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[[File:Cm old.png|thumb|The old Clambering Moor, as it exists in TR_RestExterior.]]
[[File:Athcliath clambering moor.png|thumb|Clambering Moor concept art by Athcliath97.]]
'''Clambering Moor''' is a Redoran-dominated highland moor [[Regions (Morrowind)|region]] in the [[Regions (Morrowind)#Velothis District|Velothis District]], Morrowind.
== Historical Implementation ==
[[File:Cm old.png|thumb|The old Clambering Moor from 2010-ish.]]


== Current Implementation ==
The version in the old TR_RestExteriors was a retroactive designation given to a hodgepodge of exterior claims, most made in 2009 or 2010 in the Velothi Mountains, Bitter Coast, or Ascadian Isles style, with few uniting characteristics. It was agreed years ago to be redone wholesale.


Clambering Moor is a  [[Regions (Morrowind)|region]] in TR_RestExteriors, part of the [[Velothi Disctrict]]. It is currently a retroactive designation given to a hodgepodge of exterior claims, most made in 2009 or 2010 in the Velothi Mountains, Bitter Coast, or Ascadian Isles style, with few uniting characteristics.
== Ongoing Implementation ==
 
== Plan ==
 
[[File:Cm map 2022-12-08.png|thumb|Clambering Moor gridmap from 2022-12-08.]]


<gallery mode="packed">
<gallery mode="packed">
Cm gnomey.png|Clambering Moor concept by Gnomey.
File:Cm gnomey.png|By Gnomey
Cm concept.png|Clambering Moor concept by Squash.
File:Cm concept.png|By Squash.
Cm cicero.jpg|Old, long-lost Clambering Moor test cell by Cicero.
Cm verticalfarm.png|Gnomey's rough sketch of a Dwemer vertical farm for Clambering Moor.
</gallery>
</gallery>
[[File:Cm gridmap.png|thumb|Clambering Moor on the gridmap.]]
[[File:Cm inprogress chef.png|thumb|In-progress exterior claim CM_01 by Chef, containing the city of Veranis.]]
According to longstanding plans, the Clambering Moor is being remade into a deep-red mountain grassland, accented by ivory mushrooms and some green plants, rolling down from the Velothi peaks to the Inner Sea coast. Once host to a multitude of Dwemer freeholds, the Clambering Moor is now settled by [[Redoran]] hoom and beetle ranchers, often suffering orc, goblin, or ashlander raids. Historical Nord presence will be evident in scattered barrows.


The Clambering Moor is to be remade entirely according to long-standing plans the region will be a deep-red mountain grassland, accented by ivory mushrooms, rolling down from the Velothi peaks to the Inner Sea coast. Once host to a multitude of Dwemer freeholds, the Clambering Moor is now settled by [[Redoran]] hoom and beetle ranchers, often suffering orc, goblin, or ashlander raids. Historical Nord presence will be evident in scattered barrows.  
Compared to earlier plans and the old TR_RestExterior implementation, gridmap 2022-12-07 enlarged Clambering Moors towards the south, leaving only a cell's worth of Roth Roryn buffer north of Dominions of Dust release border. This will leave more space for this intriguing region at the expense of the comparatively huge Roth Roryn.


Compared to earlier plans and the current TR_RestExterior implementation, gridmap 2022-12-07 enlarged Clambering Moors towards the south, leaving only a cell's worth of Roth Roryn buffer north of Dominions of Dust release border. This will leave more space for this intriguing region at the expense of the comparatively huge, yet bland Roth Roryn.
The Roryn river will now merge into the Priyai near Kartur outpost (to be renamed), instead of flowing north. This will mean that Roth Roryn's meaning of "south of the Roryn" remains plausible.


The Roryn river will now merge into the Priyai near Kartur outpost (to be renamed), instead of flowing north. This will mean that Roth Roryn's meaning of "south of the Roryn" remains plausible.
The shoreline shape was also changed on the gridmap to remove the loathed Grenade Island.
The shoreline shape was also changed on the gridmap to remove the loathed Grenade Island.


Points of interest will include Daedric ruins, large Dwemer ruins (perhaps even a semi-functioning Dwemer vertical garden), Nordic barrows, a stronghold, goblin caves, and roaming camps of Redoran patrols, Malakh Orcs, or ashlanders.
Points of interest will include Daedric ruins, large Dwemer ruins, Nordic barrows, a stronghold, goblin caves, and roaming camps of Redoran patrols, Malakh Orcs, or ashlanders.
 
=== Settlements ===
 
[[File:Veranis.png|thumb|Veranis in TR_Restexterior.]]


* '''Veranis''' – this city will act as the capital of [[Stones March]] and a faction hub and will, thus, need to be enlarged. In the 2020 template meeting, it was decided to add a temple and a wall around the perimeter of the town, and to remove the the bridges and two mesas in front of town. The buildings on said mesas should be lowered while keeping the raised ones at the top.
== Settlements ==
* '''Rhanim''' – a shack village that currently has some random Redoran-style buildings strewn in, with no clear purpose. Possibly needs to be wholly remade.
* '''Veranis''' – this city will act as the capital of [[Stones March]] and a faction hub, replacing the role of Kartur. In doing so, Veranis will need to be transfered to a new position overlooking an extended Roryn River. It is unclear to which extent the exterior and interiors of the old Veranis in TR_RestExterior can be reused, if all. As for why Veranis and the long-planned Kartur are now consolidated into a single city:
* '''Fort Ashmoth''' – an Imperial fort, to be added, that bridges the long gap between Fort Ancylis and the Skyrim/Cyrodiil border forts.
** The old TR_Restexterior implementation of Kartur from 2004 by kingfish is moddy by today’s standards and would need to be redone wholesale. The same goes for almost all interiors. [https://www.tamriel-rebuilt.org/content/2021-08-01-meeting-summary-changes-southern-inner-sea-coast-kartur-issues-removal-ascadian See further reasoning in the meeting here].
* ''Kartur'', for a long time planned to be a major Redoran power center, will instead be removed entirely as of gridmap 2022-12-07. This was done for several reasons:
** The current implementation from 2004 by kingfish is moddy by today’s standards and would need to be redone wholesale. The same goes for almost all interiors. [https://www.tamriel-rebuilt.org/content/2021-08-01-meeting-summary-changes-southern-inner-sea-coast-kartur-issues-removal-ascadian See further reasoning in the meeting here].
** Kartur was to be Karthor Dale from TES I: Arena. However, years after kingfish had made the city, Bethesda released their 1996 concept map which revealed that the latter had been renamed to Omaynis. TR already includes [[Omaynis]], albeit further east. [[Bodrum]], moreover, already exists as a location in roughly the same place as Karthor Dale was in TES I. Hence, there is no direct lore need for a Kartur any more.
** Kartur was to be Karthor Dale from TES I: Arena. However, years after kingfish had made the city, Bethesda released their 1996 concept map which revealed that the latter had been renamed to Omaynis. TR already includes [[Omaynis]], albeit further east. [[Bodrum]], moreover, already exists as a location in roughly the same place as Karthor Dale was in TES I. Hence, there is no direct lore need for a Kartur any more.
** Stones March does not need Kartur as its capital, since it already has Veranis (Verarchen Hall from TES I) or Bodrum.
** Stones March does not need Kartur as its capital, since it already has Veranis (Verarchen Hall from TES I) or Bodrum.
** Clambering Moor will be a striking wilderness region with great potential for exploration. Having it be less urbanized may be beneficial.
** Clambering Moor will be a striking wilderness region with great potential for exploration. Having it be less urbanized may be beneficial.
** Developers will have an easier time starting work on Redoran lands if they don't have to create a Tier II city right after the presumably exhausting [[Narsis]]->[[Saint Seryn]]->[[Kragenmoor]] run, all of which are chock full of settlements.
* '''Rhanim''' – a shack village that currently has some random Redoran-style buildings strewn in, with no clear purpose. Possibly needs to be wholly remade.
* '''Fort Ashmoth''' – an Imperial fort, to be added, that bridges the long gap between Fort Ancylis and the Skyrim/Cyrodiil border forts.
* '''Mandaryon''' – Redoran stronghold?
* [Unnamed shack village in CM_04]


=== Exterior design guide (wip) ===
== Exterior Design Guide ==
'''Ref limit: pending example cells'''
'''Ref limit: 200 except for settlements and cells with larger points of interest.'''


==== Ground textures: ====
The moors should be mostly grassy with a few rocky hills here and there. Occasional moss patches appear with patches of glowing redshrooms. The grass color ratio should be roughly 45% tan (03,) 30% brown (02,) and 25% red. Tower parasol trees grow in small irregular groups, with boneshrooms, Tumtums and ferns/maidens being more dominant.


* '''T_Mw_TerrGrassCM_01''' - most common grass
=== Ground textures ===
* '''T_Mw_TerrGrassCM_02''' (pending) - less common grass
* '''T_Mw_TerrGrassCM_01''' - red grass, the most dead and driest of the 3 grasses, lest frequent grass
* '''T_Mw_TerrGrassRR_01''' - uncommon grass
* '''T_Mw_TerrGrassCM_02''' - brown grass, occasional transition from red to tan, yet not a hard requirement or an outline. Somewhat less dead, more frequent than red grass
* '''T_Mw_TerrGravelVM_01'''  
* '''T_Mw_TerrGrassCM_03''' - tan grass, more common in "livelier" areas, should be the most used grass
* '''T_Mw_TerrMossCM_01'''  
* '''T_Mw_TerrGravelVM_01''' - landslides, rocky areas, rivers
* '''T_Mw_TerrRoadDirt_01'''  
* '''T_Mw_TerrMossCM_01 -''' occasional texture for lush areas
* '''T_Mw_TerrGrassDirtCM_01''' (pending)
* '''T_Mw_TerrRoadDirt_01''' - dirt roads
* '''T_Mw_TerrGrassMossCM_01''' (pending)
* '''T_Mw_TerrRoadRR_01''' - paved roads
* '''T_Mw_TerrGrassRockCM_01''' (pending)
* '''T_Mw_TerrDirtVM_01''' - dirt near mountains
* '''T_Mw_TerrMossRockCM_01''' (pending)
* '''T_Mw_TerrDirtCM_01''' - dirt away from mountains
* '''T_Mw_TerrDirtVM_01''' (pending)
* '''T_Mw_TerrRockVM_01''' - main rock
* '''T_Mw_TerrRockVM_01/02'''  (pending)
* '''T_Mw_TerrRockVM_02''' - uncommon variety rock, highlights and details for hills and mountains
* '''T_Nor_DngBarrowFort_TxFloor_01''' - in Nord forts
* '''T_Nor_DngBarrowFort_TxFloor_01''' - in Nord forts
* '''T_Mw_TerrDirtTilledCM_01''' - farms
* '''Tx_BC_mud.tga''' - Inner sea


==== Terrain: ====
=== Terrain ===
 
Any of the round VM rocks, spikey rocks stay in the mountains. Cliffs should be avoided for the most part while far away from the mountains.
* '''T_Mw_TerrRockVM_**'''
* '''T_Mw_TerrRockVM_05'''
 
* '''T_Mw_TerrRockVM_11'''
==== Static Flora: ====
* '''T_Mw_TerrRockVM_13 - 23'''
* '''T_Mw_TerrRockVM_25 - 31'''
* '''T_Mw_TerrRockVM_RockGrp_01-04''' - hills and roads, cover for texture seams. The usual.
* '''T_Mw_TerrRockVM_RockGrp_'''** (any) - VM transition areas
* '''terrain_rock_bc_10-18''' - Inner Sea


=== Static Flora ===
* '''T_Mw_Flora_TowParasol_**''' - Main tree of the region
* '''T_Mw_Flora_TowParasol_**''' - Main tree of the region
* '''flora_emp_parasol_**'''
* '''T_Mw_FloraCM_Fern01''' - common groundcover
* '''T_Mw_FloraCM_Fern01''' - common groundcover
* '''T_Mw_FloraCM_Maiden**''' - common tree
* '''T_Mw_FloraCM_Maiden**''' - fern, 1 and 2 are good to go, 3+ are pending touch-ups
* '''T_Mw_FloraCM_Redshroom_**''' - common shroom
* '''T_Mw_FloraCM_Boneshroom_**''' - common medium shroom tree
* '''T_Mw_FloraUV_Conespruce_**''' - rare tree
* '''T_Mw_FloraCM_Redshroom_**''' - '''Pair with BC mushroom light by the cap -''' primarily grows in caves but can rarely be seen in mossy areas
* '''T_Mw_Flora_TumtumParasol_**''' - near VM (3 cells maximum)
* '''T_Mw_Flora_TumtumParasol_**''' - frequent near VM, less common further out
* '''T_Mw_Flora_ShroomTableG_**'''  
* '''T_Mw_FloraCM_Grass_**''' - red grass for red grass textures + overgrown roads
* '''T_Mw_Flora_ShroomTableR_**'''  
* '''Flora_BM_grass_02 + 05''' - brown grass for anywhere
* '''T_Mw_FloraVM_Shrub_01-04''' - common bush
* '''T_Mw_FloraVM_Shrub_01-04''' - common bush
* '''T_Mw_FloraVM_Shrub_05-08''' - on green grass only
==== Container Flora: ====


=== Container Flora ===
* '''T_Mw_FloraCM_Shutag_**''' - common plant
* '''T_Mw_FloraCM_Shutag_**''' - common plant
* '''flora_bc_shelffungus_**''' - common fungus, grows on trees
* '''flora_bc_shelffungus_**''' - common fungus, grows on trees
* '''T_Mw_Flora_Bloatroot**'''  - somewhat uncommon, mostly cultivated
* '''flora_hackle-lo_** / T_Mw_Flora_Hackle-Lo_**'''  - somewhat uncommon, mostly cultivated
* '''flora_marshmerrow_**''' - inner sea cost
* '''flora_black_lichen_** + T_Mw_Flora_LichenBk03''' - on rocks
* '''flora_muckspunge_**''' - by water, pair with muckpods
* '''T_Mw_Flora_MountDama'''** - VM flower, less frequent the further away you get
* '''T_Cyr_Flora_Stinkhorn'''** - fungus
* '''T_Mw_FloraCM_RedGrass_**''' - pending
* '''flora_roobrush_02''' - somewhat common bush
* '''T_Glb_Flora_FlAmanita'''** - somewhat common shroom
=== Cultivated Flora ===
* '''T_Mw_Flora_Bloatroot**'''  
* '''T_Mw_Flora_Bloatroot**'''  
* '''flora_hackle-lo_** / T_Mw_Flora_Hackle-Lo_**'''
* '''flora_ash_yam_**''' - least common farm plant


==== Cultivated Flora: ====
=== Underwater ===


* '''T_Mw_Flora_Bloatroot**'''
=== Caverns ===


==== Vertex Shading: ====
* '''T_Mw_FloraCM_Redshroom_**''' (static) - '''Pair with BC mushroom light by the cap'''
* '''flora_black_lichen_** + T_Mw_Flora_LichenBk03''' (container) - on rocks
* '''T_Mw_Flora_YamOrb'''** (container)


* Under statics:
=== Vertex Shading ===
* Between textures:
* Under statics: 124,109,124
* Between textures: 131,111,111


=== Assets needed ===
== Assets Needed ==


* Required to start exterior work:
=== Required Eventually ===
** [https://www.tamriel-rebuilt.org/asset/request-velothi-mountains-land-textures VM rocks/textures]
* [https://www.tamriel-rebuilt.org/asset/clambering-moors-container-grass Container grass]
**[https://www.tamriel-rebuilt.org/asset/clambering-moor-ground-textures CM Textures]
** [https://www.tamriel-rebuilt.org/asset/clambering-moors-ground-grass Grass statics]
** [https://www.tamriel-rebuilt.org/asset/clambering-moors-container-grass Container grass]
* Required eventually:
** [https://www.tamriel-rebuilt.org/asset/clambering-moor-boneshroom Medium shrooms]
** [https://www.tamriel-rebuilt.org/asset/weeping-pallia Container fungus]
** [https://www.tamriel-rebuilt.org/asset/clambering-moors-bushes Static bushes]


=== Additional links ===
=== Nice to Have ===
* [https://www.tamriel-rebuilt.org/asset/cave-dill Cave dill] for caves


== Additional Links ==
[https://www.tamriel-rebuilt.org/claims/exteriors?field_claim_priority_tid=All&field_claim_stage_tid_op=or&title_op=contains&title=&field_claim_area_tid%5B%5D=104&field_claimant_target_id_entityreference_filter_op=in&field_claimant_target_id_entityreference_filter=All&field_child_claim_target_id_entityreference_filter_op=in&field_parent_claim_target_id_entityreference_filter_op=in Exterior Claims]
[https://www.tamriel-rebuilt.org/claims/exteriors?field_claim_priority_tid=All&field_claim_stage_tid_op=or&title_op=contains&title=&field_claim_area_tid%5B%5D=104&field_claimant_target_id_entityreference_filter_op=in&field_claimant_target_id_entityreference_filter=All&field_child_claim_target_id_entityreference_filter_op=in&field_parent_claim_target_id_entityreference_filter_op=in Exterior Claims]


[https://www.tamriel-rebuilt.org/content/2021-02-14-meeting-summary Template meeting 1]
[https://www.tamriel-rebuilt.org/content/2021-02-14-meeting-summary (2021) Template meeting 1]


[https://www.tamriel-rebuilt.org/content/2021-02-21-meeting-summary Template meeting 2]
[https://www.tamriel-rebuilt.org/content/2021-02-21-meeting-summary (2021) Template meeting 2]


[https://www.tamriel-rebuilt.org/forum/velothis-landscapes (Historical) 2016 conceptualization thread by Gnomey]
[https://www.tamriel-rebuilt.org/forum/velothis-landscapes (2016) Conceptualization thread]

Latest revision as of 16:07, 28 February 2024

Clambering Moor concept art by Athcliath97.

Clambering Moor is a Redoran-dominated highland moor region in the Velothis District, Morrowind.

Historical Implementation

The old Clambering Moor from 2010-ish.

The version in the old TR_RestExteriors was a retroactive designation given to a hodgepodge of exterior claims, most made in 2009 or 2010 in the Velothi Mountains, Bitter Coast, or Ascadian Isles style, with few uniting characteristics. It was agreed years ago to be redone wholesale.

Ongoing Implementation

Clambering Moor on the gridmap.
In-progress exterior claim CM_01 by Chef, containing the city of Veranis.

According to longstanding plans, the Clambering Moor is being remade into a deep-red mountain grassland, accented by ivory mushrooms and some green plants, rolling down from the Velothi peaks to the Inner Sea coast. Once host to a multitude of Dwemer freeholds, the Clambering Moor is now settled by Redoran hoom and beetle ranchers, often suffering orc, goblin, or ashlander raids. Historical Nord presence will be evident in scattered barrows.

Compared to earlier plans and the old TR_RestExterior implementation, gridmap 2022-12-07 enlarged Clambering Moors towards the south, leaving only a cell's worth of Roth Roryn buffer north of Dominions of Dust release border. This will leave more space for this intriguing region at the expense of the comparatively huge Roth Roryn.

The Roryn river will now merge into the Priyai near Kartur outpost (to be renamed), instead of flowing north. This will mean that Roth Roryn's meaning of "south of the Roryn" remains plausible.

The shoreline shape was also changed on the gridmap to remove the loathed Grenade Island.

Points of interest will include Daedric ruins, large Dwemer ruins, Nordic barrows, a stronghold, goblin caves, and roaming camps of Redoran patrols, Malakh Orcs, or ashlanders.

Settlements

  • Veranis – this city will act as the capital of Stones March and a faction hub, replacing the role of Kartur. In doing so, Veranis will need to be transfered to a new position overlooking an extended Roryn River. It is unclear to which extent the exterior and interiors of the old Veranis in TR_RestExterior can be reused, if all. As for why Veranis and the long-planned Kartur are now consolidated into a single city:
    • The old TR_Restexterior implementation of Kartur from 2004 by kingfish is moddy by today’s standards and would need to be redone wholesale. The same goes for almost all interiors. See further reasoning in the meeting here.
    • Kartur was to be Karthor Dale from TES I: Arena. However, years after kingfish had made the city, Bethesda released their 1996 concept map which revealed that the latter had been renamed to Omaynis. TR already includes Omaynis, albeit further east. Bodrum, moreover, already exists as a location in roughly the same place as Karthor Dale was in TES I. Hence, there is no direct lore need for a Kartur any more.
    • Stones March does not need Kartur as its capital, since it already has Veranis (Verarchen Hall from TES I) or Bodrum.
    • Clambering Moor will be a striking wilderness region with great potential for exploration. Having it be less urbanized may be beneficial.
  • Rhanim – a shack village that currently has some random Redoran-style buildings strewn in, with no clear purpose. Possibly needs to be wholly remade.
  • Fort Ashmoth – an Imperial fort, to be added, that bridges the long gap between Fort Ancylis and the Skyrim/Cyrodiil border forts.
  • Mandaryon – Redoran stronghold?
  • [Unnamed shack village in CM_04]

Exterior Design Guide

Ref limit: 200 except for settlements and cells with larger points of interest.

The moors should be mostly grassy with a few rocky hills here and there. Occasional moss patches appear with patches of glowing redshrooms. The grass color ratio should be roughly 45% tan (03,) 30% brown (02,) and 25% red. Tower parasol trees grow in small irregular groups, with boneshrooms, Tumtums and ferns/maidens being more dominant.

Ground textures

  • T_Mw_TerrGrassCM_01 - red grass, the most dead and driest of the 3 grasses, lest frequent grass
  • T_Mw_TerrGrassCM_02 - brown grass, occasional transition from red to tan, yet not a hard requirement or an outline. Somewhat less dead, more frequent than red grass
  • T_Mw_TerrGrassCM_03 - tan grass, more common in "livelier" areas, should be the most used grass
  • T_Mw_TerrGravelVM_01 - landslides, rocky areas, rivers
  • T_Mw_TerrMossCM_01 - occasional texture for lush areas
  • T_Mw_TerrRoadDirt_01 - dirt roads
  • T_Mw_TerrRoadRR_01 - paved roads
  • T_Mw_TerrDirtVM_01 - dirt near mountains
  • T_Mw_TerrDirtCM_01 - dirt away from mountains
  • T_Mw_TerrRockVM_01 - main rock
  • T_Mw_TerrRockVM_02 - uncommon variety rock, highlights and details for hills and mountains
  • T_Nor_DngBarrowFort_TxFloor_01 - in Nord forts
  • T_Mw_TerrDirtTilledCM_01 - farms
  • Tx_BC_mud.tga - Inner sea

Terrain

Any of the round VM rocks, spikey rocks stay in the mountains. Cliffs should be avoided for the most part while far away from the mountains.

  • T_Mw_TerrRockVM_05
  • T_Mw_TerrRockVM_11
  • T_Mw_TerrRockVM_13 - 23
  • T_Mw_TerrRockVM_25 - 31
  • T_Mw_TerrRockVM_RockGrp_01-04 - hills and roads, cover for texture seams. The usual.
  • T_Mw_TerrRockVM_RockGrp_** (any) - VM transition areas
  • terrain_rock_bc_10-18 - Inner Sea

Static Flora

  • T_Mw_Flora_TowParasol_** - Main tree of the region
  • T_Mw_FloraCM_Fern01 - common groundcover
  • T_Mw_FloraCM_Maiden** - fern, 1 and 2 are good to go, 3+ are pending touch-ups
  • T_Mw_FloraCM_Boneshroom_** - common medium shroom tree
  • T_Mw_FloraCM_Redshroom_** - Pair with BC mushroom light by the cap - primarily grows in caves but can rarely be seen in mossy areas
  • T_Mw_Flora_TumtumParasol_** - frequent near VM, less common further out
  • T_Mw_FloraCM_Grass_** - red grass for red grass textures + overgrown roads
  • Flora_BM_grass_02 + 05 - brown grass for anywhere
  • T_Mw_FloraVM_Shrub_01-04 - common bush

Container Flora

  • T_Mw_FloraCM_Shutag_** - common plant
  • flora_bc_shelffungus_** - common fungus, grows on trees
  • T_Mw_Flora_Bloatroot** - somewhat uncommon, mostly cultivated
  • flora_hackle-lo_** / T_Mw_Flora_Hackle-Lo_** - somewhat uncommon, mostly cultivated
  • flora_marshmerrow_** - inner sea cost
  • flora_black_lichen_** + T_Mw_Flora_LichenBk03 - on rocks
  • flora_muckspunge_** - by water, pair with muckpods
  • T_Mw_Flora_MountDama** - VM flower, less frequent the further away you get
  • T_Cyr_Flora_Stinkhorn** - fungus
  • T_Mw_FloraCM_RedGrass_** - pending
  • flora_roobrush_02 - somewhat common bush
  • T_Glb_Flora_FlAmanita** - somewhat common shroom

Cultivated Flora

  • T_Mw_Flora_Bloatroot**
  • flora_hackle-lo_** / T_Mw_Flora_Hackle-Lo_**
  • flora_ash_yam_** - least common farm plant

Underwater

Caverns

  • T_Mw_FloraCM_Redshroom_** (static) - Pair with BC mushroom light by the cap
  • flora_black_lichen_** + T_Mw_Flora_LichenBk03 (container) - on rocks
  • T_Mw_Flora_YamOrb** (container)

Vertex Shading

  • Under statics: 124,109,124
  • Between textures: 131,111,111

Assets Needed

Required Eventually

Nice to Have

Additional Links

Exterior Claims

(2021) Template meeting 1

(2021) Template meeting 2

(2016) Conceptualization thread