It sounds like another one of your mods has moved either the placement of the lamp or the fire asset, most likely in the Creation Kit level editor. My mod only smooth's out the bowl and rope, no edits were made to the size or position of the mesh. Have you checked if the issue is present without my mod installed i.e. using the vanilla mesh?
Is this what you are referring to? - Screenshot This is all clipping I could find in the Helgen cave (embers protruding slightly on the outside of the lamp), but as you can see, it is also present with the vanilla mesh. Keep in mind that the embers are a separate asset from the lamp, so when putting a level together the level editor needs to manually place the embers inside the lamp. If they did not align it perfectly in the Creation Kit you will get these clipping issues. Unfortunately, there is nothing I can do about that with only a mesh replacer. To fix it you would require a plugin that moves the embers to align it with the lamp model. Hope this makes sense.
So anything with the words High Poly grabs my attention! LOL
Forgive my ignorance, I have been modding this game more than playing it. Two" vanilla cave lamp assets, I don't understand the meaning here, as in there are only two of these in the game, or two styles through out the game?
There are only "two styles" through out the game. Or in other words, there is only two "cave lamp" assets / meshes (cavelamp_01 and cavelamp_02) in the game files. These are the only ones used throughout the game world, with probably hundreds of these assets placed in game via the level editor. By replacing these two "base" meshes in the game files, it alters every single one of the hundreds of assets placed in the game world.
Yes those are the two texture files used by this mesh. I'm making use of Skyland AIO in my in-game screenshots and vanilla textures in the wireframe NifSkope screenshots.
This is great! But in the spirit of constructive criticism, I think there might be room for tweaking cavelamp01... :) 1) The poly count on it is very high. Some of that is unavoidable, because you're going for a smoother, round bowl shape. But I wonder whether the ropes could not be optimised some? In particular, I think some of the curves on the rope, where it bends inwards, instead of being stretched straight between two contact points, could probably be eliminated, which might decrease vertices and improve the look. 2) The RCI version has what is meant to be one end of the rope tucked above and away around the rest. Your mesh has kind of a thinning out, that looks like that rope end was glued onto the rest.
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Is there any way of doing something more like the RCI "tucked away" thing? 3) If you do any rework on the ropes, I think they might also benefit from being somewhat "fatter". They look a bit flat upon close inspection.
Mind you, these are all really nitpicky things. I should reiterate that the results are already lovely :)
Hey Sensei. Constructive criticism is always welcome. I appreciate getting your input, it makes me look at the mesh from a fresh angle and I actually agree with you. The rope could use some reworking and optimizing. Definitely something I'll keep in mind for the first update. Thanks for your support and advice.
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This is all clipping I could find in the Helgen cave (embers protruding slightly on the outside of the lamp), but as you can see, it is also present with the vanilla mesh. Keep in mind that the embers are a separate asset from the lamp, so when putting a level together the level editor needs to manually place the embers inside the lamp. If they did not align it perfectly in the Creation Kit you will get these clipping issues. Unfortunately, there is nothing I can do about that with only a mesh replacer. To fix it you would require a plugin that moves the embers to align it with the lamp model.
Hope this makes sense.
So anything with the words High Poly grabs my attention! LOL
Forgive my ignorance, I have been modding this game more than playing it. Two" vanilla cave lamp assets, I don't understand the meaning here, as in there are only two of these in the game, or two styles through out the game?
How many of these cave lamps are in the game?
THANKS
Or in other words, there is only two "cave lamp" assets / meshes (cavelamp_01 and cavelamp_02) in the game files. These are the only ones used throughout the game world, with probably hundreds of these assets placed in game via the level editor.
By replacing these two "base" meshes in the game files, it alters every single one of the hundreds of assets placed in the game world.
The screen shots look really nice! Like I said High Poly grabs my attention! LOL
THANKS for making this, keep up the great work!
Thanks a bunch for taking down another eyesore <3
Just one thing, on the 5th screenshot the UV map of the edge of the bowl looks broken. ;)
Now I'll have to FYX that ;)
Edit: Anyone know what textures these use?
Edit 2: In case anyone else wants to know, it's textures\clutter\caves\caves_lamp01.dds
Yes those are the two texture files used by this mesh.
I'm making use of Skyland AIO in my in-game screenshots and vanilla textures in the wireframe NifSkope screenshots.
This is great! But in the spirit of constructive criticism, I think there might be room for tweaking cavelamp01... :)
1) The poly count on it is very high. Some of that is unavoidable, because you're going for a smoother, round bowl shape. But I wonder whether the ropes could not be optimised some? In particular, I think some of the curves on the rope, where it bends inwards, instead of being stretched straight between two contact points, could probably be eliminated, which might decrease vertices and improve the look.
2) The RCI version has what is meant to be one end of the rope tucked above and away around the rest. Your mesh has kind of a thinning out, that looks like that rope end was glued onto the rest.
3) If you do any rework on the ropes, I think they might also benefit from being somewhat "fatter". They look a bit flat upon close inspection.
Mind you, these are all really nitpicky things. I should reiterate that the results are already lovely :)
Constructive criticism is always welcome. I appreciate getting your input, it makes me look at the mesh from a fresh angle and I actually agree with you. The rope could use some reworking and optimizing.
Definitely something I'll keep in mind for the first update.
Thanks for your support and advice.
Now let's wait for improved oil lamp traps, Potema's summoning altar and other cave-themed :)
Wolfskul Altar
The quality of your models is higher.