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Silgrad City Layout
09-13-2010, 01:16 PM,
#41
 
Sorry for the delay due to RL.

There were a few land duplicate errors I had to fix otherwise I would have posted the esm update last week.

I'll check SCC0368. :check:
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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09-15-2010, 01:16 AM,
#42
 
Sorry for any more work. I was dealing with alot of aspects I will take better care in the future.

Have a great day
Charles
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09-16-2010, 08:45 AM,
#43
 
Quote:Originally posted by Zurke


- The towers on the outer wall are doubled up or duplicated in place. I have removed the duplicate on a couple of them south of RiversideSE. I am not sure how many more are that way or how easy it is to remove the duplicates. By hand could be very time consuming.

[..]


The NPC and the door for 0369 are still out side the gate below the temple district. I could not figure out how to get them where I needed them. When I cut the renders I got warnings. Sandor could you explain how I get them located within RiversideSE?

Have a great day
Charles

The towers have to be replaced by single piece models (StExHlaScWallTower). The model was made before I updated the textures, perhaps TID could have look at it.


For 0369.
Make notes of the reference editor ID's.
Delete the door link, door, 2 X-markers and the NPC.

Create two new X-markers in the SE district (patrol route), place the NPC (on top of the patrol start) and door. Add the Ref. EDID's (3) and append e.g. '01'.

Update the AI of the NPC using the new Ref. EDID.
Update the script for the 'StHmScc0369LostBody' quest made by Hegemege.



I checked 0368.
The interior tiles are slightly misaligned (minimal), in-game it looks okay.
To make it perfect make sure the position coordinates end at 'xx.00'.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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09-16-2010, 09:52 AM,
#44
 
Thanks Smile
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09-16-2010, 10:03 PM,
#45
 
Hi Sandor Smile

I have an update.


StZKSCGatesv1.1

Created:

StExHlaCityWallGate01 (morrowind)
StExHlaCityWallGate02 (Slums District)
StExHlaCityWallGate03 (Riverside District)
StExHlaCityWallGate04 (Eastside District)
StExHlaCityWallGate05 (Downtown District)
StExHlaCityWallGate06 (Riverside Pathway)

Replaced:

'StExHlaCityWallGate' within 'SilgradcityRiversideSlumsPathway'

0,-22
3,-22
-3,-21
-6,-20
-6,-22
-7,-22
-8,-17
-8,-18
-14,-17
-14,-18
-16,-18
-16,-21
-16,-20
-17,-20

Replaced:

'StExHlaCityWallGate' within 'SilgradcitySlums'

-14,-18
-16,-21
-16,-20
-16,-18

Replaced:

'StExHlaCityWallGate' within 'SilgradcityRiversideNW'

-6,-20
-8,-18

Replaced:

'StExHlaCityWallGate' within 'SilgradcityRiversideSE'

-3,-21
-7,-22



StZKSCC0369Updatev1.1

Cut Renders:

StHmScc0369PatrolStart
StHmScc0369PatrolEnd
StHmScc0369MindlynRef

Created References:

StHmScc0369PatrolStart01
StHmScc0369PatrolEnd01
StHmScc0369MindlynRef01


I changed StHmScc0369LostBodyScript to include new references.

I used Havoc to drop the bodies in the morgue.

I had to add some quest related references and topic references.


I play tested it and it appears to function as created.
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09-17-2010, 06:01 AM,
#46
 
The files have been merged. Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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09-18-2010, 12:35 AM,
#47
 
Thanks Sandor. Here is another update.


Created StExHlaScWallTowerLoaddoor.

I replaced the existing towers within SilgradcityRiversideSlumsPathway and STLand, which have the multiple tiles, with StExHlaScWallTower.

3,-22
3,-23
-1,-19
-3,-23
-7,-18
-7,-23
-8,-17
-8,-22
-9,-17
-11,-17
-11,-21
-12,-17
-13,-17
-14,-17
-16,-17
-16,-21
-17,-20
-17,-21
-17,-22

Have a great Day
Charles
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09-18-2010, 04:34 AM,
#48
 
Quote:Originally posted by sandor
The towers have to be replaced by single piece models (StExHlaScWallTower). The model was made before I updated the textures, perhaps TID could have look at it.
I *think* we may already have suitable models, but let me get back to you on that. Smile

Also, I probably owe an update. I unfortunately did not get much of a chance to proceed further with what I had before, but I can post the most recent ESP/send it whenever you want it. All of the walls that separate the areas should have been placed. Some of the buildings are placed (with suitable ambience), and I was playing around with the market area. The temple will be a priority area.
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09-18-2010, 07:15 AM,
#49
 
Quote:Originally posted by TheImperialDragon
Quote:Originally posted by sandor
The towers have to be replaced by single piece models (StExHlaScWallTower). The model was made before I updated the textures, perhaps TID could have look at it.
I *think* we may already have suitable models, but let me get back to you on that. Smile
The model is fine just the texture looks different from the assembled model (just check the towers in the ST land).


Quote:Originally posted by TheImperialDragon
Also, I probably owe an update. I unfortunately did not get much of a chance to proceed further with what I had before, but I can post the most recent ESP/send it whenever you want it. All of the walls that separate the areas should have been placed. Some of the buildings are placed (with suitable ambience), and I was playing around with the market area. The temple will be a priority area.
I think it's a good idea to merge your esp, please send/post it.

@Zurke
I'll merge the file.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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09-19-2010, 01:12 AM,
#50
 
Quote:@Zurke
I'll merge the file.

Good. It will help to understand how the area is being shaped. I didnt want to start heading south until I knew more of what TID had done. Thanks Sandor.

I have another update.

StZKSCSlumsPathwayv1.1

I completed more landscaping whithin the SlumsRiversidePathway, on the Slum side.

I think the area should be generally complete. Sandor spoke of parks in some of the open areas in the Pathway and maybe some lights at the gates? These and any other ideas will still need to be completed.

Detailing whithin both the slums and riverside will also be needed.
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