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Falkheim (Sky_xRe_02) [spineinside][Reviewed]

Posted: Tue May 17, 2016 4:38 pm
by worsas
A claim for the area marked 2 on this map:
https://www.dropbox.com/s/stmw0yp43laui ... claims.jpg" onclick="window.open(this.href);return false;

Region planning thread:
viewtopic.php?f=87&t=646" onclick="window.open(this.href);return false;

Location map thread:
viewtopic.php?f=145&t=499" onclick="window.open(this.href);return false;

Re: Falkar Foothills#2[Unclaimed]

Posted: Wed May 18, 2016 1:08 pm
by roerich
This is including Falkirstad? Then I think it should be expanded one row of cells north

Re: Falkar Foothills#2[Unclaimed]

Posted: Wed May 18, 2016 2:58 pm
by worsas
Agreed.

Re: Falkirstad (Sky_xRe_02) [unclaimed]

Posted: Sat Sep 30, 2017 2:31 pm
by Scamp
============= CLAIM UPDATE =============

The original map is now outdated with regard to this claim. An updated outline of this claim area can be found on the map below. This claim will now not feature Falkirstad, as it has been moved further north-east as discussed in this thread.

Image

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Sun Oct 01, 2017 8:20 pm
by Yeti
Now that this claim doesn't have a settlement, what should go here? Perhaps some Reachmen activity? The Nourhtu tribe could have a presence here.
Blanket term for the northern tribes in Western Haafinheim. Nomadic tribes that migrate with elk end reindeer herds across the northern tundras. Hostile when threathened, but otherwise they don't care much for the outside world. They are spread out in many smaller camps (4-5 small huts), but join one another in a large camp for the harshest months of winter. Their primitive religious beliefs are more Atmoran in nature than the other Reachmen tribes, as their rural lifestyle has led to less contact with the Direnni. No permanent, larger houses in their settlements, they only make use of the small huts and the shelters.
Prominent locations: Aaltu Camp, Laakhu Camp, Mearra Camp.

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Sun Oct 01, 2017 9:15 pm
by roerich
A couple of Nourthu tribe camps would be fitting yes. Just 1-2 huts each, and then preserve the larger camps for the area north of here. Possibly a watchtower somewhere too?

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Tue Nov 28, 2017 6:02 pm
by Scamp
This file should be used as a base for this claim. It contains the border to claims 5+6.

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Tue Dec 12, 2017 10:08 am
by spineinside
I can take it if possible

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Tue Dec 12, 2017 12:23 pm
by roerich
Grant! I have some plans for this and we'll need to coordinate heightmaps with 1 and 3. I will post them later when i have more time

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Posted: Tue Dec 12, 2017 1:00 pm
by spineinside
Great !

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Tue Dec 12, 2017 5:07 pm
by Scamp
Hi spineinside, I would like to handle claim borders a little differently to how TR does them.

My proposal is that either you detail a little beyond your border to #3, that is, one third of each cell of the westernmost column of claim #3, or I detail a little bit beyond the #3 border, which would be around one third of each westernmost cell of your claim. Then, either of us uploads that cell column so that the other person can include it in their claim.

I hope that makes any sense the way it reads. It's basically what I've been doing together with berry for our recent claims, and it worked out very well. No block-y borders.

At this point, I'd also like to emphasize that I have uploaded the border to claim 5+6 above in this claim thread, and it should definitely be used as a base for whatever you have planned.

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Wed Dec 13, 2017 8:27 am
by spineinside
Yeah, sounds good to me, that should make transition between claims blending nicely.

I will seperate the cells for this claim when heightmaps will be ready and then return to you.

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sat Dec 30, 2017 3:17 pm
by Scamp
Alright here's a base file for you, should have all cells + northern border, minus the eastern row that borders my claim #3.

Border will follow shortly. Sorry for the delay.

Overview image from discord:

Image

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sat Mar 31, 2018 12:15 am
by spineinside
This is a file for border operation to be performed by Scamp

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sun Apr 01, 2018 12:18 am
by MinerMan60101
Before Scamp takes this, I went ahead and cleaned it and fixed a cell border seam
Esp-QuickEditor command that cleans it:
SpoilerShow
DELETE FROM exteriorCells WHERE
(gridY>26) OR
(gridY<22) OR
(gridX>-107) OR
(gridX<-109);

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sun Apr 01, 2018 10:40 am
by Scamp
Thanks minerman. For the record though, I'm not taking this or doing any direct work on it, just loading it alongside my claim to get an idea of the surroundings.

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Tue Apr 10, 2018 11:05 pm
by Scamp
Here are your border cells, sorry for the wait.

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sun Aug 05, 2018 1:04 pm
by spineinside
Opened for Review (esp not cleaned)

Re: Falkheim (Sky_xRe_02) [spineinside]

Posted: Sun Aug 05, 2018 3:40 pm
by MinerMan60101
Cleaning commands using Esp-QuickEditor

UPDATE exteriorCells set name = '' WHERE name = 'CLAIM';
DELETE exteriorCells WHERE region = ''

Deletes wilderness cells and unnames the claim's cells

Re: Falkheim (Sky_xRe_02) [spineinside][Reviewed]

Posted: Mon Aug 06, 2018 11:01 pm
by Scamp
Overall:
-texture seams in: (-108,22),(-107,22),(-109,23),(-106,23),(-106,24),(-108,24),(-109,24),(-109,25),(-109,26),(-108,25),(-107,25),(-107,24) (x29 total)
-missing some vertex paint here and there

Individual errors:
-T_Sky_Flora_TreePine3Log_02 bleeding into rock in -107,22
-T_Sky_Flora_GrassDry1_02 bleeding into log in -107,22
-Flora_BM_holly_04 bleeding into rock in -107,22
-four trees on that snowy hill in -107,23 were floating
-T_Sky_Flora_GrassDry1_03 floating in -107,22 (x4)
-T_Sky_Flora_GrassDry1_03 bleeding in -107,22 (x2)
-T_Sky_Flora_GrassShrubMed1_02 bleeding in -107,22
-Flora_BM_holly_04 bleeding in -107,22
-Flora_BM_holly_04 bleeding in -107,23
-some rough terrain on the road in -107,23
-T_Sky_Flora_BushLeaves1Dry_02 bleeding into rock in -108,22
-T_Sky_Flora_TreePine3Log_02 wasn't resting against the rock properly
-Flora_BM_holly_04 bleeding into rock in -108,23
-rough terrain in -108,23 (x8)
-T_Nor_DngBarrow_F_UrnBroken_01 bleeding in -108,23
-fixed road in -109,23 as discussed on discord
-T_Sky_Flora_TreePine1_01 bleeding into rock in -107,23
-rough terrain in -106,24
-rough terrain in -106,23
-rough terrain on the road in -107,24
-T_Sky_Flora_BushLeaves1Dry_01 bleeding into rock in -107,24
-T_Sky_Flora_BushLeaves1Dry_02 bleeding in -108,24
-T_Sky_Flora_TreePine3Log_02 bleeding in -109,24
-rough terrain in -109,24 (x2)
-T_Sky_TerrRockRE_RockGrp_02 floating in -109,24
-T_Sky_Flora_BushPine1Dry_01 bleeding into rock in -109,25
-T_Com_Var_CrateBroken_04 bleeding in -109,26
-Flora_BM_holly_02 bleeding in -109,26
-the transitional vertex paint in -108,25 seemed to suggest that you accidentally overwrote a couple of dirt patches with grass, also causing two texture seams. I re-added the dirt in these places.
-T_Sky_Flora_BushLeaves1Dry_01 bleeding in -108,25 (x2)
-T_Sky_TerrRockRE_RockGrp_02 floating and bleeding in -109,25
-T_Rea_Set_X_HouseRuin_06 caspering in -108,24
-T_SkyNor_Var_Bs1Empty bleeding in -108,24
-T_Sky_Flora_BushPine3Snow_03 bleeding into rock in -107,24
-rough terrain in -108,24
-T_Sky_Flora_GrassSnow1_03 bleeding in -07,24
-Flora_BM_holly_06 bleeding in -106,25
-rough terrain in -108,26
-some grass bleeding a bit too much into a rock in -108,26
-rough terrain in -107,26
-Flora_BM_holly_04 bleeding in -107,26 (x2)

General notes:
-The entire claim was full of texture seams, which was arguably the biggest issue (since contrary to most errors/nitpicks, it's actually quite visible in-game). Remember: every time three different textures meet, there will be a texture seam. Just press shift-c and look for these places. That's all it takes.
Also keep in mind covering with groundcover does not suffice. Some people might have it disabled on a low-spec machine.
-I think you're a bit too soft with your vertex paint, could be somewhat more generous at times. Mostly a subjective style issue, but vertex paint is generally perceived brighter in game, so applying a bit more can never hurt.
-bleeding grass into rocks is fine, holly and bushes not so much.
-This claim is awesome, one of the best

Re: Falkheim (Sky_xRe_02) [spineinside][Reviewed]

Posted: Thu Aug 09, 2018 6:46 pm
by spineinside
even more texture seams fixed