i4-311-Red

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i4-311-Red

Post by Haplo »

Claim type: Interior
Claim ID: TR_i4-311-Red (#2262)
Faction: Redoran
Parent claim: TR_4-44-Red (#1304)
Claimed by: Scamp
Status: Approved (Progress: 100%)
Location: 1:(-1879, -3399):0
Files: TR_i4-311-Red_Thrignar Fraxix_1.esp

---

Cave a fair distance off the road. Download map 4 to see the exact door angle.

With its location in mind, think up a good purpose for this interior.
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Post by Scamp »

Claiming. Abandoned cave which is haunted. Deep inside, I'm gonna merge it with some velothi tiles to make a forgotten tomb shrine... could do the same with daedric tileset if you'd like me to.
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Post by Thrignar Fraxix »

we already have a cave like that somewhere on claim maps 2 or 3, but I guess with as big as we are that it isn't so bad to repeat something like this once or twice.

Be sure to make it look really good.
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Post by Scamp »

So I go with velothi, but hehe yeah I'll make it cool don't worry.

Edit: My favorite tileset, you know.
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Post by Scamp »

ok doublepost but I have to know something:

[url=http://img706.imageshack.us/img706/5922/85601169.png][img]http://img706.imageshack.us/img706/5922/85601169.png[/img][/url]



As you can see, my claim is next to i4-220. With the information in mind that it was big, I checked it out. Yeah, this is really fucking huge and I just wanted to ask if I have to go into the other direction or may I just ignore the other claim ?(
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Post by Thrignar Fraxix »

ignore the other claim
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Post by Scamp »

Ya' weekend! So it's no wonder this claim is finished now. My CS says 800 references.
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Post by Thrignar Fraxix »

Huzzah weekend, wait I work 4-5 hours tomorrow...
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Post by Scamp »

:mrgreen: :twisted: *mwaha*
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Post by Praedator »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: This is a very nice and interesting interior, I really like it. The loot level is good.

There are a few technical errors (listed below) I want you to fix;

1) There is a 2.0 scale velothi ashpit, it is scaled too large as the texture shows up bad in game. Keep under 1.5 to have nice textures

2) The transitions between Cave and Velothi interior have gaps in between, they are mostly at the bottoms. This way you can look at the back of the velothi tiles, and you should fill them with some rocks.

All other things are minor and I will fix them afterwards

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Rating n/a
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Post by Thrignar Fraxix »

list the minor errors so that scamp can fix them and learn from his mistakes. Also, 1.2 is really as far up as anything should go
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Post by Praedator »

Here is the list of other generally small errors;

Entrance:
- the contain_corpse20 at the entrance is floating
- the ingred_bread_01 at the entrance needs to be rotated to match the surface
- the chitin spear at the entrance is floating on the blade side
- the p_levitation_b at the entrance lies on a slope, where it would roll down, place it at a flatter surface.
- Some of the dripping stones (stalagmites) are angled too much, and that looks unnatural

Ledge:
- one crate_01_empty partially floats
- TR_furn_crate_broke01 partially floats
- de_p_chest_02_gold_25 partially floats in one corner
- Both TR_furn_crate_broke02 partially float
- Light_De_Lantern_01_128 partially floats
- TR_cont_basket_01_ingr should be rotated to match the surface

Tunnels:
- TR_bk_TheLightAndTheDark bleeds into rock, move the book a little and you will have a flat surface
- furn_web10 is not placed right as the centercorner has no hold on the rock
- one foot of ex_de_docks_steps_01 is floating
- Gold_025 is floating on one side

Room with bridge:
- The rope bridge does not seem natural, as the bridge would be built after the rocks where there, with that in mind a few feet of bridge would not be under the rocks, and fallen earth would not support a bridge. I believe raising the bridge until all planks can be seen is enough
- contain_corpse10 is floating
- barrel_01_empty should be rotated to match the surface
- TR_furn_barrel_broken01 is floating

Large room:
- Both contain_corpse20 should be rotated so that the arm rests on the floor, bleeding body does not matter as it is half buried.
- furn_web00 should be placed differently, as a whole 90 degrees (with lead lines) is not fixed to an object
- urn_04_food is severely bleeding in another urn
- six of the urns are blocked in their specifications
- the tippled over furn_velothi_altar_01 should be removed, as it is nearly impossible to cover up the bottom gap with something natural. Rubble would never be so specific to (only) cover up the gap
- it is not very likely that urn_04_ingred would balance on its bottom (round) end, and on the other urn with its round body, and likely would push the other urn of its feet.
- Both urn_01_food are bleeding
- I don’t think that skeleton parts like TR_furn_skel_torso should bleed in the tough velothi surface. The cave parts can be soft and have rubble so there it is OK
- There is an enormous gap between the velothi tiling and your rocks, near to where the p_cure_common_s stands
- The in_v_l_int_ceiling_01 pieces have several gaps, put some rocks there to fill them up
- in_v_l_int_lwall_01 has gaps as well

Other Velothi areas:

- TR_Ingred_Fireflower should be rotated so that one of the flowers touches the surface along with the stem
- I am not so sure about having a dwarven spear in this interior, better replace it with another maybe silver spear
- misc_de_bowl_glass_yellow_01 needs to be sunk in the surface due pointy bottom
- again you have many blocked urns, unblock them
- I do not like the furn_firepit00 as in game it burns all over the place
- contain_corpse20 needs to be rotated to match the surface
- bonemold long bow needs to be rotated to match the surface
- All coda flowers and fire petals need to be rotated so that they rest naturally on the surface
- TR_furn_skel_skull_01 needs to rest on both jaw sides
- chest_tomb_large02 needs some rotation
- ingred_bc_ampoule_pod needs to be rotated to match the surface
- chest_tomb_small01 is floating
- The shrines are bleeding in stalagmites, that is not very natural as it takes ages for them to grow. Keep the rocks (never enough of them) and rearrange the shrines, if so only two of them if that fits better

Go through your objects and make sure you have scales of not larger than 1.2 as TF mentioned
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Post by Haplo »

Stalagmites are formed by minerals dripping down from the ceiling and hardening, then more stuff dripping down on top of the hardened minerals. So they shouldn't really be angled at all. Same for stalactites hanging from the ceiling.
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Post by Praedator »

wow Haplo, you perfectly explained what I was trying to make clear about the dripping stones.
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Post by Scamp »

8o ok I'll fix that.-.
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Post by Scamp »

done.
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Post by Haplo »

Submitting to review
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Post by Praedator »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Fixed a door transition
Added a few rocks due holes in ceiling/walls
Adjusted and rotated a few items

Comments There are still four columns that have a 1.96 scale. It looks OK, but maybe you could have stacked two columns to bridge two floors. I leave that up to TF.

Rating 8/10
Attachments
TR_i4-311-Red_Scamp Softworks_2.esp
(59.91 KiB) Downloaded 42 times
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Post by Thrignar Fraxix »

sending back, this thing is huge and by no means fits under this mountain. Add a downward spiral to the beginning and resubmit.
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Post by Scamp »

Ok resubmitting but I'm sorry you just said make it deeper in the pm so I didn't know about the spiral, only noticed that when I was already posting about the first file(without spiral, but deeper). File #4 has it, but it's even bigger now :(
And I also replaced the big columns so that Thrig doesn't send it back due to them.
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Post by Thrignar Fraxix »

back to review then
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Post by Praedator »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Few minor adjustments. Else fine.

Comments Looks nice, I like the variation of large halls/small rooms and cave

Rating 8/10
Attachments
TR_i4-311-Red_Scamp Softworks_4.esp
(83 KiB) Downloaded 49 times
I know I'm going to sound like a hypocrite for saying this, but this needs *less* rocks - Cathartis
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Post by Thrignar Fraxix »

Approving
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