Haydn's Showcase
Moderator: Lead Developers
Haydn's Showcase
I'm a jack of all trades, really. I can make npc's and dialogue, I can write quests, I can make interiors, exteriors, and scripts. I'm most skilled with interiors and scripts, specifically dungeons. Basically I make an awesome dungeon, filled with scripted traps and challenges, make a small exterior to compliment the interior, and an NPC or two to point the way. I do have a bad habit of biting off more than I can chew, though, and my data files folder is filled with half-finished projects. I have released a couple of things, though, but not much substantial.
Here's an interior that I made, it's a dungeon, combination ice cave/dwemer ruin. I did this because a) not very many people combine ice caves and dwemer ruins, and b) I wanted to show my ability to improvise and combine sets that aren't meant to be combined, creating a desirable result.
EDIT: forgot to mention, to get to my cell, use: coc "My Cell"
I'll also include a beta release for a project I was working on, to showcase my scripting ability. All the scripting for the project is finished, and instructions are in the readme.
I'm also fairly good at modelling and animation, enough so that I wrote the first ever Blender Animation Tutorial ([url=http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7866]Here[/url]).
Here's an interior that I made, it's a dungeon, combination ice cave/dwemer ruin. I did this because a) not very many people combine ice caves and dwemer ruins, and b) I wanted to show my ability to improvise and combine sets that aren't meant to be combined, creating a desirable result.
EDIT: forgot to mention, to get to my cell, use: coc "My Cell"
I'll also include a beta release for a project I was working on, to showcase my scripting ability. All the scripting for the project is finished, and instructions are in the readme.
I'm also fairly good at modelling and animation, enough so that I wrote the first ever Blender Animation Tutorial ([url=http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7866]Here[/url]).
- Attachments
-
- Curses_wip.zip
- A beta project showcasing my scripting abilities.
- (7.55 KiB) Downloaded 72 times
-
- HVH Showcase.ESP
- The third and final version of my interior showcase.
- (27.6 KiB) Downloaded 55 times
Last edited by Haydn V on Thu Dec 31, 2009 2:31 am, edited 2 times in total.
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
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Sorry about that, we're all kind of busy around here these days. While I don't generally do initial showcase reviews, I will offer advice and commentary.
Modeling and animation are fairly high on the desirability scale as far as modders go. Perhaps you'd like to do that here (not saying we don't need int modders, just saying we need those things more). As for "awesome dungeons", TR tries to keep the feel of the original game as best as possible, so we don't really have anything I'd describe like that.
Modeling and animation are fairly high on the desirability scale as far as modders go. Perhaps you'd like to do that here (not saying we don't need int modders, just saying we need those things more). As for "awesome dungeons", TR tries to keep the feel of the original game as best as possible, so we don't really have anything I'd describe like that.
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
That's understandable. Do note, though, that although I'm capable of modelling and animating (horrible at textures btw), I'm definitely more skilled with interiors and scripting.
When it comes to modelling, most of my skills lie in making weapons, specifically swords. Creatures are a bit trickier for me, but I can do it. Armor is near impossible with my current skills, but I hope to get better at that eventually. As for animation, well, honestly I'm not that great at anything in particular. I know how it's done and how to do it, but that's about it really.
Right now I'm working on a build-your-own-stronghold mod, with an imperial-style stronghold. I'm using it to sharpen my exterior skills, scripting skills, and architecture modelling skills.
When it comes to modelling, most of my skills lie in making weapons, specifically swords. Creatures are a bit trickier for me, but I can do it. Armor is near impossible with my current skills, but I hope to get better at that eventually. As for animation, well, honestly I'm not that great at anything in particular. I know how it's done and how to do it, but that's about it really.
Right now I'm working on a build-your-own-stronghold mod, with an imperial-style stronghold. I'm using it to sharpen my exterior skills, scripting skills, and architecture modelling skills.
Well look if you can make good quality models other people can always help texture them for you. But maybe you should work on improving on that, eitherway any help is good.
Anyway about your Interior..
Its sorta odd seeing Ice and Dwemer together but saying that Its not a bad combination, I'm sure this may occur somewhere within the game.
Northmarker Set: Yes
Gridsnaped Used: Yes
Your Interior is a good start, but It might be a bit to minimal, Personally I would add one or two extra rooms or passages into it. It really isnt a bad start at all. its very clean and well made, just needs a little more detail.
Saying this, Do keep in mind what Thrig said, Modellers and Animators are in big demand here
Anyway about your Interior..
Its sorta odd seeing Ice and Dwemer together but saying that Its not a bad combination, I'm sure this may occur somewhere within the game.
Northmarker Set: Yes
Gridsnaped Used: Yes
Your Interior is a good start, but It might be a bit to minimal, Personally I would add one or two extra rooms or passages into it. It really isnt a bad start at all. its very clean and well made, just needs a little more detail.
Saying this, Do keep in mind what Thrig said, Modellers and Animators are in big demand here
Alright, I'll probably make another interior with a new creature, to showcase my modelling/animation abilities. Question, would be acceptable if the texture for the creature is awful, or non-existent (since I'm not really going for a texturer position)? I'm terrible at texturing, really all I can do is recolors and icon-making.
That would be fine. Just put something on it so it isn't bright pink. :p
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- Four Greyhounds
- Member
- Posts: 151
- Joined: Wed Jun 03, 2009 9:55 pm
- Location: Chicago, IL
Just to let you know, in case you didn't already, you can still work on that interior. Just fix what RelinQ mentioned, and re-upload. You get three chances on a file before you have to create a new interior.
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.
Alright, I added an extension onto the ruin, it's a deep passage accessible through a hole in the floor. There's no way out, other than levitation or teleportation, so I put some decent loot down there to compensate. I used quite a few pieces from TR_Data, I really like their versatility.
As for my modelling/animation showcase, I got the creature modelled easily enough, but animation seems to have taken longer than i expected. it may be a while, but I should have it up eventually. (btw, yes, it will probably take me a very long time if I take animation claims. I work at a very irregular pace.)
I still have a few more tricks up my sleeve if my interior showcase needs some more sugar.
As for my modelling/animation showcase, I got the creature modelled easily enough, but animation seems to have taken longer than i expected. it may be a while, but I should have it up eventually. (btw, yes, it will probably take me a very long time if I take animation claims. I work at a very irregular pace.)
I still have a few more tricks up my sleeve if my interior showcase needs some more sugar.
- Attachments
-
- HVH Showcase.ESP
- Attempt #2
- (20.29 KiB) Downloaded 69 times
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
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gads, very sorry. I don't normally do initial reviews, but I would do yours if I was within 200 miles of my computer. Hopefully Cathartis or someone else will review yours soon. *wink wink*
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
- Katze
- Developer Emeritus
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Someone called my name? You're a lucky one, a Christmas/Non-denominational Festive Holiday Day review! And fittingly, you've made a snowbound Dwemer ruin! This is very original for a showcase, so you earn points for that, but I'll just point out things you need to fix to earn a promotion from this.
-I'm not keen on areas players can't get out of without levitation, but I'm sure this would be alright as long as high-level creatures were put in the upper area to deter weak players from entering. I would be *very* impressed if you could do a moving lift system like can be found in some of the TR Dwemer ruins, however.
-some parts of the ruin feel a little bare. I'd advise adding some of the moving Dwemer machinery to fill up a little space, and perhaps pipe them into the quite admirable pipe system you've got going here.
-no sound activators. most Dwemer ruins have little red speaker cone markers that you can't see when in-game, but which emit the creaking, rattling sounds that give them their spooky ambience. The object name is Sound_Dwemer_Ruin00
-the whole ruin seems very dark. one of the features of Dwemer ruins is that they still work, despite the millennia they've been abandoned. Unless you want to make the ruin seem much more broken (like the one on the Telvanni Isles in Map 1 being torn apart by roots) I would advise putting in more, or brighter lights, so it looks a little more like Arkngthand (the Dwemer ruin I always use as an example)
-one of your large gears bleeds into the wall it's resting against.
So yeah, in summary: fix the gear, add moving parts and generally fill up space, sound activators. I promise I'll get to your next file sooner, just a bit beleaguered trying to keep up with my claims, and seeming to be the only reviewer around at the moment.
-I'm not keen on areas players can't get out of without levitation, but I'm sure this would be alright as long as high-level creatures were put in the upper area to deter weak players from entering. I would be *very* impressed if you could do a moving lift system like can be found in some of the TR Dwemer ruins, however.
-some parts of the ruin feel a little bare. I'd advise adding some of the moving Dwemer machinery to fill up a little space, and perhaps pipe them into the quite admirable pipe system you've got going here.
-no sound activators. most Dwemer ruins have little red speaker cone markers that you can't see when in-game, but which emit the creaking, rattling sounds that give them their spooky ambience. The object name is Sound_Dwemer_Ruin00
-the whole ruin seems very dark. one of the features of Dwemer ruins is that they still work, despite the millennia they've been abandoned. Unless you want to make the ruin seem much more broken (like the one on the Telvanni Isles in Map 1 being torn apart by roots) I would advise putting in more, or brighter lights, so it looks a little more like Arkngthand (the Dwemer ruin I always use as an example)
-one of your large gears bleeds into the wall it's resting against.
So yeah, in summary: fix the gear, add moving parts and generally fill up space, sound activators. I promise I'll get to your next file sooner, just a bit beleaguered trying to keep up with my claims, and seeming to be the only reviewer around at the moment.
"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
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- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
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That might have something to do with you being the only reviewer around.Cathartis wrote: I promise I'll get to your next file sooner, just a bit beleaguered trying to keep up with my claims, and seeming to be the only reviewer around at the moment.
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
Bah, those tricky gears, alrighty, I'll fix it. This is my last chance on this interior, so I'm going all out with this one. Watch out!
...in related news, expect version 3 up by tomorrow or the next day.
Edit: Oh, I should mention, yes, it's meant to be dark and broken. It is frozen over, after all. I'll add some machinery to the lower "thawed" reaches, though. I'll re-look the ambient lighting though, I want something that's in-between a dwemer ruin and an ice cave, and then a bit darker.
...in related news, expect version 3 up by tomorrow or the next day.
Edit: Oh, I should mention, yes, it's meant to be dark and broken. It is frozen over, after all. I'll add some machinery to the lower "thawed" reaches, though. I'll re-look the ambient lighting though, I want something that's in-between a dwemer ruin and an ice cave, and then a bit darker.
Alright! Version 3 is done, I hope it's satisfactory.
- Attachments
-
- HVH Showcase.ESP
- The third and final version of my interior showcase.
- (27.6 KiB) Downloaded 68 times
- Praedator
- Reviewer
- Posts: 622
- Joined: Thu Sep 10, 2009 7:48 am
- Location: Winschoten, The Netherlands
This is only a quick review;
Northmarker: Set but wrongly
The Northmarker should point towards the North and to be placed outside the actual interior, generally near the main entrance.
Grid Snap Used: Yes
Style Mixing: Yes
It is not for me to decide if it is possible to combine Dwemer Ruins with Icy caves, I let that to the administrator. To my opinion it might work under the right circumstances.
You have quite a few bleeders and floaters, that said you haven`t included much clutter, as the nature of a dwemer ruin doesn`t allow you much choice. If you seek promotion you better make a medium sized house in any style with a floor plan of no less than 6 tiles, better If you can do two floors. I tell you this because I started off with a Dwemer ruin myself, and ultimately I ended doing what I just mentioned.
One of the Dwrv_barrel00 is floating.
Some of the Dwrv_barrel00 should be sunk in the snow so that the main body of the barrel touches the snow, it looks awkward only resting on the tip of a ring.
Some Dwrv_barrel00 seems to balance on one edge of the barrel, in an unnatural fashion as such a heavy barrel can not balance on itself. Make it lean against other objects and in case of snow bleed the a little in the snow.
Two Dwrv_barrel00 are colliding.
One Dwrv_barrel00_empty is bleeding in the floor.
One Dwrv_barrel00_empty is floating between wall and chest.
Dwarven Crossbow not able to locate.
HVH_LiftKey is floating on one side.
Some of the pipes aren`t aligned well, the are not centered to their connection.
HVH_Dwrv_chest_loot has too much loot, 100 dwrv coins with some random loot, a dwemer cuirass and claymore is something you might get at the end of a long quest, and also look at the lock level, a chest like that should be locked with a 100 lock, or special key you will need to search for.
A gear is in the middle of the walkway.
Some gear is either floating on, or bleeding into, the ice surface.
Several Scrap metal pieces are floating above the barrels they should rest on.
A scrap metal is floating above the floor.
Overal the dungeon is nicely constructed, different from most vanilla MW dwemer ruins and has its own feel with incooperating ice. However its a bit strange to have both ice and lava in the same dungeon. You really should make a simple medium sized house or manor to show you overall skills to clutter and plan the interior of a house. In this way you would pave your way to promotion.
Northmarker: Set but wrongly
The Northmarker should point towards the North and to be placed outside the actual interior, generally near the main entrance.
Grid Snap Used: Yes
Style Mixing: Yes
It is not for me to decide if it is possible to combine Dwemer Ruins with Icy caves, I let that to the administrator. To my opinion it might work under the right circumstances.
You have quite a few bleeders and floaters, that said you haven`t included much clutter, as the nature of a dwemer ruin doesn`t allow you much choice. If you seek promotion you better make a medium sized house in any style with a floor plan of no less than 6 tiles, better If you can do two floors. I tell you this because I started off with a Dwemer ruin myself, and ultimately I ended doing what I just mentioned.
One of the Dwrv_barrel00 is floating.
Some of the Dwrv_barrel00 should be sunk in the snow so that the main body of the barrel touches the snow, it looks awkward only resting on the tip of a ring.
Some Dwrv_barrel00 seems to balance on one edge of the barrel, in an unnatural fashion as such a heavy barrel can not balance on itself. Make it lean against other objects and in case of snow bleed the a little in the snow.
Two Dwrv_barrel00 are colliding.
One Dwrv_barrel00_empty is bleeding in the floor.
One Dwrv_barrel00_empty is floating between wall and chest.
Dwarven Crossbow not able to locate.
HVH_LiftKey is floating on one side.
Some of the pipes aren`t aligned well, the are not centered to their connection.
HVH_Dwrv_chest_loot has too much loot, 100 dwrv coins with some random loot, a dwemer cuirass and claymore is something you might get at the end of a long quest, and also look at the lock level, a chest like that should be locked with a 100 lock, or special key you will need to search for.
A gear is in the middle of the walkway.
Some gear is either floating on, or bleeding into, the ice surface.
Several Scrap metal pieces are floating above the barrels they should rest on.
A scrap metal is floating above the floor.
Overal the dungeon is nicely constructed, different from most vanilla MW dwemer ruins and has its own feel with incooperating ice. However its a bit strange to have both ice and lava in the same dungeon. You really should make a simple medium sized house or manor to show you overall skills to clutter and plan the interior of a house. In this way you would pave your way to promotion.
I like the idea of mixing dwemeric tileset with ice. I'd love to see an interior like this in some TR map. Though, I think your int feels a little bit empty, try to fill those big halls with more stuff.
There is one part where the player has to jump through a long shaft, I'm not sure if dwemers would have constructed anything like this.(this is actually not a serious issue, however).
Another thing I noticed was some of your barrels standing on their pointed bottoms(an issue I made very often in the past). You should rotate them until they rest properly on the surface.
Overall this is a nice interior. I'd recommend to create a manor or something like that, as Preadator said.
There is one part where the player has to jump through a long shaft, I'm not sure if dwemers would have constructed anything like this.(this is actually not a serious issue, however).
Another thing I noticed was some of your barrels standing on their pointed bottoms(an issue I made very often in the past). You should rotate them until they rest properly on the surface.
Overall this is a nice interior. I'd recommend to create a manor or something like that, as Preadator said.