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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Wed Sep 20, 2017 1:00 am
by Saint_Jiub
I'll take this over for a few days to clutter up the merchant stalls if nobody objects.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Wed Sep 20, 2017 2:18 pm
by Infragris
Sure. Just keep in mind the place is already a big fps hog, so be conservative in your details (gnisis-style stalls should be perfect, I think)

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Sun Sep 24, 2017 4:23 am
by Saint_Jiub
Imgur album: https://imgur.com/a/91GzV

Other small changes besides the market stalls: Added signage for the Fighters and Mages Guildhalls, and banners to the main gate.

EDIT: if y'all are cool I'll keep working on this, I want to add the rest of the shop signs, some lanterns/lights, and maybe a couple of banners for a start.

EDIT II: Oh shit there's a lot more merchant stalls than I realized. Nevermind, consider this more of a WIP lol.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Mon Sep 25, 2017 8:17 pm
by Saint_Jiub
Also I'm decluttering some of the other stalls a little bit - some of them have like 20+ items per merchant which seems excessive. The silverware by the clothier and alchemist is a good example, they have like 6 cups, probably close to 10 bowls, 6 or so candelabras, and 4 vases (going off memory here), plus several silverware sets. For sake of performance I'm cutting that number down.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Sat Oct 28, 2017 12:00 pm
by Infragris
Update on the Anvil situation: given that the city is still very large and unwieldy, I would like to propose the following edits to further cut down on superfluous interiors. Basically, these places have been selected for removal if a. it does not affect he density of the city as a whole, and b. if their interiors prove to be completely useless (i.e. we already have tons of warehouses and apartment blocks, even more are not necessary.
unknown.png
In addition, these edits would do away with the large villa east of Anvil, which has no real purpose in the current plans and is kind of lost over there, and will try to coalesce several of the slum homes into larger, labyrinthine flophouses which will be easier to make and more interesting than five more or less samey apartment blocks.

If nobody objects, I would like to implement these plans once Saint_Jiub has uploaded his last clutter edits.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Sun Oct 29, 2017 2:11 am
by Yeti
Those look like reasonable changes. I would go ahead with all of them.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Wed Nov 15, 2017 5:39 pm
by Infragris
Alright folks, here's the updated Anvil file. In addition to the changes listed above, I've also put some work into locations in the wilderness north of Anvil:
  • Added the Lady Doomstone just north of the Navy port.
  • Added a Sidri-Ashak Runestone close to where Oblivion had one, on a crossroads next to Lindasael.
  • Finished rough exterior shell for the Olomachus Fort ruin
  • Finished rough exterior shell for the Brinemoth Fort ruin
  • Finished Brinemoth Lighthouse
A more up-to-date city plan:
devmap_Anvil_03.jpg
Town planning for Anvil has not really kept up with all of the recent changes, so I will post another topic to discuss the location assignment and character development for Anvil shortly.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Sat Nov 18, 2017 12:25 pm
by Infragris
Updated list of interior designations. Bolded locations are proposed changes, or places without NPC designations or proper names.
  1. Castle Umbranox
  2. Anvil Lighthouse

    GARDEN DISTRICT
  3. High Temple of Dibella
  4. Praetorium
  5. Thimistrel Manor
  6. Saint Amiel's Lounge/West Navy Officer's Club
  7. Benirus Manor [Haunted]

    MARINA DISTRICT
  8. Leschus Manor
  9. Bradus Manor
  10. Duvarre: Luxury Merchandise [General merchant]
  11. Bespoke Perfumes & Alchemicals [Alchemist]
  12. Hasi Manor
  13. Sard-Hand: Accoutrements [Clothier]
  14. Guild of Fighters
  15. The Abecette
  16. The Count's Arms Inn
  17. Orrin: Redguard Smithing [Smith]
  18. Hadrach Manor
  19. Guild of Painters
  20. Temple of the First Breath [Morihaus Cult]
  21. Guild of Mages
  22. Vinicius' House
  23. Kalcharius' Apartments
  24. Thirroth: Alchemical Remedies [Alchemist]
  25. Lelles: Quality Merchandis [General Merchant]
  26. Gogan's Apartments
  27. Othesarre: Pawnbroker & Loans [Pawnbroker]
  28. Morvayn: Peacemakers [Smith]
  29. Caltierra Sivus: Clothier [Clothier]
  30. Middle-class Apartments
  31. Census and Excise Office
  32. Census and Excsie Warehouse
  33. Inventius' Apartments
  34. Silk Exchange
  35. Harbormaster's Office

    HARBOR DISTRICT
  36. Navy officer Lodgings
  37. East Empire Company Warehouse
  38. Harrik Oaken-Hull's House
  39. East Empire Company Offices
  40. White Scarab Company Warehouse
  41. Chapel of Kynareth
  42. Abecean Traders Warehouse
  43. Lower-class Apartments
  44. Moneta's Lodgings

    CANAL DISTRICT
  45. Thieves Guild HQ & Inn
  46. Lower-class Apartments
  47. Flophouse
  48. Flophouse
  49. Tavern & Rat Pit Gambling Den
  50. Flophouse [Drowner Cult Hideout]
  51. The Flowing Bowl [Inn]
  52. Flophouse
  53. Lower-class Apartments
  54. Lower-class Apartments
  55. Flophouse
  56. Pawnbroker
  57. Flophouse
  58. Orc House
  59. Flophouse [Skooma Den]

    NAVY YARD
  60. Defense Wall
  61. West Navy HQ
  62. City Wall Interiors

    MISC.
  63. Caravan Stop [fast travel]
  64. Chapel of Arkay
  65. Millirius Family Crypt
  66. Umbranox Family Crypt
  67. Misc. Family Crypt

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Thu Dec 07, 2017 5:25 pm
by Infragris
Update: added windows and door to no. 35 - Harbormaster's Office, as well as some missing doors on the castle.

I think that the shape of Anvil has been pretty much finalized with these last few updates. Someone should do another pass over the exterior for more details and stuff, but apart from that I think it would be fine to open up all interiors in the city.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Thu Dec 07, 2017 8:26 pm
by Iskuss1418
Beta Comments:
SpoilerShow
Stair's to high to climb easily. I get stuck at the base.(Aleist3r fixed the collision.)
t_imp_setanv_x_stairs_01
meshes\pc\x\_PC_Ex_Anv_Stairs_01.nif


Stained glass window Z-fighting? in Openmw from a distance.
Anvil_1_20.esp
t_imp_setchapel_x_windibella_01
PC_Q7_Anvil_Temple
-120, -57
-976717, -416747, 921
meshes\pc\x\pc_ex_cpl_window_di.nif

Can't climb stairs bad collision. I need momentum otherwise I can't get up at all.(Aleist3r fixed collision.)
t_imp_setanv_x_stairs_03
meshes\pc\c\PC_Ex_Anv_Stairs_03.nif


Floating Crates and Barrels.
Anvil_1_20.esp
PC_P7_Anvil_Middle Class (Whitespace in ID name)
-121, -55
-986365, -449433, 448

Imp Cart 2 Causes 100% fps drop in Openmw. Goes down to < 1 on a gaming computer. (These are also in Stirk, and make people in Tes3mp not want to go there cause of the frame drop.)
t_imp_set_cart_02
PC_P7_Anvil_Main Gate_Guilds (Whitespace in ID name)
-120, -55
-977202, -446248, 513
meshes\pc\f\PC_Furn_Ex_Cart_02.NIF

Also, there's a floating cart nearby the market
Anvil_1_20.esp
PC_Q7_Anvil_Upper Class (Whitespace in ID name)
-120, -56

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Mon Jan 29, 2018 12:53 pm
by Infragris
Claimed for a little while to align this with the latest data update.

EDIT: I'll have a look at those betacomments too while I'm at it.

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Posted: Mon Feb 26, 2018 3:09 pm
by Infragris
Updated to Data 05. Also improved on the Navy dockyard and HQ, and added shells for the locations north of Anvil (along with a lot of minor improvements and bugfixes).

Re: Gold Coast Exterior: GC_01 [Unclaimed] [Anvil]

Posted: Sat Oct 06, 2018 1:17 pm
by Infragris
Claiming again for a second. Going to see if the warehouse exteriors can be adjusted a bit.

Re: Gold Coast Exterior: GC_01 [Infragris] [Anvil]

Posted: Sat Dec 01, 2018 11:32 pm
by MinerMan60101
Plantation -119,-53: Much of the Spikerice are floating, looking closely at the model not all of the leaves end at the same place, so whoever fixes it, watch out for that.

Same cell, east of plantation: cave entrance missing door.

Same cell, south of plantation: Talos statue missing platform to stand on.

Re: Gold Coast Exterior: GC_01 [Infragris] [Anvil]

Posted: Sun May 19, 2019 12:49 pm
by Infragris
Update. I'm dropping this claim, too much other stuff to do.

Next person to pick this up should keep in mind the following:
  • The new Dibellan temple needs to be implemented
  • Gardens of the wealthy manors in the south part of town need a major upgrade
  • I've cluttered up some of the back alley plots between the houses and the city wall - IMO it makes little sense for these to be filled with random rocks and grasses. These places are great for workshops, small personal gardens, small sheds, maybe a goat pen or something.
  • Docks still need a major cluttering pass.
  • I've started implementing the new streetlights around the main gate, these should also be added to other (wealthy) parts of town. Perhaps only implement them on the main road through the slums, or use torches as lighting there (to emphasize the class difference).
  • Morihaus temple has been replaced.
  • The clutter in the marina (walled wealthy harbor) could be a bit better - IMO it feels a bit too much like a modern tourist port. We need to make a decision on which market stalls to use: the ones we have now are a bit too clean and straightforward, they give me a renfair vibe. We could replace them entirely with the more weathered, "realistic" looking merchant tents/stalls added for HR (with a different wood texture and imperial-specific canvas)

Re: Gold Coast Exterior: GC_01 [Unclaimed] [Anvil]

Posted: Sun May 19, 2019 8:43 pm
by spineinside
Claiming and taking care of docks

Re: Gold Coast Exterior: GC_01 [spineinside] [Anvil]

Posted: Mon May 20, 2019 9:33 pm
by Scamp
Granted. Looking forward to more clutter magic.

Re: Gold Coast Exterior: GC_01 [spineinside] [Anvil]

Posted: Thu Jun 20, 2019 12:10 pm
by spineinside
Dropping

1. City terrain smoothed and matched to walkable static foundations level
2. The City entry area cleared from huge rocks
3. Containers all around the city except Upper Class area
4. Docks area cluttered
5. Junk sunk in a sea floor
6. Trial with gardens
7. Marina Market tents replaced and cluttered
8. Big flower pots used to cover issues between stairs, terrain and foundations
9. Some changes to Middle Class Market
10. Added meshes for Painter's guild exterior representation near the building.

Suggestions for next person picking up this file:

Upper Class area persist untouched except of several gardens I tried to make and wall fence leading to a castle - feel free to change it.
I focused on lighting up the docs, some places around a city should have more lamps.
City entry area still to adjust to a better looking place.
The new Dibellan temple needs to be implemented still.

Re: Gold Coast Exterior: GC_01 [Unclaimed] [Anvil]

Posted: Mon Jun 24, 2019 5:39 pm
by spineinside
Claiming again just for some minor changes providing:

- cushions replacement
- final light posts/ laterns placement

Re: Gold Coast Exterior: GC_01 [Spineinside] [Anvil]

Posted: Sat Jun 29, 2019 5:12 am
by spineinside
Dropped

Light radius of docks intensified
DE Cusions replaced for RGA
Laterns placement at light posts and at most of doors
Some minor changes and adjustment to stuff I added before

This Left:
City entry area adjusting
Better Gardens
Better Mid Class Market
The new Dibellan temple needs to be implemented still.

Re: Gold Coast Exterior: GC_01 [Unclaimed] [Anvil]

Posted: Mon Jul 01, 2019 12:06 pm
by Infragris
Claiming for a sec. I'll have a look at the Dibellan temple.

Re: Gold Coast Exterior: GC_01 [Infragris] [Anvil]

Posted: Tue Jul 02, 2019 6:04 pm
by Infragris
Added first pass on the Dibellan Temple, fixed copper crate issue, removed some superfluous lightposts and placeholder cupolas. Also added an Anvil city banner to the Navy HQ tower earmarked as a coast guard office.

The temple still needs a second pass for correct doors, a spruced up garden, and some assets that aren't in the data files yet (tiled floors for the basin, borders for the fresco, etc.).