Sundered Hills|Ridgelands (Sky_xRe_16) [Fürst Thal]

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worsas
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Sundered Hills|Ridgelands (Sky_xRe_16) [Fürst Thal]

Post by worsas »

Claim for the area 16 on this map:
Image

This area should gradually translate towards the ridgelands in the east.

Region Discussion Threads:
http://project-tamriel.com/viewtopic.ph ... 6059#p6059" onclick="window.open(this.href);return false;
http://project-tamriel.com/viewtopic.php?f=89&t=648" onclick="window.open(this.href);return false;

Location Map Thread:
http://project-tamriel.com/viewtopic.php?f=145&t=499" onclick="window.open(this.href);return false;

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Fürst Thal
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Post by Fürst Thal »

Uploading my WIP showcase for minerman to cut out.
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14test.esp
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MinerMan60101
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Post by MinerMan60101 »

Cut.
Spoiler
DELETE from exteriorCells WHERE
(gridX >-94 OR gridX <-96 OR gridY >13 OR gridY <12);
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Sky_xRe16.esp
(225.84 KiB) Downloaded 218 times
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]

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roerich
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Post by roerich »

Granted to Fürst Thal, by popular demand.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil

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MinerMan60101
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Post by MinerMan60101 »

More cells for you:
Spoiler
Extract 16 from Rest Exteriors
DELETE from exteriorCells WHERE
gridX < -96 OR
gridX > -94 OR
gridY < 10 OR
gridY > 11;
Attachments
Sky_xRe16-Merge.esp
(520.91 KiB) Downloaded 192 times
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]

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Fürst Thal
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Post by Fürst Thal »

Uploading for safekeeping.

File is not clean. Includes many interiors from the merging process.

Also includes cells from outside the claim for bordermatching purposes.
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Sky_xRe16_5.ESP
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Fürst Thal
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Post by Fürst Thal »

New file to give chef his cells back.
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Sky_xRe16_6.ESP
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Fürst Thal
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Post by Fürst Thal »

Lil update mainly to show I am still working on it.

New stuff:

Added some new textures in the south to make a better transition from chef(now Verns) claim to the north.
Added some more detailing.
Cleaned some stuff out.

Still todo:

Finish the detailing(Rather easy).
Add interior doors(Also rather easy).
Add grass(Will probebly be the most troublesome and time consuming of the things still todo).
Clean out the rest of the stuff that got into the file during cutting and merging.(Continuous but easy thing todo).
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Sky_xRe16_8.ESP
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Fürst Thal
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Post by Fürst Thal »

Update.

More detailing and added most container plants. Also fixed some texture seams.
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Sky_xRe16_9.ESP
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Post by Fürst Thal »

Nearly done.
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Sky_xRe16_10.ESP
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Fürst Thal
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Post by Fürst Thal »

Need someone to take a look over.
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Sky_xRe16_11.ESP
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Fürst Thal
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Post by Fürst Thal »

Ready for Review!
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Sky_xRe16_12.ESP
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worsas
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Post by worsas »

I think I remember this claim had a couple of issues that needed to be addressed before it can be moved to reviewing.

This claim has not been updated for more than three months. Please provide an update as soon as possible.

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Fürst Thal
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Post by Fürst Thal »

Issues where fixed afaik. Just needs its southern cells which are currently in another claim border matched and then just another quick view made through.

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chef
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Post by chef »

re23 doesn't have any border cells from this claim, I also think i remember you doing more work on this claim on discord after this upload

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Fürst Thal
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Post by Fürst Thal »

That work is already done. And re23 had indeed borders from my claim. Claimant even send them back to me 3 days ago.

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Post by Fürst Thal »

Good news and bad news.

Good news is that I finally merged the border cells back in, so theoretically it should be finished.

Bad news is that the border cells I send to the neighbooring claimant where in the xRe16_12 file that is further up ahead with all other cells cut out. Thing is, the forum version of xRe16_12 was an way older version than the one I head so a big bunch of changes are not in it and have to be readded as I did not make a backup.
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Sky_xRe16_13.ESP
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Fürst Thal
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Post by Fürst Thal »

Update to show activity. I have started readding the changes from the lost final version but progress is slow because my laptop ain't the best for modding.
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Sky_xRe16_14.ESP
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Fürst Thal
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Post by Fürst Thal »

I have now re-added all the changes and fixed up and improved some others to get this now into a finished state for review. If the reviewer though, finds any major mistake that slipped through my re-adding process feel free to imidiately give it back to me, I am gonna fix it right away.

Topic Grass:

If you wonder why some cells have grass placed and some not, thats because they are from Lestat who already palced the grass.

https://drive.google.com/file/d/1-FJZgW ... sp=sharing

The above is a link to the interior map.
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Sky_xRe16_16.ESP
(814.66 KiB) Downloaded 134 times
Last edited by Fürst Thal on Sun Jun 21, 2020 12:56 pm, edited 1 time in total.

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Post by Fürst Thal »

Mojo says he's interested in reviewing but gave a list of issues to be addressed still. Which I am gonna address.

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Post by Fürst Thal »

New update incorporating mojo input.
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Sky_xRe16_18.ESP
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chef
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Post by chef »

reviewing (this weekend)

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Post by chef »

Clean: Yes
Border matched: Mostly, needs Hf_12 and Sky_MK matching in the future, + already matched restext cells will need valstaag palette swap

General:
Replaced most high poly small rocks with lower poly, better rocks
Main road should be reduced to 1 tile eventually, probably when Beorinhal and Markarth are merged
Not much container flora but that's more of a problem with the entire section that needs to be addressed
Valstaag areas will need larch trees added when they are finished and merged
Overuse of the same few rocks
Too many rocks where only 5% is showing, use smaller rocks for better performance
Needs 2 or 3 more non cave dungeons

Wilderness -96,13
Region: Set as Midkarth Region (Will need gridmap update)
Texture seams: 4
Terrain errors: None
Vertex shading: Cleaned up a little
Flora: Added a bit more container flora in existing patches
T_Sky_Flora_BushLeaves1_01 branch bleeding into rock
T_Sky_Flora_Tremblwee01 bleeding into terrain
T_Sky_TerrRockRE_Rock_25 hidden behind cliff

Wilderness -95,13
Region: Set as Valstaag Highlands region (Will need gridmap update)
Texture seams: 3
Terrain errors: Jagged terrain east of the road
Vertex shading: Cleaned up a bit
Flora: Needs more container + static flora once we have decided on the full list for VH
Palette swapped Reach textures to Haafinheim textures
T_Sky_TerrRockRE_Rock_17 caspering
T_Sky_TerrRockRE_RockGrp_01 floating
T_Sky_TerrRockRE_RockGrp_02 hidden underground
T_Sky_TerrRockRE_RockSml_05 floating

Wilderness -94,13
Region: Set as Valstaag Highlands Region
Texture seams: 14
Terrain errors: Jagged terrain in the south
Vertex shading: Added to Haafinheim textures
Flora: Needs more container + static flora once we have decided on the full list for VH
Palette swapped Reach textures to Haafinheim textures
T_Sky_TerrRockRE_Rock_22 caspering

Wilderness -96,12
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Reduced
Flora: Needs more container flora
T_Sky_TerrRockRE_Rock_24 hidden under terrain
T_Sky_TerrRockRE_RockSml_04 caspering

Wilderness -95,12
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: Spike in front of cave
Vertex shading: Good
Flora: Needs more container flora
T_Sky_Cave_DoorNat_01 backwards
T_Sky_TerrRockRE_RockSml_04 hidden beneath larger rock

Wilderness -94,12
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Good
Flora: Needs more container + static flora
T_Sky_TerrRockRE_RockSml_05 caspering

Wilderness -96,11
Region: Set as Sundered Hills Region
Texture seams: None
Terrain errors: None
Vertex shading: Reduced
Flora: Good
Rocks below cliff might be duplicated in Re_15
T_Sky_Flora_BushLeaves1Dry_01 bleeding into rock
T_Sky_TerrRockRE_Rock_24 caspering
T_Sky_TerrRockRE_Rock_28 hidden beneath cliff x2
T_Sky_TerrRockRE_RockGrp_01 floating
T_Sky_TerrRockRE_RockGrp_01 raised to show more than 1 rock
T_Sky_TerrRockRE_RockGrp_01 hidden beneath cliff
T_Sky_TerrRockRE_RockLrg_17 hidden beneath cliff
T_Sky_TerrRockRE_RockSml_04 hidden beneath cliff
T_Sky_TerrRockRE_RockSml_05 raised
T_Sky_TerrRockRE_RockSml_05 hidden beneath cliff

Wilderness -95,11
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Reduced
Flora: Good
Removed double cave
T_Sky_Flora_AspyrTea01 floating x2
T_Sky_Flora_AspyrTea02 floating
T_Sky_Flora_BushLeaves5Dry_03 floating
T_Sky_TerrRockRE_RockGrp_01 floating
T_Sky_TerrRockRE_RockGrp_01 caspering
T_Sky_TerrRockRE_RockGrp_01 hidden beneath terrain
T_Sky_TerrRockRE_RockGrp_02 floating
T_Sky_TerrRockRE_RockSml_04 floating
T_Sky_TerrRockRE_RockSml_05 floating x2
T_Sky_TerrRockRE_RockSml_05 caspering

Wilderness -94,11
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Good
Flora: Good
Changed snowy rock textures to plain rock
T_Sky_Flora_AspyrTea01 floating
T_Sky_Flora_BushLeaves5Dry_02 bleeding into rock
T_Sky_Flora_Tremblwee01 floating x2
T_Sky_TerrRockRE_CliffSml_01b caspering x2
T_Sky_TerrRockRE_Rock_25 hidden beneath terrain
T_Sky_TerrRockRE_Rock_33 caspering? Probably fine with restext loaded
T_Sky_TerrRockRE_RockSml_05 hidden beneath terrain

Wilderness -96,10
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Reduced
Flora: Good
T_Sky_Flora_TreeLeaf1Log_03 lowered
T_Sky_TerrRockRE_Rock_24 hidden beneath cliff
T_Sky_TerrRockRE_RockGrp_01 hidden beneath cliff
T_Sky_TerrRockRE_RockGrp_02 hidden beneath cliff
T_Sky_TerrRockRE_RockSml_05 hidden beneath cliff
T_Sky_TerrRockRE_RockSml_05 floating

Wilderness -95,10
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: Jagged terrain in the south
Vertex shading: Reduced
Flora: Mostly good, needs a little bit more
T_Sky_TerrRockRE_Rock_24 hidden beneath terrain
T_Sky_TerrRockRE_Rock_24 caspering
T_Sky_TerrRockRE_Rock_29 hidden beneath terrain
T_Sky_TerrRockRE_Rock_36 hidden beneath terrain
T_Sky_TerrRockRE_RockGrp_01 hidden beneath terrain
T_Sky_TerrRockRE_RockGrp_01 caspering
T_Sky_TerrRockRE_RockSml_02 hidden beneath terrain
T_Sky_TerrRockRE_RockSml_06 caspering
T_Sky_TerrRockRE_RockSml_06 hidden beneath terrain
T_Sky_TerrRockRE_RockSml_16 caspering

Wilderness -94,10
Region: Set as Sundered Hills Region
Texture seams: 0
Terrain errors: None
Vertex shading: Good
Flora: None
Replaced snowy ground textures with plain textures
T_Sky_TerrRockRE_Rock_28 hidden beneath terrain


Flora issues can be addressed in the section since basically the whole region needs attention there. Same deal with the extra dungeons I suggested earlier. Good job getting this wrapped up for a complete section.
Will also need grass generated in the future, if somebody else wants to do it before I get to it just @ me on discord and I can share my ini.

Merged
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Sky_xRe16_Rev.ESP
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