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Old 09-11-2009, 06:44 PM   #11
Dinonykos
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Default Re: Tree Walls

By the way, I am proud to reactivate this interesting thread...
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Old 09-11-2009, 07:59 PM   #12
manikus
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Default Re: Tree Walls

Nice trees.

This was an interesting thread - yet another example of ideas I talk about but never follow through on.
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Old 01-13-2010, 10:53 AM   #13
Uatu
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Default Re: Tree Walls

Well, a year and a half later (wow, does time pass quickly!) I admit that I didn't REALLY like my tree wallset, so I made a new one, this time using Dynonykos' High Walls grid... This leads me to a few questions...

1. I'm not sure whether I should include walls for the D, C, M, L, and J wall slots, i.e. the wall slots that show just a bit of the side of a wall, and the duplicate furthest wall. My tree wall is just a single tree - so does that mean I should not include these slots? (Hey, these slots work the same as the Hyper Walls above... )

2. Due to normal space constraints, the maximum size for a tree seems to be about 10' tall, 8' wide. I therefore made my tree a very young oak tree, but if I wanted an old oak tree (100' tall!), would there be any way to make this feat possible? (Of course we would need suitable girth as well - no 100' tall, 8' wide trees )
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Old 01-13-2010, 11:44 AM   #14
Dinonykos
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2. It is of course possible to make a 100' tree, but you will not see the top even in the far away walls. Furthermore, the width of such a tree could be problematic - you may need to built it out of two walls, and than, problems with the most distant walls may occur...

1. Would be easier to answer if you posted what you already have done. Indeed, slender trees won't appear in some slots , and whether or not you use the J slot depends very much on what you want to achieve: Shall the tree be only one single tree standing in a plain, or should it be part of a forest - in the latter case, it must either be duplicated, or you will have to add something else in slot J (smaller trees, for example).
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Old 01-13-2010, 11:49 AM   #15
manikus
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So you've finally used the tall walls? You'll be using the hyper walls in non time. (They're the same layout and you don't have to fill all of the space unless you want to.)

1- It depends. C, D, M and L are used if that width of space is used in E and H. They're only used in certain circumstances - when the tree in this case is not straight ahead of the party, but is right next to the spot on either side. For some things, like walls that show a back perspective such as an archway, this allows for the correct perspective to be shown (one step to the side makes it look different than straight on).
Using J is always a tough one for me, so I almost always stick something there.

2- Of course we can, but we can't show the whole thing in every view, most notably the close up. You could show maybe a full tree of 80' in the the far away (full in height, not width) slot.

Edited to add:
Well look who cross-posted.
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Old 01-13-2010, 11:52 AM   #16
Uatu
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Default Re: Tree Walls

Well, okay, here is my slender English oak then http://two.xthost.info/uatu/dungeonc...a_YoungOak.png
(I have decided to do plants based on reality, and this is the first one... of course size constraints to limit things somewhat.)

I guess I want to use it both as a single tree and as a bunch of trees - perhaps I have to make several versions of the wall depending on the usage? (I never really understood the usage of the J slot...)
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Old 01-13-2010, 11:56 AM   #17
Uatu
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Default Re: Tree Walls

Ha ha... Tall walls make sense for trees and such, which stick out of the wall grids. I don't really understand it so much in terms of normal walls yet, so I will continue to use the default I guess for that...

Hmm - still don't quite understand C, D, M, L, and J But I'm workin' on it You can now see that I have filled something in all those spots at this point...
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Old 01-13-2010, 12:14 PM   #18
manikus
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Default Re: Tree Walls

The advantage of using all of one wall type is that you can mix and match, using as overlays, etc. Maybe some day you will want a normal door behind a tree...

I'll look at the wall and try and come up with a good example of what I meant by the use of C, D, etc.
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Old 01-13-2010, 12:45 PM   #19
manikus
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Default Re: Tree Walls

Okay, Uatu.

First off, that is a very nice tree wall.

I think you used C, D, L, and M exactly as was intended.

Earlier, when you said high walls, I thought you meant tall walls as I had forgotten that Dinonykos had referred to this extended walls as high walls on the templates. The move from extended walls to hyper walls is fairly painless. They are the most similar of any two formats.

Regarding wall J, and I hope Dinonykos will correct me if I'm wrong, it is often left blank on overlays and doors, so that at max distance only one overlay/door appears instead of three.
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Old 01-13-2010, 02:15 PM   #20
Dinonykos
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Default Re: Tree Walls

Quote:
Originally Posted by manikus View Post
Regarding wall J, and I hope Dinonykos will correct me if I'm wrong, it is often left blank on overlays and doors, so that at max distance only one overlay/door appears instead of three.
J is treated differently for doors: If a wall is used as a door, even if slot J is filled, it won't be used, as far as I know. For overlays and walls, I think you and I both left nice graphics somewhere here in the forum showing where they apear in the 3D view...
Anyway, as I wrote above, if you want a nice stand-alone tree, you should leave J blank.

Nice, Uatu, that you started with Quercus robur... Just yesterday I had to read several publications about oaks... Your Q.-robur wall is very convincing, even the leaf shape is somewhat implemented!
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