02-25-2010, 07:57 PM
At a push, we can use the SI root models for those roots but the idea of having arches and portal-like growths may have to be modelled individually, especially where they spread out from below.
Yes, I like the religious theme as well and I'd be particularly happy to see a Mayan-like temple of the type described by Deeza. The arched tunnels sound good to me too! Have you seen what Shadowgame has been working on: The Hist Temple ? I was hoping that the temple models he's creating here can be used in conjunction with the temple you're planning to create, so that may be worth bearing in mind as I'd hoped to use some of SG's work in here as well.
...but here's my main bone of contention with the 'temple in the centre' idea: I'm still not sold on the idea of having this as 'Helstrom'. Helstrom should have all of the temple stuff in there but I still like the idea of having Helstrom out in the open...and it would be Helstrom that contains most of the religious stuff relating to the Hist. This here settlement would act as a Murkwood stronghold and, as such, would not be so grand or vast as the capital city itself.
Therefore, I say work on the temple as you were but, in modding terms, I'd only use the temple model in Helstrom. The light effects you describe may surround the treasured Hist saplings instead. Light motes may dance around them high up and rays of light can shine on them whilst you walk the boards of the fishing/egg/Paatru bathing areas at the bottom.
I support Deeza's ideas of having homes wedged into the trees though and the buttress-roots approach being used. Those 'hanging homes' you were designing would be great for the Sarpa so a hollow trunk of some kind would enable access further up for Argonians.
It would act as a kind of breeding-ground/battle station/home but I'd quite like to see a circular building that looks like a semi-opaque bubble but actually serves as a communal drinking pit.
Yes, I like the religious theme as well and I'd be particularly happy to see a Mayan-like temple of the type described by Deeza. The arched tunnels sound good to me too! Have you seen what Shadowgame has been working on: The Hist Temple ? I was hoping that the temple models he's creating here can be used in conjunction with the temple you're planning to create, so that may be worth bearing in mind as I'd hoped to use some of SG's work in here as well.
...but here's my main bone of contention with the 'temple in the centre' idea: I'm still not sold on the idea of having this as 'Helstrom'. Helstrom should have all of the temple stuff in there but I still like the idea of having Helstrom out in the open...and it would be Helstrom that contains most of the religious stuff relating to the Hist. This here settlement would act as a Murkwood stronghold and, as such, would not be so grand or vast as the capital city itself.
Therefore, I say work on the temple as you were but, in modding terms, I'd only use the temple model in Helstrom. The light effects you describe may surround the treasured Hist saplings instead. Light motes may dance around them high up and rays of light can shine on them whilst you walk the boards of the fishing/egg/Paatru bathing areas at the bottom.
I support Deeza's ideas of having homes wedged into the trees though and the buttress-roots approach being used. Those 'hanging homes' you were designing would be great for the Sarpa so a hollow trunk of some kind would enable access further up for Argonians.
It would act as a kind of breeding-ground/battle station/home but I'd quite like to see a circular building that looks like a semi-opaque bubble but actually serves as a communal drinking pit.