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Tree house tile group


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15 réponses à ce sujet

#1
Borden Haelven

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The Vault is currently having problems so I don't know when these will be available...

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#2
henesua

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Borden, this is a cool addition. I like that you can be in the treehouse without transitioning out of the area.

I also think you should also do one without the stair. A rope ladder makes more sense in this situation, and I think would work best as a clickable placeable. This would enable you to do more interesting things with the treehouse as you wouldn't have to compete with the stair for the walkable space, and then the unwalkable portion at the tree's base could be some cool root structure.

Anyway, I like what you have done, but think an alternate without a stair could make this great.

#3
Borden Haelven

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Alas you do have to transition to a new area for the interior. I just made it look like you haven't, the walkmesh wouldn't allow it. I like the rope ladder placeable idea though.

#4
henesua

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Well if those stairs aren't there, and the base of the tree has a bunch of roots to handle walkmesh issues, I think you COULD have the interior of the tree house work as part of the tileset.

#5
Borden Haelven

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Doing a placeable treehouse and a placeable rope ladder. The rope ladder will have on/off geometry. Lowered for on and pulled up for off. Will do a choice of rope ladder or steps for the tiles.

#6
KlatchainCoffee

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This could be taken a step further with 'climbable trees' , where a large tree feature could be climbed in the forest tileset or even even something like rural, castle rural or even Wildwoods tilesets. Walkable crows nests on some ships made me think of this.

t would basically work like this - a player is chased by a pack of wolves, sees a large tree, clicks on a branch (placeable) for a climb check - transitions to 'in the tree' - on the same map with the wolf pack still visible down below, but unable to follow. The player can still be shot at etc, but it would provide him with some safety from certain types of creatures.

As a spin-off idea from this, would it be possible to set up 'trigger-areas' within a map, which would provide give a player a hide/move silently bonus upon entry and take it away upon exit? This might be a useful application when dealing with mob AI and also a way to make landscape more interactive.

Anyway, just some ideas. The stairs looks very good indeed and I second the 'rope access' idea as well.

#7
Borden Haelven

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The way walkmeshes work seriously restricts what you can do tilewise. You can't have overlapping or downward faces for a start and as I found out with the treehouse steps walkmesh any more the 640 faces will give nwmax a nervous breakdown. that's why I had to use a slope instead of steps. It creates clipping issues but at least it compiles...

#8
henesua

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Borden, thats why I suggested only doing the platform up above, and masking the unwalkable base of the tree with massive roots. The placeable provides a means to script transition to the platform.

Anyway, I like your work and don't want to nitpick you. Keep the fires lit!

#9
Borden Haelven

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Nitpick all you want. Therein lies perfection...

Added later: or summat close. ;)

Added even later: Animating the rope ladder properly is doing my 'ed in. :crying:

Modifié par Borden Haelven, 19 mai 2012 - 12:59 .


#10
TheOneBlackRider

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This looks great!
Maybe it would be possible to combine it with Helvene's "Suspended City for Bioware Forest"
http://nwvault.ign.c....Detail&id=7685
Your stairs would be a fitting addition.

Modifié par TheOneBlackRider, 21 mai 2012 - 09:51 .


#11
Carcerian

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Really like so far!

A few ideas for variations: different sized/shaped huts, elven style, tribal/primative, giant nest, multifloored (lift/stairs/ladder/ropes up and down)

Modifié par Carcerian, 21 mai 2012 - 10:06 .


#12
Borden Haelven

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After many hours animating I've got a raisable/lowerable rope ladder... Submitted version one to vault... I'll take a look at tying it into the suspended city bit.

Added later: Poo! different height. Awkard but not undoable. :wizard:

Even later: you gotta love NWMAX's Scale wizard. scale by 75%, tweak walkmesh corners back to 500s and voila same height... B)

Modifié par Borden Haelven, 22 mai 2012 - 03:39 .


#13
TheOneBlackRider

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Nice, that you try the "suspended set" (It's in use in "my" PW-project... ;)!
Now, did you adjust your model to fit into the "suspended set" or did you scale "suspended"?

#14
Borden Haelven

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I scaled my model. Busy tweaking it . It now has see through windows and a fenced field to cover the unwalkable bit under the treehouse.Getting it to tie into the set will need a bit of practice. Not done crossers before...

#15
TheOneBlackRider

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Great!
Sorry, but all this throws up new ideas into my head. Since this is so fitting, I take the freedom to post them:
If you are too bored, maybe you can add a variation of this stairs-model to "just" connect to those "suspended" walkways and maybe another one, which leads up to an empty platform (which can connect to those walkways), so builders can place placeables, like other houses, on top of them.
... :)

#16
Borden Haelven

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Now I've got the walkmesh issues under control I have lot's of options open. I've got to scale down the ladder by 75% now and hope it doesn't mess with the animations too much. The big clunky thing I've posted on the vault is just proof of concept really.

Mmm: how about a flat boarded platform and various placeable structures to fit it? Or even two, one with a hole for the rope ladder and one with the spiral steps?.

Modifié par Borden Haelven, 25 mai 2012 - 11:08 .