Calister placeables
#76
Posté 11 octobre 2013 - 08:58
- In the toolset
- Example in game
I'll now try to create a cave entrance, but modeling rock seems to be a real challenge if you want to obtain something realistic. Let's see !
#77
Posté 11 octobre 2013 - 09:00
PJ
#78
Posté 11 octobre 2013 - 09:17
If you need natural-looking rock shapes, I can help, or I can just recommend the same thing I used for my rocks -- Sculptris.
#80
Posté 11 octobre 2013 - 10:17
#81
Posté 12 octobre 2013 - 03:29
Calister68 wrote...
Thank you ! Actually it's more the
texture that worries me, I'm not sure to have the skills needed to apply
it on the shape and obtain something like this, for example [smilie]http://social.bioware.com/images/forum/emoticons/lol.png[/smilie]
It could be useful just to have a set of tintable leaning rocks. The current set of rock placeables tend to be spheroidal or pyrimidal, so it's impossible to group them into gaps as in your pic. Some standing stones would be nice as well.
Modifié par rjshae, 12 octobre 2013 - 03:38 .
#82
Posté 12 octobre 2013 - 04:50
#83
Posté 12 octobre 2013 - 06:12
rjshae wrote...
It could be useful just to have a set of tintable leaning rocks. The current set of rock placeables tend to be spheroidal or pyrimidal, so it's impossible to group them into gaps as in your pic. Some standing stones would be nice as well.
I concur, rocks that can form an overhang are very rare but you have to go where the muse takes you
PJ
#84
Posté 12 octobre 2013 - 07:46
Tchos : interesting screen... I remember you created some rocks, did you already try to make a cave entrance or something like that ?
Modifié par Calister68, 12 octobre 2013 - 08:09 .
#85
Posté 12 octobre 2013 - 08:50
#86
Posté 12 octobre 2013 - 08:05
I still have to work on the deepness of the entrance and the ground. And maybe add some rocks here and there...
#87
Posté 12 octobre 2013 - 10:33
Do these have door type transitions or will we need to paste down a trigger at the entrance?
PJ
#88
Posté 13 octobre 2013 - 12:19
I like this entrance very much, too.
#89
Posté 13 octobre 2013 - 04:02
Some hard edges and crack lines might help. Maybe with some tintable moss clumps.
#90
Posté 13 octobre 2013 - 06:12
Tchos wrote...
Even if there are no door transitions, there are at least 3 other ways to use them for transitions besides using the blue circle on the ground. You can use the invisible placeable {Collision Box} with its dynamic collision setting turned off and its usability set to true (or the black {TileBlock 01}), along with a transition script like I use with my placeables. You can set the entire cave entrance itself as usable, with the same kind of script. You can manually place the black hole {Cave Entrance 1} "door" that normally comes with the cave entrance placeable into the middle of the darkness, if you want it to behave like a standard door.
I like this entrance very much, too.
Those are good ideas I have not thought to use the collision box in the past, that would have been useful.
PJ
#91
Posté 13 octobre 2013 - 07:19
#93
Posté 15 octobre 2013 - 08:26
Cave img 1
Cave img 2
This one was hard to texture, but it's almost finished, I just need to modify the ground a little. It could be a nice ogre lair^_^
#94
Posté 15 octobre 2013 - 09:44
I reckon its the home of a tallish elf, dwarfs have to look upwards at everything so everywhere's an ogre lair to them.
Looks very good in game though. Nice work Mr 68
PJ
#95
Posté 15 octobre 2013 - 10:03
I'd say the entrance may look a little square-like, but I expect I can break that up with extra rocks and vegetation. Me want.
#96
Posté 15 octobre 2013 - 10:18
I like the shape, I think it looks like it would take one of the double door placeables just nicely.
With a small cat flap for the dwarf perhaps?
PJ
#97
Posté 16 octobre 2013 - 01:13
#98
Posté 16 octobre 2013 - 07:28
Modifié par Calister68, 16 octobre 2013 - 07:43 .
#99
Posté 16 octobre 2013 - 05:26
Modifié par Calister68, 16 octobre 2013 - 05:27 .
#100
Posté 16 octobre 2013 - 05:39
Modifié par kamal_, 16 octobre 2013 - 05:40 .





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