Interior Layout |
FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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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.?
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21.04.2008 17:29 |
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Lady Nerevar
Marquise
Registration Date: 04.01.2006
Posts: 1,298
Location: Not in hiding anymore
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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
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21.04.2008 22:46 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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So like the IC was meant to be then?
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?
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22.04.2008 19:19 |
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Koniption
First Knight
Registration Date: 27.07.2007
Posts: 149
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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. |
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22.04.2008 21:30 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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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
. 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.
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22.04.2008 22:04 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Oh, sorry for misunderstanding you. That seems logical and acceptable
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22.04.2008 22:13 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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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.
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22.04.2008 22:38 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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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.
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22.04.2008 23:41 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 639
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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
I think the buildings should almost be part of the tree growing from it often with branches etc still pertroding out of them.
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23.04.2008 10:03 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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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
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23.04.2008 15:26 |
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