Falkheim (Sky_xRe_02) [spineinside]
Falkheim (Sky_xRe_02) [spineinside]
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;
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;
This is including Falkirstad? Then I think it should be expanded one row of cells north
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
============= 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The original map is now outdated with regard to this claim.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.
The original map is now outdated with regard to this claim.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.
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.
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?
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
This file should be used as a base for this claim. It contains the border to claims 5+6.
- Attachments
-
- Sky_xFF2_00.esp
- (282.79 KiB) Downloaded 252 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
I can take it if possible
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
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
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- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
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.
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.
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
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.
I will seperate the cells for this claim when heightmaps will be ready and then return to you.
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
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:
Border will follow shortly. Sorry for the delay.
Overview image from discord:
- Attachments
-
- Sky_xFF2_v01.esp
- (517.08 KiB) Downloaded 250 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
This is a file for border operation to be performed by Scamp
- Attachments
-
- Sky_xFF2_v02.esp
- (942.95 KiB) Downloaded 255 times
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Before Scamp takes this, I went ahead and cleaned it and fixed a cell border seam
Esp-QuickEditor command that cleans it:
Esp-QuickEditor command that cleans it:
Spoiler
DELETE FROM exteriorCells WHERE
(gridY>26) OR
(gridY<22) OR
(gridX>-107) OR
(gridX<-109);
(gridY>26) OR
(gridY<22) OR
(gridX>-107) OR
(gridX<-109);
- Attachments
-
- Sky_xFF2_v02.esp
- (714.05 KiB) Downloaded 255 times
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
Here are your border cells, sorry for the wait.
- Attachments
-
- borderspiney.esp
- (600.36 KiB) Downloaded 239 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
Opened for Review (esp not cleaned)
- Attachments
-
- Sky_xFF2_v08.ESP
- (2.4 MiB) Downloaded 213 times
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
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
UPDATE exteriorCells set name = '' WHERE name = 'CLAIM';
DELETE exteriorCells WHERE region = ''
Deletes wilderness cells and unnames the claim's cells
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
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
-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
- Attachments
-
- Sky_xFF2_v8_reviewed.ESP
- (2.25 MiB) Downloaded 207 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
even more texture seams fixed
- Attachments
-
- Sky_xFF2_v9_reviewed.ESP
- (2.25 MiB) Downloaded 333 times