Tree Development
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07-05-2010, 10:49 PM,
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No, that's almost exactly the sort of organics I'm really not doing well! Please go ahead with the Marsh Poppy.
I meant that I may try to model the trunk and roots of the "Sleepy Hollow" tree at the same time as doing the upper part in speedtree.
Morcroft Darkes
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07-05-2010, 11:07 PM,
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Quote:Originally posted by morcroft Ok. I understand now. Thanks for clarifying! Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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07-14-2010, 08:55 PM,
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A couple of pretty sexy Murkwood concepts for you, morcroft! I particularly like the first one - the Angel Oak. A slightly thicker canopy and maybe not quite so low to the ground and it's pretty much spot-on. However, they do remind me a little of Koniption's mossy trees. I think the ultimate difference is likely to be the gnarliness of the trunk. The second one is appreciated for its spindly droopiness! =)
I'll happily let you go with your instincts on this though (scary trees can take many forms!) but these may come in useful all the same...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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07-14-2010, 09:02 PM,
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http://www.imperial-library.info/sites/d...-marsh.jpg
A new picture of Black Marsh that was actually made by Bethsoft themselves.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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07-14-2010, 09:24 PM,
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Oooh, droopy and gloopy! :yes:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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07-15-2010, 01:12 AM,
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Oooh, I really like that Angel Oak. Looks like something I'd like to play on, lol.
Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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08-18-2010, 02:56 PM,
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Discussion continued from Sarpa/Garuda Architecture .
Hmmm, that's a difficult option in terms of region generation. You'd basically have to hand-place all of the speedtrees over the top of the static models which really ramps up the landscaping time. That wouldn't be so bad as long as the scary trees weren't in tremendous abundance and the speedtree models themselves were very easy to place within the static. Then you could just keep on duplicating as you go.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-18-2010, 03:44 PM,
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KP and I were investigating whether we could get the nif model used for the speedtree collision to show in-game, avoiding this whole problem, but without luck.
I think the best option is that I make the best Speedtree-only tree I can, including trunk, which you region-gen. KP makes a really scary trunk, possibly including some "dead" branches and roots that stick out interspersed with the "live" (and wind-aware) speedtree branches. You distribute the statics around less liberally during landscaping - covering only one speedtree in five say. There's consistency of look from the Speedtrees, plus the nice ancient-looking trunks for variety and mood-enhancement. If you're not using too many of the static trunks then KP can be a bit free with the polycount, and maybe have a more complex collision for low branches as well. I think placement would be fairly easy: the static trunk model should be made to fit around the speedtree trunk at the bottom and taper inside it at the top. As long as the join's fairly high it shouldn't show. I think.
Morcroft Darkes
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08-18-2010, 04:11 PM,
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Sounds like a plan. :yes: Have you cleared this with Koniption?
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-18-2010, 04:36 PM,
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Discussed - not agreed as such. On the plus side, at least if I can get the trees done you can region-gen with them if KP's too busy to do the modelling right now.
Morcroft Darkes
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