
It has been quite a journey. We set out to create a whole new area for PlaneShift. I think we succeeded to the extent that it reached game quality, but unfortunately I couldn't convince everyone of this, so while its not going into PS, I'm going to provide it all here, boldly licensed now under Creative Commons. Perhaps some more time put into it could have pulled it up by its bootstraps and polished it enough that it could have made it in game, however I simply ran out of steam alone. Many people helped a great deal with this, especially at first, but near the end it was me alone trudging along on and on and on.

Not that that was bad - it was a great learning experience for me and I had an immense amount of fun along the way. I know public posting and licensing will prevent it from being used in game but I had a good time making it so no love lost - at least not much!

Update: I touched up a few things and corrected a license violation. Fixed the waterfall and landscape export. Water is animated to rise and fall a little bit as well. Also some modifications to the terrain LOD settings have been made for performance reasons.
Lets have a quick list of those who contributed:
Initial Proposal:
- JosePhoenix made the initial proposal and provided a hidden forum for us to do much of the planning work. KUDOS!
Technical Assistance:
- Wired_Crawler didn't do any modeling or anything but helped me solve so many problems I couldn't even count it all. His knowledge of PS and CS were invaluable. I can safely say we would have failed without his council.
Concept Artists:
Mesh Modeling:
- Lordbug - A good portion of this is his meshing - most notably the cave itself.
- Archon - some rocks and the first real cave entrance
- Minetus - Cave entrance, and a few of the rocks.
- Induane - Terrain, Fishing shack, lamp posts, lanterns, dock and tree's.
- Gorzhuul - Various Misc Meshes
Texture Work:
- Jekkar - many things - notably the lanterns and lamp posts.
- Minetus - Some grass and stone textures
- Induane - Most everything else - but a lot of sending textures to Jekkar for final touches
- [Nikodemusss - stalagtite texture
There is also a good deal of background story but I never managed to have time to get it all into readable form. My sincere apologies.
Lets get this party started shall we? How about a few early screenshots so you can see how bad things started out! I'll try to progress screenshots so people can see some neato things I hope. Later on I'll provide a finished world file and all the source files and textures associated with the project, all in one handy zip file. Be warned though - it will be one big file.

Upon second inspection I don't have all the old shots I thought I did! OH NO!! Well... that just means a few older shots then a tour of the real thing.
Here is an early shot of some experiments with some forests:

Some work on the trees:

More early landscaping and bad ground textures:

Did I mention bad ground textures?

More fun with attempting landscaping:

Our initial cave entrance by Archon:

Another shot of our old entrance:

But something just didn't quite fit and so Minetus came up with this concept work of a new cave entrance (yes there is a cave - we'll get to it!)

Which he later turned into this:

And finally another shot of some of our old terrain with a lake:

Newsflash! Found a shot of our old cave stuff! - Bad isn't it?

Well, live and learn!

Now lets descend into the cave shall we?

Here is some of the tunnels leading to the main cavern:

and

Long ago when you entered the cave one of the things you saw was a waterfall. The waterfall went through a lot of revisions, and then once I had it just right... the particle system I was using was brutally removed from CrystalSpace! Oh NO!! I cried and cried... metaphorically of course - I'm currently investigating new methods of putting the waterfall back in. As of the time of this writing however I've been forced to remove it.

Still though here is the first iteration of it:

Looked great from a distance but up close was very very ugly. Later versions looked more like this:

And here is a shot of us testing it ingame on a test server. Notice the bad experiments I was doing with waterfall color.

One of my favorite parts of the cave is the bridge that lordbug modeled. You can see it in the previous shot, but this shot shows it a bit more clearly:

As you can see the lamp posts and ground textures needed work, and the flames looked awkward. Obviously we needed to do more hard work! The textures were later easily fixed. The hard part came when I decided to do the fire so that it looked nice. Not all the fire is perfect yet, but it all looks good enough I think. While those render lets have a look at the shack and a few more interior cave shots. I still love those luminescent fungi growing wild lighting the cave.
This shack shot is just how the shack looks in blender - I'll have a better render soon.

AND some more shots of the cave interior:

and

Whew! That was a long wait! I'm exhausted from it! Good thing you guys don't have to read this post in real time as I write it!

I don't like the new waterfall quite as much but its better than nothing. Feel free to improve it if you know how. Anyways this is the view when you first enter the cave itself:

And now a shot of the new lamp posts and their flames!!

And now a lantern!

Or perhaps some vids would help! You need the theora codec to play them!
http://vaalnor.mine.nu/Downloads/Video/lampfire3.avihttp://vaalnor.mine.nu/Downloads/Video/fire.avihttp://vaalnor.mine.nu/Downloads/Video/campfire3.aviOr how about the landscape? How did that turn out? Well, sounds like time to check it out!!




And now for some of the updated screenshots:








And now the grand finale! Download this file:
http://vaalnor.mine.nu/Downloads/cmp.zipAnd if you want just the world file to explore:
http://vaalnor.mine.nu/Downloads/CommunityModelingProject.zipThe souce files and a world file "cavetest:.zip" is included in the archive. BIg project though - about 90 mb so be patient.
A big thanks to everyone who helped! If I left anyone out then let me know.
P.S. There are a few glitches left that I'm aware of in case anyone feels like having a go:
- Tree bark texture loops badly
- Campfire angles strangely
- Some flames look weird
- LOD on landscape needs tweaked.
And if you want to export the project for yourself, here are some tips:
- After exporting, unzip cavetest.zip
- Then replace the landscape_basematerial.png with the one I provide in the download.
- Open the materialmap in the gimp and apply the default noise ---> pick filter 3 times to smooth transitions
- When exporting play with various splat distances and see the results
- Also consider lowering block resolution for better performance.