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Silgrad City Layout
01-09-2011, 08:30 AM,
 
Nice work! :goodjob:

I think it's better to use the "StExHlaBridgeLarge" model instead of a composed bridge (UC).
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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01-09-2011, 01:33 PM,
 
Quote:Originally posted by sandor
Nice work! :goodjob:

I think it's better to use the "StExHlaBridgeLarge" model instead of a composed bridge (UC).

Thanks Sandor.

I did try the 'StExHlaBridgeLarge' But it was too large. I suppose I could try and shrink it down and see how it fits. I just do not want it to be too narrow.

Did you experience the missing textures and LOD landscape issues I spoke of?

Thanks for the quick merge Smile

Charles
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01-09-2011, 02:04 PM,
 
Quote:Originally posted by Zurke

Did you experience the missing textures and LOD landscape issues I spoke of?

Thanks for the quick merge Smile

Charles
The Distant Lod issue should go away if you disable the LOD bsa or Distant Lod folder.


Which child WS has the missing textures?
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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01-09-2011, 02:29 PM,
 
Quote:Originally posted by sandor
The Distant Lod issue should go away if you disable the LOD bsa or Distant Lod folder.


Which child WS has the missing textures?

I noticed it in the UC and and the Downtown. It was strange because when I teleported to the RiversidePathway or to STLand, south of the UC, the issues were not there. This led me to believe it has something to do with the Downtown and the UC textures and LOD.

Also, should I have raised the water level in the Child World Spaces to match STLand?

edit: I DL the new patch and the LOD/texture issues persist within the ChildWS. My structure looks like this 'Bethesda Softworks\Oblivion\Data\distantlod-disable' so I am guessing it is disabled(renamed)?

If you were speaking of using the 'StExHlaBridgeLarge' across the pool specifically then I think that is a great idea and will fit.


Charles
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01-09-2011, 06:19 PM,
 
I'll check it and inform you asap.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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01-11-2011, 09:14 PM,
 
I have an update.

Hi All Smile

This is basically the landscape finished with two of the houses on the ground, I do not know of any others. I guess on the next update I wil place houses from the single piece models on the ground and claims can then be made for those.


StZkSCMarketTempleUCRedesignV2.1

- added 'StExHlaBridgeLarge' to the fountain area and added a walkway within SilgradCityUpperChambers.
- general walkway enhancement.
- created second gate to STLand/Upper Chambers in -16 -26.
- raised the water level in the faountain within the SilgradCityUpperChambers and SilgradCityRiversideSlumsPathway.
- placed scc0102 on the ground within SilgradcityUpperChambers -9, -22.

I will try and update the pic in the opening post.

Charles
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01-12-2011, 05:34 PM,
 
The file has been merged. :check:


I saw you took care of the bridge and the water level! Smile

Renamed == disabled. :check:
The missing textures problems are related to the LOD meshes/textures.
After around 2 cells (distant view) the LOD kicks in.

I'll update the LOD once you're satisfied with the basic child textures and layout.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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01-12-2011, 07:25 PM,
 
Hi Sandor Smile

I believe I am satisfied with the layout as it is. I will create roads and paths where needed within the ChildWS but the structure is complete.

Charles
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01-12-2011, 08:09 PM,
 
So is that the layout of ST finished now?
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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01-12-2011, 08:21 PM,
 
Quote:Originally posted by Deeza
So is that the layout of ST finished now?

Hi Deeza Smile

Unless we decide to place more areas, which is doubtful, yes. The Slums, Riverside, Eastside, Upper Chambers and Downtown(Temple/Market).

There is still some work to be done within the layouts(childws) so I do not want to sound nearly finished Smile.

Charles
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