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Forgotten Forest [Old Discussion 2]
11-27-2007, 08:13 PM,
#11
 
Thanks for that TID, I didn't know about that shader thing, and if I have the Are Tree box checked it might be even better, but that about the texture, I haven't been able to find a good one yet, even if I haven't tried all yet but I have tried thoes that sound to be fitting best by there name like "DeadLeaves" and stuff like that...

And I will have the test region where it is, as I will delete it anyway later...And you have any vauge calculation of how many cells the entire forrest will be like? 50? 200?

And is it ok that I can make some cave entrences even if I don't make the cave it self?
Finished Claims
Scc0304 | Scc0330 | Scc0330A
Scc0331 | Scc0338 | Scc0347
Scc0363 |
Steadhelm 01 | Steadhelm 02 | Steadhelm 03
Steadhelm 04 | Steadhelm 09 | Steadhelm 10
Steadhelm 11 | Steadhelm 12 | Steadhelm 16
Steadhelm 23A | Steadhelm 23 | Steadhelm 31
Steadhelm 32 | Steadhelm 35 | Steadhelm 36
Steadhelm 42 | Steadhelm 44 | Steadhelm 45
Steadhelm 46 | Steadhelm 47 | Steadhelm 48
Steadhelm 49 | Shrc02 Farm | Shrc01 Hlivam Estate

Claims under construction
11-27-2007, 09:30 PM,
#12
 
Quote:Originally posted by Trankintor
Thanks for that TID, I didn't know about that shader thing, and if I have the Are Tree box checked it might be even better, but that about the texture, I haven't been able to find a good one yet, even if I haven't tried all yet but I have tried thoes that sound to be fitting best by there name like "DeadLeaves" and stuff like that...

Well, with no life, that leaves dirt and rock. I'll take some more screenshots of the TES3 Forgotten Forest.

Quote:Originally posted by Trankintor
And I will have the test region where it is, as I will delete it anyway later...And you have any vauge calculation of how many cells the entire forrest will be like? 50? 200?

Just make sure all of the objects are completely gone if you're trying something new.

I would guess, going by our maps, given that the ST worldspace is 192*192 cells, and that your region is approximately 1/6 by 1/6 of that (32 by 32 cells), I would estimate 1024 cells in area, subject to variance.

50 cells would be getting pretty close to a test area. Wink

Quote:Originally posted by Trankintor
And is it ok that I can make some cave entrences even if I don't make the cave it self?

I would first get the region preset up and running. Don't add cave entrances to the preset.
11-28-2007, 02:11 PM,
#13
 
Ok, here is an update and I think that I have it somemore right nowSmile

And I didn't not mean now with the cave entrences, in the "real" one.
Finished Claims
Scc0304 | Scc0330 | Scc0330A
Scc0331 | Scc0338 | Scc0347
Scc0363 |
Steadhelm 01 | Steadhelm 02 | Steadhelm 03
Steadhelm 04 | Steadhelm 09 | Steadhelm 10
Steadhelm 11 | Steadhelm 12 | Steadhelm 16
Steadhelm 23A | Steadhelm 23 | Steadhelm 31
Steadhelm 32 | Steadhelm 35 | Steadhelm 36
Steadhelm 42 | Steadhelm 44 | Steadhelm 45
Steadhelm 46 | Steadhelm 47 | Steadhelm 48
Steadhelm 49 | Shrc02 Farm | Shrc01 Hlivam Estate

Claims under construction
11-28-2007, 03:50 PM,
#14
 
Just some info

In the thick of the forrest, their was nearly no sunlight which shone through, the ground was like black muck, the dead tree branches overlapped each other like a blanket (It was scary) Big Grin

Enjoy
Bob
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Enjoy the Great taste of Diet Bob, with Zero Calories
11-28-2007, 04:54 PM,
#15
 
My suggestion for the ground texture is to use dirt textures and then add heavy vertex shading. The forest is meant to be in perpetual twilight or night (for that horror feel) so the player would hopefully get the impression that the parts of the ground that aren't as heavily shaded are parts of it where the faint glow of the moons shine through the gnarly branches above. I don't think it would be a very good idea to use dead leaf textures since presumably the forest has been dead for a very long time and any leaves would have wiltered away by now (plus I think even dead leaves would lessen the dead feeling of the forest, but that might just be me).

I think it would be less confusing if you generated in SilgradTowerLand instead of Tamriel. Smile It would also be great if you could post cell coordinates that point to (say) one of the cells you generated, both to make it easier to find for those who wants to check it out and to avoid mixups. Because at the moment I'm not sure what to say. I checked out some of the cells I think you generated and from what I could see it looked like the ground had been painted with a burnt ground texture, but otherwise retained the stuff Bethesda placed there. Am I looking at the wrong cells?

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11-28-2007, 09:09 PM,
#16
 
If you open the AnvilWorld thingy and go to where the coordinates are, and select one and then press the F you will see some cells with the name of FFtest and a number between 101-106 and up to 606...
Make them in name order and you'll find it easier...

Like this, this is the cells

XXXXXX 101-102-103-104-105-106
XXXXXX 201-202-...
XXXXXX
XXXXXX
XXXXXX
XXXXXX -606

And yes, I did use the burnt texture. And if you wonder why it is little number of trees, it is suposed to be in the edge of the forest. Closer to the center it will be more dense, and more horrible creatures...
A minotaur nest in there maybe?Big Grin
Finished Claims
Scc0304 | Scc0330 | Scc0330A
Scc0331 | Scc0338 | Scc0347
Scc0363 |
Steadhelm 01 | Steadhelm 02 | Steadhelm 03
Steadhelm 04 | Steadhelm 09 | Steadhelm 10
Steadhelm 11 | Steadhelm 12 | Steadhelm 16
Steadhelm 23A | Steadhelm 23 | Steadhelm 31
Steadhelm 32 | Steadhelm 35 | Steadhelm 36
Steadhelm 42 | Steadhelm 44 | Steadhelm 45
Steadhelm 46 | Steadhelm 47 | Steadhelm 48
Steadhelm 49 | Shrc02 Farm | Shrc01 Hlivam Estate

Claims under construction
12-05-2007, 06:55 AM,
#17
 
I had a look at the v.1.1 ESP:

- I would suggest not having the burnt texture appear so much in the forest
- I think more dirt and rock ground textures would look good
- Add more objects; EDIT: some rocks and smaller trees would help, but you do need more bigger trees in the mix.

It still needs work.

Quote:Originally posted by Trankintor
If you open the AnvilWorld thingy and go to where the coordinates are, and select one and then press the F you will see some cells with the name of FFtest and a number between 101-106 and up to 606...
Make them in name order and you'll find it easier...

Like this, this is the cells

XXXXXX 101-102-103-104-105-106
XXXXXX 201-202-...
XXXXXX
XXXXXX
XXXXXX
XXXXXX -606

And yes, I did use the burnt texture. And if you wonder why it is little number of trees, it is suposed to be in the edge of the forest. Closer to the center it will be more dense, and more horrible creatures...
A minotaur nest in there maybe?Big Grin

Have a look at my above comments. I think more trees are needed.
Generate the region in the SilgradTowerLand worldspace.

I attached some additional CS screenshots of the TES3 FF.
12-05-2007, 08:32 AM,
#18
 
Ok, thanks. I'll get started with this later this week...
And I will delete the old esp and make a new one in the right worldspace. I will also have a better look at the different trees to see what is best and I think that I will put in all big trees by hand.
And I just wonder if the vertex shading was made the right way or not as I haven't done it before...
Finished Claims
Scc0304 | Scc0330 | Scc0330A
Scc0331 | Scc0338 | Scc0347
Scc0363 |
Steadhelm 01 | Steadhelm 02 | Steadhelm 03
Steadhelm 04 | Steadhelm 09 | Steadhelm 10
Steadhelm 11 | Steadhelm 12 | Steadhelm 16
Steadhelm 23A | Steadhelm 23 | Steadhelm 31
Steadhelm 32 | Steadhelm 35 | Steadhelm 36
Steadhelm 42 | Steadhelm 44 | Steadhelm 45
Steadhelm 46 | Steadhelm 47 | Steadhelm 48
Steadhelm 49 | Shrc02 Farm | Shrc01 Hlivam Estate

Claims under construction
12-22-2007, 03:59 PM,
#19
 
I just want to say that I havn't forgotten ( :lol: ) about this, it is just this time of year and I don't think much will be done for some weeks now, as I have some special things after new year too that prevents me from this, but I might find the need anywaySmile

P.S Merry Christmas and a Happy New Year!!!
Finished Claims
Scc0304 | Scc0330 | Scc0330A
Scc0331 | Scc0338 | Scc0347
Scc0363 |
Steadhelm 01 | Steadhelm 02 | Steadhelm 03
Steadhelm 04 | Steadhelm 09 | Steadhelm 10
Steadhelm 11 | Steadhelm 12 | Steadhelm 16
Steadhelm 23A | Steadhelm 23 | Steadhelm 31
Steadhelm 32 | Steadhelm 35 | Steadhelm 36
Steadhelm 42 | Steadhelm 44 | Steadhelm 45
Steadhelm 46 | Steadhelm 47 | Steadhelm 48
Steadhelm 49 | Shrc02 Farm | Shrc01 Hlivam Estate

Claims under construction
12-22-2007, 08:45 PM,
#20
 
That looks awesome! Keep it up Big Grin


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