
Fist sketches to get warm with trees:

First more detailed color versions of a common spruce:


Can anybody explain how to do variation on models proper? Every variant = one model file? Is Ogre (~OgreC4DExporter) capable to interpret C4D-Joints?

>Can anybody explain how to do variation on models proper?
If the variations are possible using bones, it would be done via actions. If not, one model per file would be the right choice imo.
>Is Ogre (~OgreC4DExporter) capable to interpret C4D-Joints?
I have no idea whether anyone ever testing exporting C4D to OC

>Is Ogre (~OgreC4DExporter) capable to interpret C4D-Joints?
This is not working correctly at the moment. The plugin developer is fixing this problem.

>The plugin developer is fixing this problem.
Any release date?

For trees as a resource, keep in mind that it should to look comprehensible hacking the tree down. A trunk that is as thick as a house is probably not suitable (22). I don't think we will or should stick to the "hack tree -> a few pieces of small wood items come out" workflow in the long term, it looks very weird.
You know, I am a friend of Clonkonaut's heavy resources concept: If you hack down a tree, long logs could come out there which you have to carry to the next sawmill (carry-heavy). This would also remove the annoying task of shoving the tree around the landscape. But then, the logs should more or less look like the trunk they come from.

The workflow would be:
1. get as many ideas as possible
2. think of categories that need content (fit trees, tropical,...)
3. choose from ideas, develop for categories
I like the idea of the heavy resources! Didn't know that existed. Some nice options would be available. Like lumber camps to store the logs or lumber wagons/vehicles for transport (see my chassis/waggon concept)



Attachment: tree11.png (676k)


http://wistinga.online.fr/opencanvas/
Any experience how to set it up?


I also made a concept of the different climate zones that could occur and that could use vegetation. This is more to carry the mood and give an impression of the different color palettes.




Attachment: desert_vegetation.png (654k)

You mean flora is weird? Cool pictures! Is that actual research done?

Most of this is some simplified form of actual plants I found on google images. Looking at them now, I think a few of them need to be further simplified and stylized to make an impression. I think some Cactii could acutally be script-generated. (1) and (3) is really just one part, added over and over again at different angles.


Attachment: desert_vegetation_2.png (570k)

I thought it was funny that the leaves look like an insect of some kind. Desert hates you... and flora is fauna :)



Attachment: fireweed.png - the Fire Weed! (15k)

It also would be nice to have a ton of vegetation to use in caves, old castles or ruins, crazy diamondshrooms for miningadventures and other extraordinary vegetation in vulcanos or sea and deepseastuff.
Clonk is a crazy mix of steampunk, adventure, fantasy, settlement and melee, jump n run and basefight and we also could use this in the vegetation for the game.
There could be healthy and also dangerous plants, vines to climb, thorns where u can fall in, we can create slimy ground makes u fall easy and giant trees to build houses on.
I would like to have trees a little bigger in general. (not like in the other versions of clonk were createt before, maybe like the "bigtrees" in the M&M-Adventure) That creates the feeling to be in a very big and unexplored world. It also would give us the chance to create funny (boss)monsters or animals. Actually the Clonk himselv settles the world like a human would, but make the world around the clonk a little bigger, also vegetation, animals, mountains, caves and everything would create a ton of new ways to play and feel into the world of Clonk.

I'm glad to see the drawings spark some new ideas.

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