Rienieboy's Exterior Showcase
Moderator: Lead Developers
Rienieboy's Exterior Showcase
Hello everyone
I've been following TR since I started playing Morrowind back in 2008 and i really appreciate what you're doing.
now since a few days I've been caught by an urge to... well contribute! I've been waiting for what seems AGES for the release of the next map and that made me think productively... every small bit helps and that made me start of with my Showcase.
It's a quest featuring the Interior of a boat (so far) I won't spoil the rest but I do have encountered a problem
one of my scripts don't run, or at least don't seem to run,
if someone could give it a quick look so I can move on with my quest. the problem is a script attached to a "book" called: RC_MzarkLetter it's crucial to the rest of my quest and without fixing it I can't procceed the story
oh, and sorry for letting my showcase depend on the TR_Data and map files, the quest takes part in Port Telvannis...
Thanks, Rien
I've been following TR since I started playing Morrowind back in 2008 and i really appreciate what you're doing.
now since a few days I've been caught by an urge to... well contribute! I've been waiting for what seems AGES for the release of the next map and that made me think productively... every small bit helps and that made me start of with my Showcase.
It's a quest featuring the Interior of a boat (so far) I won't spoil the rest but I do have encountered a problem
one of my scripts don't run, or at least don't seem to run,
if someone could give it a quick look so I can move on with my quest. the problem is a script attached to a "book" called: RC_MzarkLetter it's crucial to the rest of my quest and without fixing it I can't procceed the story
oh, and sorry for letting my showcase depend on the TR_Data and map files, the quest takes part in Port Telvannis...
Thanks, Rien
- Attachments
-
- Clean Mzark C0.1.esp
- the quest starts at the docks of Port Telvannis.
- (140.51 KiB) Downloaded 122 times
So, I've done this small interior... Hlaalu... Poor... think I've got it right. for you to review!
- Attachments
-
- Interior_Showcase_RC.esp
- Interior is called: "Azhaal's house"
- (8.9 KiB) Downloaded 116 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Since I responded to this showcase earlier I took a quick view inside your Interior. I'm going to give you a few hints, but i'm no real reviewer so you'll have to wait for an official review. But I suggest you make an updates version after reading my notes. Looks nice, but:
First, did your read the topic on interior showcase I stated earlier? Because your interior is to small. Only corner pieces (2x2) is not big enough.
General settings:
-File is dirty, things in Balmora got changed. Clean it with TESAME.
-Northmarker not set.
-Lightning settings and illigal to sleep button not set.
-Grisnap OK.
Interior: Looks fine I'm not sure about the skooma since that's illigal in Vvardenfell. The tapestries are nice looks like a home. Could maybe use a bigger lamp and more clutter. Like a cushion on the bed and clothes etc etc.
Placement and rotation:
-Barrel and Rug (and chest on rug) are floating. Chest is a COM chest (style mix).
-A Cushion is bleeding the wall
-Mostly everything on the table is either floating or bleeding, make sure you rotate everything to the correct angle, since a de_p table is a curved table.
-Tapestries are bleeding the walls, but I like that.
Overall:
Looks like a nice home. A good start to finish your interior. If you change the stuff I stated, a serious review can be done here and you're good to go I think! Keep up the good work.
First, did your read the topic on interior showcase I stated earlier? Because your interior is to small. Only corner pieces (2x2) is not big enough.
General settings:
-File is dirty, things in Balmora got changed. Clean it with TESAME.
-Northmarker not set.
-Lightning settings and illigal to sleep button not set.
-Grisnap OK.
Interior: Looks fine I'm not sure about the skooma since that's illigal in Vvardenfell. The tapestries are nice looks like a home. Could maybe use a bigger lamp and more clutter. Like a cushion on the bed and clothes etc etc.
Placement and rotation:
-Barrel and Rug (and chest on rug) are floating. Chest is a COM chest (style mix).
-A Cushion is bleeding the wall
-Mostly everything on the table is either floating or bleeding, make sure you rotate everything to the correct angle, since a de_p table is a curved table.
-Tapestries are bleeding the walls, but I like that.
Overall:
Looks like a nice home. A good start to finish your interior. If you change the stuff I stated, a serious review can be done here and you're good to go I think! Keep up the good work.
--Mwgek--
thank you very much for your reply, I've done what you said and enlarged the room, added a desk with a couple of books, added a northmarker, etc... etc...
- Attachments
-
- Clean Interior_Showcase_RC.esp
- the cell is called: Azhaal's house
- (6.22 KiB) Downloaded 114 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Well I'm not reviewer but here's what can tell you about it.
De_p is hell to clutter but its good that you are starting with it. Your int is nice but there are
floaters (fork,book) make sure that these things are well placed on the table, and you forgot to pres F while placing furn_de_cushion_square_06 and
bleeders misc_de_lute_01 is bleedeng in to the ground and it is in wery odd position (rotate it a bit...).
Also I would add bit more misc items. And dont give up it took me about year to join TR but its worth it, and it wont take you so long .
De_p is hell to clutter but its good that you are starting with it. Your int is nice but there are
floaters (fork,book) make sure that these things are well placed on the table, and you forgot to pres F while placing furn_de_cushion_square_06 and
bleeders misc_de_lute_01 is bleedeng in to the ground and it is in wery odd position (rotate it a bit...).
Also I would add bit more misc items. And dont give up it took me about year to join TR but its worth it, and it wont take you so long .
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
The trice sealed house withstands the storm.
Rienieboy's Exterior Showcase
Hello, I've read the post on how to do exterior showcases "2.0" and decided to give it a try.
The showcase features a Hlaalu village as requested but I did not know how much I had to detail it so if it needs to be cluttered more please tell.
The showcase features a Hlaalu village as requested but I did not know how much I had to detail it so if it needs to be cluttered more please tell.
- Attachments
-
- Rien Clean Showcase Exterior.esp
- (88.44 KiB) Downloaded 103 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Hi, the "must read, no really" thread, a stickied thread in this forum section explains a few requirements. I have edited the exterior showcase sticky thread, adding a little extra info - stuff I've used to give my verdict here.
To begin, I'd say your showcase looks promising. If you look at the attached picture I've mentioned the stuff that needs to be looked into before a recommendation for promotion is given.
1: Claim border, mismatch. Some mismatch is forgiven, but if it gets too big it becomes a pain when merging our work for releases. We're trying to eliminate these things as early as possible.
2: Very wide road here for no apparent reason, also it doesn't seem properly sunk (as you have done better outside the little Hlaalu outpost). Also, the single dwemer ruin thingy is out of place.
3: Somewhat under detailed. Please utilize more of the tr_terrain_rocks_rm_01 - 04, since they are very effective statics. This cell has too few refs as well, we prefer at least around 200 items including statics, activators, flora, containers and so on. Sometimes it looks good with less, but more often than not I find that we need at least 200 references in a cell to make it seem up to standards.
4: Border mismatch again.
5: Border mismatch and a road that seems under detailed. Please read the stickied threads for info on roads. Our players will use these and they need to look good.
6: Border mismatch and a under detailed hillside, the Terrain_rocks_GL_02 and Terrain_rocks_GL_04 are good for detailing hillsides.
7: I prefer having large rock structures also have smaller rocks at the ground level,or else it looks boring. This large rock is virtually alone, and the detailing with rocks and flora is below standards.
8: Under detailed area.
9: Funky bumpy road, use the smooth tool to fix these things.
10: Under detailed hillside, the TR_terrain_rocks_RM_02 and 04 are good for these hills.
Lastly, the hlaalu settlement is really in need of detailing. Clutter, like containers, crates, sacks, random miscellaneous stuff lying around (bottles, smaller things), repair items near the forges, small rocks and grass statics at the dirt parts that are not bricked road, and the stoneflower statics you've put up outside the settlement are waaay to big. Even at 1.0 they look ridiculously big in my opinion, please reduce size and add more rocks at the path - since it is also in need of detailing.
Overall, also add more flora. Once you get the hang of effective exterior work (for instance how to use ctrl-d and rotating on the different axes), bringing cell refs to up and beyond 200 is no big deal. If 1 through 10, and additional comments are taken care of, then you get my vote.
To begin, I'd say your showcase looks promising. If you look at the attached picture I've mentioned the stuff that needs to be looked into before a recommendation for promotion is given.
1: Claim border, mismatch. Some mismatch is forgiven, but if it gets too big it becomes a pain when merging our work for releases. We're trying to eliminate these things as early as possible.
2: Very wide road here for no apparent reason, also it doesn't seem properly sunk (as you have done better outside the little Hlaalu outpost). Also, the single dwemer ruin thingy is out of place.
3: Somewhat under detailed. Please utilize more of the tr_terrain_rocks_rm_01 - 04, since they are very effective statics. This cell has too few refs as well, we prefer at least around 200 items including statics, activators, flora, containers and so on. Sometimes it looks good with less, but more often than not I find that we need at least 200 references in a cell to make it seem up to standards.
4: Border mismatch again.
5: Border mismatch and a road that seems under detailed. Please read the stickied threads for info on roads. Our players will use these and they need to look good.
6: Border mismatch and a under detailed hillside, the Terrain_rocks_GL_02 and Terrain_rocks_GL_04 are good for detailing hillsides.
7: I prefer having large rock structures also have smaller rocks at the ground level,or else it looks boring. This large rock is virtually alone, and the detailing with rocks and flora is below standards.
8: Under detailed area.
9: Funky bumpy road, use the smooth tool to fix these things.
10: Under detailed hillside, the TR_terrain_rocks_RM_02 and 04 are good for these hills.
Lastly, the hlaalu settlement is really in need of detailing. Clutter, like containers, crates, sacks, random miscellaneous stuff lying around (bottles, smaller things), repair items near the forges, small rocks and grass statics at the dirt parts that are not bricked road, and the stoneflower statics you've put up outside the settlement are waaay to big. Even at 1.0 they look ridiculously big in my opinion, please reduce size and add more rocks at the path - since it is also in need of detailing.
Overall, also add more flora. Once you get the hang of effective exterior work (for instance how to use ctrl-d and rotating on the different axes), bringing cell refs to up and beyond 200 is no big deal. If 1 through 10, and additional comments are taken care of, then you get my vote.
- Attachments
-
- review.png
- (2.69 MiB) Downloaded 202 times
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
I have merged your two showcase threads together; as per our rules, each person is allowed only one showcase thread.
- Haplo
- Haplo
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
1: I couldn't figure out how to match the cell's border as I could not load both my showcase and the original surrounding cells at once, The cells surrounding my showcase wouldn't appear. my apologies but I'll try to watch out
For the rest I mainly detailed both the village and the hillsides, gave the roads more flow and fixed the dwemeri thingy.
Rien. I'm really looking forward to working together with you guys.
For the rest I mainly detailed both the village and the hillsides, gave the roads more flow and fixed the dwemeri thingy.
Rien. I'm really looking forward to working together with you guys.
- Attachments
-
- Rien Clean Showcase Exterior_02.esp
- (96 KiB) Downloaded 91 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Quick review time:
The settlement has improved, although I would have preferred a more variation of containers used. Crates and barrels should occur more often than the pottery, and when you use de_p furniture stuff needs to be properly rotated when resting on it.
Both cells still require more detailing, for instance the hillside in the northern cell - you should use the 02 and 04 version of the rocks static to clutter such areas, as you have managed a couple of places near the settlement. Please don't rotate 02 and 04 as so the rocks point upwards, it rarely look good. Use 01 and 03 for that, 02 and 04 are good for slopes and hills.
The sloped road bit in -5 -21 still lacks detail, with the GL rock set (you should use more of the vanilla rocks as well) you have literally tons of options adding stuff near paths. It is vital that our roads are of the highest quality, since players will be using them travelling between places. They need to look like crysis damnit.
Some objects lack vertex shading, and please use a radius of at least 2 when painting vertex shading. Some areas looks like you've used an edit radius of 1. 3 is adviced for larger stuff like rocks and large formations of statics. It's quicker that way.
Also, don't be afraid to put one large rock static into another one, creating a new and varied formation. We all know the rock shapes by now, mixing them up together creates variation.
Lastly, take your time - add more stuff, be critical of yourself and look at your work from different angles. More often than not I find that going in game for a look helps me determine what to do next. As a player you have a different perspective than the omnipotent CS god when modding.
The settlement has improved, although I would have preferred a more variation of containers used. Crates and barrels should occur more often than the pottery, and when you use de_p furniture stuff needs to be properly rotated when resting on it.
Both cells still require more detailing, for instance the hillside in the northern cell - you should use the 02 and 04 version of the rocks static to clutter such areas, as you have managed a couple of places near the settlement. Please don't rotate 02 and 04 as so the rocks point upwards, it rarely look good. Use 01 and 03 for that, 02 and 04 are good for slopes and hills.
The sloped road bit in -5 -21 still lacks detail, with the GL rock set (you should use more of the vanilla rocks as well) you have literally tons of options adding stuff near paths. It is vital that our roads are of the highest quality, since players will be using them travelling between places. They need to look like crysis damnit.
Some objects lack vertex shading, and please use a radius of at least 2 when painting vertex shading. Some areas looks like you've used an edit radius of 1. 3 is adviced for larger stuff like rocks and large formations of statics. It's quicker that way.
Also, don't be afraid to put one large rock static into another one, creating a new and varied formation. We all know the rock shapes by now, mixing them up together creates variation.
Lastly, take your time - add more stuff, be critical of yourself and look at your work from different angles. More often than not I find that going in game for a look helps me determine what to do next. As a player you have a different perspective than the omnipotent CS god when modding.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
I figured I could use poles+ropes to detail the roads but are there other things besides rocks? I don't want to make it look like... alot of stones. And what kind of grass can I use? more wickwead?
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Whickwheat, hackle lo... for grass statics I find the flora_bc_grass static to be usable in pretty much any area. Just sink it properly into the ground, I don't want it to look like a bouquet sticking out of the ground.
Rails are good for slopes like that, yes. And use more rocks, it's a requirement. Scale them down if you feel they get too big. Roads are our bread and butter.
Rails are good for slopes like that, yes. And use more rocks, it's a requirement. Scale them down if you feel they get too big. Roads are our bread and butter.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
I hope this is it, also added one door that I forgot
- Attachments
-
- Rien Clean Showcase Exterior_03.esp
- (107.75 KiB) Downloaded 119 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Detailing is up to spec, some border gaps here and there but it's expected when the showcase format requires you to manually raise all landscape yourself. The way we do the real exterior work for TR works differently now, you download a pre made map with certain things in place (roughly shaped landscape, roads mostly placed, regional concepts and/or statics in place) - and it's up to the modder to work from that.
The additional flora you added fits nicely, some of the rocks you placed in hillsides is a little too visible, meaning that I prefer having them more into the landscape as not to make it seem like half floating rocks (these are tricky statics). Although it looks original and ok, adding rocks directly into road parts make them harder to walk and should thus be avoided. Especially AI has problems navigating stuff like that.
Overall, this is a good enough showcase attempt for me to give my recommendation for exteriors.
The additional flora you added fits nicely, some of the rocks you placed in hillsides is a little too visible, meaning that I prefer having them more into the landscape as not to make it seem like half floating rocks (these are tricky statics). Although it looks original and ok, adding rocks directly into road parts make them harder to walk and should thus be avoided. Especially AI has problems navigating stuff like that.
Overall, this is a good enough showcase attempt for me to give my recommendation for exteriors.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
buttons pressed, Member Promoted for Exteriors
If you have any questions or problems, feel free to post them here or PM the relevant department head.
If you have any questions or problems, feel free to post them here or PM the relevant department head.
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
- Terrifying Daedric Foe
- Developer
- Posts: 317
- Joined: Thu Aug 26, 2010 2:45 pm
- Location: England
I'm working on the nordic ruins right now. Yes, lots of Snow and ice.
I have one problem though. For some reason, when I save my file and I open it in MW or reopen it in CS the heightmap of one cell moves like 200 feet in the air. Had this problem the first time this afternoon and fixed it with lowering the whole cell again but now that I've put like a hundred statics in that cell I dare not to close the CS. I'm sure I have the same problem again because I playtested it already but didn't close the CS.
I dare not to close my computer.
I have one problem though. For some reason, when I save my file and I open it in MW or reopen it in CS the heightmap of one cell moves like 200 feet in the air. Had this problem the first time this afternoon and fixed it with lowering the whole cell again but now that I've put like a hundred statics in that cell I dare not to close the CS. I'm sure I have the same problem again because I playtested it already but didn't close the CS.
I dare not to close my computer.
- Attachments
-
- problem.PNG
- a photo of the problem :)
- (598.54 KiB) Downloaded 170 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
Take tons of backups, like for every half hour you put into the claim save a copy and move it to a different folder. I usually do this with my work, save a copy in a parent folder in case I have to revert back to earlier work due to this thing. And please upload a copy so we can have a look at it.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
I don't have a file before the landtear as this was my first save, I think the landtear is caused by the fact that I went a little over the edge with my smooth tool (literally)
I'll just start again. No pain.
I'll just start again. No pain.
- Attachments
-
- Rien Clean Showcase Exterior_03.esp
- (107.75 KiB) Downloaded 95 times
harry: "Professor? is this real? or is it all happening inside my head?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"
professor: "ofcourse it's happening inside you head harry! but does that mean it's not real?"