i2-437-Tri

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Katze
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Post by Katze »

How did this not get granted? I'm still dubious about this actually containing temple living quarters, though. Anyway, granting.
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Post by Adanorcil »

Cathartis wrote:How did this not get granted? I'm still dubious about this actually containing temple living quarters, though. Anyway, granting.
I agree on the doubt about the living quarters, but I reckon it's rather big, so it's a passable filler.
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Post by Yeti »

I know Necrom is moving along slowly but shouldn't this have still been given to April 30th for revoking? It's just that I was watching this with that in mind...

Oh well :lol:, good luck on this prestigious interior alex 25. :D Try and keep the awesome parts of Feriluce's shell. :wink:
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Post by Haplo »

Why? It wasn't granted until today? The rule is 30 days, not 3.
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Post by Yeti »

Well Feriluce's last update was on the 30th of March so...

Nevermind I guess I must have either counted wrong or misunderstood TR's one month rule :lol:
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Post by Thrignar Fraxix »

well, Alex25 just got it today.
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Post by alex25 »

Ok seeing that this has risen a lot of comments:
for the temple living quarters Necrom is large but it dosen't need that much space for paperwork, also there is no place for the NPC's there to reside(cuz to my mind the temple should be for worship only and it's the only int that hasn't been done)+ Feriluce's claim descripton was also had them.
A part of the shell will be kept (the temple path). The other's don't work well so they will be changed
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Post by alex25 »

Compleated the living quarters that are a large part of the int and the office section is coming along well. One realy big question what catacomb interior is this supposed to link? Because it shall influence the basement plan.
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Post by alex25 »

This is the wip with the shell of everything except the basement. Feedback will be welcome.
Please don't triple or double post when you can just edit your post instead. Thanks
Sorry will edit from now on.
Last edited by alex25 on Thu Apr 29, 2010 9:49 am, edited 1 time in total.
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Post by Yeti »

Wow, this shell looks very nice Alex25 8) I really like the layout.
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Post by alex25 »

New WIP

Unfortunatly the last WIP was double posted though i don't know why. If someone could delete the files because only the last (no4 or no5) actualy matter.

Also feedback would be good.
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Post by alex25 »

New and hopefully last WIP. Preety much everything has been done with the exception of the archive room's. All the major statics doors and lights are there.

Also the file went back to no. 1 i hope this isn't a problem.

Feedback and suggestions especialy on how to improve the balcony for the temple path would be great.
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Post by Adanorcil »

Just took a look at it and two comments:

- I may be mistaken, but I think the northmarker in most of these cells is set wrong. I believe it should be rotated 90 degrees from what it is now, but without reference I can't tell in which direction.

- Could you perhaps remove the statue from the offices. Statues are overused already and like so many others, it's just sitting there to fill room. In addition, I've always found that St. Llothis the Shrugger was a rather embarrassing statue. Perhaps it could be replaced with a large planter or a shrine to St. Delyn (he was an expert on Tribunal law, which would make sense in these offices) or a proper shrine to St. Llothis (the prototypical priest).



Otherwise nice. It's of course still a little bald in places, but that will be solved later, I'm sure. Where do the catacombs connect to this, by the way?

For the temple balcony: How about construct a balcony railing out TR_in_nec_wall scaled 0.5 and then topping it off with something? (no good ideas for that). There's also TR_ex_nec_wa_01, but even at 0.5 that's a bit too big. While we're talking about scaling anyway, maybe you could replace the huge TR_ex_nec_hwall01 's in the temple path with two smaller one stacked on top of each other? The texture look awfully big right now.
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Post by alex25 »

Thanks a lot for the comments. Firstly the entrance is lowest door in the basement; secondly the statue was indded a placeholder and also a preety bad piece of artwork. A shrine will be placed there. The baldness will be fixed quite soon. As for the interior wall the texture dosen't fit that well with the other walls.... but anyway thanks a lot for this.
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Post by Adanorcil »

alex25 wrote:Thanks a lot for the comments. Firstly the entrance is lowest door in the basement
No problem. I see which door you mean now. I'm thinking that while this is indeed only the "backdoor" to the catacombs, it could still be a bit more grand. After all, the catacombs are a bit too important to be relegated to what looks like a closet door somewhere in the basement.
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Post by alex25 »

The catacombs and archives are meant to be a bit back door style. Non temple people don't come to see them and even temple guys go there now and then+ i think the basement should look like a older not so grand part of the building.
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Post by Yeti »

Look's great so far :)
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Post by alex25 »

Finished. Done. Nothing else to say realy.
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Post by Adanorcil »

My apologies to the review-dudes, if I'm kind of doing their work. Just took a look at this cell out of curiosity and these are some things that caught my attention straightaway.


Temple path:

- The floor is going to have to be lowered a bit here, or the doors will bleed into them. Granted, they're technically only load doors, but I'm sure this is an easy fix.

- I still think the TR_ex_nec_hwall01 here are out of proportion, but someone else will have to decide on that.

- I noticed you can also cover up the seam between the balcony and the ceiling of the hallway below with just one level of those "TR_ex_nec_tomb_02"s. That would make them quite a bit less noticeable.

- You removed the one statue in the offices, but now there's eight huge identical other ones here? You'll realize that sort of falls in the category "overuse" far more. I understand you're trying to make this place look grand and official, but this is not how Dunmer would go about that. Certainly not with eight tacky and identical statues. They are entirely out of tone with the whole city feel.

As a suggestion, remove the statues and add some clutter. The cell doesn't have any light sources except for the ambient lighting. You could fix that with some of those Velothi braziers. Find some tapestries or something to cover up the huge walls. Add some Tribunal imagery.


Other cells:

- Here you have added lightsources, but they're rather repetitive (light_de_lantern_03 on every tile in some rooms).

- Your cluttering of the mains rooms looks pretty good, but the hallways are by definition always devoid of anything but a chandelier at regular intervals. If the player has to go through all those hallways with nothing to look at, it gets dull very fast.

- In the tower part, you have to go through 4 successive doors until you come to a place that is not just hallway. I'm sure quite a few of those could be empty doorjambs. In the same cell you also used the same tapestry 18 times. (And 16 more times in a different cell.)
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Post by alex25 »

Firstly thanks for looking at this.
- it appears that i didn't save the last version of the file that had connected interiors & temple path lights.
- the walls are scaled 1.00 so thats their scale
-if you don't like the statues ok but firstly no tapestries they dosen't fit there and look bad and such. Perhaps just plain lights there? or some temple banners?

I'm positive i didn't put one light per tile. As for repetitive there are a lot of vanilla & TR ints that have the same light + i used candels too.
The hallway's aren't that big+ the public areas have been made interesting+ they're hallways except for tapestries (i don't think even tapestries belong to all the halls but) i don't think there should be anything there
-i don't think repetative tapestries are considered a problem, there are such in both vanilla & TR; if so tell me and i'll vary them
-those doors could be removed

So what should happen? Tell me what do remove/add + other errors like bleeders or floaters and if needed i'll fix them if needed.
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Post by Yeti »

alex25 wrote:

So what should happen? Tell me what do remove/add + other errors like bleeders or floaters and if needed i'll fix them if needed.

Your file hasn't really gone through a offcial review. Adanorcil was suggesting you make some changes before having it sent (I think).


Here are some of my thoughts, just to help out :)



In General

- I really don't want to sound hyper-critical but I have to say that most of your claim needs to have the clutter level at least doubled, if not tripled.

- Like Adanorcil pointed out, the hallways are much too bare. Add some rugs, tapestries, and the occasional bench to liven things up. Practically every wall in Vanilla Morrowind was tapestry covered.

- Try to fill in most empty spaces with something. You have an awesome layout; it just needs more filling in. Add stuff like more shelves, chairs, tables and Temple appropriate containers like urns and TR's vases to the nocks and crannies



The Temple path

- Why is it almost completely empty? The floors should at least have some rugs (maybe not on the ramp though) Lining the walls with benches for weary pilgrims would also work to fill in some space.

- Temple Tapestries would be completely appropriate here. Cover the walls in them! You could also try hanging some from the ceiling so the player walks under them on his way up to the Temple.

- The statues really need to go. As a general rule the Dunmer rarely use statues. There are more statues in this one room than in all of Vivec! :) (And there were more statues in Vivec than any other vanilla location; except maybe Ald Daedroth)

- This is likely the most important pathway in all of Morrowind; as far as Temple pilgrimages go. It needs to look impressive in the eyes of the Temple faithful.



The basement + upper floors

- The bedrooms need more furniture and clutter. These may be humble temple workers but they still should have some personal belongings. Their rooms should look lived in.

- The storage rooms are a little bare

- Though it doesn't really matter, the archive room could use a little more variety in generic texts. Things like [This old scroll contains the teachings of a Temple priest] or [this scroll's writing is so faded it is difficult to make out what it says]. I might be crazy but I think this would give it more of an “old dusty Temple archive" feel.




I hope you don't mind my critiques :| If you need any inspiration for cluttering feel free to check out some of my Necrom claims. I tend to be very thorough with my cluttering. :lol:
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Post by alex25 »

Ok thanks Yeti.
FIRSTLY REVIEWERS DON'T REVIEW THIS YET
I'll fix the temple path and add a few tapestries here and there so it will be better. I'll add a few vases here and there so it look's a bit more clutterd.

For the archives i want this to contain records and nothing else but a few scroll's with od scriptions in urn's may be allright.

As for the temple path, except for the lights.... I'll think of something- but no rugs they don't look that good. Are there any large, i mean realy large temple banners?

Btw lowering the floor(@ Adanorcil's post) will expose the ground tiles that look slightly different from the ramp so that's a no. Maybe i can lift the doors a bit i'll try that.
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Post by Aeven »

I'd second the others' critique. Also, the tower seems a bit bare. (Did you notice how dirty this file is? It has TONS of interiors which have no relation to this one.)
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Post by alex25 »

DONE: added some misc clutter a lot of tapestries; linked the ints; added some lights to the path& raised the door's and doorjambs a bit.
For the temple path i resized the walls to 1 and the ceiling to 0.8 so it looks better. I didn't found anything impressive enough to hang on those walls and tapestries look bad and non-impressive


Anyway this is realy READY FOR REVIEW.

Also thanks for the feedback. I'll put the file below to avoid confusion. The right file is no 4 so someone can delete the rest. Sorry for all the spam this thing caused.
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Post by Thrignar Fraxix »

that file can't possibly be clean. Off to review regardless
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Post by Praedator »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Basement: Needs a lot more tapestries and rugs. Also many statics including rugs are on default rotation.

Offices of the Temple: Again lots of statics on default rotation (in west side, east side is good). Cluttering is good. Add a few tapestries in the low end (staircase) of the cell.

Tower Part: Add a few tapesties and or benches in the staircase, rest is fine.

Upper Floors: Add some tapestries and/or rugs, benches to hallways. Rooms are cluttered well. Many chairs have the same rotation, looks a bit weird. Also an empty table in the corner of the dining room. All the bookshelves have no clutter on bottom shelf, vary that.




Comments send back for fixing of above reasons. Else there do not seem to be many floaters or bleeders.

Rating n/a
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Post by alex25 »

Things fixed and good for review. File no 2 please
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Post by Katze »

I think (I hope) that reviewers will always know to use the most recently uploaded file, not just go by file number, you don't need to tell people which file to use. Anyway, sending this thing to review.
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Post by Thrignar Fraxix »

Um... who keeps sending things back without letting me take a look at it? I can understand for blatant error filled interiors, but when it is something like a lack of tapestries and what not I'd really prefer that they be left for me to look over.
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Post by Haplo »

And, having statics that aren't rotated isn't necessarily a *bad* thing, or something that needs to be changed. Rotation is simply to add variety; it is quite possible to have an amply varied interior with zero rotation.
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Post by Praedator »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: 10s of floaters and bleeders. Minor adjustments to several items, added several bookends, or supported books with pots.


Comments Although the shell is very nice, the cluttering of the int does not really impress me, very generic, undesignating.

Rating 7/10
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Post by Thrignar Fraxix »

Revoking due to cookie cutting.
Other problems:
Basement only has ceiling lights with overlapping light radii. This int is too bright because of this coupled with the high light settings.
Everything is extraordinarily regular and ordinary. This doesn't strike me as the level of detail we want for one of the most relevant TR interiors.
Book shelves should not just be filled end to end with countless copies of the same ledger with the only variance being when those books are in chests.
Path to the temple only has lights and architectural statics. No detail at all.
Really the new claimer just needs to redo most/all of the detail in this claim. It really is a shame that this happened, but hopefully the new claimer will move quickly.
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Post by Jule »

I'd like to claim this. Will use provided shell, but add more detail and variety.
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Post by Katze »

Have a freshly granted claim, spread liberally on a piece of brown toast! Nom nom nom!
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Post by Jule »

I will change some of the temple path shell, cause I don't think those white walls fit in nicely. I'll post a screenshot this evening to show what I've come up with.
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Post by Why »

I don't know if it's OK lore-wise but I'd love to see a collection of banners hanging from the ceiling in that temple path to fill the space. 0.5 scaled Ex_V_ban_... hanging from Furn_De_Rope_07. As far as I know these banners move slightly as if in a very mild breeze, which would make sense in such a large corridor. Quick example below.
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Post by Feriluce »

I saw the discussion about revoking it too early. Dont feel bad about that, I did tell you to revoke it if it was needed :P
I've been very busy with school etc, so i wouldn't really have done much progress anyway.

To whoever is doing this now, feel free to use my shell if you think it fits with your vision of the place :)
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Post by Jule »

I've redone the temple path and detailed it to some extent. It looks like this now.
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Post by Thrignar Fraxix »

do me a favor and make sure that actually fits the exterior, I thought it did, but I am no longer sure.
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Post by Jule »

Well I've just checked out this part of the claim to see if it fits the ext and it happens that the higher part of the temple path, where the exit to the temple yard lies, is somewhat lower than it should be, by about 2 or 3 times the size of the door. Is this still kosher or do I have to raise this part of the temple path?

As for the other parts, I didn't check them yet, but I am going to tomorrow.

EDIT: Yup this does need to be raised in order to fit with the exterior and in order to make the other cells be below ground level. I'm going to fix that.
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