Search found 272 matches

by spineinside
Sat Aug 11, 2018 8:10 pm
Forum: Completed
Topic: Vorndgad Forest (Sky_xRe_21) [spineinside] [Reviewed]
Replies: 13
Views: 12149

Re: Vorndgad Forest (Sky_xRe_21) [spineinside]

- Persarines replaced with Bearclaw - Wrothgarian Grapes Removed - Unused elsewhere grass replaced for TerrGrassDirt_Re_01 - 1 Barrow added (right under Reachmen's village) - 1 Breton cave entry replaced for Sky regular one - Reachmen's village detailed - some levitating rocks fixed - grass inside r...
by spineinside
Thu Aug 09, 2018 6:46 pm
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [spineinside][Reviewed]

even more texture seams fixed
by spineinside
Sun Aug 05, 2018 11:19 pm
Forum: Completed
Topic: Midkarth County (Sky_xRe_13) [spineinside]
Replies: 12
Views: 14721

Re: Midkarth County (Sky_xRe_13) [Unclaimed]

claiming
by spineinside
Sun Aug 05, 2018 1:04 pm
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [spineinside]

Opened for Review (esp not cleaned)
by spineinside
Fri Jul 06, 2018 5:10 pm
Forum: Completed
Topic: Gilded Hills Exterior: GC_08 [spineinside] [Seppaki] [Reviewed]
Replies: 17
Views: 12788

Re: Gilded Hills Exterior: GC_08 [spineinside] [Seppaki]

this is a wip file for archive purposes
by spineinside
Wed Jun 20, 2018 6:23 pm
Forum: Completed
Topic: Gold Coast Exterior: GC_05 [chef] [Sutch] [Reviewed]
Replies: 26
Views: 19237

Re: Gold Coast Exterior: GC_05 [Scamp] [Sutch]

6 neghbour cells excluded from a file to serve me well
by spineinside
Tue Apr 03, 2018 10:24 am
Forum: Completed
Topic: PC_N_Spices_01_??[Spineinside]
Replies: 3
Views: 7239

Re: PC_N_Spices_01_??[Spineinside]

sent to contribution tread
by spineinside
Sun Apr 01, 2018 6:15 pm
Forum: Completed
Topic: PC_N_Spices_01_??[Spineinside]
Replies: 3
Views: 7239

Re: PC_N_Spices_01_??

easy and fun, would like to claim
by spineinside
Sun Apr 01, 2018 2:22 pm
Forum: Completed
Topic: Cod resources [spineinside]
Replies: 5
Views: 8677

Re: Cod resources [spineinside]

Cod:
creature
2 containers
2 ingredients
2 inventory icons

I will post racks in a different zip
by spineinside
Sat Mar 31, 2018 12:15 am
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [spineinside]

This is a file for border operation to be performed by Scamp
by spineinside
Wed Dec 13, 2017 8:27 am
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [spineinside]

Yeah, sounds good to me, that should make transition between claims blending nicely.

I will seperate the cells for this claim when heightmaps will be ready and then return to you.
by spineinside
Tue Dec 12, 2017 1:00 pm
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Great !
by spineinside
Tue Dec 12, 2017 10:08 am
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 18925

Re: Falkheim (Sky_xRe_02) [Unclaimed]

I can take it if possible
by spineinside
Tue Aug 15, 2017 10:54 pm
Forum: P:C Asset Development
Topic: Bad assets - to be replaced
Replies: 3
Views: 6371

Re: Bad assets - to be replaced

These are new models of 3 mentioned above with ingredients, textures and icons.

EDITED:
Textures should no longer be mispathed;
alpha explict Icons.
by spineinside
Mon Aug 07, 2017 11:37 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_27) [chef]
Replies: 23
Views: 16284

Re: Aldkarth Lowlands (Sky_xRe_27) [Unclaimed]

auuch, maybe if this area is too complex to split it up I'll leave it and take something else :)
by spineinside
Mon Aug 07, 2017 11:35 am
Forum: P:C Asset Development
Topic: Common Plants and Ingredients
Replies: 42
Views: 30642

Re: Common Plants and Ingredients

For now I can focus my work around vineyards, remeshing and retexturing some of my old models from the list :)
by spineinside
Mon Aug 07, 2017 9:54 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_27) [chef]
Replies: 23
Views: 16284

Re: Aldkarth Lowlands (Sky_xRe_27) [Unclaimed]

I'd like to take it.

Is this a transition for Sundered Hills textures?
And there seems to be a nord settlement on a border with SKY_XRE_30, does it belong here?
by spineinside
Thu Aug 03, 2017 1:47 pm
Forum: SHotN Concept Art
Topic: Haafingar Concepts
Replies: 25
Views: 35911

Re: Haafingar Concepts

Is Haafingar in development now using these meshes ?
by spineinside
Wed Aug 02, 2017 2:06 pm
Forum: P:C Asset Development
Topic: Imperial Settlement Tilesets
Replies: 17
Views: 16770

Re: Imperial Tilesets

just thought about Saint_Jiub's concepts while seeing this, might be a nice roof extension to Saint-Michel-wise proposal of Skingrad https://www.google.pl/search?q=karlstejn+castle&safe=off&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjl-f-l2bjVAhVMlxoKHZL1D3cQ_AUICigB&biw=2400&b...
by spineinside
Wed Aug 02, 2017 12:02 am
Forum: P:C Asset Development
Topic: Bad assets - to be replaced
Replies: 3
Views: 6371

Re: Bad Flora Assets

I don't want to interfere too much as long as here are actually peoeple interested in changing flora meshes. But it would be perfectly fine to me to care of them too. I worked on columbine, and tomato so I can easily make changes to weird them up following other topics. Is it fine for tomato stalks ...
by spineinside
Tue Aug 01, 2017 9:01 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

You guys are more patient than I was in this case :D

Berry, is it ok if i prepare a tent Asset suggested by you? I cannot find it in the data.
by spineinside
Tue Aug 01, 2017 12:39 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

And there we go...
by spineinside
Tue Feb 28, 2017 11:11 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Hello back,

I've landed myself in a fine mess with this claim so I have to retouch myself to take a final lesson :D
Sticking to rules I'll bring up the changes.


Edited:
Ok, Im terrible, but now Im back for REAL so...
by spineinside
Tue Feb 07, 2017 6:18 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

yeah, the dark hole is a proposition of a hidden cave entry, yet i don't know if it would be suitable for human or some hostile creatures.

Ladder changed for T_Rga_SetReach_X_FortStairs_03, blends perfectly.
by spineinside
Sat Feb 04, 2017 2:34 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Ladder added
by spineinside
Wed Feb 01, 2017 4:26 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

haha, no problem, it doesn't really contain big changes and as long as I don't need to make a total overhaul it's really ok and I appreciate yours and everybody's suggestions :D

And you're completely right about a leader if it's going to be a human hideout
by spineinside
Sun Jan 29, 2017 11:07 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 32627

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Uploaded burned village with flat ground and added an "opened" basement with a dark hole and a basket with apples of some kind of unlucky picker.

Unwanted Bushes removed

Image

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