The interior claims in this forum are currently in the review process.
Moderators: Seneca37 , Andres Indoril , Lead Developers
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Mon Dec 09, 2013 10:56 pm
Claim type: Interior
Claim ID: TR_i5-75-Red (#2657)
Faction: Redoran
Parent claim:
TR_5-26-Red (#2445)
Claimed by: Rats
Status: Reviewing (Progress: 100%)
Location: 1:(-2297, -199):0
Files:
TR_i5-75-Red_Rats_1.esp
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(-18, -1) A goblin cave on the edges of the Grey Meadows
Dormichigan64
Developer
Posts: 173 Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
Post
by Dormichigan64 » Wed Sep 10, 2014 11:57 am
Claiming. Medium sized cave with a slave pen. Maybe smuggling some dwarven crap? And some other stuff.
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Wed Sep 10, 2014 9:32 pm
Okay dokay.
Dormichigan64
Developer
Posts: 173 Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
Post
by Dormichigan64 » Thu Sep 11, 2014 10:06 pm
What should my ambient colours be like? It's in the ash swamp area and I don't know what the caves should look like.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy
(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Thu Sep 11, 2014 11:11 pm
I tend to like caves on the dark side.
Ambient: 15 15 15
Sunlight: 5 5 5 (or lower)
Fog 50 50 50 1.1
See how that looks.
Play around with the fog density and colors.
We don't have a specific set of colors for the Grey Meadows so pick something you like.
Dormichigan64
Developer
Posts: 173 Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
Post
by Dormichigan64 » Thu Sep 11, 2014 11:44 pm
Thanks.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy
(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Sat Oct 11, 2014 7:42 pm
Any progress to report?
Dormichigan64
Developer
Posts: 173 Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
Post
by Dormichigan64 » Sat Oct 11, 2014 8:56 pm
Still at it...
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy
(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Dormichigan64
Developer
Posts: 173 Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
Post
by Dormichigan64 » Thu Oct 16, 2014 11:52 am
Never mind. Please revoke. I lost inspiration, and I've already done a cave, so yeah.
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy
(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Thu Oct 16, 2014 1:56 pm
At claimers request
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Thu Oct 16, 2014 5:29 pm
Hark! Though I have the Old Ebonheart sewers in the works at the moment I'd love to have this one as a tiny side project.
The cave would have ash swamp ponds and the alien-looking white fungus threads inside. I'd like to deviate from the original smugglers plan by making the inhabitants a migrant tribe of goblins from the west (something akin to the tribe featured in this claim: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23904).
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Thu Oct 16, 2014 6:40 pm
Cool - go for it.
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Fri Nov 28, 2014 11:51 pm
Any progress to report?
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Thu Dec 04, 2014 11:02 am
Will upload a file in a week or so. The basic structure of the cave is done.
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Mon Jan 12, 2015 9:44 am
Any progress here?
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Sun Feb 15, 2015 8:58 pm
Any progress here?
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Fri Mar 13, 2015 8:57 am
Damn, forgot about this. I have a rough layout ready and have sketched a symbol for the goblin tribe inhabiting the cave. Will update this soon.
Btw, do we have the collision-less ash scum models in Data?
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Fri Mar 13, 2015 11:22 am
No, all the TR_terr_ashscum pieces have a collision node below the surface of the scum. Unfortunately, no other pieces use that particular texture (textures\tr\tr_ashswp_ashscum.dds)
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Fri Mar 13, 2015 12:00 pm
Okay, well they're pretty high on my Data wishlist
Rats
Lead Developer
Posts: 785 Joined: Tue Jul 03, 2012 8:32 am
Post
by Rats » Sun Mar 29, 2015 3:23 pm
Finished.
You'll need the following files for the Goblin clan's symbol to work correctly. Place the .nif file in Meshes\TR\f and the .dds file in Textures.
Attachments
TR_furn_goblin_sign_02.nif
Paste this to Meshes -> TR -> f (1.78 KiB) Downloaded 117 times
TR_TX_goblin_sign_02.dds
Paste this to Textures (1 MiB) Downloaded 115 times
Seneca37
Lead Developer
Posts: 912 Joined: Mon Feb 10, 2014 1:04 pm
Post
by Seneca37 » Wed Apr 01, 2015 9:14 pm
Off to review then