Playable Alpha Plan. |
FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Originally posted by Arbiter
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Originally posted by FLESH
It wont be, we make it quarter of the size in ST, then we enlarge it in the CS. Don't worry
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I'm still worried as how you will make it seem like a really dense forrest.
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I don't understand? Falinesti is one tree. There will be huge trees
called Graht-Oaks, which will take up 1/4 cells perhaps, and a dense
forest it will be
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14.10.2006 13:40 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by FLESH
quote: |
Originally posted by Arbiter
quote: |
Originally posted by FLESH
It wont be, we make it quarter of the size in ST, then we enlarge it in the CS. Don't worry
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I'm still worried as how you will make it seem like a really dense forrest.
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I don't understand? Falinesti is one tree. There will be huge trees
called Graht-Oaks, which will take up 1/4 cells perhaps, and a dense
forest it will be
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I mean, how will you simulate less sunlight under the branches, and
rays of sunlight that pierce throught them? To make it seem like a
really dense forrest and not your regular Cyrodiil forest.
__________________ The Forgotten Ones have returned.
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14.10.2006 13:42 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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loads of trees
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14.10.2006 13:43 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
loads of trees
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And performance losses. No, I'd think it to be some sort of filter bellow the atmosphere or something.
__________________ The Forgotten Ones have returned.
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14.10.2006 13:47 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by Arbiter
quote: |
Originally posted by FLESH
quote: |
Originally posted by Arbiter
quote: |
Originally posted by FLESH
It wont be, we make it quarter of the size in ST, then we enlarge it in the CS. Don't worry
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I'm still worried as how you will make it seem like a really dense forrest.
|
I don't understand? Falinesti is one tree. There will be huge trees
called Graht-Oaks, which will take up 1/4 cells perhaps, and a dense
forest it will be
|
I mean, how will you simulate less sunlight under the branches, and
rays of sunlight that pierce throught them? To make it seem like a
really dense forrest and not your regular Cyrodiil forest. |
Ahh, I get your worries now. I do have this all planned out by the way
I have been toying around with the Landscape Editor (the one that adds
items), and I put in one type of tree, by default it is set to be very
dense. So I go to check it out, and all I can see are leaves
everywhere, then I go below the leaves and I find that it's impossible
to see through. Also remember that there are shaft of light meshes.
Those will come in handy, and I will have fun toying around with them.
Elden Grove will be the Graht-Oak forest, with the tallest trees in
Valenwood. It will be a place to remember, and is going to be just as
detailed as the Unique Landscapes mod.
Do not fret any more Arbiter, for you have been enlightened,
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14.10.2006 13:50 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by FLESH
quote: |
Originally posted by Arbiter
quote: |
Originally posted by FLESH
quote: |
Originally posted by Arbiter
quote: |
Originally posted by FLESH
It wont be, we make it quarter of the size in ST, then we enlarge it in the CS. Don't worry
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I'm still worried as how you will make it seem like a really dense forrest.
|
I don't understand? Falinesti is one tree. There will be huge trees
called Graht-Oaks, which will take up 1/4 cells perhaps, and a dense
forest it will be
|
I mean, how will you simulate less sunlight under the branches, and
rays of sunlight that pierce throught them? To make it seem like a
really dense forrest and not your regular Cyrodiil forest. |
Ahh, I get your worries now. I do have this all planned out by the way
I have been toying around with the Landscape Editor (the one that adds
items), and I put in one type of tree, by default it is set to be very
dense. So I go to check it out, and all I can see are leaves
everywhere, then I go below the leaves and I find that it's impossible
to see through. Also remember that there are shaft of light meshes.
Those will come in handy, and I will have fun toying around with them.
Elden Grove will be the Graht-Oak forest, with the tallest trees in
Valenwood. It will be a place to remember, and is going to be just as
detailed as the Unique Landscapes mod.
Do not fret any more Arbiter, for you have been enlightened,
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Never again will I doubt in our God of the Forrest.
__________________ The Forgotten Ones have returned.
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14.10.2006 13:55 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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I was wondering about forest building the other day too, Oblivion isn't
all that smooth as is on my comp so i'm glad there is a plan to tackle
potential FPS problems.
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14.10.2006 18:59 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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FPS is judged by how many items in a cell. On the Computer, on the 360
it has many limitations, but us computer folk do not have such limits.
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14.10.2006 19:02 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Ah right well hopefully it wont be too slugglish when its all done heh
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14.10.2006 19:12 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Hehe, hopefully
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14.10.2006 19:20 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Any worries you had Mormacil and Arbiter, put them away now. When you see you will cry, laugh, and jump for joy
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15.10.2006 12:44 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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16.10.2006 07:12 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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just tell people you think it's done by monday and finish it at friday
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16.10.2006 07:38 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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What? I didn't say anything, no one really understand anyway
Thank you for working so hard my friend.
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16.10.2006 09:01 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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No problem... for you of course
. But I can't promise it will be done by the end of the day. If you
give me more time I'll do my best to make these mountains mind blowing.
I also need to do the shoreline. Parts will be like cliff, towards the
Cyrodiil border, but much of the west and south shore will be sandy
beaches. I'll do some Texturing on the mountains and beaches too. The
person moddding the ESM could alwasy retextue when devolping that area,
but we'll deal with that in due time. From now on I'll make an
apreasial of time, then add three days, just for unforseeable crashes
and what not. I stayed up as late as I could last night working on it,
but I had to get some sleep. I did manage to get some decent progress
done on the northern mountians though. And I saved, so it's set in
stone. Unless my comp crashes entirly.
So I'm going to say it should only take about another day to get nice,
but give me four days since crashes are so frequent. Plz and Tx. BTW,
you have no idea how long it takes to open and save this thing. It's
just height data, but it's save times are unrealistic!
This post has been edited 1 time(s), it was last edited by The Grey Wizard: 16.10.2006 16:27.
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16.10.2006 16:26 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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As long as it takes to get it perfect. After four days will be too long though, so I hope it can be done by then.
Thanks,
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16.10.2006 17:10 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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The thing that is going to require real detail is making the mountains
photorealistic. I'm kindof a newbie at it, but I'm going for the best I
have. Those will take the longest. Another part that will take long is
making all the shoreline and beaches and stuff look good. We want some
variation, some areas with cliffs, others with smoothe beaches. I have
to go around all the coastline to make this effect. Then I have to give
the interior of the land a little bump to take out the dull flatness it
currently has. That will take some time as well. I hope it'll be done
by tommorow, if not the day after, but I promise nothing. Add three
days to my apraisals, then you have somthing tangable.
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17.10.2006 07:01 |
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