(WIP) Rethan Plantation

Post » Fri May 13, 2011 7:15 pm

Widen the cobblestones one block, only the very end, then you'll be able to sort of arch the ends, sort of rounding off the grass corners. You'll have to adapt your shading, but you'll have an easier time covering the seams without narrowing the road. You could use rocks or trees or whatever. :)




KF

Hmm, but the path is only one block now. I guess I don't understand exactly what you mean. :laugh:
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Amy Smith
 
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Post » Fri May 13, 2011 10:28 am

Make the cobblestone end in a sort of T shape. It will move the seams out one block on each side, making it easier to hide them with a static or two. The seams are caused by more than two textures meeting. Use that to your advantage. In this case it will allow you to hide the seams without making much difference in the road.



KF
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Noely Ulloa
 
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Post » Fri May 13, 2011 9:35 am

I think I got it pretty good, I'll take some in game screen shots of (hopefully) the final exterior. I'll be relieved to start interior modding. :)

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/1.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/2.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/3.jpg

The shading at 3 is a bit too straight, I will fix now :D
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Lady Shocka
 
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Post » Fri May 13, 2011 6:11 pm

There's already one made. How do you think I learned? :D

http://www.tamriel-rebuilt.org/?p=modding_data/tutorials§ion=251365, in case you missed it. The site should look familiar. :whistling:

Yeah, I've read that, but it basically only covers the basics. You could make a tutorial teaching people tips and tricks to make their exteriors look more natural and interesting, like a follow on from Haplo's.

I think I got it pretty good, I'll take some in game screen shots of (hopefully) the final exterior. I'll be relieved to start interior modding. :)

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/1.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/2.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/3.jpg

The shading at 3 is a bit too straight, I will fix now :D

Hmm... Still looks a little flat to me.
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Destinyscharm
 
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Post » Fri May 13, 2011 12:49 pm

I'll have to get some ground shots, the aerial shots don't convey the bumps very well.
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QuinDINGDONGcey
 
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Post » Fri May 13, 2011 11:43 am

You're getting pretty good. :) I still see a lot of straight lines, but you're creeping up on it. Try using a small radius and right clicking the edges to rough them up a little. Remember, the shading is not a solid color. you don't need to worry about it looking jagged in-game. the jaggedness actually makes it look a lot more natural. Keep practicing. There's not really a way to teach the little subtleties. They have to be discovered for yourself. It's a little thing called style. :)


KF

Edit: A couple of examples to show more than I can write (explain) :)

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=66&image_id=271

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=66&image_id=272

Notice how the unshaded path looks squared and blocky? You can't even tell where the textures meet in the shaded shot.

That exterior is the one that got me promoted at TR.
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Alba Casas
 
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Post » Fri May 13, 2011 8:07 am

I've got my radius set to 1, I'm not sure what more I can do, maybe I could send the esp. your way and you could touch it up a bit? But then again I don't get the full learning experience. :P
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Erich Lendermon
 
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Post » Fri May 13, 2011 8:14 pm

I've got my radius set to 1, I'm not sure what more I can do, maybe I could send the esp. your way and you could touch it up a bit? But then again I don't get the full learning experience. :P



Try setting your width to 3 and going over all the lines you have now. Then set your width to 1 and take little nips out here and there. The vertex tool acts like a spray can. A little quick click gives a small spit of color. holding the button down allows you to really darken the spot under the cursor. You'll have to play around with it to get the effect you want. It takes me weeks to do a 6 cell island, but the pics I linked to show the results. Just keep playing around with it. You can't really do any damage unless you save. If you try something and it doesn't work, reload and try again. :) Practice is the key.



KF
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Kevin Jay
 
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Post » Fri May 13, 2011 7:58 am

I always make a new mod for a new character, which usually ends up being a plantation one :dance:

The thing that always gets me, and limits the role-playing potential of any plantation mod is the fact that the plants take soo long to respawn stuff. (and its made to seem even longer when your waiting for your damned comberry to grow again so you can make more Greef, well that was for one of my mods anyway). :laugh:

How do you expect to overcome this issue? A suppose making an 'activator' plant would allow you to harvest quicker if it was scripted well, but thats not entirely keeping in tradition with the dynamics of the game. :shrug:

mmm

:gun: :angel:
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Channing
 
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Post » Fri May 13, 2011 6:13 am

Our extreme rivalry in the TES General forum is telling me not to download out of spite, but it looks so damn good I cannot resist!

:foodndrink:
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marina
 
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Post » Fri May 13, 2011 8:12 am

Try setting your width to 3 and going over all the lines you have now. Then set your width to 1 and take little nips out here and there. The vertex tool acts like a spray can. A little quick click gives a small spit of color. holding the button down allows you to really darken the spot under the cursor. You'll have to play around with it to get the effect you want. It takes me weeks to do a 6 cell island, but the pics I linked to show the results. Just keep playing around with it. You can't really do any damage unless you save. If you try something and it doesn't work, reload and try again. :) Practice is the key.



KF

Alright, I'll give it a shot. Thanks so much for the help! :)

I always make a new mod for a new character, which usually ends up being a plantation one :dance:

The thing that always gets me, and limits the role-playing potential of any plantation mod is the fact that the plants take soo long to respawn stuff. (and its made to seem even longer when your waiting for your damned comberry to grow again so you can make more Greef, well that was for one of my mods anyway). :laugh:

How do you expect to overcome this issue? A suppose making an 'activator' plant would allow you to harvest quicker if it was scripted well, but thats not entirely keeping in tradition with the dynamics of the game. :shrug:

mmm

:gun: :angel:

I think I'm going to have to take a look at how the farmer mod handles it, I know that it doesn't make the ingredients re spawn faster, but it makes you earn money quicker than the rate at which the plants become harvest-able. That mod has slaves that collect the ingredients for you, and I'd like to incorporate that, and that might make the time seem to go by quicker if your not checking the plant yourself every day :laugh:

:foodndrink:

:icecream:
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Trey Johnson
 
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Post » Fri May 13, 2011 3:30 pm

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/shading.jpg
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Thomas LEON
 
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Post » Fri May 13, 2011 4:40 am

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/shading.jpg

Yay! Wobblyness! Awesomeness!
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Facebook me
 
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Post » Fri May 13, 2011 10:36 am

Yay! Wobblyness! Awesomeness!

I'm not a fan but you guys are so I'm gonna keep it! See anything else that needs improvement?
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Mizz.Jayy
 
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Post » Fri May 13, 2011 9:52 am

I'm not a fan but you guys are so I'm gonna keep it! See anything else that needs improvement?

Well personally I removed the rocks and ground textures from Vurt's Ascadian Isles because I found them too bright. The plantation? Looks great if you ask me. Are you going to be making any interiors?
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N Only WhiTe girl
 
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Post » Fri May 13, 2011 8:40 pm

That looks 100% better. :) The only thing I see left to do is give the base of the walls the same treatment. Every static you place should have at least some shading. :)

I'm looking forward to seeing this released. Good job so far. :)



KF
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Emma Louise Adams
 
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Post » Fri May 13, 2011 7:36 pm

Well personally I removed the rocks and ground textures from Vurt's Ascadian Isles because I found them too bright. The plantation? Looks great if you ask me. Are you going to be making any interiors?

Hell yes, interiors are my strong suit. http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/Floorplan.jpg

Thanks Kiteflyer will do.
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MARLON JOHNSON
 
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Post » Fri May 13, 2011 8:13 am

[censored], I mistakenly saved the mod with Book Rotate active, since I was looking at my book jackets to make sure I placed books right side up, I'm not sure what to do, the dependency kit apparently doesn't work on Win7, so I'm kinda up a creek here.
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Manuela Ribeiro Pereira
 
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Post » Fri May 13, 2011 1:04 pm

Wrye Mash can remove the dependencies easily. :)

I believe Tesame can do it as well, but I don't use it much.



KF
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Samantha hulme
 
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Post » Fri May 13, 2011 7:04 pm

Thanks. Final exterior pictures will come tommorow
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Marie
 
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Post » Fri May 13, 2011 7:26 pm

http://s292.photobucket.com/albums/mm34/ChaoticEnforcer/Rethan%20Plantation/

Also, how do I go about fixing the mod with Vurts Groundcover active, as it stands, I must disable it or else I get floating grass everywhere? And how would I set this up for when I actually release the mod, I wouldn't want everyone else to have floating grass if they use Vurts mod.

And also, how would I set up my windows in the house to work with Windows Glow?
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Rebekah Rebekah Nicole
 
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Post » Fri May 13, 2011 3:44 pm

Ooh, very nice, it looks a lot bigger from the ground.

As for Vurt's Groundcover, you'd probably need to make a patch, which would involve lots of confusing de-isolation, and as esps have trouble deleting stuff from esps you'd have to move them under the ground or something.
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Agnieszka Bak
 
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Post » Fri May 13, 2011 5:51 pm

Okay, like have one esp that is just Rethan Plantation, and have another that has Vurts Groundcover loaded with the Plantation, and the grass edited?

Also, is there anything anybody wants changed on the outside, before I move inside? :)

And I'm worried what the mod will be like without Vurts Ascadian Isles, because his bushy Comberry are good at covering up seams.
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Gemma Archer
 
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Post » Fri May 13, 2011 10:42 am

First Interior Pictures!!!!

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/Rethan%20Plantation/MGEScreenshot3-1.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/Rethan%20Plantation/MGEScreenshot2.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/Rethan%20Plantation/MGEScreenshot1.jpg

Now I need an idea what to put in the first level of the villa. I was planning a bar as you could see from the floorplan, but I changed my mind. What do you guys think?
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Bird
 
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Post » Fri May 13, 2011 8:50 pm

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/Rethan%20Plantation/MGEScreenshot4-2-1.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot6-1.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot5-2.jpg
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BethanyRhain
 
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