Shadowbeast's Showcase
Moderator: Lead Developers
- Shadowbeast
- Member
- Posts: 7
- Joined: Sat Aug 08, 2009 9:55 am
Shadowbeast's Showcase
Hi, I've been following this project for a while now and have been messing around with the construction set so I figured I'd give it a shot and try to help out.
I'll be trying out for Interiors and Exteriors for Oblivion. This is a middle class Anvil style home added on a small island at the end of the Strid River just southeast of Anvil.
There's a map marker marked "showcase" to fast travel there.
Also, I wasn't sure if I was supposed to add an NPC, but I did just to make it feel complete.
Edit:
I think that should do it.
I'll be trying out for Interiors and Exteriors for Oblivion. This is a middle class Anvil style home added on a small island at the end of the Strid River just southeast of Anvil.
There's a map marker marked "showcase" to fast travel there.
Also, I wasn't sure if I was supposed to add an NPC, but I did just to make it feel complete.
Edit:
I think that should do it.
- Attachments
-
- TR_Showcase.esp
- Edited according to JD's review. Just travel to showcase, as usual.
- (208.01 KiB) Downloaded 81 times
Last edited by Shadowbeast on Fri Nov 20, 2009 12:45 am, edited 1 time in total.
- Four Greyhounds
- Member
- Posts: 151
- Joined: Wed Jun 03, 2009 9:55 pm
- Location: Chicago, IL
Hi there. Somebody will be by to take a look at your showcase. Normally I'd do it, but the last couple showcases I reviewed never came back :/. Ah well. You can have this dance, Felix. And yes, NPCs are added by the modder, as well as (I believe) pathing and AI packages for eating, sleeping, etc.
Oh and thanks for the tip. I'll try it out a little later.
Oh and thanks for the tip. I'll try it out a little later.
You'll see, I'll show you, that these, uh, civilized people? They'll eat each other. You see, I'm not a monster. I'm just ahead of the curve.
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Welcome to the wacky world of TR!
I'll give it a look momentarily, and asuming no extra posts in my absence, i will simply addedit it here.
EDIT: And on that note, here we go!
EXTERIOR
> No obvious phisical errors.
> Decent layout of the textures and accompanying shading.
> Does look a little odd with so little vegitation, add a tree and/or a small (fenced - to show you can line fence segments up properly) garden.
> The docks, while technicaly error free, look a little off. The main posts dont 'line up' along the whole length on the dock.
Overall, well made and relitively well cluttered. You deffinitely have full TECHNICAL proficiency. While I'm stopping short of an actual recomendation at this early stage, i do think somebody else should look at this exterior, if only to make sure i didn't miss anything.
INTERIOR
> Northmarker placed and properly aligned, good.
> All of the sacks you have placed need to be "F'ed" more as the dont have perfectly flat bottoms. Basicaly, they need to bleed into the surface slightly.
> Both of the MC Rug circle 02 float slightly. Basicaly, if you can keep "F-ing" it without any part of it flickering (or disapearing all together) then you need to keep going. Keep in mind, that once you fix the rugs, anything and everything ON them will need to be fixed too.
> In both fireplaces, you have doubled up with the logs, which bleed into each other as a result.
> The flames in the lower fireplace need to be lowered so that the 'base' of the flames sits on (not in) the stonework of the fireplace itself. Don't worry about the flames 'bleeding' through the logs, it looks fine in-game.
> Both of the chairs on the red rug downstairs float very slightly (as does the 2person chair upstairs), basicaly ALL activator furnature need to be "F'ed" a MINIMUM of 3 times or until the bottom of the little green box under the seat "hits" the floor (bleeds into the floor).
A very nicely done interior, well clutered and interesting (well as interesting as a generic home can be ) Fix up the errors i have listed and your good!
JD
I'll give it a look momentarily, and asuming no extra posts in my absence, i will simply addedit it here.
EDIT: And on that note, here we go!
EXTERIOR
> No obvious phisical errors.
> Decent layout of the textures and accompanying shading.
> Does look a little odd with so little vegitation, add a tree and/or a small (fenced - to show you can line fence segments up properly) garden.
> The docks, while technicaly error free, look a little off. The main posts dont 'line up' along the whole length on the dock.
Overall, well made and relitively well cluttered. You deffinitely have full TECHNICAL proficiency. While I'm stopping short of an actual recomendation at this early stage, i do think somebody else should look at this exterior, if only to make sure i didn't miss anything.
INTERIOR
> Northmarker placed and properly aligned, good.
> All of the sacks you have placed need to be "F'ed" more as the dont have perfectly flat bottoms. Basicaly, they need to bleed into the surface slightly.
> Both of the MC Rug circle 02 float slightly. Basicaly, if you can keep "F-ing" it without any part of it flickering (or disapearing all together) then you need to keep going. Keep in mind, that once you fix the rugs, anything and everything ON them will need to be fixed too.
> In both fireplaces, you have doubled up with the logs, which bleed into each other as a result.
> The flames in the lower fireplace need to be lowered so that the 'base' of the flames sits on (not in) the stonework of the fireplace itself. Don't worry about the flames 'bleeding' through the logs, it looks fine in-game.
> Both of the chairs on the red rug downstairs float very slightly (as does the 2person chair upstairs), basicaly ALL activator furnature need to be "F'ed" a MINIMUM of 3 times or until the bottom of the little green box under the seat "hits" the floor (bleeds into the floor).
A very nicely done interior, well clutered and interesting (well as interesting as a generic home can be ) Fix up the errors i have listed and your good!
JD
~Give yourself to the Darkside, We have Dental!
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
- Shadowbeast
- Member
- Posts: 7
- Joined: Sat Aug 08, 2009 9:55 am
- Shadowbeast
- Member
- Posts: 7
- Joined: Sat Aug 08, 2009 9:55 am
Oops, sorry. Thanks for the advice. Here we go, the fixed one.
- Attachments
-
- TR_Showcase.esp
- The exterior is in TRShowcase1 & TRShowcase2, and the interior is TRShowcaseHouse. In game just travel to the "showcase" map marker.
- (208.19 KiB) Downloaded 66 times
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- Joined: Tue Jan 13, 2009 5:24 am
- Location: Watching you from behind the Blue eye...
Very nice, I'll readily admit that I'm impressed. However, i am not the one you must please...
There were only a couple of errors that i noticed inside That wernt inherient mesh/texture errors that you cant do anything about):
> The logs in both the upper and lower fireplaces floated a little, while this is as much due to the model itself, it would still be good to keep in mind that we like to see you at least TRY to work around such issues.
The only MAJOR skill you have yet to show is an ability to work with moduar interior sets (basements, caves, ruins, etc). However, going by the level of proficiency you have shown elsewhere, I'm going to be nice and assume you know how to use gridsnap and the like. With that: Recomended for promotion for interiors. Your in the big mans hands now (Thig that is).
As for your exterior, you had already shown technical proficiency there, and you went add added/changed what i mentioned as well, so baring any glaring errors that i somehow missed, I'm gonna go ahead and give you a recomendation for exteriors too.
Heres hoping i didnt give a bad review and miss a bunch of stuff...
JD
There were only a couple of errors that i noticed inside That wernt inherient mesh/texture errors that you cant do anything about):
> The logs in both the upper and lower fireplaces floated a little, while this is as much due to the model itself, it would still be good to keep in mind that we like to see you at least TRY to work around such issues.
The only MAJOR skill you have yet to show is an ability to work with moduar interior sets (basements, caves, ruins, etc). However, going by the level of proficiency you have shown elsewhere, I'm going to be nice and assume you know how to use gridsnap and the like. With that: Recomended for promotion for interiors. Your in the big mans hands now (Thig that is).
As for your exterior, you had already shown technical proficiency there, and you went add added/changed what i mentioned as well, so baring any glaring errors that i somehow missed, I'm gonna go ahead and give you a recomendation for exteriors too.
Heres hoping i didnt give a bad review and miss a bunch of stuff...
JD
~Give yourself to the Darkside, We have Dental!
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
- Shadowbeast
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- Posts: 7
- Joined: Sat Aug 08, 2009 9:55 am
Thanks for the recommendations! And I really appreciate you reviewing this for me, you were very thorough and it helped me learn a few new things. I've been working with grid snapping a lot since I've been using the construction set, so I know how to snap to references and such.
As for the logs, I was wondering when I was placing them if I should try to rotate it into different directions to try and get it to work as best as possible, but I wasn't exactly sure on TR's policies about placing models with errors. I will definitely try to do what I can to keep this from happening in the future.
As for the logs, I was wondering when I was placing them if I should try to rotate it into different directions to try and get it to work as best as possible, but I wasn't exactly sure on TR's policies about placing models with errors. I will definitely try to do what I can to keep this from happening in the future.
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Unfortunately, some of the vanila oblivion meshes are inherantly flawed. I'm pretty sure that the official policy is not to hold such things against modders (its certainly not *my* policy). Of course, if you take such an item and manage to (successfuly) work around the errors, then thats an even bigger plus that simply removing the flawed item.
Hopefuly an admin (probably Thrig) will come do the 'final review' for you soon. But it is thanksgiving in the US so it could be a little while.
JD
Hopefuly an admin (probably Thrig) will come do the 'final review' for you soon. But it is thanksgiving in the US so it could be a little while.
JD
~Give yourself to the Darkside, We have Dental!
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
~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
- Developer Emeritus
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- Location: New Orleans, LA
the interior was good, the exterior still had a few minor problems. its still a bit jaggedy in parts, especially on the south side. there is also a visible texture seam near the beach rocks on the south side. im also not to sure about the use of CH cliffs - the GC rocks used elsewhere on the island would work just as well imo.
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!
- Shadowbeast
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oops missed the seam. I also changed the CH Cliffs to GCRocksDirtMoss01NoGrass. I got the idea to use the CH cliffs from the lighthouse in Anvil, maybe just a fault on Beth's part? I'm also trying to fix up the jaggedness in the south side.
Before I post the fixed version, I was wondering if I did the path gridding in the house right? And should I do it outside the house as well?
Before I post the fixed version, I was wondering if I did the path gridding in the house right? And should I do it outside the house as well?
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Basic pathgridding should be included with all Oblivion claims. Keep in mind i did say basic, any 'fancy' stuff would only be added if deamed neccisary for a quest or whatever.
Admin Edit: Don't talk about private matters outside of private forums
Thanks for your time and patients,
JD
Admin Edit: Don't talk about private matters outside of private forums
Thanks for your time and patients,
JD
~Give yourself to the Darkside, We have Dental!
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
~The Death-Star lounge will now hold happy hour every night from 11.
~DUN DUN DUN, Da Da-DAH, Da Da-DAH! (imperial march)
- Thrignar Fraxix
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JD, when things are in a private forum, that generally means we don't want people to talk about them in a public forum. I will edit your post now.
edit: also it is spelled patience
edit: also it is spelled patience
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo