How To Add Placeable Foliage? A question to the community.
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Unlike my other posts where I propose ideas - this feedback is actually a question to the community and like-minded players:
How would we add placeable foliage in this game?
For context, I mean mostly bushes and other small organic decor. I would love to make an overgrown abandoned ruin!
I have a very initial idea- basically a 3d printer-like tool that crafts organic "blocks" by using organic materials. This is a very conceptual idea - but one I have been curious about!
What are other players thoughts?
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The placement of plants is a good idea, not sure on the 3d organic printing thing, unless we get cloning chambers.
In a previous, now archived post I asked for placeable plants to make gardens, but then again I asked for fountains and statues too, I may have put some people off. A gnome or two would not harm anyone much unless they were reprogrammed.
The placement of plants is a good idea, not sure on the 3d organic printing thing, unless we get cloning chambers.
In a previous, now archived post I asked for placeable plants to make gardens, but then again I asked for fountains and statues too, I may have put some people off. A gnome or two would not harm anyone much unless they were reprogrammed.
How do you implement plants? Simply and logically—by planting seeds or seedlings.
You can create seeds and seedlings from organic matter.
The key lies in a well-designed control script and an appropriate number of tree, shrub, and plant models, or a suitable algorithm for generating tree or plant models.
A growing plant—a tree or shrub—is assigned a "placeholder object" with a certain PCU during its growth; the "growth process" is triggered only at certain time intervals (for example, once a day) and only if the player is not "in sight". In other words, the player shouldn't see the plants at the moment they grow (it is just a moment, but it's very distracting visually, especially when the trees change models)
There can be several types of seeds/seedlings, one for each type of tree or shrub. Alternatively, they can be "universal," and the resulting tree will be selected at random. Seeds can have a predetermined final appearance and size ("park" trees and shrubs) or a random final appearance (trees and shrubs in the "wild").
Seeds can adapt to the environment (in a snowy landscape, trees will use "snow-covered variants" of their models).
Essentially, the entire process is controlled by several random number generators with varying weights for the results.
A seed/seedling is activated by throwing it on the ground (dropping it from the inventory) and landing on a suitable terrain type (in SE, this may also be a "suitable environment" on the planet, so that trees cannot be grown on the moon without an atmosphere—though perhaps some alien or genetically modified plants... who knows...). Immediately or within a very short time of tens of seconds (so that a seed can be picked up from an unsuitable location), the growth script is activated, the plant’s first growth stage appears, and the growth process begins.
The tree growth model has a defined range of scale usage. When the model reaches the size specified by the script, or a specified number of days/growth cycles elapse, a model swap occurs (the tree changes its appearance to the next growth stage), or growth stops, and the controlling "placeholder object" is replaced by the final model (a normal tree) at the correct scale and spatial orientation, and the placeholder object is removed.
The control object also removes itself upon the next initiation of the growth process if it detects that the object it controls has been removed (cut down...). This should prevent the accumulation of "dead" control objects and the reappearance of trees that have already been cut down.
The tree model has a defined scale range. When the model reaches the size specified by the script, or a specified number of days/growth cycles have elapsed, the models are swapped (the tree changes its appearance to the next growth stage), or growth stops, and the controlling "placeholder object" is replaced by the final model (a normal tree) at the correct scale and spatial orientation, and the placeholder object is removed.
The Concept of Tree Growth (Skyrim)
In the images, the tree growth is always limited to a scale of 1; the usable size was up to 2 for "aspen" and 2.5 for "pine tree," after which the models' imperfections began to become visible.
How do you implement plants? Simply and logically—by planting seeds or seedlings.
You can create seeds and seedlings from organic matter.
The key lies in a well-designed control script and an appropriate number of tree, shrub, and plant models, or a suitable algorithm for generating tree or plant models.
A growing plant—a tree or shrub—is assigned a "placeholder object" with a certain PCU during its growth; the "growth process" is triggered only at certain time intervals (for example, once a day) and only if the player is not "in sight". In other words, the player shouldn't see the plants at the moment they grow (it is just a moment, but it's very distracting visually, especially when the trees change models)
There can be several types of seeds/seedlings, one for each type of tree or shrub. Alternatively, they can be "universal," and the resulting tree will be selected at random. Seeds can have a predetermined final appearance and size ("park" trees and shrubs) or a random final appearance (trees and shrubs in the "wild").
Seeds can adapt to the environment (in a snowy landscape, trees will use "snow-covered variants" of their models).
Essentially, the entire process is controlled by several random number generators with varying weights for the results.
A seed/seedling is activated by throwing it on the ground (dropping it from the inventory) and landing on a suitable terrain type (in SE, this may also be a "suitable environment" on the planet, so that trees cannot be grown on the moon without an atmosphere—though perhaps some alien or genetically modified plants... who knows...). Immediately or within a very short time of tens of seconds (so that a seed can be picked up from an unsuitable location), the growth script is activated, the plant’s first growth stage appears, and the growth process begins.
The tree growth model has a defined range of scale usage. When the model reaches the size specified by the script, or a specified number of days/growth cycles elapse, a model swap occurs (the tree changes its appearance to the next growth stage), or growth stops, and the controlling "placeholder object" is replaced by the final model (a normal tree) at the correct scale and spatial orientation, and the placeholder object is removed.
The control object also removes itself upon the next initiation of the growth process if it detects that the object it controls has been removed (cut down...). This should prevent the accumulation of "dead" control objects and the reappearance of trees that have already been cut down.
The tree model has a defined scale range. When the model reaches the size specified by the script, or a specified number of days/growth cycles have elapsed, the models are swapped (the tree changes its appearance to the next growth stage), or growth stops, and the controlling "placeholder object" is replaced by the final model (a normal tree) at the correct scale and spatial orientation, and the placeholder object is removed.
The Concept of Tree Growth (Skyrim)
In the images, the tree growth is always limited to a scale of 1; the usable size was up to 2 for "aspen" and 2.5 for "pine tree," after which the models' imperfections began to become visible.
What would they sell as DLC then?
What would they sell as DLC then?
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