City-State Project
#276
Posté 17 novembre 2014 - 01:10
Quite a potential for a plot there. Looks like the float eye creature I already made in the body portion.
#277
Posté 17 novembre 2014 - 04:20
That article lead me to this http://forgottenreal...m/wiki/Phaerimm
Quite a potential for a plot there. Looks like the float eye creature I already made in the body portion.
Well, PJ could use one.
#278
Posté 17 novembre 2014 - 07:07
#279
Posté 17 novembre 2014 - 08:44
Question is do these things float or are they just worms? I took from the pic they could float
They're like beholders in that they move via natural levitation.
#280
Posté 20 novembre 2014 - 10:41
Second static grass placed effects set added, based on Zpirit's Grass Pack. They're, mmm... different.

#281
Posté 22 novembre 2014 - 02:18
I thought I'd try a little experiment in using fallen leaf effects:

They don't play well with shadows, unfortunately. Maybe the thing to do is have a second, lower layer with a darker texture to simulate the shadow? Or a reversed face with a darker diffuse setting. *shrug*
- IAmDeathComeForThee, henesua et 4760 aiment ceci
#282
Posté 22 novembre 2014 - 02:48
I like it. As for a shadow under the leaves, how about just a fuzzy shape like the fx dirt shadow they liked to use under the tables in SoZ?
- rjshae aime ceci
#283
Posté 22 novembre 2014 - 07:23
It looks great and I play with shadows off ![]()
I use fx_dirt_shadow all the time in my interiors. I have made larger ones that might suit this application.
PJ
#284
Posté 22 novembre 2014 - 01:41
#285
Posté 22 novembre 2014 - 01:48
#286
Posté 22 novembre 2014 - 03:30
I believe my ground texture pack has varieties of fallen leaves. It may be more useful than fallen leaf placeables. If the pack doesnt have fallen leaves that would be simple enough to add.
Fair enough. It was just a brief experiment anyway.
Where are those leafs from
Merricksdad's Fall Foliage; Freeman Maple.
#287
Posté 22 novembre 2014 - 04:36
#288
Posté 22 novembre 2014 - 06:10
What I think we need more of for forest scenes are more fallen branches and trees, plus a broken stump or two. Right now the pickings are too repetitive and dull. I'd like to have a massive, moss-covered tree for a bridge, like the one they had in King Kong (2005). More varieties of climbing ivy would be good as well; the speedtree version doesn't work for me. I'd be helpful to have a variety of ground bushes, although I think the foliage pack might work for that.
#289
Posté 22 novembre 2014 - 08:02
#290
Posté 23 novembre 2014 - 12:17
- rjshae aime ceci
#291
Posté 23 novembre 2014 - 12:33
#292
Posté 23 novembre 2014 - 12:44
#293
Posté 23 novembre 2014 - 01:22
I've got a fallen tree as a bridge for my campaign, I'll add moss for you Bob.
Nice. Thanks 4760.
Possibly some of the speedtree textures might be useful for creating a bunch of fallen branch clutter for a realistic forest. I'm going to look at some of the better tree models online to see if their branches would work well. If not, then I'll just make a few.
#294
Posté 23 novembre 2014 - 01:38
But the signature says "bob".
EE's been making up new names for people for some reason.
#295
Posté 23 novembre 2014 - 11:41
There is a nice fallen log placeable mentioned in the Hidden Content thread. Its model has been named as a bench (plc_br_bench01), and it has no entry in placeables.2DA, but the model is there. I've scaled it up and used it to span a narrow creek (it's actually got polygons underneath it).
- rjshae aime ceci
#296
Posté 01 décembre 2014 - 04:03
Over on CGTextures, under the Nature > Trees category, there is a nice set of tree billboards that somebody has already gone to the trouble of trimming and making alpha transparent. These will be nice to have as additions to the existing tree planes--possibly as effect skins applied to the existing plane models.
In the Nature > Forest section is a set of overhead forest shots that could provide some nice additional OM covers.
Ed.: Yup, worked like a charm; two more tree planes added.
#297
Posté 03 décembre 2014 - 10:38
I found this site called Reiner's Tilesets that has some interesting looking models under the 3D Graphics menu. Now that the monster Sea Caves tileset is finally done, that frees up a chunk of time to go looking at ports such as this. If there's a model that you think would be particularly useful, let me know. ![]()
Ed.: Meh, they're not that great. Ah well.
#298
Posté 06 décembre 2014 - 07:00
The urban housing project continues: at left, the "Rat's Nest", a decaying former watch tower that has been adopted for use by thieves, brigands, or what have you; at right is a piece from poor folks' urban housing.

Unfortunately, both pieces cause camera problems, so I'm just planning to use them for filler decoration.
- PJ156 et henesua aiment ceci
#299
Posté 06 décembre 2014 - 07:21
That's a shame, they look like really nice models ![]()
#300
Posté 06 décembre 2014 - 11:48
I think the building has the camera problem because of the overhanging texture. I tried avoiding any collision mesh being placed over the door, but it had no effect. The tower... well I seem to get results like that whenever there's a ramp by a wall. Not much I can do about it really. Ah well.





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