Gold Coast Exterior: GC_03 [chef] [Thresvy] [Reviewed]

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Scamp
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Re: Gold Coast Exterior: GC_03 [chef] [Thresvy] [Reviewed]

Post by Scamp » Sun May 05, 2019 5:05 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.

Furthermore, T_Rga_BronzeLamp_128 has been replaced with T_Rga_Var_BronzeLamp_128, as the ID seems to have changed from T_D 7.1 to T_D 7.2.

Also, review timez.


-jagged terrain along the road in -123,-44 (x5)
-T_Cyr_Flora_Goldenrod01 bleeding in -123,-44
-T_Cyr_Flora_Goldenrod01 floating in -123,-44
-jagged terrain in -123,-45 (x4)
-jagged terrain in -124,-45 (x2)
-jagged terrain in -124,-46 (x3)
-jagged terrain in -125,-46 (x4)
-jagged terrain in -125,-46
-jagged terrain in -124,-44 (x3)
-jagged terrain in -123,-46 (x5)
-T_CyrCom_Var_Bl1BandGC1 not rotated properly in -124-44
-pot_01 wasn't attached to the fireplace mesh
-T_Glb_Var_SkeletonCattleBone_05 wasn't resting against the log at all as it was obviously meant to be (in -123,-46)
-T_CyrRga_Furn_Pot1Empty was rotated arbitrarily on the Y Axis albeit standing on a perfectly even surface (in -123,-46)
-jagged terrain in -124,-47 (x3)
-jagged terrain in -125,-47 (x3)
-jagged terrain in -125,-48 (x2)
-jagged terrain in -123,-47 (x4)
-jagged terrain in -125,-48 (x1)
-jagged terrain in -124,-48 (x3)
-jagged terrain in -124,-49 (x8)
-T_Cyr_TerrRockGC_Rock_06 caspering in -124,-48
-jagged terrain in -123,-49 (x5)
-T_Cyr_FloraGC_Shrub_02 half-floating in -123,-49
-T_Cyr_Flora_StjahnsWr01 floating in -123,-49
-T_Imp_Var_CoffinWithered_01 bleeding and floating in -123,-49
-missing vertex paint beneath T_Cyr_TerrRockGC_Rock_10 in -123,-48
-jagged terrain in -123,-48 (x6)
-T_Cyr_FloraGC_Bush_01 bleeding in -123,-48
-T_Imp_DngRuinCyr_X_Rubble_02 caspering in -123,-48
-flora_ivy_01 bleeding and not attached properly in -123,-48
-sunk some railings in -123,-49
-sunk some railings in -123,-48
-T_Com_SetFarm_Bucket_01 floating in -124,-49
-T_Com_SetFarm_Bucket_02 floating in -124,-49
-T_CyrCom_Var_Bl1Grain bleeding in -124,-49
-T_Imp_ColSiyatCigar_01 not resting properly in -124,-49
-T_Imp_SetHarbor_Fishnet_02 half-floating in -124,-49 (x2)
-T_CyrCom_Var_Bl1Fish half-floating in -124,-49 (x2)
-furn_crate_open_01 floating in -124,-49
-T_Imp_SetGC_X_Bench_01 half-floating in -124,-49 (x2)
-furn_de_basket_01 bleeding in -124,-49
-T_Imp_SetGC_X_Stool_01 bleeding in -124,-49
-misc_com_tankard_01 half-floating in -124,-49
-misc_com_tankard_01 bleeding in -124,-49
-misc_com_metal_plate_05 bleeding in -124,-49
-^ actually, none of the items on that table very placed correctly
-p_light_c not rotated correctly in -124,-49
-misc_com_basket_01 not rotated correctly in -124,-49
-visible texture seam in -126,-46
-visible texture seam in -127,-45
-visible texture seam in -126,-45 (x2)
-missing vertex paint in -126,-45 (x3)
-jagged terrain in -126,-46
-jagged terrain in -125,-46
-jagged terrain in -127,-45 (x2)
-jagged terrain in -126,-45 (x4)
-visible texture seam in -125,-46
-visible texture seam in -123,-44
-visible texture seam in -123,-45
-visible texture seam in -124,-46
-visible texture seam in -124,-47 (x2)
-visible texture seam in -124,-49


Very nice claim. Nicely detailed so that it would work perfectly fine even without groundcover. Thresvy is a fancy cozy little place I'd visit for a little vacation. Good points of interest and I love the ruins along the road. Great imagery.

But holy cow this claim had A LOT of jaggy terrain, and it also had many texture seams. If every exterior modder just spent 10 minutes going over their claim in shift+c mode to look for places where three different textures meet, this job would be a lot easier.
As for the jagged terrain, I suspect there were some misunderstandings about the state of the terrain layout not being final when the claim got picked up by chef. Still, this shouldn't become common. Jagged terrain does stand out in-game and is often far more noticable than subtle floaters and bleeders. It's also extremely easy to fix in advance. This is by far the most glaring issue I've seen in recent exteriors, P:C and SHotN ones. It's also one of the harder things to fix after the fact.

Like I said, the actual content was fantastic.
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chef
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Post by chef » Sun May 05, 2019 5:10 pm

Grabbing to fix grass

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chef
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Post by chef » Sun May 05, 2019 10:46 pm

Grass fixed, and file has been merged into the anvil section.
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roerich
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Post by roerich » Fri May 10, 2019 7:01 am

Oof.

Moving to finished.

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