height map ? |
Maggon
Guardian
Registration Date: 31.03.2006
Posts: 54
Location: Denmark/Copenhagen
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Anyone who has the heighmap ? if so, could someone please send it to me ?
I would like to try and make some stuff with it in 3ds Max 7 if thats allright
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11.10.2006 06:24 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by Maggon
Anyone who has the heighmap ? if so, could someone please send it to me ?
I would like to try and make some stuff with it in 3ds Max 7 if thats allright
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Grey Wizard is putting some height variance on it right now. But sure, I will send it as soon as I can
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11.10.2006 09:14 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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If all goes well
I wish the damn white map would go away...
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17.10.2006 06:51 |
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Vality7
Guardian
Registration Date: 13.08.2006
Posts: 60
Location: Nouvelle-Zelande
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I would love to see this also please
__________________ - My Mod Website
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18.10.2006 07:49 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by Vality7
I would love to see this also please
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Hi Vality,
Glad you found your way over to the Valenwood. Welcome
Sure, as soon as it's finished we will send you over an early build.
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18.10.2006 09:03 |
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Vality7
Guardian
Registration Date: 13.08.2006
Posts: 60
Location: Nouvelle-Zelande
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Cool thanks,
though I don't actually have Oblivion for PC (well I do but can't play
it, I play it on 360)...So it would need to be some other format.
Anything should be fine I guess.
__________________ - My Mod Website
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18.10.2006 13:46 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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I can't get an overveiw of the Valenwood heightmap, the CS is giving me
nothing but greif. FLESH, when you get the latest would you show it to
her? It's not as great as I would like, but I had to work through the
render window for a lot of it. All the mountains on the border were
done by hand.
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19.10.2006 06:28 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I've gotten the HM. Will take pictures today
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19.10.2006 09:16 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Great I'll try to download it too, school got a great connection adn I
got a external Harddrive with me... Presentation went great btw
Still it's getting boring.
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19.10.2006 12:17 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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quote: |
Originally posted by FLESH
I've gotten the HM. Will take pictures today
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The only place that will be anything special ingame will be the border.
That is where the mountains are anyway. When Arenthia becomes later
devolpment we should put mountains there as well. Remember that we
should make a it border connection city. It will feel so much more real
if you can enter Valenwood through Cyrodiil. It makes it all feel so
much more connected. Looking foward to ingame content non the less. Of
course all if up to the mighty FLESH, but can I get some support for
this idea?
quote: |
Originally posted by Mormacil
Great I'll try to download it too, school got a great connection adn I
got a external Harddrive with me... Presentation went great btw
Still it's getting boring. |
Great, can't wait to see your work on the tax village. Remember to add
a boat in Anvil so people can get there. The tax tollway will be very
cool as well. Looking forward to this as well.
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20.10.2006 06:09 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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20.10.2006 09:15 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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And that makes me happy
I'm glad I didn't let you down
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21.10.2006 02:57 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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I have an idea for the Elyswer border that I would like to present to
the community. I was thinking we could make it unpassable dence forest
with a collision detection for any place the player may possible "slip"
through. That would make it seem more natural then a text box that
says, "You cannot go that way, turn back". But it's up to you FLESH. I
could easily make this border should you let me of course.
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06.01.2007 21:54 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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That may frustrate players, infact every option will frustrate players
that stops them in any way. What I would really love is for you to get
the flatness out of the heightmap, as it currently is very bland, I
know the fine detailing is done mostly by hand, but some errosion,
lakes rivers anything really to make it more interesting for the Beta.
It's not a do-right-away thing, or you-must-do-it thing. Just throwing some suggestions out there.
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06.01.2007 22:05 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Makes sense - there will be so many trees in this area, so we will need
a lot of local variation - both over large areas and cell by cell so
that we have the feeling that though the forest is endless, it is
endlessly fascinating in its variations too.
That takes me back to lev again, and both fast and faster travel
options. One way is to get above the trees to get a fix on major
landmarks...
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07.01.2007 00:39 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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We can't have proper levitation because of certain cities tha may be
too big to have in the same World Space, like Falinesti, or perhaps
Silvenar.
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07.01.2007 15:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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What about area bound teleportation?
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07.01.2007 20:09 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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I thought you have a choice about having cities open and separate.
Suggest that Falinesti have its own worldspace anyhows given the
complexities we are running into there ... = lev poss there, or vine
swinging.
One thing people should be aware of is that lev may have gone out because of the requirements of XBox and Wii ... ?
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08.01.2007 00:48 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Wii? OB wasn't made for that. Lev was put out because of separate
worldspaces for the cities. Which in part problably had something to do
with the consoles.
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08.01.2007 17:15 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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They use different worldspaces because the x360 loads the whole world
at the same moment or something. All the cities were to much, so the
cut it in pieces
As far as I know it's not supported by the OB engine or at least OB to use levitation
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08.01.2007 17:33 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I love levitation, it just gives us a hard time, and atm it's not possible to script it...
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09.01.2007 12:21 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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We already have Levitation for Oblivion. A guy added it and other
Morrowind spells, I aksed him before and I have permission to use it.
But there are more evident problems with lev that have nothing to do
with x360, LOD. From a levitation position everything looks horrible,
remeber trees are only visible from the sides with LOD because they
rotate to your position, I once had distant objects at the very lowest
and when I came up to a tree it remained as a flat bilboard and rotated
with my movement.
From up in the sky that would looks terrible and completely break
immersion. And there's also the problem of land textures when looked
from above. I love lev too, but I don't know wether we should include
it just yet
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09.01.2007 17:11 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Yeah, we have a thread discussing this somewheres. We were speculating
on how to make it work ... my question on this was whether you could
apply some kind of filter so that there are 3 kinds of 'distances':
Near with one range of detail/texture, medium with another and far
wioth a more bleary range, and adapt collission accordingly so that the
medium and far objects just do not interact with you? Whether that
might save on processing power? Something like that anyhows ... and
also reduce AI for distant stuff ...
I find myself speculating about this because then I must wonder how
detail looks if you are standing on a mountain or hill top???? I
believe that either there is some kind of deliberate blocker on this or
that lev mod is poorly made.
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10.01.2007 14:54 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 781
Location: Invercargill, New Zealand
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How big is you guys' map compared to Cyrodiil?
__________________ 'Archzz' on Oblivion:
"Lots of you ppl are lucky ur comp runs it.... mine says sumthing about registering online and my ip address....i took it back"
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10.02.2007 08:10 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I'd say about 1.5 times the size.
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10.02.2007 10:26 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Ok according to GW we can just resize the heightmap, anyone an idea how?
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24.11.2007 14:12 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,194
Location: Somerset, England
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Not sure, but lightwave would be the one to ask.
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24.11.2007 14:38 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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That will be amazing if we could do that, def get into contact with lightwave he is the heightmp pro.
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26.11.2007 09:54 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Hmm good detailed map
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27.11.2007 07:17 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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I'm not sure who you got the levitation spells and more from, I created
some for silgrad and BC, they are posted somewhere. You might have
asked me i'm not sure, but then they might not be mine.
Yeah lightwave would be the best to ask.
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27.11.2007 11:45 |
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