Kalarak's Showcase!

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kalarak
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Location: South Carolina, US

Kalarak's Showcase!

Post by kalarak »

Hello! Im Kalarak (I usually go by tjthunder but for some reason that name is dissallowed.) Now I spent a good 2 or so hours last night looking through a few tutorials on how to use the creation engine and I finally have the hang of it so now I would like to show off a small player house, or rather a player room, but none the less I want to show off what ive done so far and possibly be able to help out the TR project in the near future. It is just a small 1 room house in the lower waist works of the Vivec foreign quarter. I also have a massive knowledge of tamreilec lore so i could help with a few things along those lines if needed.
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Talias
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Post by Talias »

The interior isn't acceptable as showcase for multiple reasons: it's too small, it's practically undetailed and few other things. You should look at [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=18224]this thread[/url].

You should take a look at similar Bethesda interiors (in same style or in same city) and try to place more objects. Currently the interior looks unlived in. Place some dishes, cups, bottles on the table, some books and other suitable stuff in shelves.
Why
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Post by Why »

...or we could try to be nice to a new forum member, especially one who's eager to learn and new to the construction set. Joining a site and presenting your work can be quite daunting, you know.

Welcome to the forums, kalarak! It's great to see you're interested in joining the team, and it looks like you understand the basics of working with the CS judging from the file you submitted. As Talias said, we have certain minimum requirements for showcases that aren't explained very well in our (sometimes quite outdated) tutorials. Among these are that they must contain a two-storey building with a floorprint of 3x2 at minimum, fit an exterior building, contain over 100 references, and use de_p furniture, the poor Dunmer stuff. Furthermore, keep in mind that objects need to be properly rotated to rest on their surfaces (this is the reason we ask for de_p furniture, you'll see what I mean by that once you start working with it).

Some basic terminology, if an object is bleeding it's intersecting another object in a way it shouldn't (like your crates), if it's floating it isn't resting on a surface properly (like the small chest), and if it's caspering you can see through a transparent part of the mesh, one that's supposed to be obstructed by the floor or a wall (like, to a lesser extend, your bookshelves). These are all things that should be avoided. You should also be mindful of style mixing - typically, Dunmer don't use Imperial furniture or clutter, and vise versa.

Exceptions to the bleeding rule are made for soft objects like rugs, pillows and sacks - these are allowed to bleed a little to resemble deformation of soft objects. Feel free to bleed them into their surface a little (especially rugs). Other objects that are supposed to bleed a bit include pointed bowls or uneven footed candles.

Even more important is the overall look and feel of your interior though. Make sure it looks like someone lives in the house. Think of basic supplies one would need, like a bed, a chair and table, maybe a reading area. Maybe the ground floor is used as a shop, and the owner lives in a small apartment above. Plan your interior before you make it. It also helps to look at showcases of people that came before you. [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=294267#294267]my interior showcase is over here[/url], it illustrates what I'm talking about, rotation and planning, quite well, if I may say so myself.

I realize our requirements are quite strict, but you should see them as a challenge. We pride ourselves on delivering high-quality work, and we've all had to learn how to do it so it's not at all impossible. Eventually all these things become habits, and making quality interiors will come natural to you. Also, don't be afraid to show off your work, and don't feel intimidated. We've all (bar some technicalities and old geezers) had to start with a showcase, we've all been in your position. If you have any questions, please do post them here, we'd be happy to help you out. You should also consider joining us on IRC, we're quite a happy bunch and love to chat about modding and everything else that's not politics or religion. There are always quite a few experienced interior modders online that will happily answer your questions!
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Talias
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Post by Talias »

I'm sorry if I sounded mean, I had no intention of being such.
kalarak
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Joined: Wed Aug 29, 2012 8:35 pm
Location: South Carolina, US

Thanks for the imput!

Post by kalarak »

Thank you for the clarification and thank you for the constructive criticism! I did realize it was too small after looking through some of the other showcases and I began building a completly new design.

I started out with a Televanni typed building then after a while realized that building with televanni pieces was much more difficult than what I had imagined to I started over and started on a hlaalu typed house and so far it is coming along nicely, it has 2 floors and meets the rest of the structural requirements but i still need to add a few walls fix a little bleeding and add furnishing and possible NPCs (Once I figure out how to actually make a dialogue capable NPC). I will submit the finished product of that in 1-3 days.

I also have a small question, Can you give me any tips on making a doorjamb look nice? The one that connects the room to Vivec either floats off the wall or go into the wall too far when I tried to do it by the means I know so if theres any help to be had it would be much appreciated, lastly is the a way to line up the outer cube-looking thing around the item to correctly fit together with other ones?(Hope that question makes sense)
Why
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Post by Why »

To see the wireframes, press W, that should do the trick. It's a bit confusing sometimes but yes, it's a great way for checking whether or not objects intersect once you get the hang of it. I'd also recommend setting your camera pan, rotate and zoom values low in the "preferences" window.

Don't bother with NPCs just yet, those are only required for quest showcases. I'd recommend working on one showcase at a time. In fact, you don't even have to connect your interior to anything - just the interior cell alone is enough, it's how all our interior claims are delivered!
kalarak
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Location: South Carolina, US

Almost done

Post by kalarak »

All right, then in that case the house is almost done, I just need to add a wall or 2 to seperate rooms, some furniture and other things of that sort.

Edit: What would you reccommend for a wall that seperates rooms and has a doorway and is hlaalu? I cant seem to find one that is suitable

Edit: Nevermind i found a perfect one
Why
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Post by Why »

Try in_hlaalu_doorjamb, that one should work. You can place a door in it or leave it open if you just want to separate the rooms a bit without closing them off.

edit: ah, good. Remember that there's no need to rush though, it's more than okay to hold off a little, take another look at it, and make sure you're happy with your interior!
kalarak
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Location: South Carolina, US

The finished product.

Post by kalarak »

After 5 solid hours of building my showcase house im finally finished! It is a vendor's house. It has his shop in the main room, then stairs that lead to his bedroom and a storage room downstairs opposite the spot where he sells his wares. I have taken into account almost everything I can think of that would make this house like one of the ones from the actual game. Just check it for yourself and give me a rating, hope I didnt do too bad for my second job.
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Talias
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Post by Talias »

Clean: No (open it in TESAME and delete everything you haven't changed intentionally)
Northmarker: No
Illegal to Sleep: Yes
Lightning Settings: No (default ambient, sunlight and fog is too bright, look at similar interior and change them)
Stylmixing: Partial (bar, chest and stools, basically use only one style furniture)

Chest of drawers in upper room:
common_shirt_04 floats
de_drawers_02_malpenix1 could use different object, because it's possibly quest related (unique name and placed only 0 or 1 time is a sure sign you should consider using other object)
common_belt_02 bleeds
common_amulet_03 floats
bk_BookDawnAndDusk floats

Closet in upper room:
common_robe_03, common_robe_03_a, common_robe_05_c floats
misc_uni_pillow_01 should bleed a little

Lower room:
Storage floats
furn_com_rm_barstool x2 bleeds in rug

Comments:
Some pieces of furniture (furn_de_p_...) are uneven, so items should be rotated to match the surface.
The storeroom could be more interesting with some shelves, crates and barrels.
In the storage room and the bedroom there is clipping issues.
There is lots of free space that could be utilized or removed, and it would probably be hard to find any building the interior fits.
Also you should use more tapestries, the walls look very bare.
The north-west corner of in_hlaalu_roomt_cornd_01 looks weird.
There could be more light-sources, there is none in bedroom, also the main shop room would probably be too dark.

The interior is considerable improvement over previous one, but as listed above there is issues. This [url=http://tamriel-rebuilt.org/?p=modding_data/tutorials&section=285513]tutorial[/url] addresses lots of issues you have in this interior, also you could look at this [url=http://tamriel-rebuilt.org/?p=modding_data/tutorials&section=94178]tutorial[/url], it would look good with storeroom. Another thing, for a single interior you can have three reviews.
kalarak
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Posts: 15
Joined: Wed Aug 29, 2012 8:35 pm
Location: South Carolina, US

Thanks ill get it fixed

Post by kalarak »

Thank you for the imput. Ill get everything cleaned and fixed as soon as I can but as for the style mixing of the bar and stools i literally could not find a different one to use so could you recommend one for me please? Ill get the other furniture fixed too but as for the furniture i used the f key (but ive learned that it doesent always work with NPCs so maybe that goes along with a few other things too).
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Talias
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Post by Talias »

The stools are named furn_de_ex_stool, but the bar pieces are for some reason in activator category and called furn_de_bar.

The f key works for most things, but the furn_de_p furniture is uneven, so items must be rotated to match the surface. You can rotate only on one axis by holding down x, y or z key and right-clicking. Another way to rotate is double clicking object you placed and changing the rotation values.

Other thing f key has problems with is rugs, they are quite thick so objects placed on them partly will either bleed or float.
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Bero
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Post by Bero »

Hehe, this reminds me my own showcase.
TR usually makes better stuff than Bethesda so find some Hlaalu house and make similar but better :twisted:. Also I suggest to use in_hlaalu_room_... instead of the big ones, and make yourself an exterior(or use some building in Balmora) and make sure that your interior fits exterior (int can be a little bit bigger).
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
kalarak
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Posts: 15
Joined: Wed Aug 29, 2012 8:35 pm
Location: South Carolina, US

Taking a break.

Post by kalarak »

Ive been working on this interior for around 7 or 8 hours in the passed two days and I'm trying to get it as perfect as possible but it still has a long way to go before its done, so I'm going to take a bit of a break on it for the time being and actually play morrowind again for what feels like the first time in ages (although its only been three days). So thanks for the review, and I hope that I don't have to make a whole new interior because of the time I've put into this one would make starting over extremly hard.
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