preferred a few more "wizardy" items, such as alchemical equipment and books that are specific to wizards (as opposed to those about heavy armor), a training area, a research station... something. you have about a dozen skillbooks in here, that way too much. 3 is the maximum i'd say.

Exterior:
-the island rises out of the ground at an extreme and unnatural angle, flatten it out.
-there are quite a few jagged edges, they need to be smoothed or covered up
-i'd vary the texture use here, it doesnt make sense that a huge hill of sand would stand at such angles, much less support a house.
-all fences need to be closed off, so that its |=| instead of |=
-i do like the idea and look behind these islands, it just needs some polishing in execution.


in the future feel free to bump your showcase if it doesnt get attention :)
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Post by Tamriel Treasurer »

Ok I'm back. I'll just fix up that mod...

Although I have never tried land texturing before, so I am not familiar with how to use it.
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Post by Lady Nerevar »

in the landscape editor window there is a whole list of textures. i'd sort them alphabetically. use only textures from one region. they are pretty self explanatory, so think about real life. steep rises are going to be rocky, so use a rock texture. flater areas may be grassy, so use grass. in between i'd do a rocky grass to ease the transition. this tutorial goes into a bit [url=http://www.tamriel-rebuilt.org/?p=modding_data/tutorials&section=251365]more detail[/url].
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Post by Tamriel Treasurer »

Thanks!

Here is a new file
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WizardHome.zip
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Post by Tamriel Treasurer »

Ok. I think I have pretty much gotten this straightened out. I have added land texturing, fixed some problems with rocks, and some things are no longer floating or bleeding. I also changed the land textures on the steep areas where the island rises, so now it looks rocky instead of sand coming up randomly out the ground.
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WizardHome.zip
Some changes made to the island with the file.
(526.55 KiB) Downloaded 88 times
Last edited by Tamriel Treasurer on Sat Aug 22, 2009 8:49 pm, edited 1 time in total.
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Post by Haplo »

Please stop re-posting files. If you want to update a file, you don't need to make a new post, instead just edit your initial one.
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Post by Tamriel Treasurer »

I have now updated the file, and if anything needs to be changed, let me know. Some feedback would be great.:)
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What does TR want to see in Exteriors/Interiors Showcases?

Post by Tamriel Treasurer »

Hi TR. I just wanted to know, when someone posts their showcase wanting to help in exteriors or interiors, and finally gets up to TR Modder, what is it that you really want to see that will get us promoted?

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Post by blackbird »

Exteriors:
- vertex shading/coloring
- no floaters
- land textures
- at least 100 refs per cell The refs are: rocks, trees, flora, maybe a house with some clutter around it.
- clean showcase
- if you're making an island: adding sea plants, kollops, barnacles and some lights below the sea level ( at the seafloor)
- being a bit logic: not much style mixing (Ascadian isles rocks and plants on AI textures)
- You may mix two texture sets, but keep in mind that AI doesn't match with molag amur, ashlands and red moutains.
- No steep hills. But you may use the cliffs from TR_data.
- good city layout oif you want to make a city.
- gridsnap if you're planning to create some walls
- creativity is a good thing, but make it a bit realistic.

Interiors:
- Gridsnap
- interior size should correspond with exterior piece (like a single house) or the exterior world (for caves, tombs, ...)
- No floaters and no bleeders (with some exceptions)
- lighting and illegal to sleep should be set.
- the use of furniture if required
- correct use of the lights
- not using valuable items, nor other rare items, especially not unique items
- creativity is a good thing, but make it a bit realistic
- clean showcase
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Post by Tyrion »

there are stickies pertaining to this already
"Imagination and memory are but one thing which for diverse considerations have diverse names."

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"Nemon + IKEA = creationism" - some guy

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Post by Haplo »

Merged with your existing showcase thread. Remember that each user is allowed only one thread in the Showcase forum.
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Post by Tamriel Treasurer »

Just a reminder that I need some feedback. I want to keep my showcase somewhere at the top of the list to keep up with things.
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Post by jonarus_drakus »

Don't worry where you are in the list dude, it doesnt actually make much difference at alll. please excuser the bad typing, just got bac kfrom epic drinky drinky seshionm.
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Post by Tamriel Treasurer »

Oh, ok.
btw That must be the first time you have ever changed your avatar.:)
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Post by Tamriel Treasurer »

Okay, I think it's time for something new. I have created a new island, one that I think is much better than the last one, and it is located pretty much right in the Anvil Bay area. There is also a map marker for it.
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NewIsland.zip
My new showcase island.
(261.24 KiB) Downloaded 103 times
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Post by Tamriel Treasurer »

When will this be reviewed?
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Post by Four Greyhounds »

i wouldn't mind taking a look at this for you, if you want. i'm not a modder yet, but if you're anxious, i'll have a look. this is an Oblivion showcase, correct?

i don't have time right now, but i'll try to get to this later. :)
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Post by Tamriel Treasurer »

Yep, it's for Oblivion. Thanks for posting. I haven't had a word on here for so long. Take a look at it and see if you like it.
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Post by Lady Nerevar »

yes, please do
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Post by Four Greyhounds »

alrighty, review:

--clean, as far as I can tell

00IslandHouse:

--The fire logs bleed into each other. i'm not sure if this is alright or not, but my guess is no, since bleeders are usually frowned upon

--pretty much everything on the LowerClassShelves1 floats, as do the basket and chair next to it. (the furniture with the blue people need to usually be lowered with "F" about three times before they top floating)

--most of the dinnerware and food on the table floats slightly

--the tapestry nearest the door bleeds into the cupboard alot

--actually, most of the furniture with the blue frames float slightly. as above, press F multiple times

--the LowerShoes bleed into the dresser, and the shirt and pants on top float. they may need to be havoked first, just make sure to adjust by hand later.

--most of the cupboards float slightly, and the candle on one of them floats

--i liked the hidden chest behind the tapestry, clever. the upstairs, however, feels very bare. add some more clutter to it.

--also, the int. seems a bit bright, you might want to tone down the ambient lighting (i think) the one light near the ceiling seems out of place, since there isn't a light source up there.


now to the exterior...


--wow! not what i was expecing. very cool design, i like the stairs alot.

--you might want to smooth out some of the jagged edges near the top of the cliff.

--the textures seem a bit abrupt, and there is a small texture seam near the beach, and a larger one near the house

--the boat bleeds a bit into the sand, i know this would make sense to be buried, but i don't what the policy on this is.

--i really like all the overlapping rocks, they look very cool and unique.


overall, i think this is pretty nice. the exterior has a very few minor problems, but i think it's enough for a promotion. of course, you'll have to see what Thrig thinks first. the interior has a few more problems, but just make sure you're careful with placing objects, as floaters and bleeders are your most common mistakes. good luck though! (and congrats on being my first informal review :) )
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Post by Tamriel Treasurer »

Thanks for the review! I'll get to work on fixing that stuff, but I think I'll leave the boat how it is because I don't know about that either.
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Post by jonarus_drakus »

Once you get those fixes done I'll give you a look (i really dont know how i missed all these Obliv showcases). The interior errors all stuff that you will get past with a bit more experience. On the matter or the exterior, well if its as good as four-greyhounds says, then you be only a short step from a recomendation.

Keep it up!

JD
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Post by Tamriel Treasurer »

Okay, heres the file with some fixes.
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NewIsland.zip
(262.02 KiB) Downloaded 90 times
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Post by Thrignar Fraxix »

and by some you mean all of those needed based on the review right?
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Post by jonarus_drakus »

We'll see soon enough... One little point right now. The file didn't need to be 'zipped' as it only contained an .esp and nothing else. If all it is is an .esp, then you can just attach it as is.

~ Will edit this post with the review once done.
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Post by Tamriel Treasurer »

I'm kinda used to sites not letting me upload only an esp so I didn't really know that.

And yes, I fixed everything based on the review except for:

The boat bleeding into the sand
The logs in the fire bleeding into each other

I am unsure whether or not I can have these items bleed.
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Post by Four Greyhounds »

i figured i'd take another quick look before jonarus :)

interior:

--the beds downstairs still float a little bit, make sure to hit F until they stop moving

--most of the food / dinnerware still floats just slightly

--the shelf with the food / watermelon is good, but the very top shelf still has a few large floaters

--the upstairs is much better, bt the book just barely floats

exterior:

--the chair floats alot

--textures are better, though there is one right between the house and a rock that is very seamy

--there are a few jagged edges on the big hill, but i think these are okay, as they add to the mountainy-ish feeling

--there are quite a few rocks underneath the island. press W for wire frame mode, go under the island, and delete them


overall, this is an improvement. make sure you check all of the objects for floaters. now you just have to see what jonarus thinks. he seems to be taking his time. :)
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Post by jonarus_drakus »

Ok, have a little patients greyhound! I do have RL to deal with too!

TT, here you go:

00IslandHouse (interior review)
> Book2Common "Morrowind the Imperial Province" bleeds into drawers.
> Dagger on drawers needs 'x' value rotation (handle bleads while blade floats. Try activating havoc with it selected, then turn of havoc and then "F" it back down onto the surface).
> On the dining table some food items float and/or bleed. These are all very minor however, just 'tweek' them a bit to make them look realistic and prevent havoc issues in games.
> All the items on the top shelf of the set of shelves next to the fireplace float (including the candle).
> The beds in the downstairs area float due to being part on/part off the rugs. Either make them completely on top of the rugs, or not on them at all.
> LowerShoes07 bleed into the bottom of the set of drawers.
> The candle on top of the cupboard in the bedroom needs to be moved slightly as the surface isn't even, and one edge floats as a result.
> Outside the upstairs office room, you have a chest just sitting by itself. Decorate the area! The chest itself, while technicaly fine, could benifit from being "F'ed" once more.
> The chair at the upstairs desk floats. This is a standard 'Activator furnature' error.
> The second tapestry upstairs (not the one hiding the chest) is FAR to large for its location. make 0.6 at most, and place it lower and paralel to the wall.
> The two tapestries at the rear of the bedroom area (either side of the bed) bleed into the wall slightly at the top, move them out/down (maybe make them a little smaller).
> Lighting: Some light sorces were to close together (two sets of candles on top of the same set of drawers), or were just plain uneccisary (you had several 'invisble' light sources that were out of place - the floaty light globe things).

Overall, it looks quite nice, all the errors i found, i found by actually looking for them. 'At a glance' your interior was almost perfect (aside from one bare are as mentioned). Fix these things up, take a couple of moments to just 'polish' the overall look and then you should be on your way.


EXTERIOR:
Aside from an overabundence of butterflies/moths there wasn't much TECHNICALY wrong with your island. That said it looks incredibly un-realistic. If you were trying to show you could exploit the CS you succeded. But if you want to be taken seriously as an exterior modder then you need to tone it down quite seriously.
Make the island more realistic, and then I can give you a real review for exteriors.
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Post by Four Greyhounds »

sorry, jonarus. it's just that whenever someone says that they'll update the post with review, they usually get back to it right away. didn't mean to sound impatient. :)
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Post by Tamriel Treasurer »

JD, what do you suggest I do to make the island more realistic?
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Post by jonarus_drakus »

The 'mini mountains' that make up your island are just TOO tall for a non-volcanic island. While i do like the little ravine down the middle, the hills either side need to be lowered down SIGNIFICANTLY and generaly made smoother. 'Sharp edges' along the edge of the water are ok if you take the time to make sure the look realisticaly cliff-like.

Now that i think of it, I'm suddenly reminded of the "Thousand Islands" region of the St Lawrence River, If you can find some images of those islands on the interwubs somewhere then you will have yourself a great sorce of 'real world' inspiration.

In fact I've just given myself a sweet idea for a house mod...

JD
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Post by Tamriel Treasurer »

Ok, cool, thanks JD. I'll keep the same overall feel of it but just lower it a bit.
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Post by Tamriel Treasurer »

Alright, here it is. I think this is more realistic, and I fixed the stuff in the interior.
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NewIsland.esp
(269.88 KiB) Downloaded 77 times
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Post by jonarus_drakus »

Okily Dokily, lets see what terra icognita have been uncovered here :P

INTERIOR:
> The Logs in the fireplace: Either adjust them so they dont bleed or just remove one of them and 'center' the other. (personly, i only very rearly use more than one, especialy in a small fireplace like this). As it is they bleed a little TOO much.
> The little alcove outside the up-stairs office room (the one with the rug & chest but nothing else) is TOO empty. Add more clutter (a crate or two?) or more decorations (a small tapestry behind the chest?)
> The re-sized (0.51 as i recall) sack behind the tapestry in the office looks a little too small to be realistic.
> Your ambient light setting could be toned down a bit (for LC interiors i usualy use setting in the 50-70 range). You might also experiment with having different values, give a little colour to your int through creative lighting :D
> The two beds downstairs still dont work. The rugs (which are a little too thick in my opinion - beths fault) dont allow them to sit smoothly on the floor. Either make the rugs large enough so that all four 'feet' of the beds can sit on the rugs, or make them smaller so none of the feet do. (the rear bed still floats slightly at this point).
> Candle on top of cupboard downstairs still doesnt match to uneven surface (it 'hangs' over the edge of a seem on the surface). VERY minor, but something you need to be aware of all the same.

Ultimately much better, I you can fix these last few things, then i can pass on a recomendation... maybe :D


EXTERIOR

> There was a large texture seem on the beach near the map marker that ran down into the water, you should be careful about replacing existing textures, this area clealy needed to be done entirely by hand.
> There was a HUGE mass of rocks under the surface of your island. Rotate the view so you are looking up from bellow, turn on light amplification (shows ghost objects beyond normal viewing range) and zoom in so you can get the little rocks as well as the big ones. Just because you cant see them in game doesn't mean the graphics engine isn't still renering them, eating up your precious framerate in the process.
> The Bravil stairs and bridge pieces either bleed into each other or float due to the steepness of the hillside. I see what your trying to do here, its just not working.

Ok, yes it does look more realistic than before, but still not by enough. I dont want to discourage you here, but i think you might want to re-make the island from scratch, as it is you seem to be stuck in the 'sillyness' mindset. One thing i did like is how you re-located the house, putting it on the ledge like that was a nice touch.

JD
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