Assembling the Goldmoor Region (not quick and easy)
Moderators: Haplo, Lead Developers
Personally I would put a fair few shrub type plants out, and fewer trees. I know that to make it look like a true moor (just a carpet of shrubs, rocks and grasses) would be pretty dull, but as it is it looks unnatural. The trees are small, which implies there are harsh conditions, and yet there are so many?
My reckoning? Halve the trees, double the shrubs. Maybe not so drastic but I think that would look more believable.
Unless of course my perception of scale is off, and those are massive trees...in which case they are too big
My reckoning? Halve the trees, double the shrubs. Maybe not so drastic but I think that would look more believable.
Unless of course my perception of scale is off, and those are massive trees...in which case they are too big
[img]http://www-markinfo.slu.se/sve/mark/ago/bilder/myr5m.jpg[/img]
http://www.fsnielsen.com/norske_fjell/images_full/finnsk_myr.htm
If we´re looking for anything like this I would have to agree, more shrubs and grass please
I wouldn´t want alot of stones, not small ones anyway as they would probably be engulfed.
http://www.fsnielsen.com/norske_fjell/images_full/finnsk_myr.htm
If we´re looking for anything like this I would have to agree, more shrubs and grass please
I wouldn´t want alot of stones, not small ones anyway as they would probably be engulfed.
Actually I can proudly say that it was my bitching and whining that got us a moor section, and it was originally intended to look something like this:
[img]http://img156.imageshack.us/img156/7934/moorimdovrefjell3re.jpg[/img]
[img]http://www.xente.mundo-r.com/dot/dartmoor.jpg[/img]
But obviously the 'carpet' effect of real moors is a bit dull-looking, especially with low-distance foliage, so some trees are needed.
Noir: really cool, just a few too many rocks for my tastes at least...the tall pillar rocks should be sparser.
[img]http://img156.imageshack.us/img156/7934/moorimdovrefjell3re.jpg[/img]
[img]http://www.xente.mundo-r.com/dot/dartmoor.jpg[/img]
But obviously the 'carpet' effect of real moors is a bit dull-looking, especially with low-distance foliage, so some trees are needed.
Noir: really cool, just a few too many rocks for my tastes at least...the tall pillar rocks should be sparser.
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"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
I agree with Jale, it seems a bit much with the rocks. I think that's only the case because of the same rock being used throughout the area. Later when we have more variation (I think we'll have more variation?) I'm sure it'll look normal and less uh... whatever word you would use there.
But it looks really good. The thumbnails at first glance reminded me of a finished map 1 screenshot thumb, so I'm glad to see that Goldmoor is that far along already
*propness*
But it looks really good. The thumbnails at first glance reminded me of a finished map 1 screenshot thumb, so I'm glad to see that Goldmoor is that far along already
*propness*
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- Lady Nerevar
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I'm going to say to many tors. other then that it is looking really good. its impressive how great it looks with only basic generation.
PS when can I have the file for screenshot taking? if I don't get it before the post I will use screens above (but I would prefer some w/o UI)
PS when can I have the file for screenshot taking? if I don't get it before the post I will use screens above (but I would prefer some w/o UI)
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Once we all like what I have, I will upload the file (as Map 8-Goldmoor) and will open up the exterior claims as well.
Just know that this is the entire GM region, with 3 subregions, which took me 32 hours to generate. I did a few test regions first to make sure it was close, and then went for it. I agree with all of the comments so far. So, I will make the changes, and proceed. But just know it's not 'simple' in the sense that it can be done in a day. I have to make the changes, test those changes, and then generate the region. All-in-all, it takes about 4 days straight of work (a good portion of the time spent just letting the CS do its thing).
Just know that this is the entire GM region, with 3 subregions, which took me 32 hours to generate. I did a few test regions first to make sure it was close, and then went for it. I agree with all of the comments so far. So, I will make the changes, and proceed. But just know it's not 'simple' in the sense that it can be done in a day. I have to make the changes, test those changes, and then generate the region. All-in-all, it takes about 4 days straight of work (a good portion of the time spent just letting the CS do its thing).
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
- Lady Nerevar
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It is looking great.... i was thinking that it for some reason looks alittle too green still....bizarre..anyways i will agree with the tors seem alittle to plentiful.....and i will have to play around with the grass density things.......it doesnt look right but thats my fault!
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32h to complete only the generation thing?
My pc did less than 5 minuts for a 5*5 cell.
i think also that you're using extra rocks. I mean I have never seen those big rocks and maybe trees before.
Grass doesn't have to be generated, because some ground textures have grass.
@ Noirgrim: How do you make such formations of rocks in combination with textures? just luck?
My pc did less than 5 minuts for a 5*5 cell.
i think also that you're using extra rocks. I mean I have never seen those big rocks and maybe trees before.
Grass doesn't have to be generated, because some ground textures have grass.
@ Noirgrim: How do you make such formations of rocks in combination with textures? just luck?
You've been generating a lost less that what is displyed in the thumbs. If someone has better than a 2 gig, 4.2 ghz dual core, let me know, so they can generate it.blackbird wrote:32h to complete only the generation thing?
My pc did less than 5 minuts for a 5*5 cell.
Everything used here is part of the Goldmoor set in the OoT.esm file.blackbird wrote: i think also that you're using extra rocks. I mean I have never seen those big rocks and maybe trees before.
You're correct. But Fairwater is talking about the density settings on the 'terrain' objects, which is part of the OoT.esm.blackbird wrote: Grass doesn't have to be generated, because some ground textures have grass.
By choosing a texture as a 'child' of the rock. Take a look at some of the OB regions as an example.blackbird wrote: @ Noirgrim: How do you make such formations of rocks in combination with textures? just luck?
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
Ok part of me is thinking that we should actually leave tors out of the generation buisness and make them hand placed...... that way they will appear more logicly and we can tailor them to be awe inspiring.... what do you think?
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-Noirgrim
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At the moment, the entire region is based around the Tors. When each Tor is placed, smaller rocks are placed around it. Where ever the Tors are not, trees grow. Where the trees grow, the roots and ingred plants grow. Take away the Tors from the region generation... and I don't know where to go from there.
How about just making them more sparse, like suggested above?
How about just making them more sparse, like suggested above?
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
that works we could still generate it with tors then maybe have them moved around and tweaked by the exterior modders....you know like for some reason i always picture them being generated more at the top of hills rather at the bottom
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-Noirgrim
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That was something I was racking my brain over when doing the generation. How to get them on the tops of the hills, but not the bottoms. I can constrain their generation to a minimal slope ~0 to ~15 degrees, and I can generate them at a range of elevations. But we need a relative elevation (ie: hill to valley difference) which the CS has no idea how to do. If I generated them at the 'average' hill height, it just won't work.
They could always be deleted from the valleys after the fact I suppose. I want to get this as close as possible leaving minimal work for the detailers. Because they still need to add roads, and places of interest over roughly 350 cells (and we all know how many OB exterior modders we have [holds up 4 or 5 fingers]).
They could always be deleted from the valleys after the fact I suppose. I want to get this as close as possible leaving minimal work for the detailers. Because they still need to add roads, and places of interest over roughly 350 cells (and we all know how many OB exterior modders we have [holds up 4 or 5 fingers]).
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
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I'm pretty sure Morrowind units are the same size as Oblivion units. There have been several conversions between the two games, and everything was exactly the same coming out as it went in, whether it was objects or heightmaps, or heightmaps with objects on them. The only difference I've seen is that a Morrowind cell is 2x bigger than an Oblivion cell.
And after writing this do I realize stupid me ressurected a thread a month old because he's too tired to realize the difference between June and July
And after writing this do I realize stupid me ressurected a thread a month old because he's too tired to realize the difference between June and July
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wtf it's July already...?
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"How dare you question the colonnade!" - one of the Glorious Leaders
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"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
That could work for cell size and unit size, and I think that unit size does make more sense. In the conversions, the Morrowind units are probably being directly converted to OB units, so that each units counts as double the amount that it should really count as. If that makes any sense.IAMTHEEMPEROR wrote:I'm pretty sure Morrowind units are the same size as Oblivion units. There have been several conversions between the two games, and everything was exactly the same coming out as it went in, whether it was objects or heightmaps, or heightmaps with objects on them. The only difference I've seen is that a Morrowind cell is 2x bigger than an Oblivion cell.