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Dragonstar: House (Sky_iRe_Ds12) [Tristior]
Posted: Sat Nov 04, 2017 4:03 pm
by roerich
Home to a Nord commoner family.
Use t_imp_furnsky and t_nor_furnM.
Location number 12 on this map:
The exterior can be found
here (use the latest file)
Re: Dragonstar: House (Sky_iRe_Ds12)
Posted: Thu Nov 09, 2017 1:37 pm
by ClownApocalypse
I will start working on this.
Re: Dragonstar: House (Sky_iRe_Ds12)
Posted: Thu Nov 09, 2017 3:47 pm
by roerich
Very good! Grant.
This should be one floor with a basement.
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Mon Nov 13, 2017 12:52 am
by ClownApocalypse
First time with this tile set if you could check it for me, thx.
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Mon Nov 13, 2017 3:28 pm
by Luxray
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.
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Nov 14, 2017 4:15 am
by ClownApocalypse
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
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Nov 14, 2017 2:45 pm
by Luxray
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
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Nov 14, 2017 8:51 pm
by ClownApocalypse
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
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Nov 14, 2017 8:57 pm
by ClownApocalypse
But thank you for taking the time to make the example.
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Nov 14, 2017 11:41 pm
by Luxray
Ah sorry, thought you meant that you had just left it B) Oh well, nothing to worry about then! Keep up the good work!
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Mon Dec 11, 2017 5:47 pm
by ClownApocalypse
So sorry but I must abandon this claim and withdraw from the project
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Mon Dec 11, 2017 5:58 pm
by roerich
Sorry to hear that! Hope all is well. Do you have a WIP file?
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Dec 19, 2017 11:32 am
by Tristior
Shall I pick this up?
Re: Dragonstar: House (Sky_iRe_Ds12) [ClownApocalypse]
Posted: Tue Dec 19, 2017 12:38 pm
by roerich
Please do!
Re: Dragonstar: House (Sky_iRe_Ds12) [Tristior]
Posted: Thu Dec 21, 2017 1:01 pm
by Tristior
Voila, mes amis. The bit I'm not completely happy with is how wide the downstairs bedroom is. I'll happily take suggestions before putting it up for review.
Re: Dragonstar: House (Sky_iRe_Ds12) [Tristior]
Posted: Fri Dec 22, 2017 8:17 am
by Tristior
Alright, this one's ready for review.
Re: Dragonstar: House (Sky_iRe_Ds12) [Tristior]
Posted: Fri Feb 02, 2018 4:22 pm
by worsas
Moved to reviewing.
Re: Dragonstar: House (Sky_iRe_Ds12) [Tristior]
Posted: Thu Feb 08, 2018 7:52 am
by roerich
Merged with Section File.