i4-491-Hla
Moderators: Seneca37, Lead Developers
-
- Developer Emeritus
- Posts: 2029
- Joined: Wed Feb 02, 2005 12:20 am
- Location: Kah-nah-duh
- Contact:
i4-491-Hla
Claim type: Interior
Claim ID: TR_i4-491-Hla (#2703)
Faction: Hlaalu
Parent claim: TR_4-1-Hla (#138)
Claimed by: Seneca37
Status: Approved (Progress: 100%)
Location: 1:(179, -2224):0
Files: TR_i4-491-Hla_seneca37_1.esp
---
Cave:
Co-ordinates and Shell: https://dl.dropboxusercontent.com/s/m0y ... /cave3.jpg
Claim ID: TR_i4-491-Hla (#2703)
Faction: Hlaalu
Parent claim: TR_4-1-Hla (#138)
Claimed by: Seneca37
Status: Approved (Progress: 100%)
Location: 1:(179, -2224):0
Files: TR_i4-491-Hla_seneca37_1.esp
---
Cave:
Co-ordinates and Shell: https://dl.dropboxusercontent.com/s/m0y ... /cave3.jpg
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
-Hippocrates
-
- Developer Emeritus
- Posts: 2029
- Joined: Wed Feb 02, 2005 12:20 am
- Location: Kah-nah-duh
- Contact:
Unlocking. Feel free to get creative, but don't do anything too huge or spectacular, as this is a low-level region. (Think thestarter dungeons in early-game Morrowind). These interiors are in the Thirr River Region. Most of these caves should have something to do with the smuggling, as it's an important part of the concept of this region. Again, keep it low level. Perhaps have them tied to the trafficking of slaves or the nearby plantations, since they're located closeby.
Since this cave is so close to a watch tower, I'm thinking a smugglers cave as apposed to a slavers cave. The cave will have two sections - small above water cave, and a little larger below water (grotto-ish) section.
Since this is my 1st claim - I have a few questions.
1. Location - I found the location from the jpg map info (4,-25), but the claim indicates a parent: 4-1-Hla. Shouldn't the parent be 4-13?
2. There doesn't appear to be an exterior door - is this normal?
3. Map - is there a way to lighten the flashmap? Section 4-13 defaults to a dark blue color - I've tried hiding the exterior cells, but then the whole map becomes very dark.
4. Should I include sounds/creatures/NPCs in my interior?
5. Is it common practice to keep the interior texture the same (or very close) to the exterior rock/terrain textures? This area is full of AI rocks - but there are no AI cave cells.
6. Are the exteriors complete? I'd like to pull in elements from the exterior - flora/fauna - into my interiors.
7. What about Grid Paths? Do I need to do these up?
I like to mix up my interiors; rotate them so that the original ceiling is the floor or a wall - will this cause any problems?
Since this is my 1st claim - I have a few questions.
1. Location - I found the location from the jpg map info (4,-25), but the claim indicates a parent: 4-1-Hla. Shouldn't the parent be 4-13?
2. There doesn't appear to be an exterior door - is this normal?
3. Map - is there a way to lighten the flashmap? Section 4-13 defaults to a dark blue color - I've tried hiding the exterior cells, but then the whole map becomes very dark.
4. Should I include sounds/creatures/NPCs in my interior?
5. Is it common practice to keep the interior texture the same (or very close) to the exterior rock/terrain textures? This area is full of AI rocks - but there are no AI cave cells.
6. Are the exteriors complete? I'd like to pull in elements from the exterior - flora/fauna - into my interiors.
7. What about Grid Paths? Do I need to do these up?
I like to mix up my interiors; rotate them so that the original ceiling is the floor or a wall - will this cause any problems?
Have fun!
1- yes but that's normal, we're not really using the flashmap anymore because it's unreliable so the true coordinates weren't entered
2- will surely be added on merge
3- don't think so, but see 1 on it being unreliable other than as visual aid
4- sounds yes, creatures/NPCs I think not
5- as you pointed out there isn't always a corresponding texture, so no, cave tilesets are usually not coherent with the exteriors
6- they should be, however flora repartition for the whole of Morrowind hasn't yet been done, so flowers and such might change in the far future
7- yes, a pathgrid is good (think of the poor soul who'd have to pathgrid a whole region otherwise!). Inverted/rotated shells, in my experience, can make things technically more difficult for you, but as long as it looks good and you can walk on it (when in doubt test ingame) it's fine
1- yes but that's normal, we're not really using the flashmap anymore because it's unreliable so the true coordinates weren't entered
2- will surely be added on merge
3- don't think so, but see 1 on it being unreliable other than as visual aid
4- sounds yes, creatures/NPCs I think not
5- as you pointed out there isn't always a corresponding texture, so no, cave tilesets are usually not coherent with the exteriors
6- they should be, however flora repartition for the whole of Morrowind hasn't yet been done, so flowers and such might change in the far future
7- yes, a pathgrid is good (think of the poor soul who'd have to pathgrid a whole region otherwise!). Inverted/rotated shells, in my experience, can make things technically more difficult for you, but as long as it looks good and you can walk on it (when in doubt test ingame) it's fine
2. The exterior should be present in the file you will find in the last post of [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24299]this thread[/url]. Not very intuitive, I know.
5. I'm not sure whether TR really has a strict convention here, but as far as I can see:
bonecave is only used for unique locations, and can otherwise be ignored.
mudcave is used in places that aren't rocky.
moldcave is used for places that are rocky, and would probably be a good choice here.
lavacave is used in places with lava.
pycave appears to be volcanic rock.
5. I'm not sure whether TR really has a strict convention here, but as far as I can see:
bonecave is only used for unique locations, and can otherwise be ignored.
mudcave is used in places that aren't rocky.
moldcave is used for places that are rocky, and would probably be a good choice here.
lavacave is used in places with lava.
pycave appears to be volcanic rock.
I'm not sure of the official way TR does it but I can easily do it with MEE (Morrwind Enchanted Editor). I know that there may be problems with MEE with very large files and merging files - but for simple stuff like this its extremely useful.
Below is my file without the reference if you need it.
Below is my file without the reference if you need it.
- Attachments
-
- TR_i4-491-Hla.esp
- (38.2 KiB) Downloaded 32 times
TESAME: Clean
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Ambient/Sunlight/illegal-to-sleep-here: ok/ok/no
Books: Ok
Container Contents: Ok
Items Rotated enough: Yes
In-game Map: Ok
Locks/Traps: Ok
Lights: Ok
Numerous items needed minor adjustments.
Comments This should have been revoked. I inadvertently used items from TR_mainland in this interior. Hopefully we'll be able to review new developers' interiors in a more timely manner.
This needs a second review (RyanS could not finish the review before leaving on vacation).
Rating 8 out of 10
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Ambient/Sunlight/illegal-to-sleep-here: ok/ok/no
Books: Ok
Container Contents: Ok
Items Rotated enough: Yes
In-game Map: Ok
Locks/Traps: Ok
Lights: Ok
Numerous items needed minor adjustments.
Comments This should have been revoked. I inadvertently used items from TR_mainland in this interior. Hopefully we'll be able to review new developers' interiors in a more timely manner.
This needs a second review (RyanS could not finish the review before leaving on vacation).
Rating 8 out of 10
- Attachments
-
- TR_i4-491-Hla.esp
- (38.21 KiB) Downloaded 16 times
Sorry my bad - I had the file in 2 different directories and up load the wrong one.
This one does not have kelp.
This one does not have kelp.
- Attachments
-
- TR_i4-491-Hla.esp
- (38.28 KiB) Downloaded 24 times
TESAME: Clean
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Floaters
in_cave_plant10 (-2075, 3496, -268)
Other Issues
ex_common_plat_end needed plank (950, 4485, 527)
Items Added
Some rocks and mushrooms (hope you don't mind)
The file below has all of these corrections.
Comments Very nice cave especially the bandit part.
Rating 8 out 10
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Floaters
in_cave_plant10 (-2075, 3496, -268)
Other Issues
ex_common_plat_end needed plank (950, 4485, 527)
Items Added
Some rocks and mushrooms (hope you don't mind)
The file below has all of these corrections.
Comments Very nice cave especially the bandit part.
Rating 8 out 10
- Attachments
-
- Clean TR_i4-491-Me.esp
- (39.5 KiB) Downloaded 16 times
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
The trice sealed house withstands the storm.
During Final review - found one small hole in wall.
This has been fixed.
This has been fixed.
- Attachments
-
- TR_i4-491_done.esp
- (39.57 KiB) Downloaded 18 times