Oblivion landscape generation
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01-09-2006, 11:11 PM,
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Hmm, now you got me curious. Depending on how easy generation will be, do you think it could be possible for a generated outline of the entire extirior to be made by the core team before you let it out to the claimers? If doing so is simple enough with the new editor, it may help in keeping consistancy.
Im not sure how the prcoess went for MW, but I would think there would have been alot of height problems and "sewing" to be done to make everyone's extirior tiles fit? |
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01-09-2006, 11:48 PM,
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Caligula Superfly: Yes, I imagine drawing out a huge, blank canvas will be one of the first things we do, just to get the scale in order between the main .esp's. I think it's hard to speculate too much about it right now though. Once the game is in our hands I bet the best solution will become clear, whichever it may be
¤ 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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01-09-2006, 11:48 PM,
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I don't think the sewing was too time consuming or much of a pain to accomplish, but now I'm curious as to how the OB CS will work this out. I do not see it as becoming much of a problem, as the devs probably did notice it if there was one. We can't really make that decision until we see the CS.
Anywho, I'm hoping for something similiar to the MW CS so that we can easily combine all of the claims. -NR |
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01-11-2006, 07:35 PM,
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RE: Oblivion landscape generation
Hi 1999 and welcome to Silgrad Tower!
:wave:
Lord Voryn Dagoth,
Dagoth Ur |
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01-13-2006, 09:54 AM,
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Well, from what you have said, I suspect that you will be able to initially generate the entire landscape 'au naturel' speedtree-wise and then, chip away at it/drop things into it, to create the mortal and god-made works - always remembering that the fabric and influence of any building is likely to extend beyond its visible above ground parameters.
But then I had a thought (one that the devs may not yet have considered): what if you can take an 'artificially altered' (by buildings, whatever) site, and speedtree it back to nature? That would be a way to create entire ancient and recently ruined cities - a fine location for questing and adventure. I expect that this is an approach that will need to be tried before you know whether it will be useful. And ty to you both - Razorwing and Dagoth Ur for the welcome! I am so excited! :bounce:
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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01-13-2006, 10:49 PM,
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That sounds really good. But at the same time, if it were to work, then there would be trees and such that would be in places that they shouldn't be. Nothing that a little editing couldn't fix. :yes:
I think that if you use the generation tool, it will probably just swipe clean the entire area that you edit, and replace the area complete. But as you said, it will definately need to be tried first. It sounds like it would be a very cool idea to use. Oh yeah... I'm sorry. :bash: Welcome to this wonderful world of ST! -NR |
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01-14-2006, 10:39 AM,
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i was thinking the forest create's itself so.. can't we just replace the trees by those muchroom trees ?(
i will gladly sacrafice u 4 oblivon
(im still traying to bark dont worry) |
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01-14-2006, 10:49 AM,
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It might be an idea to look out for some kind of masking too then - unless speedtree (which can create mountains, and therefore rocks) can also create ruins?
:] and ty fer th' welcome too. Be interestin to see if that's possible for the Telvanni areas.
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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