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#1 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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I have just finished my first attempt of combining walls and backdrops to simulate a very dense forests. Below is an ingame-animation:
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#2 |
Dungeon Master
![]() Join Date: October 1, 2003
Location: NSW Australia
Age: 49
Posts: 68
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Excellent work! That worked a lot better than I thought it would.
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#3 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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Thanks LB! I think it could still be improved (e.g. the branches in the ceiling could be less horizontally directed and the connections with the trees are far from being perfect), but I am quite happy with the look.
I will add some more understorey-overlays and perhaps a second "trunk-wall"-set to make it look a litte more "natural".
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#4 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Excellent work, my friend.
![]() This is superior to my own efforts along these lines. ![]() Some ideas for things you might add - varied trunk widths, knobs or knots or small branches on some of the trunks, a root system overlay, a bird or other creature sitting on a branch. ![]() ![]() ![]() ![]() Thanks for another amazing example of what we can strive for in DC. |
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#5 | ||||
Symbol of Cyric
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#6 | ||
Jack Burton
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#7 |
Symbol of Cyric
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I was trying to make a large tree trunk with a door in it once, but failed dismally. Since then I've begun a new artwork idea and haven't tried the forest look.
As for the demo of the forest, excellewnt work as always Dynonikos! ST
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#8 | ||||
Symbol of Cyric
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![]() However, I will probably add some details to the bridge and perhaps improve the brook. But at least this shows that we theoretically can do quite complex structures in DC.
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#9 |
Symbol of Cyric
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I think the main reason why I have not yet finished an adventure (I am also refering to Stephan1980's thread here) and spend so much time in developing graphics is that I wanted to have some certain elements: harbours with at least one ship, several kinds of forests/jungles, bridges and rivers/brooks, houses with at least two levels, convincing sewers, round walls, convincing furniture and backgrounds that look naturally. This aspect is 99% completed, and I will only do additional walls for special events, e.g. NPC walls or secret doors, or if somebody asks me to make a specific wall. (The high pines are on the way, Manikus, and I have already finished some overlays for the trunks - roots, bushes, twigs, mushrooms - to make the dark forest look more organic
![]() The other thing was that I wanted an alternative combat system that allowed to remain in the 3D view and to keep brutality on a low level, e.g. by allowing the enemies to flee or to negotiate during combat. This system finally also works very fine, I'm going to post screenshots sooner or later. However, it is really quite complicated, so I doubt that I will be able to write a tutorial on that that beginners can understand. But I will post the scripts and the Logic-Block structures on my homepage when I find the time. I hope that this is enough ... ![]()
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#10 |
Jack Burton
![]() Join Date: July 13, 2001
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I also use Animation Shop and agree that it seems easy to do, but you and I are graphically inclined.
![]() ![]() As for the Blackforest cake, to me the cherries are secondary (but still deliscious). ![]() As for why you do what you do with DC and why that hasn't yet resulted in a released adventure, I believe a lot of the regulars in this forum are in that boat. I have some ideas that translate relatively well to DC, but my big ones (the secret ones) have been worked on for years just to find ways around the limitations of both the graphics and the engine. ![]() And like you, I've tried just about every game creator there is and none of them are what I want, but this one is the closest and I think one of the easiest to use. ![]() ![]() ![]() |
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