Falinesti creatures
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- BalinMinister
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Falinesti creatures
Hello and sorry to make a new thread but i would like to know if the creatures listed in the Uber-Creature guide sticky (and their subsequent pictures) will be officially used by TR....
I am writing a book on Valenwood (Falinesti) and am going to heavily describe the culture and surroundings (as best i can) of Falinesti
BTW...i have the impression that falinesti is located on the premise of a humonguous tree....am i correct?
I am writing a book on Valenwood (Falinesti) and am going to heavily describe the culture and surroundings (as best i can) of Falinesti
BTW...i have the impression that falinesti is located on the premise of a humonguous tree....am i correct?
Bringing back the old school
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the thing is, it migrates back and forth AND IT TAKES 6 MONTHS PER TRIP. bam.
And then there's the problem of what to do if the player is in the city too (MW engine doesnt let NPCs or the player stand on a moving object then move with it).
And then there's the problem of what to do if the player is in the city too (MW engine doesnt let NPCs or the player stand on a moving object then move with it).
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Calm down, we'll be doing the city. I thought of a fairly easy way to get the city to appear to move, not screw up FPS and be inside.
We make an exterior mesh of what the city is like(big tree city), we have a script that moves just that, and how you get into the city. The actual city itself would be an interior like mournhold. The script would simply enable/disable The big outside tree depending on the time of year, and change the exit's teleport coords to match. So if you are in the city long enough and leave, it'll be in a different place.
We make an exterior mesh of what the city is like(big tree city), we have a script that moves just that, and how you get into the city. The actual city itself would be an interior like mournhold. The script would simply enable/disable The big outside tree depending on the time of year, and change the exit's teleport coords to match. So if you are in the city long enough and leave, it'll be in a different place.
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- Majra
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why worry about that right now, it will look great if we ever get to it
the problem is people are worryin too much about other provinces and not caring about the one already being worked on
the problem is people are worryin too much about other provinces and not caring about the one already being worked on
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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- prometheus
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