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  1. Thamus_Knoward

    Completed Project Application - House Rousemont

    My steps for the river so far: Painting: 2000:1 as water, Grass for land, using '/br cyl 2000:1 5 1' and /b e melt and /br smooth, but also //sel convex and //curve 2000:1 4-7 for the topology and course of the river. I try to imagine where the water exerts most force while I draw. This means...
  2. Thamus_Knoward

    Completed Project Application - House Rousemont

    @Enah, while I appreciate your interest in the choice of trees across the reach, I'd prefer if your subsequent input on it was more constructive. For example, you could give me a specific example of what the right trees are to chose based on your research and experience rather than posting...
  3. Thamus_Knoward

    Westeroscraft Texture Pack Megathread

    Slightly off-topic, but since I'm in quarantine I found myself digging up old emails and this gem popped up. I present, an experimental resource pack from 2012, including a catacomb block:
  4. Thamus_Knoward

    Planning Weirwoods and Godswoods south of the Wall

    Are all Godswoods necessarily walled in and attached to castles or could there be instances of a segregated wood similar to lordly hunting grounds in Europe? I’m thinking of places like Dyrehaven belonging to the Danish Crown for instance. Could be a lovely idea for Highgarden with a dedicated...
  5. Thamus_Knoward

    Server is Offline

    I've noticed that this has been happening a lot more lately. @illblew are you restructuring stuff or are we overloading the server somehow?
  6. Thamus_Knoward

    River Pebble Script

  7. Thamus_Knoward

    River Pebble Script

    Hmm wouldn't we have to measure the final distance for this? I was thinking briefly how we could do it perhaps using the FAWE slope mask but the potentially amorphous shape of the masked area makes this quite complicated.
  8. Thamus_Knoward

    River Pebble Script

    Now if you’re using the above fix, you’ll notice that I’m essentially filling large stretches with the ‘middle’ height of pebbles (green wool). This in effect gives large flat patches after an initially steep gradient. After the middle height has been drawn one could improve this script by...
  9. Thamus_Knoward

    River Pebble Script

    Fixed it in this version: $${PROMPT(&type,$$[type],type of pebbles : e.g. 'easternislands' 'vale' 'dorne' 'arbor' : 'sand' also works)}$$ $${PROMPT(#cutoff,$$[cutoff],cutoff of wet pebbles in mix : number from 0-8 : 0 = all dry : 9 = all wet)}$$ $${PROMPT(#profile,$$[profile],height profile of...
  10. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    //expand 5 u| $${WAIT(1)}$$| //replace $$[PlaceholderLand] wool:white $${WAIT(1)}$$| //replace [[wool:white]&~[95:3][1][8]] wool:red| $${WAIT(1)}$$| //replace [[#solid&![95:3]]&~[wool:red][1][8]]] wool:red $${WAIT(1)}$$| //replace [[#solid&![95:3]]&~[wool:red][1][8]]] wool:red $${WAIT(1)}$$|...
  11. Thamus_Knoward

    Completed House Norridge of Whitegrove by Ammika and Margaery

    What’s the argument for this: “The vegetation work will be more subtle and with more muted color palettes than those present in the Tyrell lands.” ? I mean the environmental conditions that affect growth of plants a very likely identical. I don’t see how or why the naturally occurring fauna...
  12. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    Updated this post with a script that populates banks in an attempt to match the discription: http://forum.westeroscraft.com/threads/geomorphology-101-1-fluvial-processes.284/post-12861
  13. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    4., 5. and 6. continued Reed Canary Grass and Waterpepper grow as emergent plants in lowland woods composed of Hazel, English Elm, Alder, Field Maple, Common Hornbeam, and Moor Birch. The underbrush growing right up to the waters edge is composed of Woodland figwort, Comfrey, Bobby Tops, Red...
  14. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    4., 5. and 6. middle and lower courses aka the meandery bits The river changes constantly as sediment is gradually erroded away and deposited elsewhere, and seasonal flooding creates new channels and breaks existing levees. On these changing banks we see familiar species with Reed Canary Grass...
  15. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    3. Upland woodlands Now we start to see emergent plants (plants that grow in the water but have parts that stick out above the surface): Dense stands of Rushes (Articulatus, Effusus, E. Palustris), Sedge and Reed Canary Grass; herbs and flowers such as Water Mint, Chives, Yellow Loosestrife...
  16. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    2. Upper Valley Area: At this stage of the river the embankment one meter above the water level is populated by various grasses, black alders, bushes of Willow (Aurita, Cinerea), marsh-marigold, and other flowers and herbs. Species include: Aquatic species of upland grassland area of the...
  17. Thamus_Knoward

    Terraforming [Geomorphology 101] 1. Fluvial Processes

    Based on Table 7 in this excellent paper on the Riparian and Aquatic Vegetation of the river Wye (https://www.jstor.org/stable/2844765?seq=1), I present the vertical distribution of species on the banks of the river from its source to its mouth. Preface: Greater diversity of species towards...
  18. Thamus_Knoward

    Completed Project Application - House Rousemont

    Waiting for @Kulmen to give me anything that could help me at this point.
  19. Thamus_Knoward

    Westeroscraft Texture Pack Megathread

    Again, I'm not touching anything without examples from now on :3 Don't have time to research what it should look like these days. I'm glad you like it. Sorry, I think its pretty solid the way it looks. If you wanna pitch alternatives feel free to give it a go! If the majority doesn't like it...
  20. Thamus_Knoward

    Westeroscraft Texture Pack Megathread

    BetterGrassAndLeaves is a mod and its functionality van be disabled ingame in the mod settings options. Takes a bit of digging but it is possible. My tutorial on how to make custom block models and add them to our pack is somewhere on the forums and walks you through all the steps.