Note: The SH region style has been expanded a bit since this thread, see my Beorinhal claim for some examples. This includes expanding the land texture set from using literally one texture.
The ridge on the eastern side of this claim should be changed into a plateau, possibly slightly declining going east, but not this type of vertical cliff that it currently is.
To the north lies the Midkarth farmlands and to the East are the Ridgelands of Lainalten, Whiterun hold. The region transition should be made using brown grass and rocky dirt, with the dry grass white rocky dirt texture used with intensified frequently going south-west.
Points of interests: We will need to discuss this further. There's an Orcish nomad camp in neighbouring claim 15, pushed out of the southern SH by the Reachmen. The entire region is generally a badlands region, with badly maintained roads and lawlessness running wild. You could put one or two bandit caves, a small primitive barrow and perhaps an exterior bandit camp. There's no roads going through here except the one running along the northern edge, which should use the northern Midkarth region setup.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
Would this be a good place for a Horme camp? We'd probably have to figure out to distinguish them from regular bandits, though.
Other than that, I think this stretch of wilderness can get by on the kind of locations you mentioned, roerich. Maybe have one bandit cave, one natural cave with animals in it, a small barrow, and then the Horme camp (if we go with that idea here).
roerich wrote:
Note: The SH region style has been expanded a bit since this thread, see my Beorinhal claim for some examples. This includes expanding the land texture set from using literally one texture.
I've looked through the claims forum, but I can't find this. You'll have to point it out.
The ridge on the eastern side of this claim should be changed into a plateau, possibly slightly declining going east, but not this type of vertical cliff that it currently is.
Looks like it has already been done. Instead of a river it slopes into grass land texture.
Looks like it has already been done. Instead of a river it slopes into grass land texture.
Indeed. The overview map of the reach we keep using shows an utterly outdated state of everything.
We have not really managed to perform a proper planning (meh) for the Sundered Hills yet. The thread for it would be here: viewtopic.php?f=87&t=661" onclick="window.open(this.href);return false;
There is also the location map workshop as the most up-to-date source of landmass-info we can offer on this forum. At least it should help with the roads. viewtopic.php?f=145&t=499" onclick="window.open(this.href);return false;
Though that claim needs to be cut from the rest exteriors, and I'll need to mark up the borders of the claim and merge it with Spineinside's showcase. Work work work.
And a Hörme camp sounds good. For starter's we'd just need a tatterered banner or something else to show that these aren't just regular bandits.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
File may be dirty, and has some neighboring cells that will conflict with restext
New sundered towers, and a bit more detailing in the area around them.
Going to drop this so Vern can use it as an exterior showcase if roerich says its acceptable.
Alright proof of life update: Bugger all progress, still trying to get the object density right in cell -96, 9 and some sporadic object placement in the rest.
Honestly I am just not happy with what I have done and given the progress made in the surrounding claims I am no longer comfortable holding onto this given my own slow rate of work, so dropping this now.
(Anyone who wishes to note the bravado I displayed when taking this, you may feel free to offer proportional recrimination now)
Clean: No, has rest exterior regions, leveled creatures and merge cells
Border matched: yes
Wilderness -97,9
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Cleaned up a bit
T_Sky_TerrRockRE_RockSml_02 hidden beneath cliff
T_Sky_TerrRockRE_Rock_03 hidden under terrain
Deleted a few tiny high poly rocks
Wilderness -96,9
Region: Set as Sundered Hills
Texture seams: 1 in the north
Terrain errors: Jagged terrain in the east
Vertex shading: missing under a roick and 2 trees
2 rocks barely poking out of bigger rocks
Added some Aspyr Tea
Wilderness -95,9
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: Jagged terrain above a cliff
Vertex shading: Cleaned up a bit, missing under some rocks, missing under a tree
T_Sky_TerrRockRE_CliffSml_05a caspering
T_Sky_TerrRockRE_RockGrp_02 caspering
Added some Aspyr Tea
Added some Trembleweed
Wilderness -94,9
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Good
Peak is caspering, should be fixed with further restext/valstaag claim border matching
Wilderness -97,8
Region: Set as Sundered Hills
Texture seams: 3
Terrain errors: None
Vertex shading: Good
Western floaters and caspering cliffs are solved when bordering claim is loaded
T_Sky_TerrRockRE_Rock_26 barely showing above cliff
T_Sky_TerrRockRE_RockSml_16 hidden under cliff
T_Sky_TerrRockRE_RockSml_04 hidden under cliff x2
T_Sky_TerrRockRE_RockSml_02 hidden under cliff
T_Sky_TerrRockRE_Rock_24 hidden under cliff
T_Sky_Flora_Tremblwee01 sunk too deep
Wilderness -96,8
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Good
Added some Aspyr Tea
Added some Rust Russula
Wilderness -95,8
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: Spike below cliff
Vertex shading: Good
Replaced dirt topped rocks with solid rocks
T_Sky_Flora_Tremblwee01 floating
T_Sky_TerrRockRE_RockGrp_02 caspering
Added some more land texture variety in the east
Wilderness -94,8
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Good
Replaced dirt topped rocks with solid rocks or terrain
T_Rea_Shaker_01 handle floating
T_Nor_DngBarrowFort_X_Bottom_03 moved slightly to cover floor ending
contain_corpse20 rotated slightly to lower arm
Wilderness -97,7
Region: Set as Sundered Hills
Texture seams: 3
Terrain errors: None
Vertex shading: Cleaned up
T_Sky_TerrRockRE_RockFlt_16 hidden under cliff x2
T_Sky_TerrRockRE_RockSml_17 hidden under cliff
T_Sky_TerrRockRE_Rock_28 hidden under cliff x2
Wilderness -96,7
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Good
T_Sky_TerrRockRE_RockGrp_01 moved out from under cliff
Added some land texture diversity above the cliff
The Sundered Towers -95,7
Region: Set as Sundered Hills
Texture seams: 1
Terrain errors: None
Vertex shading: Good
T_Sky_TerrRockRE_RockGrp_01 floating
T_Imp_DngRuinSky_X_Rubble_02 caspering
T_Imp_FurnSky_Stool_02 bleeding into platform x3
T_SkyCom_Var_Cr1Hunter1 bleeding into platform
T_SkyCom_Var_Bl1Arrow bleeding into platform
T_Sky_Flora_BushPine3Dry_02 floating
Added a bit of loot to the top of a tower
Removed a dirt rock at the foot of the tower hill
Wilderness -94,7
Region: Set as Sundered Hills
Texture seams: 2
Terrain errors: None
Vertex shading: missing under a few rocks
Replaced dirt rocks with solid rocks or terrain
T_Sky_TerrRockRE_Boulder_04 floating
Wilderness -97,6
Region: Set as Sundered Hills
Texture seams: 2
Terrain errors: None
Vertex shading: Good
T_Sky_TerrRockRE_Rock_03 hidden under terrain
Wilderness -96,6
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Missing under 1 rock
T_Sky_Flora_ForsythTr01 sunk too far into terrain x2
Wilderness -95,6
Region: Set as Sundered Hills
Texture seams: 1
Terrain errors: None
Vertex shading: Good
T_Sky_TerrRockRE_RockGrp_02 hidden under terrain
T_Sky_TerrRockRE_RockSml_10 hidden under terrain x3
T_Sky_TerrRockRE_RockGrp_01 hidden under terrain x2
T_Sky_TerrRockRE_RockSml_17 hidden under terrain
T_Sky_TerrRockRE_Rock_21 hidden under terrain
Wilderness -94,6
Region: Set as Sundered Hills
Texture seams: 1
Terrain errors: None
Vertex shading: Missing under a tree
T_Sky_TerrRockRE_CliffLrg_07a removed to open up the land and cut down on cliff usage
T_Glb_Var_SkeletonMammothSkl_01 sunk a bit more
Wilderness -97,5
Region: Set as Sundered Hills
Texture seams: 6
Terrain errors: None
Vertex shading: Missing under some rocks
T_Nor_Iron_WarAxe_01 floating
Wilderness -96,5
Region: Set as Sundered Hills
Texture seams: 1
Terrain errors: None
Vertex shading: Good
T_Sky_TerrRockRE_RockGrp_01 hidden under terrain
T_Sky_TerrRockRE_RockSml_11 hidden under rock
Wilderness -95,5
Region: Set as Sundered Hills
Texture seams: 2
Terrain errors: Jagged terrain by a tree x3
Vertex shading: Good
T_Sky_TerrRockRE_RockGrp_02 hidden under terrain
T_Sky_Flora_TreeLeaf1Stump_04 caspering
T_Sky_Flora_TreeLeaf1Stump_02 floating
T_Sky_TerrRockRE_RockSml_15 hidden under terrain x2
T_Sky_TerrRockRE_Rock_24 hidden under terrain
Wilderness -94,5
Region: Set as Sundered Hills
Texture seams: None
Terrain errors: None
Vertex shading: Good
T_SkyCom_Var_Bl1Torch floating on one end
T_Com_Furn_BedStraw_01 floating
T_Sky_Flora_TreePine6Dead_05 floating
T_Sky_Flora_TreePine6Dead_03 floating
Very few placement errors, nicely done. I think most of the texture seams are from me when I had the claim