Deepen moor progress notes
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02-14-2008, 05:14 PM,
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I would actually greatly prefer waist height. I just always assumed I has to hold the height +- the same.
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02-19-2008, 02:57 AM,
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Well, large square meshes with collision would be preferable to changing the height of the land because it takes more memory. I'll go into more detail tomorrow to show what I mean.
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02-19-2008, 03:10 PM,
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Quote:Originally posted by TheImperialDragonI agree because it will affect the bordering areas as well (unintentional). After removing these contaminations you'll see rips on the borders between the affected areas. In this case it would be a lot of work. EDIT To be very clear it's not my responsibility to fix these errors. Often the bordering land (Silgrad area in this case) will lowered causing a lot of floating objects.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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02-19-2008, 09:22 PM,
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Alright, refer to the diagram (I know it's a little messy):
Ground in brown Water in blue Static mesh in red muck layer in green Each of the static meshes will be one square cell in size. In TES3, the muck layers were always just below the surface of the water. For TES4, I suggest placing them just above the water. We have a lot of options because we can always change the texture or the mesh of the muck layer to make it look neat. These would be one square cell in size. The LOD would have to be done so that it doesn't appear below the water's surface. As we approach non-boggy water, we might want to use muck sheets with partial transparency. What do you think. |
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02-20-2008, 12:18 PM,
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That is fine by me, but I would assume the meshes wont be 100% flat, but instead a few variations with minor hieght difference?
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02-20-2008, 12:26 PM,
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Quote:Originally posted by kingevil A flat mesh would be really easy to make, but a very few minor variations in height would be better. You would have to manually raise the land for new islands. |
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02-20-2008, 12:41 PM,
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For as far as I know minor variations can simply be done by making a flat mesh, subdivide a few times and then a bit of noise on all polygons exept the outer ones. But I'm no expert.
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02-20-2008, 02:37 PM,
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Quote:Originally posted by TheImperialDragon Hopefully what I ask and say won't affect your ideas in a negative way (cause more work) But are you refering to the static "SCUM" ,meshe when you speak of "muck" if so, in TES3 it was on top of the water not below the BC_muck.tga land texture did not have a preset, it could be anywhere low line areas of land, typically around the "MUCK FIELDS" or SCUM Meshe but had no set place above or below the water line Enjoy Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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02-21-2008, 11:32 PM,
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Quote:Originally posted by bob196045 In Deepen Moor, the scum layers were above the water. Not in the Bitter Coast and other locations, I should have distinguished. I took a screenshot of the water layer just above the scum mesh. Yes, I meant the SCUM layers. I don't think they have any set name though. They're muddy, that's what counts. Quote:Originally posted by bob196045 What do you mean by that? |
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02-22-2008, 12:15 AM,
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My crude old mucksheet could sure use a makeover
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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