Darconis Gatehouses 1 & 2 [Completed]
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Darconis Gatehouses 1 & 2 [Completed]
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Last edited by Sniper4 on Sat Nov 20, 2004 2:38 am, edited 1 time in total.
Darconis Northeast Gatehouse
- No one should use their own custom lighting settings. No one I have seen has ever do it right. This interior is just really too orange.
- “com_sack_03_chpfood5†can be raised 3 degrees above the one it rests on.
- I would have hoped for a more Imperial tome rather than “bk_AncestorsAndTheDunmerâ€Â
- There is a “com_sack_02_chpfood3†beside two barrels that are flat on their sides. Can you move it away from the barrels a touch? Its close proximity makes me cringe and I don’t like that. It tells me it must be done.
A commendable job. I would Probably it an 8 out of ten. The lighting however is not that good. I really really think that a change is in order.
Darconis Southeast Gatehouse
- “com_sack_01_chpfood5†is marginally clipping into “crate_02_foodMultâ€Â. Yes, it is worth reporting. It should be moved away a degree. Some things just shouldn’t be so close. There is plenty of space you know.
- Next to that sack is “com_sack_02_chpfood3†it should be melted 3 degrees in the floor. If -3 degrees down from f is the way they did it in the OC, that is the way we should do it here.
- “furn_com_rm_table_05†is I think too close to the will. If it makes me cringe it should be moved. Oh please move it away a degree or two!
- One leg of “active_com_bed_02†clearly melts into the corner pillar. It should be moved away so as to stop the collision.
- In the OC, if a static is half on a rug, half on the floor, it rests completely on the floor. “com_drawers_01_g1†is resting on the rug and floating off the floor. If they melted it in such a way in the OC, like that it should be done here as well.
- Ooo, I’m so convinced that roots have penetrated through the wall. Maybe you could put some rocks on the ground? You should also move the uprooted rocks closer to the roots because I can see the wall through the cracks and the wall looks in mint condition despite these strange rocks and roots coming out of it.
- “crate_01_armor_imp†melts way too evidently into “furn_imp_stoneblock_01â€Â. Shrink the crate or move it.
- There is a “com_sack_01_chpfood5†resting on top of a crate at position -1426, 212, -141 The corners of the sack are melting into the crate lid. Move the sack so we can see the corners of the sack.
- Right next to that is a “com_sack_01_chpfood5†on the ground. It is both unconvincingly resting onto the crate and melting into the ground. IT would be better if you just laid it flat on the ground or deleted it.
- that weapon display, is exactly the same, save the helm. Change the weapons to anything else except those two longbows and halberd. Try a two handed sword or a spear or something.
This interior is probably just as good as the last save the same lighting pattern. It is another 8 out of 10. Commendable and they both should be put into TR. After the lighting change of course.
- No one should use their own custom lighting settings. No one I have seen has ever do it right. This interior is just really too orange.
- “com_sack_03_chpfood5†can be raised 3 degrees above the one it rests on.
- I would have hoped for a more Imperial tome rather than “bk_AncestorsAndTheDunmerâ€Â
- There is a “com_sack_02_chpfood3†beside two barrels that are flat on their sides. Can you move it away from the barrels a touch? Its close proximity makes me cringe and I don’t like that. It tells me it must be done.
A commendable job. I would Probably it an 8 out of ten. The lighting however is not that good. I really really think that a change is in order.
Darconis Southeast Gatehouse
- “com_sack_01_chpfood5†is marginally clipping into “crate_02_foodMultâ€Â. Yes, it is worth reporting. It should be moved away a degree. Some things just shouldn’t be so close. There is plenty of space you know.
- Next to that sack is “com_sack_02_chpfood3†it should be melted 3 degrees in the floor. If -3 degrees down from f is the way they did it in the OC, that is the way we should do it here.
- “furn_com_rm_table_05†is I think too close to the will. If it makes me cringe it should be moved. Oh please move it away a degree or two!
- One leg of “active_com_bed_02†clearly melts into the corner pillar. It should be moved away so as to stop the collision.
- In the OC, if a static is half on a rug, half on the floor, it rests completely on the floor. “com_drawers_01_g1†is resting on the rug and floating off the floor. If they melted it in such a way in the OC, like that it should be done here as well.
- Ooo, I’m so convinced that roots have penetrated through the wall. Maybe you could put some rocks on the ground? You should also move the uprooted rocks closer to the roots because I can see the wall through the cracks and the wall looks in mint condition despite these strange rocks and roots coming out of it.
- “crate_01_armor_imp†melts way too evidently into “furn_imp_stoneblock_01â€Â. Shrink the crate or move it.
- There is a “com_sack_01_chpfood5†resting on top of a crate at position -1426, 212, -141 The corners of the sack are melting into the crate lid. Move the sack so we can see the corners of the sack.
- Right next to that is a “com_sack_01_chpfood5†on the ground. It is both unconvincingly resting onto the crate and melting into the ground. IT would be better if you just laid it flat on the ground or deleted it.
- that weapon display, is exactly the same, save the helm. Change the weapons to anything else except those two longbows and halberd. Try a two handed sword or a spear or something.
This interior is probably just as good as the last save the same lighting pattern. It is another 8 out of 10. Commendable and they both should be put into TR. After the lighting change of course.
Interiors Completed: 6
Grand Caverns: 75% complete
Apartment Block: 99% complete
Ordinator HQ: Meh...
Currently Detailing Green Region, Map 2: 24.3% complete. 150 Cells.
Interiors Reviewed: 120
Grand Caverns: 75% complete
Apartment Block: 99% complete
Ordinator HQ: Meh...
Currently Detailing Green Region, Map 2: 24.3% complete. 150 Cells.
Interiors Reviewed: 120
- attackdrone
- Member
- Posts: 72
- Joined: Mon Aug 30, 2004 6:16 am
- Contact:
1)
a) Both files are clean.
b) The interiors fit the exteriors.
c) No loading problems
2)
a) No loading problems
b)
Northeast gatehouse:
-It all looks a bit... orange. The lights are too closely placed together. I have been inside flame-lit castles before, with lights about as evenly placed as they are in this interior. The lighting is very, very accurate. However when i was in said castle I was very annoyed by the lighting. So our choice is between realistic but abrasive lighting, or lighting of the variety that is in the rest of the game.
Southeast gatehouse:
-Lighting same as above
-crate_01_armor_imp bleeds into stone block
c) I would give this claim a 9
3) I believe that this claim should be included.
-EDIT:bk_AncestorsAndTheDunmer: Publisher's Note: This book was written by an unknown scholar as a guide for foreign visitors to Morrowind shortly after the Armistice was signed.
a) Both files are clean.
b) The interiors fit the exteriors.
c) No loading problems
2)
a) No loading problems
b)
Northeast gatehouse:
-It all looks a bit... orange. The lights are too closely placed together. I have been inside flame-lit castles before, with lights about as evenly placed as they are in this interior. The lighting is very, very accurate. However when i was in said castle I was very annoyed by the lighting. So our choice is between realistic but abrasive lighting, or lighting of the variety that is in the rest of the game.
Southeast gatehouse:
-Lighting same as above
-crate_01_armor_imp bleeds into stone block
c) I would give this claim a 9
3) I believe that this claim should be included.
-EDIT:bk_AncestorsAndTheDunmer: Publisher's Note: This book was written by an unknown scholar as a guide for foreign visitors to Morrowind shortly after the Armistice was signed.
Quantity has a quality all its own.
-Josef Ivanovich Stalin
-Josef Ivanovich Stalin
I've fixed this one myself. Final version.
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- TR_Aar_DarconisGate1-2.rar
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