Anvil Interior Claim PC_i2-Anv62[Reviewing][mojo187]

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Kaiel
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Anvil Interior Claim PC_i2-Anv62[Reviewing][mojo187]

Post by Kaiel » Fri Jun 07, 2019 2:28 am

City Walls

Buildings marked 62 on this map and continued into the rest of the city:
Image

Please use the T_Imp_LegionCyr- Set

Notes:
62. City Wall (many interiors throughout the city)
a. Anvil Guards
The exterior file can be found in this thread.
Always use the latest file.

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Kaiel
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Post by Kaiel » Fri Jun 07, 2019 3:00 am

Claim

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Kaiel
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Post by Kaiel » Thu Nov 07, 2019 1:29 am

Uploading a wip at minerman's request. 19/28 towers have complete shells. No detailing yet.
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Kaiel
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Post by Kaiel » Sat Nov 09, 2019 4:48 pm

Finished the shells. All rotated and aligned with their exteriors in one cell.
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Post by Kaiel » Wed Dec 25, 2019 4:36 am

Uploading another wip, some cluttering done, probably about 1/4 to 1/3.
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mojo187
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Post by mojo187 » Fri Jan 10, 2020 5:22 am

Grabbing this from Kaiel's plate.

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Post by mojo187 » Thu Jan 16, 2020 5:13 am

17/28 towers done. Some issues need to be addressed later.
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Post by mojo187 » Fri Feb 07, 2020 7:33 pm

Done with cluttering, still need to do some things though.
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Post by mojo187 » Thu Feb 13, 2020 5:57 am

All interiors are pathgridded, inner trapdoors linked. I'd wait for Kaiel's approving nod to put it for review.
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Post by Kaiel » Fri Jul 10, 2020 7:36 am

Removed the exterior walls from the cell and deleted an extra empty cell. Ready for review! Great work mojo!
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MinerMan60101
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Post by MinerMan60101 » Wed Jul 22, 2020 1:37 am

Reviewing from mojo's file, the walls need to be there for sanity reasons.
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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Post by MinerMan60101 » Mon Jul 27, 2020 9:28 pm

Clean: No, Anvil cells and three objects
Northmarker: Correct
Fits exterior: Mostly
Illegal to Sleep Here: Correct
Lighting: Good
Pathgrid: Edited

Floaters:
furn_com_tapestry_04 x40
light_com_lantern_02 - floating slightly
T_Imp_LegionCyr_I_Hall_01 x4 - caspering
misc_com_bottle_06 - resting on an edge
T_CyrCom_Var_Sk2G005 - not bled into floor enough
T_CyrCom_Var_Sk2MscGC x2 - as above
T_CyrCom_Var_Sk1Rice - as above
T_CyrCom_Var_Sk1Empty - as above
T_CyrCom_Var_Sk1Grain - as above
in_impsmall_loaddoor_01 - disconnected from doorjamb


Bleeders:
furn_com_tapestry_04 x6
light_com_lamp_01 x31
T_CyrCom_Var_Bl1MscGC1
T_CyrCom_Var_Bl1Arrow x2
T_Com_Var_BarrelTop_01
T_IngFood_BreadColovian_02
T_CyrCom_Furn_Ch1MscGC x2 - some objects can be incorrectly f'ed twice
T_CyrCom_Furn_Ch1Missile - as above
T_CyrCom_Var_Bs1MscGC - as above
T_CyrCom_Var_Sk3IngGC - bleeding too much
T_CyrCom_Var_Sk3FoodGC - as above
T_CyrCom_Var_Sk1FoodGC x4 - as above
T_CyrCom_Var_Sk2Empty x2 - as above
T_CyrCom_Var_Sk1Empty x4 - as above
T_CyrCom_Var_Sk1Grain x2 - as above
T_CyrCom_Var_Sk2Grain x2 - as above
T_Com_Rope_01
T_CyrCom_Var_Sk2Rice
T_IngFood_Fig_01

Other:
Decreased pathgrid node density by quite a bit
One of the towers should have just been a single story. Removed the spiral staircase and rearranged the clutter.
Extended the entrance hallway of another one of the towers which only had one door and a spiral
T_Imp_LegionCyr_I_Wall_03 - deleted from the top floors of the above towers
A majority of the towers had pieces which were not gridsnapped together properly
T_Com_Hammer_01 - replaced with
T_Com_Hammer_02 - replaced with T_Com_Farm_Sledgehammer_01
T_Imp_LegionCyr_I_Column_01 - rotated and repositioned some of these to hopefully look better
T_Imp_LegionCyr_I_PillarQuar_01 - added another one of these to one of the towers to cover up caspering
Replaced two intersecting walls with one rotated wall in multiple towers
Added In_Lava_Blacksquares
The wall arch over the entrance to the city was raised, adjusted the ints accordingly
Replaced the bottom level of three towers with a two level spiral staircase since they were too short
One of those interiors was also missing a trapdoor to the top
Rearranged the extra floors in a tower to look cleaner
T_Imp_LegionCyr_I_Column_01 - replaced with T_Imp_LegionCyr_I_RoomPillar_01
Two of the towers had a very short third entrance that didn't reach the other end of the cylinder
Made most doormarkers exiting down from a trapdoor face forward
Replaced two of the towers' trapdoors with a half height stair

Great work on these interiors Kaiel, you made the best interiors possible within the limitations of the tileset, and thanks for getting all of this cluttered mojo.

NOTE TO MERGER: All trapdoors in the real exterior should be re-rotated to match the ones that were pasted into the interior. They also all need to be changed to scale 1.00. Some doors need to be rotated, and many need to be lowered, and some trapdoors need to be moved. This is detailed by the editormarkers which need to be cleaned out on merge.
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PC_i2-Anv62.ESP
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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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chef
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Post by chef » Tue Jul 28, 2020 1:24 am

merged

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