Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#204
So I've been messing around with the map generator and I was wondering if we were still going with the "Gate A requires you to go through 860-1" plan.
Unfortunately the map generator doesn't seem to have any method to force certain rooms to be together. (From what I've seen so far)
I can however, force the 860 testing room to be the last type 2 room than spawns. (Closest type 2 map to gate a or b)
M-x dingus-mode

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#205
MonocleBios wrote:So I've been messing around with the map generator and I was wondering if we were still going with the "Gate A requires you to go through 860-1" plan.
Unfortunately the map generator doesn't seem to have any method to force certain rooms to be together. (From what I've seen so far)
I can however, force the 860 testing room to be the last type 2 room than spawns. (Closest type 2 map to gate a or b)
Yeah that sounds good right now with having it being one the the last 2 rooms, in the future though it should definitely be with the rest of the 'other' rooms, spawning in the middle or etc. I don't like the idea of having to go through it all the time to get to a Gate A or B, it'll be like a shortcut to some other area of the facility or a quick escape point from a chase or something that can be very valuable to the player, but more risky with each new entrance.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#206
:idea: I know, add owls(and audio of them, squealing or otherwise. They might even be the mosters food sorse, idk) to the forest, give it more of a 'feel". Some stare from a high branch, some fly in whatever direction.
And evidence of other past exploration as well? Exp. broken axe, shoes?, or even a radio). All of this should maybe be in the middle. Items should disapear with the path also.
Is there a moon? Ill stop here. :)
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#207
I know I said this before but I really think it would be a good idea to have some clue or helpful tool retrievable within 860-1. Maybe some past doctor or D class subject died in the forest and left something behind? That would add to the creepiness and atmosphere there as well.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
Image

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#208
Alright, I've managed to get the forest tiling test working seamlessly and looking good; which means an infinite forest is possible. (Though likely you won't make it that far being so reckless)
Image
All this is actually room tiles, not a single piece of terrain; here below I highlight select a few tiles including those that handle the path and it's blending textures. (You can even see the test player wireframe and camera too).
Image
This isn't final yet, all we need now is concrete wall + door generation, a few more 'other' tiles, tree leaves, stumps, random foliage and a finished monster, shouldn't be too hard. :mrgreen:

Everything looking proportional? Path too wide/small? Tree's too tall/thin? (This fog is using a slight cloud texture to it too to help add to the mist). I'll add a few more tree variations too, right now these are all the same exact model, just rotated at different random vectors slightly, I'm also looking to improve the transition of the low poly tree to the ground, perhaps with some slight dirt mounds or something. :S

Edit:
It's really high-poly in the picture right now because I built a scene that's almost 2/3rds bigger than the image render picture I posted above, as well the ground tiles haven't been cut down poly wise yet, landing the final poly count around 12-15k at the end hopefully at any given time.

Also if anyone wants to help edit the textures in the scene to match the articles original color scheme, I've posted them here:
http://www.mediafire.com/?yke1xb3snccqypu
Send them back to me when your done and I can post test renders.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#209
Can't wait to see the leafs to fill out all the space at the top of the trees. SO.. the sky will be bitch black with stars? moon? or is that what the fog is for?
The path, first rise it,(how much? enough) and let me see how it looks. Separate the path from forest ground quite a lot. good luck with the terrain, if you find one.
LOL bitch blacK? hahahaha
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.