[Rift Ext Claim 14]The Redwood Forest |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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[Rift Ext Claim 14]The Redwood Forest |
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Alright, got an alpha of my work on the redwoods uploaded. I'm placing
everything by hand, so alchemical ingredients and small rocks aren't
really down yet in areas that I've worked on, those are for the very
end. Overall I'm about 20% done I would say. To get to the area, just
console 'cow Skyrim 67, -5' and that should drop you in the middle of
the forest. Take a look around, tell me on what I can improve and
report any bugs that you might find. Also I'm interested in knowing if
you were "entertained" while going through the forest, and if so what I
did right. Also while walking along the roads, was I able to create the
effect that the forest is closing in on the player?
I'll upload worthwile screens sometime later.
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12.02.2007 18:12 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Nice! I love the way you enter the area through the log with all the
mushrooms in, and it does feel a bit like the forest is closing in on
you - the winding path made it quite easy to get slightly
disorientated. |
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12.02.2007 21:39 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I'll have a look through tommorrow. I don't really have time now, as I
am going offline in a minute but I look forward to it nonetheless. |
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12.02.2007 22:37 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Thanks Alasdair, I'm really pretty proud of that hollowed log
I'm also thinking about having some old hermit that lives inside a
hollow log. I think I'm going to add in some more big rocks in the
bends of the path to make it seem more like its closing in, and
probably some more underbrush. |
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13.02.2007 01:24 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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It's really cool, particularly the fort and the log you enter in but I noticed a few things that didn't make sense.
-There is such dense tree canopy that there is no way anything (except
maybe a few mushrooms) would survive on the ground and you have grass
everywhere.
-You have redwoods on top of the rocks, I figured this was for cliffs
but I don't think a redwood would be able to grow that large on top of
ground that rocky because the roots wouldn't have anywhere to go the
tree would get too heavy and topple.
Others then those things I love it. I hope you make it so you can get lost in there. Looking forward to seeing the next version.
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13.02.2007 21:27 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Thanks, Liquid Cheese, now to your concerns.
-For the most part there will only be mushrooms as alchemical
ingredients available (with a few exceptions). Really though when
you're in full day light the forest doesn't seeem that dense at all--
that's kind of my justification for the way it is now.
-I never really thought about that, other tree types in Oblivion,
though much smaller, still do it. Also I figure since there is grass on
top it may be a bit deeper in places. Either way though the trees on
top of rocks are smaller. If I didn't have trees on top of the rocks
there would be massive holes in the canopy, and it would really take
away from the feeling overall
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14.02.2007 00:31 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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14.02.2007 11:10 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Hey Richard, I took a look around and everything looks pretty good.
Really only two things that must be done, both of them involving tree
scale:
-Scale the trees up some, none of them really appear to be above a 1.00
scale, where as I have trees in the rest of the forest that can be as
large as 3.50. You don't need to make them quite that large, as
naturally some of the larger ones would be felled to construct the
town. But make them a bit bigger all the same (except along the
riverbank).
-The tree that the fallen log is leaning against seems like it might be
tipped over by the log's size, make the tree a bit bigger
Here are a few ideas just about the town in general, by no means do you have to do them, as these are for the town, and that's your claim
but I think they would look good all the same. so take what you like, and ignore what you don't care for
-maybe use the spiked Kvatch barricades in certain places around the
edge of town and near the Chieftain's home, just to give the village a
generally more barbaric feel
-maybe throw some more clutter on the edges of the streets; crates,
broken barrels, refuse on the ground, again to give the town a messier,
more rugged and medieval feeling
-perhaps have the entrance to the forest table and the middlehouse01
face towards the center of town, as for defensive purposes entrances
would likely be set up in a ring around the middle of town
-I know that its not in the resource file yet, but I'm sure we can work
something out, it would be cool if you set up a watchtower made from
cow's palisade tileset on the high ground near the Chieftain's home, it
would really make the place seem like a Nord village prepaired to fend
off marauders at a moment's notice.
-put some braziers near the Chieftain's home (the tall ones in the
Windhelm set would be cool), and throw some small misc fire pits around
town
-connect the dirt path to the well
What I really liked:
-the Chieftain's home on high ground, and how you made the cliff like
face on the edge is a nice touch. The Chieftain should be able to have
a good view of his village
-the large firepit in the center of town, its a nice central meeting
place for the people to gather after a hard day's work (maybe we could
have a holiday where they all party/feast around it)
-the log leaning against the tree
-the forest in general (though the trees need to be bigger :p)
As for your comments about roads, I'll see how adding rocks to your
side of the bank looks, its not as steep as my side though, so the
player may be able to get over the rocks anyway. I'm going to leave
some beaches, but I'll set up barricades on some of them, and have
nasty slaughterfish in the river. I'll connect my roads to yours as
soon as you're prepaired to finalize the esp, for now I've got my hands
full with the southern bank. I've got the intersection covered already,
and the south road will be able to come in where the map recomended, I
used my fort claim to construct a worn out old bridge (figured it might
as well do something strategic), so everything should be able to work
according to the map. Whew, that was long winded
(sorry about the list format, I know it seems overly formal and a bit
detached, but its just easier for me to keep track of my thoughts) This post has been edited 1 time(s), it was last edited by Siegfried: 16.02.2007 03:02.
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16.02.2007 00:05 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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16.02.2007 05:02 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Ok cool, btw if you like the way the buildings are facing that's fine
I was just throwing out ideas, its your claim so which of them you use is up to you.
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16.02.2007 22:57 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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A small update, but I need some help here. I hacked out some terrain
from the file refs using the details section in the CS because I had
gone over my boundaries. Now I have terrain ripping in a few cells that
I hacked. The odd part is that I didn't have the ripping in the file I
uploaded here. Its around cell 64, -3 if you want to take a look. I'd
really appreciate it if someone who understands how the CS works better
could explain what I did wrong so I can fix things. If I have some kind
of a terminal bug it should be OK, since I backed up before the current
bug showed up, but I'd still prefer not to lose my work.
Here's the file:
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17.02.2007 06:33 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by Siegfried
A small update, but I need some help here.
[...] |
Try this file:
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17.02.2007 14:31 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Hey thanks Alasdair, it works great!
@Richard:
I looked through, its comming along very well, but I have a few
questions. Are you going to put a fire in the firepit at the center of
town? and are you going to put an animal in the pen? Are you going to
do anything with those shrine retextures that TOYB made? If not would
you mind if I used them elsewhere in the forest?
Things that need to be done:
-make the redwoods even bigger still if you could get some between
2-2.5 that would be good, and scale a few of the smaller ones up
between 1.1-1.5.
-do a run through to check for floaters, I recall a few floating mushrooms, shelf-type ones in particular.
-add some variation to the clothes of the guards, as of now they only
wear a vest and sackcloth pants-- they should have boots/shoes and
gauntlets of some sort. Give a few helmets or other random pieces of
armor from the leather, fur, chain, or bronze armor sets. Also I'll see
about getting ahold of some shields with coats of arms for the Town
Guard. |
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17.02.2007 22:50 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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*Having the redwoods over 2.0 causes the collision around the bases to
be too far from the actual texture so you can drop things through the
bottom of the tree, that's why I'm reluctant to make them really big.
*I forgot lol the pen is for the piggies but they kept attacking (even
though they had no aggressive factions) so I took them out. I'll stick
them back in when AI tinker time comes
*Damn forgot the fire in the firepit, thanks
*the shrines TOYB made were for near Vernim wood, but I don't think I'm meant to use them because they're for a quest
*yeah sorry I forgot I hadn't dressed the guards as well as their ai,
they're just placeholders atm (was waiting for some sort of info on
what guards should wear)
*as for floaters I did check but I'll look again at the shelf mushrooms
thanks for the input!
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18.02.2007 02:58 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Odd about the Redwoods, mine are way over 2.0 and I haven't had any
problem with them, given I've never tried dropping something through
them, but as far as running into them, hacking them with a sword,
collision is fine. I talked to addictive way back when he was in charge
of UL and he said you could make them considerably larger than 2.0.
I'll look into the shrine thing and get it taken care of, as it should be a fairly simple design.
When you get the file to me I'll do a run through to check for floaters too.
About guard clothing, I doubt they would have a tabard, but they
probably would have shields. Any specific ideas? I'm kind of thinking a
tree with a run carved into it or something.
A few random ideas:
-maybe once the textures are done, we should have an Eastmarch/Windhelm
banner and a Vernim Wood banner hanging near the steps to the
Chieftain's home, just to kind of show the villages affiliation.
-It might be cool to have a few weapon racks around the exterior of town, those nords do love their weaponry.
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18.02.2007 03:26 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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I've decided I don't want do a fire in the firepit, it just looked
really odd and random. Guards are now dressed and have full AI. Piggies
in the piggy pen.
Which leaves the trees...try dropping something at the base of one and
see what happens, then decide if you want it like that (in town it
matters more because there's more likely to be objects dropped on the
ground)
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18.02.2007 12:25 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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19.02.2007 12:43 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Ferns can grow in Redwood forests
they don't need a great deal of light to grow.
http://www.digitalfrog.com/resources/archives/temperate.jpg
http://images.google.com/imgres?
and one more shot
I tried putting down more dirt though and it looked OK, my concern
however is that even with a dirt floor their is still going to be grass
on top of the rocks. In addition I've used the dirt texture in a number
of places already to give variation, like around logs or the ruined
fort. What I'll likely do is expand the rings of needles around the
base of the redwoods and add in more patches of dirt throughout the
forest, but leave some ferns.
@ Richard:
About the fire, why not script it to only light up in the evening or on
certain days and have all the NPCs gather around it when it lights up?
That would be a nice touch to the town, add some realism, and take away
from the weirdness of the fire.
Good to hear you've covered all the guards, ect, and you have the pigs
working. Check up on the pathing for the NPCs though, I was wandering
around town and a few were running into the fences. The local shop
doesn't want to open up (though you may have just set it to close the
day of the week I tried going there). Lastly this might just be my
comp, but I get hit with a ton of lag when I go into the mainhall of
the Chieftain's home.
About the Redwoods, scale some of them up to between 2.0 and 2.5, the
clipping is more extreme than I realized, and many of my trees are over
3.0-- rather than scaling them all down I'll just get a modeler to make
an invisible 5-8 poly mesh that I can stick down at the base of the
bigger trees to keep the player from running through them, I'll cover
the trees in Vernim would once its made too.
Lastly you should probably put up a claim for a Vernim would shield and
banner on the Visual Dev Boards, and maybe a tabard for the guard
captain. |
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19.02.2007 18:46 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Sorry, I worded what I meant badly. Ferns are fine. I meant there
wouldn't be grass underneath the ferns, because the sun has to pass
through the really dense tree canopy and also the ferns to reach the
ground. |
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19.02.2007 19:41 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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That's no problem, we could just hit 'i' and replace
TerrainHDForestGrassDirtRocks01SU with a ground that has ferns but dirt
underneath.
@ Sieg
- Lol the NPCs are running into stuff because there IS no pathing
outdside, I was possibly going to let you do that because I don't know
the deal with merging pathgrids together...like how exactly would that
work? I'll do it as long as it doesn't screw up when we merge or
something.
- About the trees ok I'll do that, that plan sounds good. Tell me if they're still not big enough.
- The townsfolk already have a big mead swill at the hall on weekends
round that big table, but I've used a flame that only goes on at night
now.
- As for the shop yeah that's bugging me, notice it's all the houses in
town are locked not just the shop (you noticed the shop because it's
one of the few that has a lock). I'm using the exact same AI routine
I've done countless times before, but I just don't get why the houses
are all perma-locked.
- As for the chieftain's hall, I don't recall any lag last time I
checked (and if you lag in there, you're gonna lag like hell in the
open cities we're mean to be having lol) but I will check again.
Latest version attached here. As I'm not going to be touching it again
until after your next feedback, feel free to match the trees yourself,
fix any floaters you find or whatever. Also if you could figure out
what's up with the door lockings that'd be great lol
This post has been edited 4 time(s), it was last edited by Richard: 21.02.2007 05:42.
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19.02.2007 22:02 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Sorry for the lack of updates lately guys, but I was deathly ill not
too long ago, recovered and got swamped by schoolwork, and now I'm in
the middle of packing up and moving cross country (gone on thursday). I
won't have any sort of internet access for at least a week starting
tommorow, though it could go for as long as two weeks. When I've got
access again though I'll get right back to work on the Redwoods, and
maybe even have some updates ready for you
This will probably be my last post here until I get my internet back at the end of the trip, so see you later guys.
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28.02.2007 05:19 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Have fun while you're gone!
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28.02.2007 18:41 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Moving again?!
Well have fun and "see" you soon!
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28.02.2007 18:52 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Hey guys, I'm back, I'll try to make enough progress on the redwoods for an update over the weekend.
@ Pyschotic: Not again, finally. That move I mentioned way back didn't
exactly go as planned, was delayed, and dragged out for a painfully
long period of time. Now things are finally done with.
@ Richard: Dang man, sorry, I really dont' know about the doors. Maybe
try posting a question on FAQ boards about it. BTW would you be
interested in making some ints for the Redwood forest, there is going
to be a logging camp of 2-3 buildings, an imperial outpost (the cabin
in the fort ruins at the end of the bridge), a cottage, and an inn. |
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08.03.2007 17:59 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Ok then, I'll look into it, I think it can be merged now, and we can just fix the locks later on when we figure out how.
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10.03.2007 04:31 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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One thing, whoever has this file atm needs to remove the last names
(but not titles, like "Redlid") from NPCs, their cell names, and their
keys.
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01.04.2007 04:43 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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That would be me. I'll worry about it during bug-squashing time-- I
don't want to do it yet for fear of corrupting the file. |
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01.04.2007 17:18 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Alright, here's the updated and merged file,
I've still got a fair ways to go, I haven't been doing a lot of modding
lately, but I've mad decent progress. The redwood forest south of the
river is nearly complete, just a few more cells and then detailing
(alchemy ingredients, small rocks, ect) to take care of. I havent
really done anything north of the river, but I did get Vernim Wood
merged in. I'm not going to post a full list of the changes here, just
check it out for yourself, console 'cow Skyrim 67, -5'. |
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05.04.2007 03:50 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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I just had a quick run through and it's looking wonderful, Sieg! I love
all the little details like the rocks on the road, roots on the road,
the tunnel at the start, the barricades, everything! Hand-placed right?
It shows
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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06.04.2007 01:14 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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What barricades Dan? The ones in the town? Hey those are MY barricades !!!
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06.04.2007 01:53 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Hehe, vernim wood is amazing richard. It feels so much more like a
village than anything I ever saw in oblivion, I've gotten a lot of
footage from there and that is without even venturing into interiors. |
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06.04.2007 02:04 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Alright, here is an updated version of the file, if someone can download it, look it over for bugs, and give me feedback that would be great.
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10.05.2007 01:57 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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One thing I forgot to do was stick a few stumps around Vernim Wood (in
parcicular the wood chopping area with the log piles) so you might want
to do that to add a bit of atmosphere
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10.05.2007 03:46 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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No problem, will do, but I think we'll need a retexture of stumps first
(I could be wrong, I'll have to check through the CS for some redwood
stump). |
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10.05.2007 06:38 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Any progress? No pressure
Just wondering...
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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26.06.2007 13:49 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Sadly not a lot, slacking as usual, plus I was up until a little while
ago preoccupied with the resource master file, and I'm still working on
this for Jaga Telesin.
Anyways I'll just give you some screenies-- they should get the job done for the new PR thread.
An Old Shaman
and his pet bear watch over the Redwood Forest-- in youth he served the
Legion, but after he and his closest friend ran into a near death
experience with a Falmer Vampire Ancient while on a reconasance mission
on the Throat, the man has turned to serve the Order of Oak and Thorn.
The enchanted spring is said to have healing powers, and is a sacred place to the Order of Oak and Thorn.
Light breaks through the dense canopy to allow a bit of flora to grow in a small fertile clearing.
A sizeable bandit camp can be found in the forest, looting it may prove very rewarding to adventurers, though first you must defeat the bandits.
A ruined outpost perhaps dating back to the days when Tiber Septim began his conquest of Tamriel.
Just a pretty shot.
A shrine to Hermaues-Mora, or as the Nords call him,the Woodland Man.
A pool in the darkness, not far from the Woodland Man's shrine.
I know the River is old hat, but I just couldn't get over how great it looked here.
The entrance to a Nord Tomb.
Just another shot of the bandit camp,
this one from atop the cliffs that seperate the Redwoods from the Aspen
Forest-- a perfect place for archers to snipe those dirty bandits. |
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27.06.2007 04:40 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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The entrance to the tomb has different rock types for the outcropping and the wall =(
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27.06.2007 10:27 |
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