Idea For Greenpact!!! |
chris 07
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Registration Date: 02.07.2007
Posts: 154
Location: Valenwood
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How about this, to make the cities of the bosmer...
They should be in the tree's.
Before you tell me that they can't because of the pact, well they
didn't harm the tree's, they were already like this with holes and
tunnels, so the wood elves moved in! They never harmed the tree but
mearly used its bark for protection, never cutting it or anything.
To do this think starwars episode VI (6) on endor, remember the ewoks? their homes? shouldnt it be somewhat like that?
Different of course but we can kindof use that as the base for our ideas! what do you all think?
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22.03.2008 21:40 |
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raggidman
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22.03.2008 22:09 |
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Mormacil
Herma-Mora the Woodland Man
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I like the idea of clay and cloth making a more African style of housing
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22.03.2008 22:31 |
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chris 07
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when I said think starwars ewok I was just trying to show an example of houses on tree's...
I dont want it to look like that.
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22.03.2008 22:36 |
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windsurfer
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This greenpact thing is a bit of a nightmare. Its hard to think of ideas.
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23.03.2008 00:56 |
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Durdain
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Registration Date: 15.08.2006
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Location: Wigan, England
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What about underground?
Instead of hacking the trees around them some Bosmer could choose to dig? Bit bland I suppose.
Also, if we have huge huge trees that aren't graht oaks but are big
enough to have roots which protrude to such an extent that each crevice
could be a potential dwelling that could be something to think about.
For interior sakes in front of the nook could be a large chintin sheild
wall with a door carved out, or tautened skins patched together in a
partition?
As I wrote that I immediatley thought of another SW concept: Yodas
house in the marshlands? Maybe that was my latent influence??
Regardless I think yodas house was 'in' the tree base so what I'm saying is completley different
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23.03.2008 01:53 |
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chris 07
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actually yoda's house was made by mud under a tree that roots went way
high...which tends to make me agree with you, that would be perfect!
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23.03.2008 05:54 |
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Ja-Kha'jay
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i've got some concept of some tent like structures made of bone and
leather that can be strapped to tree branches, perfect for falinesti
slums, let me go tidy it up...
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23.03.2008 06:46 |
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FLESH
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Registration Date: 23.06.2006
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Why have huge trees that aren't Graht-Oaks? For diversity, I can
understand that, but don't make the mistake of thinking that Falinesti
is the only large Graht-Oak in Valenwood. Cities in trees, yes my
little dream. It would need to be either hidden from view in leaves of
trees. Or something else that would work so we could get around LOD
issues
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23.03.2008 16:33 |
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Durdain
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Oh I thought there were only a few graht oaks in existence and I wasn't
quite thinking on the scale of Falinestini. Unless of course it could
be a 'young' graht oak, smaller etc and over hundreds of years still
growing, could add a bit of character to the denizens of its roots who
could complain about having to move their homes about slightly every
generation or two
And yeh godda think about LOD, Graht Oaks are gonna be tough to realise I suppose.
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23.03.2008 18:40 |
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FLESH
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Registration Date: 23.06.2006
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Indeed. They turn into billboards (flat 2D pictures, try setting
viewing distance really low in OB and walking away from a tree) 3 feet
away from Falinesti
I haven't found any practical solution to that as of yet.
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23.03.2008 18:48 |
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Durdain
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This may sound completley daft but whenever I think about the deep
valenwood forest I think about the picture in the PGE with the massive
timbers, their branches blotting out the sky.
what if when at the base of Falinestini the wood around it is so think
that all that can be seen is the roots and begining of the trunk (so
like one massive root and lower trunk model). Is it possible that we
can have (possibly lower quality...) trunks of massively tall trees and
above them a mass of foliage, static mostly but with bits of waving
greenery when the player is underneath them, vines and latticework
could block out the sky for the most part and while stopping the player
seeing Falinestini in all its glory allow for some sort of better
looking tree.
When one ascends into Falinestini of course it should be a seperate
world space where one can look out towards low quality landscape. (like
atop the Imperial tower?)
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23.03.2008 18:58 |
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chris 07
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that actually happened to me while testing one of my mods!
I got it fixed though in the options menue.
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23.03.2008 18:59 |
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FLESH
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Hmm, I like that. So you propose to model a trunk of Falinesti, having
the top blotted out by trees, then when the player enters the city, the
bottom is also blocked by said trees. \We could have a LOD model to be
viewed from far. And once the player gets up to the tree, it's just our
world LOD etc. that will be seen.
To combat the issue of jumping off, is it possible to set off a script
so that the player actually dies before he hits the ground, so there is
no issue with him/her falling into our LOD?
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23.03.2008 19:05 |
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chris 07
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yes flesh that is possible.
@raggidman: In the CS you can change the size of objects, including tree's so we only need one version.
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23.03.2008 19:09 |
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FLESH
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quote: |
Originally posted by chris 07
yes flesh that is possible.
@raggidman: In the CS you can change the size of objects, including tree's so we only need one version.
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I thought it would be, thank you for confirming that
Ahh yes, the great enlarge tool. The problem with that and trees is
collision. Speed Tree trees use a bubble type of collision, which goes
around the trunk of the tree, up until the branches. Unfortunately when
enlarging the collision stays the same. And we are talking about such
sizes that it would be very possible to walk through the tree in the
area between the roots and trunk.
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23.03.2008 19:26 |
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FLESH
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quote: |
Originally posted by raggidman
k there is another question here
the smaller graht oaks have NOT stopped walking |
I thought Falinesti was the only one with the power to walk (which is now gone also)?
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23.03.2008 19:33 |
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FLESH
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I must've seriously misunderstood something then. If all G-O's can walk, then I really don't know what to say.
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23.03.2008 19:49 |
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Mormacil
Herma-Mora the Woodland Man
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I didn't get that from DitF either...
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23.03.2008 20:28 |
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chris 07
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what if we make them into a creature? Or use a script to move them slowly by themselves?
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23.03.2008 20:40 |
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FLESH
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No, I always thought of the lesser trees as just smaller Graht-Oaks.
But who says the trees need to move with it? They are meant to be
fairly prominent throughout Valenwood. How about all these other trees
are seedlings of Falinesty, wherever the tree has gone, Graht-Oaks
live.
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23.03.2008 21:08 |
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raggidman
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that is very possible and wonderful, and might be an easier solution,
but I do like th eidea of a 'herd of graht Oaks and their shepherd
moving the horizon accross your vision ...
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23.03.2008 21:33 |
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FLESH
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I'm sure everyone does. Who doesn't like moving trees?
But we have to be practical about it, we can't pull it off well at the
moment, so I say we stick to the next best thing that works. Not the
most inspiring mentality
But . . .
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23.03.2008 21:37 |
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raggidman
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a very wise man once said: "time will tell" ?
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23.03.2008 21:52 |
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FLESH
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quote: |
Originally posted by raggidman
a very wise man once said: "time will tell" ? |
Yes, he did
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23.03.2008 22:54 |
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chris 07
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we could always make the animation later, and make a script for the
tree's to move, its quite possible, we can use the scripts that move it
randomly around...
I'm at a bit of a loss of words as I have to leave but i'll build on this when I get back.
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23.03.2008 23:06 |
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FLESH
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The question is, if these trees do move, and Falinesty stopped moving,
wouldn't that mean the other trees would also start to stop?
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23.03.2008 23:27 |
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raggidman
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That is a great question FLESH - the other way could also be true. The
one giving arise to the other and if presented as choices = fine Elder
Scrolling
What has to be answered is why??? See the Core Forum on Grandfather tree.
Great news chris07!
So we have to ascertain the size of these trees and why the big guy is
no longer walking and what the relationship of the small trees to the
big guy is, and why they would be moving and how they would be moving
...and then we actually have to moddel them satisfactorily so they can
fulfill whatever those those various funtions are and ... lots.
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23.03.2008 23:56 |
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FLESH
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I just think that if all Graht-Oaks could move, that would make
Falinesty less amazing, sure it's huge but we don't know, maybe the
other Graht-Oaks will grow to that size eventually?
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24.03.2008 00:02 |
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raggidman
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WE still have not actually and finally determined what Falinesti is or could be ...
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24.03.2008 00:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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I imaging wheerever Falinesti roots (even temporaly) the trees grow towards it like plants grow towards the sun/lamp.
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24.03.2008 02:30 |
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chris 07
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well if the smaller tree's stop when the big one does then we could put
a script that makes them stop at the same time as the big one...that
would fix that. From my understanding most experienced scripters find
this easy, so if we have one there we go!
Though I admit I know little of these tree's...
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24.03.2008 05:35 |
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