Search found 168 matches

by spineinside
Tue Aug 15, 2017 10:54 pm
Forum: P:C Asset Development
Topic: Bad assets - to be replaced
Replies: 3
Views: 328

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: Unclaimed
Topic: Aldkarth Lowlands (Sky_xRe_27) [Unclaimed]
Replies: 3
Views: 878

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: 41
Views: 3193

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: Unclaimed
Topic: Aldkarth Lowlands (Sky_xRe_27) [Unclaimed]
Replies: 3
Views: 878

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: 22
Views: 9727

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 Tilesets
Replies: 17
Views: 1585

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=karlstej ... TPA2DrOQLM:
by spineinside
Wed Aug 02, 2017 12:02 am
Forum: P:C Asset Development
Topic: Bad assets - to be replaced
Replies: 3
Views: 328

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: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

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: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

And there we go...
by spineinside
Tue Feb 28, 2017 11:11 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

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: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

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
Wed Feb 01, 2017 4:26 pm
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

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: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

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
https://ufile.io/b9570
by spineinside
Tue Jan 24, 2017 9:50 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Here is a version with containers


EDIT: Damn! sorry for wasting your time, I just realized I didn't commit caspering fixes in this file :(

Fixed caspering and floating things REuploaded now !
by spineinside
Sun Jan 22, 2017 7:18 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Yes I got the most updated version now and i checked it on another file and it works good :)
I've found backup file before I've changed tents and added several random rock groups so it's not that bad.
by spineinside
Sun Jan 22, 2017 1:40 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

berry wrote: I think you might have used an outdated patcher to convert this to common data though....
So basically there is no automatic option to make containers reappear? I have to put them back by hand? :o
by spineinside
Sun Jan 15, 2017 1:59 pm
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

I took a lesson from Scamp's Mesa reference and Mostly made claim way more interesting to travel through with grass disabled. Deleted groups of trees and rather spread them individually. More vertex painting to add a depth to a ground. And all the newest changes suggested by berry and others are imp...
by spineinside
Mon Nov 07, 2016 10:26 pm
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

oh no, it was a truth !

here is the update :D...
by spineinside
Sun Nov 06, 2016 6:33 pm
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

I found a little time to update my claim too! Yes, the in-game feeling of a distance between Hamerfel Rocks and Karthwasten seems to be ok, so I am happy you have a similar opinion, berry. I was wondering if I am going to keep these two burned houses and I made a little overhaul suggesting a destroy...
by spineinside
Sat Nov 05, 2016 1:50 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 5365

Re: Fortresses of the First Empire

Guys , sorry for my absence I am unable to put a finger on these assets until the end of this year, sorry for noticing it that late but it will be best if someone else could take it from me and progress or make an input of another vision to finish it completely. due to belief, is this the last compl...
by spineinside
Sun Sep 11, 2016 8:46 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Here are all the changes. I mainly based on berry's claim to make the right balance especially with a ground texture and Hammerfel rocks. I think I left several grass rocks in a very north-east cell, and there are some with dirt on the south. Thought it will be a smart move :oops: as a transition to...
by spineinside
Tue Aug 30, 2016 10:30 am
Forum: SHotN Asset Development
Topic: Possible new architecture style
Replies: 14
Views: 3504

Re: Possible new architecture style

It liiks berfect for north-east bretons :D Probably good for shotn border towns of it you had breton district in some city. Thinkable, but in my mind there is a very old darkstone english cottage whenever I think of bretons and I can't get rid of it. I think the roof might be too delicate for a nor...
by spineinside
Sat Aug 27, 2016 6:03 pm
Forum: SHotN Asset Development
Topic: Possible new architecture style
Replies: 14
Views: 3504

Re: Possible new architecture style

Guys I still wander around the building set from time to time :D Here is the newest update , hopefuly not to abandon... this might be fine for snowy places, what do you think? I adapted some aspects of Skingrad facade in this modular scheme. [hsimg=]http://srv3.sendfile.pl/pobierz/888208---wuw9/5316...
by spineinside
Mon Aug 22, 2016 5:16 pm
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Thank you guys for all the information !!

I'll try follow your suggestions to repair this incontinent cell and should be ready with all the changes of land in a few days :)
by spineinside
Fri Aug 19, 2016 3:17 am
Forum: Reviewing
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 45
Views: 6271

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Hi guys ! This is a quick upload with some changes to the land... that was terribly long, also I think I did something wrong while cleaning the claim and I cannot make the bottom-right cell of the map editable ! Anyone experienced a problem like this? The changes went through multiplying monumental ...
by spineinside
Wed Jul 20, 2016 6:39 pm
Forum: SHotN Asset Development
Topic: Modder ressources with possible use for SHOTN
Replies: 24
Views: 4143

Re: Modder ressources with possible use for SHOTN

coming back into a game ! I'm finished with my school stuff and I'm almost graduated so... there is much more time for modelling ! - there are some nordic ruins almost ready to be presented - there is an exterior claim which is well... not exactly touched since May s lots of work there - here is a q...
by spineinside
Thu Jun 16, 2016 11:07 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1473

Re: Signboards (4 variants)

And the upper class set

[hsimg=]http://srv1.sendfile.es/pobierz/831853- ... 980696.jpg[/hsimg]
by spineinside
Thu Jun 16, 2016 11:04 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1473

Re: Signboards (4 variants)

Here they are, tested. Rusty set looks good in native places or ports. Mistic logs if not used as desired signs, should do well as cool quest items. Lower class signboards - as in preview here or above :) [hsimg=]http://srv1.sendfile.es/pobierz/831855---sxy2/5316677400_1326980696.jpg[/hsimg][hsimg=]...
by spineinside
Wed Jun 15, 2016 7:59 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1473

Re: signs signs everywhere

there are some screens (Solstheim adaptation...) [hsimg=]http://srv3.sendfile.pl/pobierz/830789---vy94/5316677400_1326980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830796---hvj9/5316677400_1326980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830794---8zza/5316677400_1326980696.j...

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