Gold Coast Exterior: GC_04 [Chef] [Reviewed]

Claimed work is Reviewed here before being marked as Complete
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Infragris
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Gold Coast Exterior: GC_04 [Chef] [Reviewed]

Post by Infragris » Thu Apr 05, 2018 4:23 pm

A patch of Gold Coast grasslands west of the coast. This area features a barrow and the estate of a local nobleman. The Ivrol estate is a somewhat isolated farming estate, involved with the politics surrounding Sutch and the nearby salt mines. It should be well-defended, with a wall and maybe a couple of watchtowers. The estate can use the Anvil building set (see GC_03 for inspiration).

The Gold Road highway winds through the southern part of this claim. The highway should use the designated highway meshes and ground textures (see GC_01 and GC_02), and should connect seamlessly to the road in those claims.

As the area is a little empty, you are encouraged to add two or three dungeon entrances or other points of interest. Suggestions:
  • A crypt/small graveyard near the Ivrol estate (T_Imp_DngCrypt_Entrance).
  • One or two small wayshrines for the saints (activators, T_Imp_Set_Shrine).
  • A ruined modern Imperial watchtower, small Ayleid location, cave, etc.


Check the Claim map topic for information on this region.
Attachments
release_area_2-3_GC_claims_07.png
GC_04.esp
(200.83 KiB) Downloaded 64 times

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Moritius
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Post by Moritius » Tue Apr 24, 2018 7:02 pm

I'd like to try it as my exterior showcase ;).
<ThomasRuz> A cleansing potion, with a nasty side-effect
<rotouns> Drain Spear 50 / 3600s
<ThomasRuz> We shall call it... the potion of impotency!

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worsas
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Post by worsas » Wed Apr 25, 2018 8:12 pm

Have fun!

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Infragris
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Post by Infragris » Sun Nov 18, 2018 7:41 pm

Revoked by request.

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chef
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Post by chef » Wed Nov 28, 2018 12:49 am

wtb claim

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worsas
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Post by worsas » Wed Nov 28, 2018 7:33 pm

Granted. Make sure to closely orient yourself on finished neighbouring areas.

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chef
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Post by chef » Sun Dec 02, 2018 1:47 am

Here's the first version. Ivrol Estate was made, along with an Aylied ruin and the highway. Height was aligned with neighboring claims. Load with the PT data addon.
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GC_04 v1.esp
(405.41 KiB) Downloaded 26 times

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chef
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Post by chef » Thu Dec 06, 2018 2:17 am

Here's GC04 season 2, with some rough rock clusters and trees.
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GC_04 v2.esp
(438.8 KiB) Downloaded 27 times

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chef
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Post by chef » Sat Dec 08, 2018 7:58 pm

Cut the north row of cells for GC05 border matching.
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excluded cellsGC_04.esp
(289.95 KiB) Downloaded 24 times

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chef
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Post by chef » Sun Dec 16, 2018 12:02 am

Some detailing work has been done, and the cells lent to GC05 are returned.
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GC_04 v2.2.esp
(454.5 KiB) Downloaded 22 times

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chef
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Post by chef » Thu Dec 20, 2018 3:19 am

The rocky update.
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GC_04 v3.esp
(524.17 KiB) Downloaded 26 times

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chef
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Post by chef » Mon Dec 31, 2018 8:50 pm

Close to completion, requires the rock group meshes https://project-tamriel.com/viewtopic.p ... 082#p13082
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GC_04 v4.esp
(579 KiB) Downloaded 18 times

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chef
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Post by chef » Sat Jan 05, 2019 6:17 pm

Ready for review. Reminder to load with data addon and the GH rock group addon. File is clean so the GH rocks esp will be needed.
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GC_04 complete.esp
(746.51 KiB) Downloaded 16 times

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Scamp
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Post by Scamp » Thu Jan 17, 2019 8:14 pm

Review timez!

-road in -122,-49 wasn't sunk properly
-some missing vertex paint in -122,-49 (x3)
-some jagged terrain in -122,-49
-T_Cyr_TerrRockGC_Rock_19 caspering in -122,-48
-some jagged terrain in -122,-48 (x2)
-some jagged terrain in -121,-47
-some missing vertex paint in -121,-47
-some missing vertex paint in -120,-47
-some missing vertex paint in -121,-48
-some missing vertex paint in -121,-49
-some jagged terrain in -120,-49 (x2)
-texture seam in -121,-48
-T_Ayl_DngRuin_X_Tower_01 caspering in -120,-49
-T_Ayl_DngRuin_X_Tower_03 caspering in -120,-49
-some jagged terrain in -119,-49
-some missing vertex paint in -120,-49
-texture seam in -120,-49
-T_Cyr_TerrRockGC_Rock_23 caspering in -119,-49
-jagged terrain in -120,-48
-T_Cyr_FloraGC_Shrub_02 bleeding in -120,-48
-T_Imp_SetAnv_X_Window_03 floating and bleeding in -120,-47
-T_Imp_SetGC_X_Bench_01 floating in -120,-47
-T_Cyr_Flora_Spikerice0? floating/caspering in -120,-47 (x12)
-removed a Dunmer urn in front of a Colovian barrow


Very impressive indeed. Wonderfully looking transition, nice attention to detail, interesting landmarks. Exterior caves! Nice. Love this claim, an excellent first impression of your work, looking forward to seeing more.

Remember to sink your roads next time though.
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PC_xGC_04_2019_01_17.7z
(207.95 KiB) Downloaded 26 times

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Scamp
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Post by Scamp » Sat Mar 30, 2019 3:47 pm

Generated grass for this, using both GC and the new Gilded Hills grass meshes. Note: I didn't fix any bleeders or anything of that sort.

Careful when loading this. You need to download and load all of the following files for the correct results:

Tamriel_Data PT Addon.ESP
Clean GHrocks.ESP
PC_xGC_04_2019_01_17.esp
PC_Grass.esp
(found in the data contribution thread, upload by Worsas)
PC_xGC_04_grass.esp

For future reference, here's the ini I used to generate the groundcover:
SpoilerShow

Code: Select all

[GL_Grass_03]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=200
iWeight=0
sBan0=GL_Dirtroad
sChance0=5
sChance1=10
sChance2=20
sChance3=65
sID0=T_Cyr_FloraGC_Grass2_01
sID1=T_Cyr_FloraGC_Grass1_01
sID2=T_Cyr_FloraGC_Grass1_02
sID3=T_Cyr_FloraGC_Grass1_03
sMesh0=grass\pc_flora_gc_02_01.nif
sMesh1=grass\pc_flora_gc_01_01.nif
sMesh2=grass\pc_flora_gc_01_02.nif
sMesh3=grass\pc_flora_gc_01_03.nif
sName=
sRecType=STAT
sScript=
[GL_Grass_01]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=200
iWeight=0
sBan0=GL_Dirtroad
sChance0=10
sChance1=20
sChance2=70
sID0=T_Cyr_FloraGH_Grass1_01
sID1=T_Cyr_FloraGH_Grass1_02
sID2=T_Cyr_FloraGH_Grass1_03
sMesh0=grass\pc_flora_gh_01_01.nif
sMesh1=grass\pc_flora_gh_01_02.nif
sMesh2=grass\pc_flora_gh_01_03.nif
sName=
sRecType=STAT
sScript=
Usage: Paint GL_Grass_01 for the Gilded Hills areas and GL_Grass_03 for the Gold Coast areas. If generating for Gilded Hills or Gold Coast only, just don't use the corresponding texture.
Grass tutorial:
https://www.project-tamriel.com/viewtop ... f=141&t=29
Attachments
PC_xGC_04_grass.esp
(789.78 KiB) Downloaded 8 times

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chef
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Post by chef » Sun Apr 21, 2019 8:55 pm

Border matched to GC_03, so grass will have to be adjusted around that border when it's fixed, also is now dependent on the new internal Tamriel Data 7.
Attachments
PC_xGC_04_2019_04_21.esp
(752.69 KiB) Downloaded 3 times

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