City Claim: Karthwasten - Claimed by Praedator

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Worsas » Sun Feb 26, 2012 9:18 pm

Looks like thorough work here. Good job! :)

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Sun Feb 26, 2012 9:28 pm

Thank you, I needed the distraction :)

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Lestat DeLioncourt » Mon Feb 27, 2012 8:15 am

I really like your work on Karthwasten. Great job, mate
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Mon Feb 27, 2012 10:00 am

Lestat DeLioncourt wrote:I really like your work on Karthwasten. Great job, mate


Thx Lestat! I offer complete cities :D

I think it is best when a citymodder also posts his/her view on the designations, to have the best product. Quite a few ints might still be changed, it is just what I had in mind.

Furthermore I think it is good for the NPCers to have the overview, and for interior claims to have a designation/story on what to make.

I did the designations according to the accepted view on the city as discussed in the concept, I used this to design every part of the city in te first place, so it should be coherent and well thought through.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Wed Feb 29, 2012 6:18 pm


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Re: City Claim: Karthwasten - Claimed by Praedator

Postby TerrifyingDaedricFoe » Wed Feb 29, 2012 7:14 pm

Looking great!

Picture 21 reminds me of Arena towns with the long row of single storey buildings.
Tes96 wrote:By the Silver Caverns, what exactly is a heightmap?!

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Scamp » Wed Feb 29, 2012 7:22 pm

http://1.bp.blogspot.com/-9o46RwtkBkE/T05iYQZY_EI/AAAAAAAAAXA/e-kqg3EiQdU/s1600/ScreenShot+20.jpg street does look a bit empty, to be perfectly honest. However, since the latest clutter-discussions on the P:C forums, I am dealing carefully with speaking that out loudly.
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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Wed Feb 29, 2012 7:40 pm

Scamp wrote:http://1.bp.blogspot.com/-9o46RwtkBkE/T05iYQZY_EI/AAAAAAAAAXA/e-kqg3EiQdU/s1600/ScreenShot+20.jpg street does look a bit empty, to be perfectly honest. However, since the latest clutter-discussions on the P:C forums, I am dealing carefully with speaking that out loudly.


I agree with that on this shot, I still plan to do a last cluttering touch, mainly to break lines.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Worsas » Fri Mar 02, 2012 1:41 pm

a small note aside for Lestat or whoever will review this:

Following a request of Praedator i changed the floor-beams of all balconies so that they are flat to enable praedator to place rugs on them as you can see here:
http://1.bp.blogspot.com/-4b68szj0Ajc/T ... hot+32.jpg

You need those modified versions first to be able to review this. I pushed them to dropbox days ago, btw.

Edit: You may need to fix scamps exterior claim afterwards, since he used the floorbeams himself without the modification:
http://img41.imageshack.us/img41/4116/scampshot13.jpg

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Worsas » Sun Mar 04, 2012 11:52 am

Hey Praedator,

I wonder if we should also prefer com- or nord-lanterns around working places and smithies like these:
http://2.bp.blogspot.com/-eUiufiA9fgE/T ... hot+19.jpg
http://2.bp.blogspot.com/-4Ib__blIqdM/T ... hot+17.jpg

It's not that I wouldn't think that that is where the brass-lamps are from (except they are cold-hammered which is also likely (cold hammering is often done by goldsmiths within house-workshops)). I'm just wondering how to make those lamps appear a bit more worthwhile.

I wonder if you could moreover deliberately replace single brass lanterns with other lanterns in a few locations. For example you could replace one of the lanterns on the followiing screenshot with a com-lantern or so to break things up.
http://1.bp.blogspot.com/-_uKVQIe-wgQ/T ... hot+31.jpg
It would just be a little touch-up and nothing else to an otherwise already pretty amazing and finished piece of exterior-work.

Sorry for swamping you, though. You know that I'm always up for that bullshit :D

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Sun Mar 04, 2012 12:27 pm

Worsas wrote:Hey Praedator,

I wonder if we should also prefer com- or nord-lanterns around working places and smithies like these:
http://2.bp.blogspot.com/-eUiufiA9fgE/T ... hot+19.jpg
http://2.bp.blogspot.com/-4Ib__blIqdM/T ... hot+17.jpg

It's not that I wouldn't think that that is where the brass-lamps are from (except they are cold-hammered which is also likely (cold hammering is often done by goldsmiths within house-workshops)). I'm just wondering how to make those lamps appear a bit more worthwhile.

I wonder if you could moreover deliberately replace single brass lanterns with other lanterns in a few locations. For example you could replace one of the lanterns on the followiing screenshot with a com-lantern or so to break things up.
http://1.bp.blogspot.com/-_uKVQIe-wgQ/T ... hot+31.jpg
It would just be a little touch-up and nothing else to an otherwise already pretty amazing and finished piece of exterior-work.

Sorry for swamping you, though. You know that I'm always up for that bullshit :D


I will go over it again at the end, and replace with Nord and Com Lanterns here and there.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Scamp » Sun Mar 04, 2012 12:40 pm

Worsas wrote:Sorry for swamping you, though. You know that I'm always up for that bullshit :D


Sorry for saying this, but a Worsas should stop criticising his own criticism all the time. :P
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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Worsas » Sun Mar 04, 2012 3:28 pm

You would right, Scamp. On the other hand, you haven't seen the whole rest of the iceberg (improvement-suggestions and such I already had for Praedator)... :D

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Sun Mar 04, 2012 3:47 pm

Worsas wrote:You would right, Scamp. On the other hand, you haven't seen the whole rest of the iceberg (improvement-suggestions and such I already had for Praedator)... :D


What about Worsas, as my psyche is crazy I cannot help that...

And as I mentioned in the blogpost is that these screens are of a near ready product.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Tue Mar 06, 2012 1:24 pm

As Karthwasten is an old mining community I foresee a mine to be build bordering the most NE cell of tye city claim, where the mesa ends in a slopy hill. I have a road that leads there already, next to a clearcut of trees.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Worsas » Tue Mar 06, 2012 2:02 pm

Praedator wrote:As Karthwasten is an old mining community I foresee a mine to be build bordering the most NE cell of tye city claim, where the mesa ends in a slopy hill. I have a road that leads there already, next to a clearcut of trees.

Sounds good to me. I was hoping lestat would answer to your question regarding the involvement of a mine btw., but he does not seem to be reading in here lately.

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Lestat DeLioncourt » Tue Mar 06, 2012 4:07 pm

Worsas wrote:a small note aside for Lestat or whoever will review this:

Following a request of Praedator i changed the floor-beams of all balconies so that they are flat to enable praedator to place rugs on them as you can see here:
http://1.bp.blogspot.com/-4b68szj0Ajc/T ... hot+32.jpg

You need those modified versions first to be able to review this. I pushed them to dropbox days ago, btw.

Edit: You may need to fix scamps exterior claim afterwards, since he used the floorbeams himself without the modification:
http://img41.imageshack.us/img41/4116/scampshot13.jpg


Thanks, I'll take care of that when I make the review

@ Praedator

The mine will be there, thanks for the info mate.

I read those threads daily, but usually I don't write a comment every day..sometimes I plan to write a comment later, but then I forget
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Thu Mar 15, 2012 10:54 am

At last Karthwasten has finished!

Due to moddingblock/incertainity I have only cluttered one small bordering cell a little, so not complete but ready to be joint and altered to match surrounding cells.

I have added the used new meshes and textures in their usual folders.

Happy reviewing...

I will make another set of screens and a video tonight.
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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Scamp » Thu Mar 15, 2012 2:03 pm

Caution: File is corrupted and doesn't contain landscape terrain; Confirmed by Praedator. He's working on fixing it. (Looked great other than that, though!)
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Re: City Claim: Karthwasten - Claimed by Praedator

Postby Praedator » Thu Mar 15, 2012 5:06 pm

I have solved the missing mesh, cleaned the file, but cannot remove a dependency on this pc.

There is a dead body of a murdered merchant in poor quarter, and a dead body of a murdered nord in Redguard quarter.

A small cell to NW of clai is not cluttered fully, as it will be joined with Lestat's style of cluttering, and I had a moddersblock, so I give up on that. Also I am not sure on the cluttering atop the cliffs, so I left it as it is easy to adapt. However I would appreciate a possible walkway on them along the whole west side, from poor quarter to resources quarter.
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