- Koniption - 09-25-2009
Yo sHAdowgAme,
Spikes would actually be a good idea and they look good in the screenshot, but since we're gonna be using probably a lot of these architecture pieces to form a maze (mazes can get pretty crazy), don't use too many spikes on each piece. I looked at the screenshot and from what I can tell, it seems the spikes are three-sided (good), but they are three layers tall when they could be only one height tall to save on performance. If they are cut down to one layer high, you can probably keep the # of spikes you have for each architecture piece as they are now.
Later when finished, collision on the pieces will be the main determining factor on keeping the player off the tops of them.
Thanks for working on this for us, btw. It's a big help. =)
Koniption
- Ibsen's Ghost - 09-25-2009
It's looking pretty kewl! =)
- Lady Nerevar - 09-25-2009
another alternative would be to make the spikes separate meshes (in groups of 10, maybe), sort of like ayleid crystals. that way they can be placed modularly wherever you want them and you dont have to make duplicate meshes just for the spikes (keeps filesize down).
- zaneeba_slave - 09-25-2009
are those spikes or blades of grass? I think it would be cool to have grass and such growing from the top of the walls. Thats just me, though.
- sHAdowgAme - 09-26-2009
today's progress
- Ibsen's Ghost - 09-26-2009
Wow! That's coming along beautifully. I'm so glad you got the gargoyle-like heads on top. Btw, LN's idea of making the spikes (or grass?) a separate mesh sounds like a good one if you need variation. Talking of which, any vines and so on that curve around the frame of some tiles could also be added at some point....perhaps another modeller could help you with that as you work on the main frame...but I'm hoping to put most of the Hist temples in jungle-like areas so having parts of them overrun with undergrowth would be pretty sweet. Fortunately, some of the SI models work especially well here.
- sHAdowgAme - 09-26-2009
The spikes are modular, but I am going to re-work them to make them look more like stone and cut their budget down, as koniption suggested. I plan on adding vines and roots at some point too. Every piece of the tile will have 2-3 versions with varying damage and weathering, with roots breaking though them every once and a while.
- sHAdowgAme - 09-28-2009
9/28
sorry progress is slow. I am trying to acquire a maya licence.
The peices in the corner are LoD meshes. I dont know if I need to model those too, or if the game generates them. Anyone know this?
- Koniption - 09-29-2009
Quote:Originally posted by sHAdowgAme
9/28
sorry progress is slow. I am trying to acquire a maya licence.
The peices in the corner are LoD meshes. I dont know if I need to model those too, or if the game generates them. Anyone know this?
If by LoD meshes, you are referring to the meshes that the game engine switches too for viewing the stuff in the far distance - yes Oblivion uses such a thing. The LoD meshes for Oblivion are always lower poly versions of the originals, and they are denoted in Oblivion's meshes folder with a "_far.nif" extension, with the name prefix being the same for both the original mesh and it's corresponding LoD mesh.
Example:
Original mesh name: templewall.nif
LoD mesh name: templewall_far.nif
Koniption
- sHAdowgAme - 09-29-2009
But I was wondering weather they LoD meshes are generated by the game engine, or if I should be making them as well.
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