Register    Calendar    Members    ST Team    Forum Search    FAQ    Portal    Overview

Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Discussion » Valenwood Falinesti Discussion » Interior Layout  
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Post Reply
Go to the bottom of this page Interior Layout
Author
Post « Previous Thread | Next Thread »
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

Interior Layout Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Alright, since we have decided that the interior will be split up into districts, how would this be accomplished?

What I mean is how would we separate each district from the next, obviously they will be in different cells, but I'm not too good on the knowledge of what we can do with LOD. I know that we can get the ground and mountains etc. to be viewable from each district, but something needs to be done to make the districts invisible to each other, or not?

Perhaps we can make bubbles of leaf canopies, that have clearings through them where we can put low poly models, but block out most of the other districts. We can also add a rustling animation to the leaves, which can increase pace depending on the weather, at least I think this can be done.

And while we are at it, how many districts, what will distinguish them etc.?
21.04.2008 17:29 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
Lady Nerevar
Marquise


images/avatars/avatar-535.jpg

Registration Date: 04.01.2006
Posts: 1,298
Location: Not in hiding anymore

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

districts can be separated by buildings and tree canopy simulating meshes (walls or said 'bubbles').

hm, dirstricts. I think a tree graph (hehe) would be appropriate for this. the districts on the lower portions of the tree would be the more imperialised, "foreign quarter" districts where the player could find their basic services and guilds. father up would be more traditional bosmer dwellings, shops, and mannors. above that would be the UC and really hardcore GP stuff, as well as ancient places (the palace, etc.). I think there should be a "strait" path of districts that are good, freindly places that the player should visit, but then off that main path there should also be seedier, slummy corners of the city that aren't so freindly to the player.

__________________
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
21.04.2008 22:46 Lady Nerevar is offline Homepage of Lady Nerevar Search for Posts by Lady Nerevar Add Lady Nerevar to your Buddy List AIM Screen Name of Lady Nerevar: lady nerevar tr View the MSN Profile for Lady Nerevar
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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

So like the IC was meant to be then? :D I don't see why, or indeed how, the lower section of the tree could be imperialised, unless you mean violation of the GP. Not many people can stomach living in Falinesti, and the Imperials definitely don't seem like the type. Thats why Falinesti was removed as the capital, because they didn't see it as worth the effort. I think Falinesti should be a shining image of the GP, the one place where most people abide by it (always some who don't), but so far we only have two opinions. Anyone else feel like pitching in?
22.04.2008 19:19 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
Koniption
First Knight


Registration Date: 27.07.2007
Posts: 149

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

I kind of agree with FLESH, I believe Falinesti should be all GP friendly. I don't see the hardcore GP Bosmer allowing Imperial-like quarters on their tree; you'd think there'd be a feud or something like that going on in the tree if that happened, hehehe.

As far as separating the interiors from each other: leaf canopies, hanging moss, leather hide doorways/walls, other animal derived doors/blockings, feather curtains (feathers attached to sinew strands; like a bead curtain in modern times), etc.
22.04.2008 21:30 Koniption is offline Send an Email to Koniption Search for Posts by Koniption Add Koniption to your Buddy List
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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

This has to be huge scale, totally massive, just as the tree. I don't think walls are much use (or very stable) on a tree.

I also think my title may have confused some people, sorry Frown . Let me be more clear. By interior I mean inside the tree city. It will be a separate World Space, but still an exterior cell.
22.04.2008 22:04 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
Lady Nerevar
Marquise


images/avatars/avatar-535.jpg

Registration Date: 04.01.2006
Posts: 1,298
Location: Not in hiding anymore

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

I dont mean trashing the GP for the lower levels, I mean that it would be inhabited by a whole lot more foreign peoples as opposed to the upper levels. not following traditional customs would be more accepted here and imperial institutions (guilds, embassies, etc.) would reside herein.

__________________
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
22.04.2008 22:08 Lady Nerevar is offline Homepage of Lady Nerevar Search for Posts by Lady Nerevar Add Lady Nerevar to your Buddy List AIM Screen Name of Lady Nerevar: lady nerevar tr View the MSN Profile for Lady Nerevar
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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

Oh, sorry for misunderstanding you. That seems logical and acceptable Good job!
22.04.2008 22:13 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
Durdain
Baron


Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England

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

I like the set up so far.

What concepts do we have for Falinesti btw? I keep seeing it as like three or four discs of not-wood (arrgh) segmented into, or rather on top of a flat topped tree. Its main branches sticking up through it causing most of the foliage. The 3/4 levels are atop each other, the middle one being biggest in cicrumferance.

If we had a common image to work off it might be easier to come up with partitions etc.
22.04.2008 22:38 Durdain is offline Send an Email to Durdain Search for Posts by Durdain Add Durdain to your Buddy List View the MSN Profile for Durdain
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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

I am working on this right now. I don't know if it will be the final image, or if we even go with my SpeedTree for it, but I think Falinesti should look something like that.
22.04.2008 23:41 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
windsurfer
Seigneur


Registration Date: 03.10.2006
Posts: 639

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

Is there enough room on the branches Flesh for buildings. Have you quickly tried ingame yet? Remember I did do a large texture for the branches Cool

I think the buildings should almost be part of the tree growing from it often with branches etc still pertroding out of them.
23.04.2008 10:03 windsurfer is offline Send an Email to windsurfer Search for Posts by windsurfer Add windsurfer to your Buddy List
FLESH
Archduke


images/avatars/avatar-998.jpg

Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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

There would enough for LOD houses yes. The interior cell tileset can be made to be more customized that what I have to actually support playing. This tree just needs to LOOK like it can :D
23.04.2008 15:26 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
Tree Structure | Board Structure
Post Reply
Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Discussion » Valenwood Falinesti Discussion » Interior Layout