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raggidman
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Falinesti and Satellites Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

We need new concepts, then we can attempt some smaller Graht Oaks as models and experiment with movement etc ... then when we are satisfied that what we have can work we go for the big one.

See Falinesti the Moving City Thread and the Falinesti Concept Thread
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FLESH
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RE: Falinesti and Satellites Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

As I said in the other thread, it is better to do them as Speed Tree models, rather than model them ourselves. Two reasons:

1) If a person was to do them in 3DS Max (for example, just naming a random modeling software) the models we want needs many branches, hence many leaves, this would be a very hard model to make with such a program, and one of them in-game could equal a district of the Imperial City in polies ( again, examples).

2) Speed Tree models would just look better.

My thoughts.
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raggidman
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RE: Falinesti and Satellites Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Refer you to answer in other thread

We already discussed this and have been put off Speed Tree because of its limitations and peculiarities.

We are talking long distance here - Speed Tree does not cope with that too well I understand

At that distance individual leaves would not be visible

Speed Tree does not do essential shapes

The Falinesti Speed Tree model does not work even without leaves - so we know there is an inherant size limitation in Speed Tree

k?

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RE: Falinesti and Satellites Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

No, we said that Speed Tree was off for Falinesti. The other Graht-Oaks should be fine, as they are much smaller (considering the size of Falinesti). I don't understand what you mean by the model not working even without leaves, or why leaves should disappear at a certain distance. It's not ST fault that we don't have billboards for our trees. The only reason the tree disappears is because of Oblivion itself. All I'm saying is that making big complex trees with leaves has to be done with Speed Tree, not via modeling.
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RE: Falinesti and Satellites Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Graht-Oak I posted it in the other thread also, but it belongs here more so. Come on people, lets get some concepts and ideas rolling :D
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windsurfer
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The leaves are going to be so far up that a selection of planes with leaf textures will work just fine. Animated leaves 1/2 a mile high are a waste of resources.
Now what we can do for the Falinesti is to make the model by hand then make trees in ST which we can use as branches in the area where the player is going to be close to the leaves. If you understand what I mean use a combernation of both. We than have the moving branches and leaves and the flexability of a custom model (the large bracnches will be 2 large anyway to swing in the wind)

Falinsta will be in seperate cells per level for performance. While a low poly model will be fine when you are standing below the tree as its so far up its impossible to see anything anyway. Again massive planes can be used as leaves at that distance.
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ST trees can't be rotated, so it wouldn't be possible to place them as branches if you know what I mean. I also don't think that the leaves would be too high on a normal Graht-Oak, but yes on Falinesti. And you underestimate saying you can't see anything with it being so far up, you see everything, and up close it looks especially ugly with stretched textures etc. leaves not on the branch correctly.
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raggidman
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Hmmm - Graht = Great?

:shrugs: walks out into the road, looks at a tree 1/4 of a mile over 400yrds away - pretty hard to see individual leaves so clearly???

If the satellites are only half the size of Falinesti then the leaves will be min 400yds up = not so individually clear - and that is useful for poly-counts so why not go for it with a clumps of leaves?

Also the lower leaves will be about 1/4 mile high and the higher a 1/2 mile high on that size ... so the higher will be even tinier from a distance ...

Take you back to another idea = Graht oaks are 'magical trees' and might cary a sort of magical mist around with them that further blurrs their details? Would that reduce or increase polies?
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That's 1/8 of a mile up. I can increase it to a quarter but I don't see the point. All that stuff you are trying to compensate about leaves can be done with ST, make leaves larger, reduce frequency, don't use a 3 leaf texture like I did there. But we also want them to be nice to look at. And they would be far enough apart to save on performance.

EDIT: Keep in mind that this is a game engine,and nothing so intricate as the human eye, if it renders one thing, it renders the whole thing.

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raggidman
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PS your 1/8 mile trunk is formidable - and it seems that at that level (which I tought would be the smallest) the leaves are just visible -

I see you tried horizontal branches straight out from the trunk Check

Next would be fewer branches, of greater diameter and longer - and to vary their level so that they go out, slope, then go out and slope before branching.

What I an thinking is that the full complex would be more like a tangle of piping - though not so extreme ... more natural?


So, fair enough.

In another thread I went through all sorts of size options ... but it would be good to know what you think the min and maximums ought to be to create the spectacle described in DitF? Otherwise falinesti dwarfs the Satellites to such an extent that they cannot be viewed as having anything in common, like grass at the base of a small tree rather than the tallest building in a City surrounded by others.

So I was assunming that half size would be the grandest, and 1/4 mile / 400yds / 360m would be the smallest so that they would tower over all other trees. That is why I believed that about 20/30 would be the max number of them in the vicinity of Falinesti - ?

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Well the thing is, I'm not sure how the siize would convert into Oblivion. I made some trees for Silgrad where the largest of which was much higher than anything else (meaning any other tree in OB at the time). The tree I just made there would probable be slightly bigger, if not then around the same size as the IC tower. Much much larger than anything OB currently has. And I would agree about half the size being the tallest, but I think there should be few of these because imagine the time it would take for something to grow that much.

Also about the vicinity. I was thinking that because Falinesti takes (sorry, took, I'm not sure about how much a new model would take up) up around 3x3 cells, that a whole quad would be used (36 cells, 6x6) as the vicinity. For comparison reasons, OB has 12 playable quads. So 1 quad is a massive area and 30 trees of this size would make it look fairly populated, while not strain performace, if you get what I mean.

EDIT: I saw your edit. Well the tree, goes up much higher after those couple of branches and leaves, I put them at around 3/8 of the way up the trunk. It's also funny you should mention branches going around each other etc. as I had a tree just like that open a few minutes ago (I was trying to see how much I could manipulate them, while keeping the tree looking treeish :D )

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raggidman
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Question then is does 1 tree require an entire quad and how much room would it require to move?

Say there was
1 semi and 3 quarters sizers. then around these would be smalller ones arrayed as the bigger ones are around Falinesti - what area would they require, and how many times could this be comfortably repeated with slightly smaller dimensions
- say a 90% semi and 3x 90% quarts?
- then two groupings with 70% semis etc

and so on out as the 'feel' allows

Also how far away would it be desireable to have all this seen?

[I saw your edit and I was thinking monkey puzzle tree, but that is a northern, spiky arrangement - more fractal than pipelike ... :) - maybe jungle gym would give a better feel ... just wish I had the proper facilities to attempt to draw it ... ]

The arrangeemnts of larger and smaller trees might vary, and there might be patterns in th elayout of the trees not appreciable from the side ...

The layout of the land will have some effect - there was mention of a river below in DitF - irregularities in the terrain could have a big influence, also they will need a lot of water!!! And there you have a strong reason for them to move - they are all trying to get a drink - maybe someone filled the River with Sun's Dusk Ale?

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No, one tree does not require an entire quad, that would be a bit too large. As for your question I think they would fit, while being relatively far away from each other. Trees like this need sunlight, well all trees do, and where trees are taking up most of the sunlight nothing else large can grow, which is why I think they would be fairly spaced out, whilst maintaining almost total cleaf canopy coverage. I think your spacing works out ok as well. Best way to find out is to get some in-game and test it out. The trunk would be wider as I made it too thin (imo) for the tree.

EDIT: On the topic of Water and rivers. Falinesties current position on the map would situate it right beside a large inlet (maybe inside it, a tree has got to drink :D ). This could mean that the other Graht-Oaks who follow it are also inside the inlet, making the area a marshX10?? Ideas.

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windsurfer
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Ok fair point on the branches. Sounded such a good idea when I thought of it.

We still have LOD problems and are the branches large and flat enough fo a fair sized streets?

Also the lag of the city when you are on the branches with NPC, swaying leaves, the massive distance you can view and the houses etc.
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raggidman
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Morrowind handled distance quite well - it used the weather plus the ash clouds to break it up often. In a forest that is quite possible in different ways. With the 'small' forest around Falinesti I wonder in addition to the likelihood that there is mana involved in their growth, size and 'liveliness' plus there is the H2O to consider, air density/pressure.

Could they affect the weather around them both naturally and supernaturally? After all they cannot merely be big trees.

Before that there is the matter of the writhing roofs DitF Ch2 that Scotti gingerly walked over when he approached Falinesti. Add them to ribver - what do you get when water is swished around???

The description mentioned a warerfall so there is a significant land differential there, plus all the spume churned up by the roots.

Then these trees are huge so they need a lot of cooling Wink
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quote:
Originally posted by windsurfer
Ok fair point on the branches. Sounded such a good idea when I thought of it.

We still have LOD problems and are the branches large and flat enough fo a fair sized streets?

Also the lag of the city when you are on the branches with NPC, swaying leaves, the massive distance you can view and the houses etc.


Well the only place that needs houses on branches is Falinesti, which I don't think we are doing in Speed Tree as we can't get a second layer of branches plus the reasons you mentioned.

RM: They did that because they couldn't (at the time) get a better view distance, technology restraints. It worked well at the time but if we attempt to obscure the players vision in this way in OB it might prove annoyin. Having mists (not permanent, but regular?) in forests doesn't sound like a bad idea. It works especially nicely in dark ones :D

Perhaps the roots were writhing because Falinesti was moving? But it's stationary right now, and has "rooted" itself so those roots are now most likely underground me thinks. I think I also figured out a way to add fake roots to SpeedTree trees (it doesn't make roots of it's own).
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raggidman
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Valenwood is about the Vastness of the Great Green as much as about the little peoples that live above, below and surrounded by it.

In Cyrodiil you were always on the ground, except in cities - but that will have to change with Valenwood - and given the nature of Speed Tree we will have to somehow assist it as even those small trees when laid out will be quite a load. So I believe that there needs to be a lot of weather in Valenwood as well as sunny glades and such.
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Indeed, we should see most types of weather besides snowy, theres nowhere where I think snow would be present, unless a really high mountain or something?
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Falinesti use to go south for the winter ... therefore there may be snow in the north ... plus there are the highlands ...

We have been viewing Falinesti purely as a summer playground I think.

Do the leaves Fall? Scared

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Regarding what windsurfer and FLESH said about the problem with rotating speedtree trees to place on a larger custom 3D tree model:

You don't have to rotate them....just place them vertical for branches. And my reasoning is this:

Model a custom tree to have bare branches that curve upwards so that you can place ST trees into the branch ends. It can look natural enough, and you can also add static branches and leaves to the sides of the larger branches that you can't get the ST trees to rotate for. Make the ST trees short trees, or maybe even bushes that have very little to no branches (like in Oblivion bushes). The bushes swayed back and forth too in the game. If you want moving leafed branches to the side of the larger branches, I guess you can take a short bush with oak-shaped leaves and have it sticking partway out of the branch side (with part of the bush hidden inside the custom tree model). It'll still be vertical and can't be rotated, but leaves should be able to be seen at most angles if place right.

I have included a very rough picture I drew to show what I mean.

I hope you don't mind me butting in on your all's discussion, btw.

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Not butting in, merely a fresh opinion. It's possible to rotate the starting angle of the trees, meaning I can put them sideways, even upside down. But I don't think it's a great solution.

You idea Konipton, sounds intriguing. Model the tree and some large branches, then place the trees onto those large branches. There would need to be a lot of modeling on the branches in order to get the trees to fit in realisticly, then again no one will be up there to see the seams, hmm.
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Well, I like it. If someone will make me a few Speedtree branch-like trees, I'd like to play with this (no promises, though).
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:lmao: Valenwood is becoming so overforested even our trees have trees growing on them! Eek 1

see the reaction = McBosmer thread in Lit Dev Wink
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JAA: By play with it do you mean model Falinesti then place the trees on it? :D
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I mean try to model it and become irritated when my two-year-old laptop can't handle it. Sigh

Absolutely NO promises here, I just want to try.
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Of course you can try - and you can try anything else you want to do also. That's the whole idea of modding. I'm sure everyone will look forward to your efforts with avid interest!

Just be prepared for 'criticism' as there are strong views here.


We can view this as a concept model if you like? Experimental...

So long as you remain flexible in your attitude to this, and if you really think you can hit all the buttons, then we will be looking at it as a possible contender. What will be used will need to link up with a lot of Beth and our Lore and requirements so we need people to try stuff out.

Looked at another way as both the satellites and falinesti are so unique in our experience everone is experimenting, and if we succeeed using more than one method then we can find different purposes or create new Lore to accommodate all appropriate models. No one need be left behind as it were.

ps - if you and FLESH find you work together well as a team that would be great!

Were you thinking of trying Falinesti itself or starting with a Satellite and experimenting?

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I think I'll start with a satellite.

But I foresee a lot of research on my part over the weekend. Book

I just want to start contributing to this wonderful project.
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Yes good choice - everything you learn by this should be valuable.

I have heard that Blender is not too comfortable with huge models, but 3DSMax might be able to handle it ... what kind of program are you going to use?
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Sounds Good cant wait to see. Well model it small then change the scale on the exporter until its the correct size!!
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JAA: Great to hear you want to try it out. I have a problem with using Koniptons technique for satelites though, I think it might be too low, and the fact that it's tree sticking out of branches would be visible. I'm going to reserve my final judgement until I see what JAA will make of it.

BTW JAA, if/when you get to the part of using ST trees I'll be happy to assist you in any way =)
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Yeah, I'm using Blender.

Thanks, FLESH, I very likely will take you up on that.

But I came up with an inspiration (someone else may heve already thought of this) during class. Walking trees? An image that instantly pops into my mind: Ents. The Gray Wizard would love it.

Go ahead and shoot it down, I'm not stuck on the idea. But it would explain how they could walk. And their no longer walking could be a part of ending the concious stage of their lifespan.

What does everybody think?

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Mad Mad Mad Mad Mad This is not LotR! Tongue
04.04.2008 21:50 raggidman is offline Search for Posts by raggidman Add raggidman to your Buddy List
JAAdventurer
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I'm not saying exactly like LoTR Ents, but it does make the whole idea of walking trees more understandable.

Say we started with a Grahl (from Bloodmoon). We change the head drastically (maybe more like one from a Great Deku Tree from any Legend of Zelda game, I'd go for the one from Windwaker) and the body shape a bit to allow for the city.The "castle" is shaped like a crown upon the tree's head. Add a few roots to the feet. And then add a few speedtrees on the body to make it look a lot more plant-like.

It's just an idea.

This post has been edited 1 time(s), it was last edited by JAAdventurer: 05.04.2008 01:30.

04.04.2008 23:32 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
raggidman
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ok - seriously now

Think Dance in the Fire - it is very understandable, believe me. Read it slowly and give yourself time to enjoy it as a story.

Then think just how big these trees are. Look back in the big Falinsti Tread and you will come accross size comparisons.

Walk out into the street and look at trees 200 yards/meters away and feel that is how high just the trunk will be for a Graht Oak. Compare that to the 10 or twenty yard high trees you might see outside your window.

Also re-read Lord of the Rings again especially about Tom Bombadil and Fangorn. They are talking about what happens to Ents when they cease to think like Ents and revert to 'treeishness' - they also cease to look like ents and begin to look like trees ...

Graht Oaks are not really comprenensible - they are monumental and non-human, non-mer - very different and unique.

Ents 'walk' using their legs. Graht Oaks have writhing Roots. They may not actually walk as such, and it will be quite a challenge to satisfactorily portray in both words and modelling techniques the means of that movement.

Maybe the strangest thing about it is that there are no descriptions of huge gouges in the earth where they have previously passed. Gouges? There should be deeply worn valleys!
05.04.2008 11:54 raggidman is offline Search for Posts by raggidman Add raggidman to your Buddy List
Mormacil
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There walking plants/trees in SI :)
05.04.2008 12:46 Mormacil is online Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
FLESH
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Raggidman: Could it be that when they walk by, the roots being mainly underground, the disturb the soil so much that it remains in the same place, yet forms a type of quicksand because it is not longer attached together? It is also possible that Falinesti follows a river, in order to always have water and to not drink too much from one place. It's seeds (think acorns) are dropped where ever it has been and they grow to form other Graht-Oaks, but not like Falinesti (perhaps too young?) and can't walk.

JAA: The problem is it's still too LOTR sounding, and we want to keep as far away from LOTR and Star Wars as possible.

Mormacil: Including those means using SI, which I am not too fond of because I myself don't have it, and wont be able to get it for another while, plus it leaves out a lot of gamers. If someone can model similar things though . . .
05.04.2008 13:35 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
Mormacil
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Not really, most players have SI now and I think we will really need SI to make this, it has so many great assets... It's cheap as well...
05.04.2008 13:57 Mormacil is online Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
JAAdventurer
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Okay, it was just an idea. I'll give modeling a tree-like tree a shot today.

EDIT: Update. Here's the fruit of my attempts so far. This brings up an interesting point: how many polygons are we talking?

This post has been edited 1 time(s), it was last edited by JAAdventurer: 05.04.2008 17:47.

05.04.2008 14:37 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
FLESH
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Check out the IC tower, and know you can go over that :D Looks pretty Treeish so far =)

EDIT: Is it possible to make the roots a bit more, hmm, twisty. If thats a word.

This post has been edited 1 time(s), it was last edited by FLESH: 05.04.2008 19:08.

05.04.2008 19:07 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
llamaranger
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JA, to id use blender's scult tool to make those roots look more gnarled as FLESH suggested... but its lookin real nice so far :D (roots may also need to be longer as well....)

Edd

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05.04.2008 19:11 llamaranger is offline Send an Email to llamaranger Search for Posts by llamaranger Add llamaranger to your Buddy List View the MSN Profile for llamaranger
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Falinesti and Satellites