Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

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roerich
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Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by roerich » Sat Nov 04, 2017 4:03 pm

Home to a Nord commoner family.

Use t_imp_furnsky and t_nor_furnM.

Location number 12 on this map:

Image

The exterior can be found here (use the latest file)

ClownApocalypse
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Re: Dragonstar: House (Sky_iRe_Ds12)

Post by ClownApocalypse » Thu Nov 09, 2017 1:37 pm

I will start working on this.

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roerich
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Re: Dragonstar: House (Sky_iRe_Ds12)

Post by roerich » Thu Nov 09, 2017 3:47 pm

Very good! Grant.

This should be one floor with a basement.

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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by ClownApocalypse » Mon Nov 13, 2017 12:52 am

First time with this tile set if you could check it for me, thx.
Sky_iRe_Ds12_Shell.ESP
(6.43 KiB) Downloaded 6 times

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Luxray
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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by Luxray » Mon Nov 13, 2017 3:28 pm

Looks good but on the far wall where you are overlapping pillars in the wall, instead use T_Rga_SetReach_I_TileTrim_01s rather than 02s, as they come with the 'middle' bit of pillar to make a seamless transition between the upper and lower walls.

Otherwise looks great, well done for remembering to add the corner pillars.
<roerich> woah it's hot in here
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ClownApocalypse
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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by ClownApocalypse » Tue Nov 14, 2017 4:15 am

Using that tile trim keeps the upper and lower levels in the right place, it revealed that the basement skirting boards had been hidden when i moved the walls up to meet the tiletrim_01s beam connector. The example rga build in data doesn't have the corner pieces but another example i looked at luckily did :)

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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by Luxray » Tue Nov 14, 2017 2:45 pm

Please check my attached file, it will show you how to use these transition trim pieces effectively.
You will need to move your basement up 2 clicks on the gridsnap
Sky_iRe_Ds12_Shell.ESP
(6.16 KiB) Downloaded 3 times
<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

ClownApocalypse
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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by ClownApocalypse » Tue Nov 14, 2017 8:51 pm

Sorry my last message was a bit convoluted what I mean to say is I used the piece you suggested and it made everything fit perfectly :)

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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by ClownApocalypse » Tue Nov 14, 2017 8:57 pm

But thank you for taking the time to make the example.

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Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]

Post by Luxray » Tue Nov 14, 2017 11:41 pm

Ah sorry, thought you meant that you had just left it B) Oh well, nothing to worry about then! Keep up the good work!
<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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