Gold Coast Exterior: GC_06 [c0dacan0n]

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Infragris
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Gold Coast Exterior: GC_06 [c0dacan0n]

Post by Infragris » Thu Apr 05, 2018 4:41 pm

A patch of Gold Coast grasslands. This area features a large barrow with two entrances. Being somewhat far from civilization, this area is more dangerous than most: higher-level enemies and bigger dungeons can be expected, while farms or friendly people are few. The northern slice of cells transition to the Gilded Hills region, and should be marked with a noticeable cliff.

As the area is a little empty, you are encouraged to add three or more other dungeon entrances or points of interest. Keep in mind the type of dungeons already present in other claims nearby, and try to accommodate this (a cave or outdoors bandit camp would be nice).

Check the Claim map topic for information on this region.
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release_area_2-3_GC_claims_07.png
release_area_2-3_GC_claims_05.png
GC_06.esp
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Fürst Thal
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Post by Fürst Thal » Wed Apr 25, 2018 8:01 pm

Claiming this insdeat of 10.

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worsas
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Post by worsas » Wed Apr 25, 2018 8:11 pm

Have at it. As said on discord, this claim should be synchronized with the neighbouring Sutch claim.

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Scamp
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Post by Scamp » Thu Apr 26, 2018 10:19 am

Yes, feel free to grab the 117 column for now and detail that on the eastern half that borders your claim.

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Fürst Thal
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Post by Fürst Thal » Sun May 13, 2018 3:45 pm

Droping.

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chef
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Post by chef » Wed May 29, 2019 9:15 pm

Tel Shadow wants to try this as an exterior showcase.

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Kaiel
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Post by Kaiel » Sun Jul 28, 2019 7:51 pm

REvoked due to claimant disappearance

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chef
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Post by chef » Tue Jul 30, 2019 3:06 am

Took the -116 row for border work on sutch.
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PC_xGC_06.esp
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c0dacan0n
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Post by c0dacan0n » Tue Aug 06, 2019 9:00 pm

I'd like to try this claim as my exterior showcase

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c0dacan0n
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Post by c0dacan0n » Thu Aug 15, 2019 2:25 am

Here's my first WIP for this claim
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c0dacan0n
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Post by c0dacan0n » Fri Aug 23, 2019 3:08 am

2nd WIP
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c0dacan0n
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Post by c0dacan0n » Wed Aug 28, 2019 2:44 am

WIP 3. I'm numbering them and writing changelog summaries from here on out. Southeasternmost 2 cells have been filled in, terrain has been smoothed, canyon more thoroughly detailed, and the general layout of the west half has been laid out.
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c0dacan0n
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Post by c0dacan0n » Tue Sep 03, 2019 5:44 am

WIP 4. Changelog: new caves in the south and western parts. Natural terrace and natural bridge added on to northern end of the canyon. Includes the border cells of GC_10.
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c0dacan0n
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Post by c0dacan0n » Thu Sep 12, 2019 2:01 am

WIP 5. Sculpted the north-central area and began working on placing cliffs and broad-strokes detail. Detailed a cell on the western border.
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PC_xGC_06_v1.5.5_10b.ESP
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c0dacan0n
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Post by c0dacan0n » Sun Sep 15, 2019 10:56 pm

WIP 6. lots of stuff. more detailing in the central hills. replaced the cave on the west border with a barrow. replaced the fort and ext cave in the south with a ruined town and a crypt graveyard, respectively. to the east i've added the start of a small, abandoned farm under a cliff. also, i actually remembered to clean this time.
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PC_xGC_06_v1.6.3_10b_cropped.ESP
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c0dacan0n
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Post by c0dacan0n » Thu Sep 19, 2019 10:14 pm

cells on the GC_05 border cleaned for chef's use
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c0dacan0n
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Post by c0dacan0n » Sat Oct 05, 2019 10:44 pm

9th WIP. it's been long enough that I forgot what I've updated, but I did just add a bunch of sound activators today.
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PC_xGC_06_v1.8.5_10b_cropped.ESP
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c0dacan0n
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Post by c0dacan0n » Sun Oct 20, 2019 5:20 pm

cropped claim. charger's border is no longer attached, and i'm sending my southern border chef's way for border matching.
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PC_xGC_06_v1.9.4_noborder.ESP
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chef
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Post by chef » Sun Oct 20, 2019 8:04 pm

Matched the south with PC_Anvil, there's now a massive terrain spike on the CH_01 border that will need proper border matching to fix.
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GC_06_b.ESP
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spineinside
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Post by spineinside » Thu Oct 31, 2019 5:28 pm

-112,-43 - the last missing cell of CH_01 border
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PC_CH_01_oneCellForC0da.esp
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c0dacan0n
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Post by c0dacan0n » Sat Nov 09, 2019 8:59 pm

WIP 10
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chef
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Post by chef » Sat Nov 09, 2019 9:02 pm

doing a showcase review

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c0dacan0n
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Post by c0dacan0n » Mon Nov 11, 2019 3:36 am

submitting for review!
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Clean PC_xGC_06_v2.1.1.ESP
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chef
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Post by chef » Mon Nov 11, 2019 3:37 am

Most of what I pointed out has been fixed, so I'll go ahead and recommend for promotion and review this claim like normal now.

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chef
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Post by chef » Fri Nov 15, 2019 9:55 am

Clean: Mostly, 1 entry for gold was missed.
Border Matched: Yes

General:
Some excessive vertex shading in spots
A lot of rough jagged terrain, wireframe and 1 radius are good to fix this
Vertex shading isn't needed on grass rocks when the grass part touches grass ltex
Most Stirk shrubs were sunk too deep
Most aloe vera weren't sunk enough
Terrain above cliffs was often spikey and too high

Gilded Hills Region -116,-43
Region: Correct
Texture seam above a cliff
Terrain spike north of the ruin
Jagged terrain in the north
Jagged terrain on the bottom of the cliff
T_Ayl_DngRuin_I_Rubble_01 some of the rocks is floating x3, these often need to be lowered more than F will go
T_Ayl_DngRuin_I_RubblePile_01 slight caspering on 2 nodes
T_Ayl_DngRuin_I_RubblePile_02 brick slightly poking out one side and caspering
T_Cyr_Flora_AloeVera0x floating slightly x3
T_Cyr_Flora_Goldenrod01 slight floating x2
T_Cyr_Flora_Ivy_02 floating off the wall
T_Cyr_Flora_Ladysmnt01 floating x3
T_Cyr_FloraGC_Shrub_01 floating x2
T_Cyr_FloraGC_Shrub_02 hidden underground
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rocks_01 caspering
T_CyrAyl_DngRuin_Ch1Pos floating

Gilded Hills Region -115,-43
Region: Correct
Texture seam above the cliff
T_Cyr_Flora_AloeVera0x floating slightly x5
T_Cyr_Flora_Inkwood04 floating slightly
T_Cyr_FloraGC_Bush_02 sunk too deep
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_FloraGC_Shrub_01 hidden under rock
T_Cyr_FloraGC_Shrub_01 floating x2
T_Cyr_TerrRockGH_Rock_23 hidden underground

Gilded Hills Region -114,-43
Region: Correct
Missing vertex shading under some rocks in the east
misc_com_bottle_01 only resting on 1 vertex
Misc_Com_Redware_Cup moved off of nightmare stool
potion_cyro_brandy_01 bleeding into chest
T_Com_Furn_Bedroll_01 floating
T_Com_Var_RopeCoil_01 floating
T_Cyr_Flora_AloeVera02 bleeding through other aloe vera
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraStr_Shrub_01 inside a rock
T_Cyr_TerrRockGH_Rock_19 caspering x2
T_Cyr_TerrRockGH_Rock_23 hidden behind cliff
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rocks_01 caspering
T_Cyr_TerrRockGH_Rocks_04 floating
T_Cyr_TerrRockGH_Rocks_05 floating
T_CyrCom_Furn_Ch1BandGC sunk too deep
T_Imp_Var_ColLantern03_256 floating

Gilded Hills Region -113,-43
Region: Correct
Texture seam by a mtcliff
Too much vertex shading under a cliff
T_Cyr_Flora_AloeVera03 floating
T_Cyr_Flora_DryadSad04 caspering
T_Cyr_Flora_Goldenrod01 sunk too deep
T_Cyr_Flora_Inkwood02 floating
T_Cyr_FloraGC_Shrub_01 hidden underground
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraGC_Shrub_01 doubled
T_Cyr_FloraStr_Shrub_01 inside an aloe vera
T_Cyr_TerrRockGH_Edge_01 caspering
T_Cyr_TerrRockGH_MtCliff_02 caspering
T_Cyr_TerrRockGH_Rock_04 caspering
T_Cyr_TerrRockGH_Rocks_01 caspering
T_Cyr_TerrRockGH_Rocks_02 floating
T_Cyr_TerrRockGH_Rocks_04 caspering
T_Cyr_TerrRockGH_Rocks_09 hidden underground
T_CyrCom_Furn_Ch1WpnRga bleeding into rocks, floating on other side
T_CyrCom_Var_Sk2G005 bleeding into rock too much

Gilded Hills Region -116,-44
Region: Correct
Stretched terrain on the bottom of a cliff
Terrain spike east of the ruin x2
Lots of rough and jagged terrain in this cell
T_Ayl_DngRuin_I_Rubble_01 floating x3
T_Ayl_DngRuin_I_RubblePile_02 caspering x2
T_Ayl_DngRuin_X_Well_02 bleeding through 01
T_Cyr_Flora_Fig01 floating + branch bleeding into rock
T_Cyr_Flora_Goldenrod01 sunk too deep x2
T_Cyr_Flora_Ironrye02 floating x2
T_Cyr_Flora_Ivy_0x floating off wall x8
T_Cyr_FloraGC_Bush_02 floating x3
T_Cyr_FloraGC_Shrub_01 floating x5
T_Cyr_FloraGC_Shrub_01 inside a rock
T_Cyr_FloraGC_Shrub_02 inside a rock
T_Cyr_FloraGH_Tree_07 branch bleeding into ayleid tower
T_Cyr_TerrRockGH_Cliff_02 caspering
T_Cyr_TerrRockGH_Rock_03 caspering
T_Cyr_TerrRockGH_Rock_17 caspering
T_Cyr_TerrRockGH_Rocks_02 caspering x2
T_Cyr_TerrRockGH_Rocks_06 floating
T_Cyr_TerrRockGH_Rocks_09 caspering
T_CyrAyl_DngRuin_Ch2Pos floating

Gilded Hills Region -115,-44
Region: Correct
Missing vertex shading under some rocks
Excessive vertex shading in the grove
T_Cyr_Flora_AloeVera03 floating
T_Cyr_Flora_DryadSad03 caspering
T_Cyr_Flora_Inkwood01 floating
T_Cyr_Flora_Ladysmnt01 floating x3
T_Cyr_FloraGC_Bush_01 bleeding into rock x2
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_FloraGC_Shrub_01 floating x5
T_Cyr_FloraGH_Tree_01 bleeding into cliff
T_Cyr_FloraStr_Shrub_01 hidden underground x2
T_Cyr_TerrRockGH_Rock_26 floating
T_Cyr_TerrRockGH_Rocks_01 caspering x2
T_Cyr_TerrRockGH_Rocks_02 caspering
T_Cyr_TerrRockGH_Rocks_05 caspering
T_Cyr_TerrRockGH_Rocks_07 caspering

Gilded Hills Region -114,-44
Region: Correct
Jagged terrain above western cliff
Jagged terrain in the ravine
Stretched terrain below western cliff
Missing vertex shading under some rocks
Terrain spike in the north
Texture seam in the north
T_Com_Var_CandleRed02_128 caspering
T_Cyr_Flora_AloeVera02 bleeding into rock
T_Cyr_Flora_AloeVera03 floating
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_FloraGC_Bush_02 floating x4
T_Cyr_FloraGC_CactusSutch_01 floating
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraStr_Shrub_01 hidden underground
T_Cyr_TerrRockGH_Bridge_01 replaced with T_Cyr_TerrRockGH_Bridge_02
T_Cyr_TerrRockGH_Edge_01 caspering
T_Cyr_TerrRockGH_MtCliff_02 hidden underground
T_Cyr_TerrRockGH_Rock_02 hidden underground
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rock_31 caspering
T_Cyr_TerrRockGH_Rocks_02 caspering
T_Cyr_TerrRockGH_Rocks_03 caspering x2
T_Cyr_TerrRockGH_Rocks_04 caspering
T_Cyr_TerrRockGH_Rocks_06 one rock floating
T_Cyr_TerrRockGH_Rocks_07 caspering
T_Cyr_TerrRockGH_Rocks_10 floating
T_Imp_DngColBarrow_F_JarBrk_01 floating
T_Imp_DngColBarrow_F_JarLid_01 bleeding into jar x2
T_Imp_DngColBarrow_F_JarOpn_0x floating x2
T_Imp_DngColBarrow_I_Block_01 weird rotation
T_Imp_DngColBarrow_I_Rubble_01 one block floating
T_Imp_DngColBarrow_I_Stair_01 caspering on both ends

Gilded Hills Region -113,-44
Region: Correct
Texture seam above a cliff
Jagged terrain above the cliff
Jagged terrain on the farm
Stretched terrain above a cliff
Excessive vertex shading on a hill in the east
Terrain spike beside a house
T_Cyr_Flora_Fig03 caspering
T_Cyr_Flora_Goldenrod01 floating x4
T_Cyr_Flora_Goldenrod01 hidden underground
T_Cyr_Flora_Ivy_01 floating off wall x5
T_Cyr_Flora_Ladysmnt01 sunk too deep
T_Cyr_FloraGC_Bush_02 sunk too deep
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraStr_Shrub_01 hidden underground x2
T_Cyr_TerrRockGH_Cliff_05 caspering
T_Cyr_TerrRockGH_Edge_01 edge sticking out the side of a cliff
T_Cyr_TerrRockGH_Rock_06 hidden underground
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rocks_01 caspering
T_Cyr_TerrRockGH_Rocks_04 hidden underground
T_Cyr_TerrRockGH_Rocks_08 floating
T_Cyr_TerrRockGH_Rocks_09 hidden underground
T_CyrCom_Var_Sk2IngGC resting on 1 vertex
T_CyrCom_Var_Sk3IngGC bleeding into other sack too much
T_Glb_Flora_Fennel01 floating
T_Imp_ColClayBottle_01 floating
T_Imp_ColClayBowl_01 floating on nightmare bench
T_Imp_ColClayCup_01 floating
T_Imp_ColClayPot_02 floating on nightmare bench
T_Imp_DngColBarrow_X_Entr_01 caspering
T_Imp_DngRuinCyr_X_Rubble_02 hidden underground
T_Imp_SetGC_X_Bench_01 one leg floating
T_Imp_SetGCPoor_X_Doorrock_01 hidden underground
The hill entrance was very low, even for imperials, and the ivy covering one of the doors made it unusable.

Gilded Hills Region -116,-45
Region: Correct
Missing vertex shading under some rocks
Terrain spike by ruin
Missing vertex shading under an olive tree
T_Com_SetRuin_Scrapwood_07 floating
T_Cyr_Flora_DryadSad02 caspering
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_Flora_Inkwood01 floating
T_Cyr_Flora_Ironrye02 floating
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_FloraGC_Bush_02 floating x3
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_TerrRockGH_Rock_06 caspering
T_Cyr_TerrRockGH_Rock_16 caspering
T_Cyr_TerrRockGH_Rocks_03 hidden underground
T_Cyr_TerrRockGH_Rocks_04 caspering
T_Cyr_TerrRockGH_Rocks_08 floating
T_Imp_DngRuinCyr_X_WallA_08 caspering

Gilded Hills Region -115,-45
Region: Correct
Texture seam north of the road x2
Missing vertex shading above a cliff
Stretch and jagged terrain above a cliff
Texture seam above the cliff
Terrain spike on a hill
T_Cyr_Flora_DryadSad0x caspering x3
T_Cyr_Flora_Ladysmnt01 sunk too deep
T_Cyr_FloraGC_Bush_02 floating x2
T_Cyr_FloraStr_Bush_01 excessive rotation
T_Cyr_FloraStr_Shrub_01 floating
T_Cyr_TerrRockGH_Rock_04 hidden underground
T_Cyr_TerrRockGH_Rock_26 caspering x3
T_Cyr_TerrRockGH_Rocks_01 caspering x2

Gilded Hills Region -114,-45
Region: Correct
Missing vertex shading under a rock
Rough jagged terrain above a cliff
T_Cyr_Flora_AloeVera02 bleeding into rock
T_Cyr_Flora_AloeVera0x floating x5
T_Cyr_Flora_Goldenrod01 bleeding into rock
T_Cyr_Flora_Ladysmnt01 sunk too deep x2
T_Cyr_FloraGC_Shrub_01 floating x3
T_Cyr_FloraStr_Shrub_01 floating
T_Cyr_TerrRockGH_Rock_26 caspering x2
T_Cyr_TerrRockGH_Rocks_01 caspering x2
T_Cyr_TerrRockGH_Rocks_02 floating
T_Cyr_TerrRockGH_Rocks_02 caspering

Gilded Hills Region -113,-45
Region: Correct
Road not sunk in some spots
Jagged terrain on the road
Texture seam by the road x3
Jagged terrain above a cliff x2
Terrain spike by some rocks x10
Terrain spike by the road
T_Cyr_Flora_AloeVera02 hidden underground
T_Cyr_Flora_AloeVera02 foating x2
T_Cyr_Flora_Apple01 bleeding into rock
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_Flora_Ladysmnt01 sunk too deep
T_Cyr_Flora_Thunglew01 floating
T_Cyr_FloraGC_Bush_02 floating x3
T_Cyr_FloraGC_Bush_02 bleeding into rock
T_Cyr_FloraGC_Bush_02 hidden underground x2
T_Cyr_FloraGC_CactusSutch_01 hidden underground
T_Cyr_FloraGC_Shrub_01 hidden underground x4
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraGC_Shrub_02 hidden underground
T_Cyr_FloraStr_Shrub_01 hidden underground x4
T_Cyr_TerrRockGC_Rock_06 hidden underground
T_Cyr_TerrRockGC_Rock_07 hidden underground
T_Cyr_TerrRockGH_Rock_24 hidden underground
T_Cyr_TerrRockGH_Rocks_02 caspering
T_Cyr_TerrRockGH_Rocks_05 hidden underground
T_Cyr_TerrRockGH_Rocks_06 hidden underground
T_Cyr_TerrRockGH_Rocks_07 caspering
T_Cyr_TerrRockGH_Rocks_08 hidden underground
T_Cyr_TerrRockGH_Rocks_09 hidden underground
T_Glb_Var_SkeletonCattleBone_02 floating
T_Glb_Var_SkeletonCattleBone_04 floating
This cell felt incredibly rushed

Gilded Hills Region -116,-46
Region: Correct
Jagged terrain above a cliff
Terrain spike on the road
Part of the road not sunk
Texture seam on the road
Missing vertex shading under a rock
Replaced an ugly rock 29
Texture seam below the cliff
Replaced placeholder sign with Hal Verovar sign
T_Com_Var_CrateBroken_04 floating
T_Cyr_Flora_AloeVera01 hidden underground
T_Cyr_Flora_AloeVera03 floating
T_Cyr_Flora_DryadSad02 caspering
T_Cyr_Flora_Goldenrod01 caspering
T_Cyr_Flora_Greenst- these don't grow on rocks anywhere else in the region, deleted
T_Cyr_Flora_Ladysmnt01 floating x2
T_Cyr_Flora_Spikerice03 floating x2
T_Cyr_Flora_StjahnsWr01 hidden under neighboring claim's rock x2
T_Cyr_FloraGC_CactusSutch_01 floating
T_Cyr_FloraGC_Shrub_01 floating x3
T_Cyr_FloraGC_Shrub_02 hidden underground
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraStr_Shrub_01 floating x2
T_Cyr_TerrRockGH_Edge_01 caspering
T_Cyr_TerrRockGH_Rock_20 doubled
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rocks_02 caspering
T_Cyr_TerrRockGH_Rocks_04 caspering x2
T_Cyr_TerrRockGH_Rocks_07 floating
T_Cyr_TerrRockGH_Rocks_09 caspering
T_Glb_Flora_Fennel01 floating
T_Glb_Flora_Fennel01 hidden underground x2
T_Imp_DngColBarrow_I_Rubble_01 hidden underground
T_Imp_DngRuinCyr_X_Rubble_01 caspering x2
T_Imp_DngRuinCyr_X_Rubble_03 caspering
T_Imp_DngRuinCyr_X_WallA_04 caspering
T_Imp_DngRuinCyr_X_WallA_05 caspering
T_Imp_DngRuinCyr_X_WallA_08 caspering
T_Imp_DngRuinCyr_X_WallB_12 caspering

Gilded Hills Region -115,-46
Region: Correct
Texture seam by GC grassrock x2
Deleted an ugly edge
Terrain spike near a rock x3
Terrain spike near the road
Excessive vertex shading under some rocks
Missing vertex shading under a wall
light_com_candle_04 deleted
T_Cyr_Flora_Fig02 caspering
T_Cyr_Flora_Ginseng01 floating
T_Cyr_Flora_Ironrye01 floating
T_Cyr_Flora_Ironrye02 floating
T_Cyr_Flora_Thunglew01 floating
T_Cyr_FloraGC_CactusSutch_01 floating
T_Cyr_FloraStr_Shrub_01 hidden underground x4
T_Cyr_FloraStr_Shrub_01 floating
T_Cyr_TerrRockGC_Rock_03 hidden underground
T_Cyr_TerrRockGC_Rock_09 floating
T_Cyr_TerrRockGH_Rock_05 caspering
T_Cyr_TerrRockGH_Rock_06 hidden underground
T_Cyr_TerrRockGH_Rock_06 floating
T_Cyr_TerrRockGH_Rock_11 hidden underground
T_Cyr_TerrRockGH_Rock_13 caspering
T_Cyr_TerrRockGH_Rocks_01 caspering
T_Cyr_TerrRockGH_Rocks_02 floating
T_Cyr_TerrRockGH_Rocks_02 hidden underground
T_Cyr_TerrRockGH_Rocks_03 caspering
T_Cyr_TerrRockGH_Rocks_05 caspering
T_Cyr_TerrRockGH_Rocks_06 hidden underground
T_Cyr_TerrRockGH_Rocks_09 hidden underground
T_Cyr_TerrRockGH_Rocks_10 caspering
T_Glb_Flora_Fennel01 bleeding into rock
T_Imp_DngRuinCyr_X_Rubble_02 caspering
T_Imp_SetAnv_X_PropertyWPill_01 sunk too low
T_Imp_SetGraveY_Grave_02 floating
T_Imp_SetGraveY_Grave_05 floating
T_Imp_SetGraveY_Grave_06 floating

Gilded Hills Region -114,-46
Region: Correct
Excessive vertex shading on the mesa
Extremely jagged terrain on the mesa
Replaced gold with ancient coins on the ancient shrine
Replaced the 3 separate candles on the shrine with 1
Removed gems from the ancient shrine
Jagged terrain on the road
Texture seam on the north border
Terrain spike by the road
Terrain spike on a hill x4
Way too many bushes compared to other cells in the claim
Deleted an awkward looking edge
T_Cyr_Flora_AloeVera01 floating
T_Cyr_Flora_AloeVera02 floating
T_Cyr_Flora_DryadSad0x caspering x4
T_Cyr_Flora_Fig01 sunk too deep
T_Cyr_Flora_Fig02 floating
T_Cyr_Flora_Fig03 floating
T_Cyr_Flora_Fig03 hidden underground
T_Cyr_Flora_Ironrye01 floating
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_Flora_Spikerice0x floating x2
T_Cyr_Flora_Thunglew01 sunk too deep
T_Cyr_Flora_Tigerlill02 hidden underground x2
T_Cyr_FloraGC_Bush_02 floating x3
T_Cyr_FloraGC_CactusSutch_01 floating
T_Cyr_FloraGC_Shrub_01 floating x5
T_Cyr_FloraGC_Shrub_01 hidden underground x4
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraStr_Shrub_01 hidden underground x2
T_Cyr_FloraStr_Shrub_01 floating x2
T_Cyr_TerrRockGH_Rock_03 floating
T_Cyr_TerrRockGH_Rock_06 hidden underground
T_Cyr_TerrRockGH_Rock_26 caspering
T_Cyr_TerrRockGH_Rock_32 caspering
T_Cyr_TerrRockGH_Rocks_02 floating
T_Cyr_TerrRockGH_Rocks_04 hidden underground
T_Cyr_TerrRockGH_Rocks_05 caspering x2
T_Cyr_TerrRockGH_Rocks_06 one rock floating
T_Glb_Flora_Fennel01 hidden underground x2
T_Glb_Flora_Fennel01 sunk too deep
Another incredibly rushed cell, slow down.

Gold Coast Region -113,-46
Region: Correct
Extremely spikey terrain by the cave door
Terrain spike on a hill
Jagged terrain by a rock cluster
Jagged terrain below a hill
T_Cyr_Flora_AloeVera01 floating
T_Cyr_Flora_AloeVera02 hidden underground
T_Cyr_Flora_AloeVera03 hidden underground
T_Cyr_Flora_Ivy_01 floating
T_Cyr_Flora_Spikerice0x floating x11
T_Cyr_Flora_Spikerice02 hidden underground
T_Cyr_Flora_StjahnsWr01 floating x3
T_Cyr_Flora_Thunglew01 floating x4
T_Cyr_Flora_Tigerlill01 floating
T_Cyr_FloraGC_Bush_01 floating
T_Cyr_FloraGC_Bush_02 floating x2
T_Cyr_FloraGC_Shrub_01 floating
T_Cyr_FloraGC_Shrub_02 hidden underground x2
T_Cyr_FloraGC_TreeOlive_02 bleeding into rock
T_Cyr_TerrRockGC_Rock_01 hidden underground
T_Cyr_TerrRockGC_Rock_02 caspering
T_Cyr_TerrRockGC_Rock_03 hidden underground
T_Cyr_TerrRockGC_Rock_03 floating
T_Cyr_TerrRockGC_Rock_04 caspering x5
T_Cyr_TerrRockGC_Rock_04 floating
T_Cyr_TerrRockGC_TerrEdge_01 caspering



Even though you fixed most of the errors I pointed out on discord, there are still areas you need to improve on:
-make sure shelf fungus is bled as far as it needs to be
-pay closer attention to placing flora and rocks so they aren't floating or caspering
-every cell had multiple spots of rough jagged terrain, make sure you smooth your terrain after shaping it
-double check that terrain is covering the back side of cliffs, and make sure that it isn't jagged and a much higher elevation than the cliff itself
-stop leaving objects underground!!!!!!!!!!!
It was still a good claim errors aside, and a great showcase of your work.
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Last edited by chef on Fri Nov 15, 2019 10:02 am, edited 1 time in total.

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chef
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Location: Canada

Post by chef » Fri Nov 15, 2019 9:56 am

also merged

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