PlaneShift

Fan Area => Fan Art => Topic started by: Baldur on May 11, 2008, 05:29:23 am

Title: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on May 11, 2008, 05:29:23 am
Greetings everyone,

I would like to thank everyone for their participation and cooperation in the last phase. It appears Amdeneir won and should therefore further be planned upon with a enhanced team now able to host 10 participants.

As we all know, 4 months is the remainder of our journey and it is best we start working for our goal :)

My old team(Team Adraax) will hopefully be in full career to take on this task and I do hope others on other teams will join them. If you have any interest in joining and want to take on this challenge then just send us a post on this topic. 3D modelers with good 3D modeling skills are preferred, of course. The participation of the entire community is essential to find the best modelers. If you've got a passion for modeling then why not take the chance and show your talents, right now :)

Deadline date for Phase Two
September 30th 11:59 EST

Current team members
Nikodemus, Zweitholou, Baldur, Rast, crj, Mindari, Illysia, Homik, Kougaro

Supplied Design Package(guide to what should be modeled before deadline)
http://viscosa.dyndns.org/phase_2.pdf

Awaiting new arrivals...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 11, 2008, 08:24:19 am
Phase 1 (http://hydlaaplaza.com/smf/index.php?topic=31386.0)

 settings descr. (http://hydlaaplaza.com/smf/index.php?topic=31385.0)

I was wondering on few things. The design .pdf package has only some of concept art we made, i'm assuming its because if all were pasted, the descriptions would become too sparse ;P
There was no city walls and i'm wondering how do we imagine these?
- two flored with hese spikes as I assume? I'm positive on modelling these (maybe i'm just lazy and like simple shapes ;P) I was thinking to make it in many different segments, so they can be later put together and create more round shapes than we have in Hydlaa for instance.

On landscape. Its a very good idea to make it "terrain" type everywhere. Also where the city is. Outside the city grassy textures will be used and inide a single(or few) pavement textures would be used (grassy for parks and alike). This will allow for very nice round shapes without using faces (and terrain PS maps loads quite fast and nice i think), smooth transitions between the terrain textures, buildings would be modeled so that their bottom part sink into the terrain.

On final work format: Who knows if exporting from .blend to .3ds format we save CS properties? If not people who will put everything together will have a headache with reassigning all cs properties as they should be.
I know we wil have to use min and max rendering a lot for increased performance.
But also "smooth" (something what i think has been forgotten in the Kran city)
"two sided" Does the 3ds>cs exporter treat the property as performing duplicate and flipping normals on all faces with this property? because there are no twosided faces in CS and the goal is reached manually/automatically this way.
properties for different kinds of transparency, mostly binary, because it has no bugs.
And loads of other properties.

++ also, will the exporter from .blend to .3ds save the duplicate linked objects? Because these are supposed to be randered more efficient by CS, so i would like to use these where possible, but if it become lost while exporting, then whats the point.
We will need to find out. Maybe someone from devs can tell? ;)

Also, i started a work on a bulding. When I finish it, i mark on the map all building fiting its shape. Can we all work this way? We will slowly fill the map and see how much is left that way.
I have also a very nice pavement texture.

Where do we put all the textures and other files? Should they be available publicly? Maybe we should set a password protected directory on some host and install some software for editing/deleting/uploading/vieving stuff? We will need like 200MB of space for that for all kind fo stuff i think.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 13, 2008, 03:57:54 pm
(http://img187.imageshack.us/img187/5324/kbuildmh1.png) (http://img529.imageshack.us/img529/9671/image2py7.jpg)

As promised, i marked with color all similiar buildings. We gonna have problems with keeping the streets exactly as on the map, also because of proper scaling, so we will figure out in the meanwhile if we need another buildings with similiar base.
The textures style are in great part by crj.

The building is 620 faces from which 232 form duplicate linked objects.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 13, 2008, 04:07:28 pm
Looks terrific! I like the building shape, the colors, and the window style.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 13, 2008, 04:18:42 pm
thx Zwei!

I'm worried about face count. I would really like a dev, someone with knowledge to tell whats expected in PS and maybe answer the other questions.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on May 13, 2008, 10:52:01 pm
Be sure to pay attention to your triangle count, not polygon count when you are modeling. To get an accurate poly count for models intended to be used in games in 3ds Max, for example, you must convert the model to an editable mesh before using the polygon counter. This is because the game engine will view the model in the same way, ie. with triangular faces. The general guidelines for triangle limits are:

100-400 for simple objects (items, weapons) (64x64 - 256x256 texture size)
500-800 for complex objects or simple creatures (256x256 - 512x512 texture size)
800-1.3k for complex creatures (512x512 - 1024x1024 texture size)
1.5k-2k for characters (512x512 - 1024x1024 texture size; body parts split into separate meshes for texturing - left/right arms, left/right hands, torso, legs, left/right boots, head, hair)

As for what models are currently in demand, character models are always welcome until all the races are completed. Several things to keep in mind:

1) the geometry may look clean, but you have to keep in mind that the mesh needs to be animated and bend at certain locations
2) the character model has to follow the 2D image we have on the Races page fairly closely
3) don't UV map, rig, or animate the model until you have the base geometry approved - if you have moved on to further steps but are then told that you need to make fixes to the mesh, you'll be making more work for yourself
4) character hair is a separate mesh and needs to be interchangeable - so model it in a way that will allow a clean detachment from the head, and so that another different hair mesh can fit onto the head cleanly
5) the mouth needs to be able to open and close for animations, so make sure to have a small slit for the lips
6) remember that the majority of detail is created through the texture, so don't try to create everything through the geometry.

Modeling items is a lot simpler, and little things should be welcome at any time - weapons, foods, anything that you feel can add to RP (musical instruments, for example). However, we definitely don't want people to make quick and easy swords and think that they'll be accepted. If you're making an item model, try to make it unusual. I don't think we need any more generic weapons, so push yourself to create some unique concepts.

Character armor meshes are created by modifying the original character meshes, and these are not going to be given out to anyone who isn't on the team, or applying. Certain resources are kept to the dev team alone, understandably. If you have an interesting armor concept, it's going to be easier to have it made if you have a drawing. You yourself may not be able to model if it you're an art contributor instead of art team member, but you may see your concept get used :) Right now only the torso mesh is changing, but some time in the future I think we will have arms and legs follow as well.

I'm not familiar with environmental modeling yet, and this is not something you should attempt without prior discussion with Talad. So stick to items/NPCs/characters. Hope this helps some, and feel free to ask more questions.

Hope this helps some. :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on May 14, 2008, 05:38:17 am
Illysia, are you joining the team as well?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on May 14, 2008, 07:30:07 pm
I've considered but at the moment I'm pretty busy. Not to mention I had some model ideas that I started to work on already for something else. I have to admit that I really like the concept art for the city and I wish I could be of more help. Over the summer I might be able to make some small stuff to contribute.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on May 20, 2008, 07:46:38 pm
How is this doing, are you meeting recruitment goals?

How is progress?

Also please consider modeling some interior space in your building of the city.

Great work Nikodemus!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 20, 2008, 09:01:39 pm
I'm working on a concept building and the smithy in my free time right now. As I am fairly inexperienced in the area of modeling, I'm not going to try any of the more significant buildings until my skills have progressed. I will finish final exams this Friday, after which my output should increase dramatically. :)

:EDIT: Added images.
(http://img223.imageshack.us/img223/3938/3dklyrosbuilding001iw1.th.jpg) (http://img223.imageshack.us/img223/3938/3dklyrosbuilding001iw1.jpg)
This is what I've done so far. It has 247 faces. I have not created the textures yet.

(http://img397.imageshack.us/img397/7770/amdeneirmapcolor002vp1.jpg)
The building will go in the spaces filled in with lime green.

Does anyone have suggestions on how to improve the model?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 21, 2008, 06:43:47 am
Xillix, there are some unanswered questions in this thread from technical side, but from setting side we are following along the guideline. I'm and was wondering why not all images are in the .pdf and we assume there was no room. Hopefully not wrong assumption. It is the right moment to tell if we are wrong.

My building is half textured (these won't have interior, unless the system for entering a common building will be in place in 4 months. )
There is warehouse in works with interior like in Oja.
there is another building as you se above.
And that's it for now.

Zwei.
when you render, you may add a lamp near the black areas, to show how faces layout there.
Nice work with the ramp. I'm assuming it has a ladder inside. Make sure the exit is high enough for a Klyros, unless you think they should crawl each time ;D
The collumns are bad.
Make something like this
(http://frupic.frubar.net/shots/5934.png)
1. its a collumn with a pentagon base (a 5 edged "circle" ;D extruded on z axis)
2. rotate one base 36o
3. select all and covert to triangles. The triangles, which will be drawn inwards can be all selected and will draw the other way uppon pressing ctrl+F
4. select top and extrude on z axis.
5. select the 5 quads and extrude > individual faces
6. select vertices as in (5.) (25 of them) and scales z-axis to 0. Then select all space > edit > vertices > remove doubles (10 will be removed, it is merged with the other )

40 triangles vs your 8. More but much better looking IMO

Did you know all these operations? If not, I hope this was helpful.

The idea is such a collumn can be used in your building 4-6 times by duplicate linked (you select separate object and alt+D instea dof normal duplicated shift+D) And then we can use this collumn all around the city also in other buildings.
This is helpfull also in texturing, coz you do it only once and any changes are applying to all eg in edit or UV mode. In Object mode you can rotate a separate duplicate linked object.

Also, i think the building is too cheap for upper quarter ;>

EDIT: I think the roof is not steep enough, make it exactly as on your concept art maybe?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on May 24, 2008, 12:33:05 pm
Hey all =]

long time no speak eh?

Even after saying I probably wouldn't be able to help, I couldn't resist attempting a small model for the city. Tell me what you think and whether you wanna use it or not (even if it means you edit half of it):
(http://img143.imageshack.us/img143/8739/klyrosstatueec7.th.jpg) (http://img143.imageshack.us/my.php?image=klyrosstatueec7.jpg)
(the base has a seperate texture - it's reasonably basic though so I haven't posted it)

This must be the first model i've made in months so go easy on it :P

Let me know if you want the model :)

laters guys,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 24, 2008, 05:37:53 pm
Hey, I assume you are short with time.
But thanx for this statue, maybe you will manage to do some other small elements for the city? we have ~3 months left, so don't say no ;P
Would you manage to work a bit more on it? The head needs work i think. And you could ad some more detail to the texture.
Then it would be great for using somewhere. It already is!
So of course we want it.

The contest really needs community help, because sadl nothing is working itself :s

I have a building closer to being finished, than the other way, so i will post it to give some inspiration to those who aren't on IRC.
(http://img372.imageshack.us/img372/1803/image15va9.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on May 25, 2008, 08:25:14 am
Hey, I assume you are short with time.
But thanx for this statue, maybe you will manage to do some other small elements for the city? we have ~3 months left, so don't say no ;P
Would you manage to work a bit more on it? The head needs work i think. And you could ad some more detail to the texture.
Then it would be great for using somewhere. It already is!
So of course we want it.

Thanks =]

Yer I'm reasonably short of time with exams and stuff coming up soon.
Small stuff is fine cos i can fit it in and not get too engrosed in doing it. Road signs, benches, fences or other "filler" stuff is fine - just let me know if you want it :P

I will try to get a bit more done on the statue over the next few days cos I'm on holiday =] Yeah - I did the head reasonably quickly. It's supposed to be a helmet.

We got any basic textures which we can post here? like the roof you've used on your model. Otherwise this city might look like it's made up of patchwork...

Cheers,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 26, 2008, 02:41:17 pm
I've been working on improving my modeling.
(http://img104.imageshack.us/img104/1360/99643943eg5.th.jpg) (http://img104.imageshack.us/img104/1360/99643943eg5.jpg) (http://img397.imageshack.us/img397/7770/amdeneirmapcolor002vp1.th.jpg) (http://img397.imageshack.us/img397/7770/amdeneirmapcolor002vp1.jpg) The building is represented by the green.

(http://img391.imageshack.us/img391/4932/klyrossmithysd5.th.jpg) (http://img391.imageshack.us/img391/4932/klyrossmithysd5.jpg) The smithy.

Lower quarter building design. (http://img388.imageshack.us/img388/3935/klyroslower003hk4.th.jpg) (http://img388.imageshack.us/img388/3935/klyroslower003hk4.jpg)

rast, I'm glad you have some time to spare. I like your statue!

Niko, the texture looks great. It's coming along very nicely! I used your column style on all my buildings and followed your other suggestions as well.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Crj on May 26, 2008, 03:40:56 pm
Here is some of my input:
(http://i29.tinypic.com/zur37n.jpg)
(http://i25.tinypic.com/fqfsj.jpg)
(http://i28.tinypic.com/5d8361.jpg)

A little fancy for a warehouse, but then its owned by rich merchants.  ;)
The proportions of the frame are very different from the concept model, but since modeling takes only a friction of time compared to planning and texturing, this shouldn't pose a problem.

Unfortunately i have a huge workload coming up, so i will be able to spend even less time on this project.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on June 01, 2008, 11:20:08 am
Although I don't have the time to devote to this. I have to admit, I like the park idea. Is the picture and the little paragraph about the park  a guideline and then we can play around with whatever isn't covered in the design package? I think I might see if I can make a model.  :whistling: Although as I'm sure Baldur has seen with my models, I don't texture them. Anything I make will have to be textured by someone else if it is used because I can't make good enough textures on my own.  :'(
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 01, 2008, 05:31:59 pm
You don't have to make textures well, but you have to know how it works.
It would be great to have you to model park, but you need to know how to UV map it, how to take advantages of tiling and stuff. you don't have to make actual textures, but you should know how to make a texture with some singlecolored areas. Purple - here is a beam Brown here is pilar base and so on.
So that it is efficiently UV mapped. It has nothing to do with how artistic the texture will look lke. Pure planning. if you can do it, the person who know how to do textures from artistic side can do the other half of job done.

So you would do the logical thinking.
We do have some image of the park in out heads, but it is mostly not planned.
Be welcomed to join the irc channel and ask for details. We need every help.
Although helping out others takes out time , which can be spent on doing stuff, it is early now, and the time invested in this will pay out. So now when we have still 3 months left, it is early enough.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on June 05, 2008, 12:59:04 am
I know how to texture and such, my problem is the quality of my textures. Well I have worked on the park and now I have a few pics to sow for it. One problem though. I realized after double checking the design package that the park is supposed to be in the center of the plaza which I figure would be about the same size as hydlaa's plaza. I need to rescale the park and move stuff around but you can see what I have so far.

(http://img45.imageshack.us/img45/8540/parkoverview2060408cx5.jpg)
By illysia (http://profile.imageshack.us/user/illysia) at 2008-06-04

(http://img45.imageshack.us/img45/9908/parkoverview3060408ck4.jpg)
By illysia (http://profile.imageshack.us/user/illysia) at 2008-06-04

So far, I have made the outer wall, the inner walls, a fountain, benches and tables.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 05, 2008, 08:29:23 am
hm, i made a typo:
Quote
We do have some image of the park in out heads, but it is mostly not planned.
should be our.

You should really come on the #planeshift-citycontest and consult with us :) Also the concept art is not exactly accurate to what we agreed on. Thats why is is also a good idea to consult before doing anything (i maself hate doing stuff for nothing ;P)
I'm not sure if we was writing about it in our old topic, but the park is like 1m above the plaza and the fence goes then another 1m higher, so 1m high from inside and 2m from outside. Entrance is ~2m wide and has a possible arc above, there are probably few entraces, but these ought have a reason to exist, so again a good idea to consult :)
the ground is going with a slight slope down the centre. there are trees, plants and paths, but no tight labirynth between stone walls. There may be occassional collumns with some Klyros stylised arcs. and the mentioned fence is supposed to be very round... Now there is always the triangles/detail level compromise and i'm not sure if we need 500-1000 for the main park frame or can have 1000-2000, but the less the better. It may be hard to feel it out and don't overdo. because there needs also be some trees...

Your tables. I'm not sure why this shape, doesn't feel very good locking. It may be a good idea to have eg eliptic main shape and have some crazy shapes in the texture, as carvings or whatelse. A pattern is easy to draw and then an artist can use it as a mask and make the pattern into the texture.
A fountain should probably also be round ( + some simple arcs?)
Nothing is written into stone, and if we agreed on something there are reasons, so it is good idea to come, talk, find them out and then figure something, maybe design will change.

I hope you are not discouraged. We just have to work together as team, even if a bit short with time :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 12, 2008, 02:10:41 am
I have an update on the lower quarter texture: (http://img443.imageshack.us/img443/5434/loweramnewrw6.jpg)
I'll shift the side texture where the white is showing down soon. I've designed a texture for the smithy, but I'm still mapping it right now.

Let me know what you think.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 12, 2008, 08:18:28 am
/me thinks it is looking good
 The wooden beams could contrast more with the rest. Maybe it is just that the texture is low res, but the whole gets kind of blurred. bevel the beams? I sometimes Use color balance, which i think can transform some areas with the same color/brightnes into something else, because in nature the older wood can have grey-bvlue shades and other coz of different processes. I think, so this may help.
maybe same about bricks?

Windows are a funny thing. Windows always reflect what is outside. But reflections are dynamic and texture is always the same-static. Thats why i'm of oppinion that we should maybe always draw a curtain (because if there is curtain, the window barely reflects anything (coz, oh i'm sure everyone knows why ;P) and the curtain is visible, though darker). Thats why the black color frame is not good, because if you wont include curtain, you should in fact draw pitch black. I'm sitting on second floor and i look at a winbdow on the other side of the street and i can see nothing whats in the room, pitch black. Your dark blue reflecting glass looks like it is evening and we are looking from the street level (what doesn't make sense from the point you took a screenie ;D)

I would probably completly get rid of the ground level beams. (you save triangles too) No point that they are standing in front of the bricks, whicjh does supporting rather well i gues. That may be also sign of being poor, as wood may be actually more expensive than stone or bricks of which there is almost infinite amount (what you can't say about forests)

You know my thoughts about water leaking through roof if it ends with wooden plank.

on on closer look:

you should probably make a separate piece of texture, for the roof around the exits, and try making it somewhat seamless where it meet with the rest of roof. This may be somewhat tricky.
Oh, come on irc, i tell you which photos i have taken.

I think doors are a little too thin. Are they?

For the texture part with a window, you have used the same background as without a window. It should obligatorly look different ;D just somewhat at least.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nalain Tarek on June 12, 2008, 11:47:32 am
That looks great. it's a little rough around the edges but the textures and model are good.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 14, 2008, 04:10:22 pm
The texture is almost finished, i'm wondering on the side wall. I should have finished it by now, but it just isn't going so well x]

The texture will be soon available in our place. I hope you guys will finish yours too, so they can be put there and picked by others for reusing ;)

Also consider this. If you leave unused holes in your texture, because of various reasons... this is all work in progress, maybe later on someone want to fit something into that space, because even if building may reuse the same textures, they may have unique, small details.
That's a good thing to remember, i think.

- oH. If anyone has any idea for paint patterns, go ahead, let us know.
Maybe you don't like it, let me know too ;Dt
(http://img102.imageshack.us/img102/7246/imagen3se2.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nalain Tarek on June 14, 2008, 05:16:13 pm
Any way i can help?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 15, 2008, 11:44:01 pm
Certainly, Nalain! You've already started helping by giving your opinion on what we've done. What area do you want to help in? Models, textures, designs, ideas? As a matter of fact, I have no idea what to do with the slums. They have to be ordered and built to look chaotic, which I can't figure out how to do. Or you could help with terrains or interiors, if you're interested with those. Just let us know what you want to do and we'll find some way you can help.
Thank you for showing interest and posting.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nalain Tarek on June 17, 2008, 12:21:06 pm
I'm not really great at modeling or textures, but designs and Ideas are my subject.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on June 17, 2008, 01:31:15 pm
Very Impressive progress folks time is shortening keep it up!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 18, 2008, 01:15:09 pm
A little update on what I've been doing.
(http://img177.imageshack.us/img177/2991/landingyk01sn4.jpg)
(http://img360.imageshack.us/img360/5585/landingyk02op6.jpg)
I'm going to add more variation between houses, but this shows what kind will go where.
(http://img118.imageshack.us/img118/2761/landingykwellim0.jpg)
A well I'm working on.
(http://img179.imageshack.us/img179/2889/burialwell02yz4.jpg)
An idea for the burial well shape.
(http://img503.imageshack.us/img503/8778/guardbuilding01br8.jpg)
The beginnings of a guard house.

I've also started on a few other models but they aren't far enough along yet to show. :)

Nalain: I'm glad you can help. We do most of our discussion on irc, so if you get a chance join #planeshift-citycontest.

Nikodemus: The building looks great! I think I'll incorporate some of the texture into the tavern.

Thanks Xillix.
Everybody keep up the good work!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jeraphon on June 21, 2008, 07:12:03 pm
Have you applied to the art dept yet? Seriously...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dajoji on June 21, 2008, 08:26:06 pm
You guys are doing great! Keep it up! :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on June 23, 2008, 08:23:24 pm
Ok looking great so far, one suggestion: in the most recent large screen shot of the city the houses seem repeated too often or are too closely knit on the map. Either have more variations in the house styles OR building types. You need to break up the images some so it does not seem like suburban track houses from our era. Some of this can be accomplished through the textures also of course.

You can break up the rows by adding a tree or a well or a statue here or there also.

I hope you can see what I mean.

Tremendous effort is here, I encourage all players to look at this work as the example of how we would like players to behave.

"Planeshift is not a product to be consumed, it is a project to be contributed to."

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 23, 2008, 09:41:38 pm
Thank you Jeraphon, but I don't meet the age requirements. Yet. :)

And thanks Dajoji.

Xillix, I'm not sure if you saw this:
I'm going to add more variation between houses, but this shows what kind will go where.
By that I meant I would add more texture and model variation to spice it up a bit. :) I know it doesn't look right with the models as they are, but the Ylian style houses will go where I've put the Ylian houses, and the Klyros style houses will go where I've put the Klyros houses.
Hope that clears it up. :)

I'm glad you approve of our effort.

Right now I'm working on the temple, hospital, and tavern.

Thanks,
Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on June 24, 2008, 04:51:03 am
Hi all :)

Now that I have a little more free time I've been able to start making some stuff again :)

Street Lamp:
(http://img529.imageshack.us/img529/6295/streetlampfinishedsheetty4.th.png) (http://img529.imageshack.us/my.php?image=streetlampfinishedsheetty4.png) (http://img246.imageshack.us/img246/1479/streetlampfinished08oo2.th.png) (http://img246.imageshack.us/my.php?image=streetlampfinished08oo2.png)
(http://img262.imageshack.us/img262/7105/streetlamp01qr9.th.png) (http://img262.imageshack.us/my.php?image=streetlamp01qr9.png)

Klyran Chairs:
(http://img46.imageshack.us/img46/433/chairsheetny2.th.jpg) (http://img46.imageshack.us/my.php?image=chairsheetny2.jpg)
Thin back for wings. There are engravings in the wood but they're a little difficult to see in the pics.

Bottles for tavern:
(http://img246.imageshack.us/img246/5276/shelfbottles01jv9.th.jpg) (http://img246.imageshack.us/my.php?image=shelfbottles01jv9.jpg)
(http://img46.imageshack.us/img46/6979/bottletex01ny8.th.png) (http://img46.imageshack.us/my.php?image=bottletex01ny8.png)
If anyone wants to make a label for a klyran drink bottle please go ahead :P I couldn't think of an imaginative enough name (though I think we came up with some names before hand didn't we?)

Feedback welcome :)

Laters,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on June 24, 2008, 07:21:18 am
Keep up the good work guys, i really love what I'm seeing :)

@Rast
The chair's texture looks too "clean" for me. Maybe some scratches and some dirt here and there would make the chair look nicely vintage :) Just a thought.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on June 24, 2008, 08:11:41 am
(http://img181.imageshack.us/img181/7325/chairnewtexfp3.th.jpg) (http://img181.imageshack.us/my.php?image=chairnewtexfp3.jpg)

better? Still looks a bit like it's made of rock to me :/ Might completely re-texture at some point
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 24, 2008, 09:40:43 am
I encourage all players to look at this work as the example of how we would like players to behave.
Yeah, behave yourself players! ;P/me stops talking to himself ;D

thx for support Xillix

Yo Rast
great lantern, bottles and the chair.
The latest chair production is worse ;P
The point is not to apply to it rocky texture/layer, but to apply wood patterns. Yes, if you won't start a texture with these details in mind, you can looe them and will have t remake or apply them where they sould be. Look at my wooden beams.
The cracks are dark a lot and peaks are light. Of course a chair should be of somewhat smooth wood. Thats why your first production is quite good IMO.
Try applying to it contrast/brightness to decrease the blure effect, but also "clarify" filter for increasing the dark-light dfferencies.

A small object like a bottle can't have higher texture than 128x128 AFAIK. Yes, i know it will look bad from closeup... but its just the way to go. /me knows no Klyros beverages ;P

The Lantern should be 256x512 texture. I'm sure you can compact it to such dimenstions ;) See that some elements can be repeatead, one  texture piece taken into multiple places, by eg mirroring the UV coords - like the empty inside rectangle, i think.
Oh, the lantern itself element of the texture is too blurred. Don't try to make something from scratch if it isn't working. Use photos and process them. http://www.cgtextures.com/ if you like triangular dshapes, maybe you will make that lantern element trianglular shape, instead of squashed prism ;>
It's great design btw. Will look great on the streets.

But what you have done so far is far more efford than working on the above issues, if you are worried ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on June 24, 2008, 10:34:36 am
Cheers for the pointers Niko:)

Will be able to solve most of the problems before too long (texture resizing, etc).

I haven't made wood textures in ages so I need to brush up on them a bit. The chair is the biggest problem atm so will try and improve the texture when I can. Brightness + contrast seems to be good from the quick bit of editting I've just done. Watch this space :P

Oh yeah - made some crates and stuff too :)

(http://img209.imageshack.us/img209/7871/cratesandbarrels01lb9.png)

Cheers,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nalain Tarek on June 24, 2008, 03:21:51 pm
the crates look odd, perhaps some rougher textures would make hem look better,

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 24, 2008, 04:03:21 pm
Terrific work rast! I love the lantern design. The wood texture does look a little odd on the crates, but that's easily fixed. :)

Now I have to work hard to match your speed and finish the tavern so your models will have somewhere to go.

Here's the hospital, as far as I've gotten it:
(http://img262.imageshack.us/img262/9128/hospital01sn1.jpg)

I still have work to do on the tavern. I've almost finished modeling and texturing the exterior and I've started modeling the interior.

Hm, I don't remember any drink names we've already come up with, but I looked at The Klyros language in the PSwiki and came up with azulim, which means, if I'm translating correctly, shining flight. Somehow it makes me think of a drink. :) The PSwiki has the syllabic symbols.
Don't know if that's of any use. :)

Thanks,
Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 24, 2008, 06:30:11 pm
simple, the barrels are worn and the boxes are nearly new. In fact the boxes frame looks really new, while the planks  not necessarily.
Oh, i just thought you can possibly make the boxes even more unique, by curving the boxes wooden frame. A bit like i did with my tower beams.

Speaking about it,

(http://img393.imageshack.us/img393/4834/kb1kc4.png)(http://img291.imageshack.us/img291/463/kb2gy5.png)

It's finished. I have created as many seams as i thought it is worth to compromise uniquness with perfect seamlessing. But any problems are visible o really closeup.
It may seam some walls lack paint, but i need to go on and do that when there is time ;)
The resourcess has been updated, download is recomended for textures update. wall_am03.png will be finished when needed.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 26, 2008, 12:08:57 am
Niko, it's beautiful. I wish I could model and texture like that. Maybe with a little hard work. :)

Here are some variations I've come up with for the texture for the ylian style landing platforms houses:
(http://img364.imageshack.us/img364/5180/texturevariation2rw6.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 26, 2008, 09:20:19 am
You may think about making the scale tiles at the left building roof to be nearly 2 times smaller maybe.
And maybe tile a texture a bit ? So you can have higher quality with the same texture dimensions.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Arerano on June 27, 2008, 06:51:00 am
I know that you can reuse the same mesh in blender whilst using different textures by:
- linking an existing mesh to a new object (eg, add a cube and select an existing mesh for it)
- linking a material to the object (click the OB-button under materials, then select another material)

This way you can have several objects which use the same mesh (changes of the mesh reflect all the objects) and each of those objects can have a different texture.
However, blender2crystal doesn't support that (yet).

So, my question is: How do you do that? Do you simply copy the object (resulting in a new, independant mesh) and assign a new texture to it?

Sorry, if that's  :offtopic: ..maybe we need a seperate discussion thread.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jeraphon on June 27, 2008, 09:43:48 pm
Those buildings are tight.

And also sweet.

Keep it up :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 28, 2008, 04:22:51 am
So, my question is: How do you do that? Do you simply copy the object (resulting in a new, independant mesh) and assign a new texture to it?
If you copy object withoiut linking, you for sure won't have any linking, so no performance boost. But i'm guessing. I don't know what CS supports exactly, besides simple support for exactly the same objects. - duplicate linked, in blender.

And yes, it is offtopic unless you need that for the city contest, what you should, btw ;P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on June 28, 2008, 10:28:03 am
ok - modified the street lamp texture and resized it to 512*256 (not very neat yet) Texture here (http://img391.imageshack.us/img391/2986/streetlamphalftexture51ws3.png)

(http://img373.imageshack.us/img373/1963/lamphalftexturerender2nc1.png) (http://img529.imageshack.us/img529/8356/lamphalftexturerendertb8.png)(http://img72.imageshack.us/img72/6950/chairrender02ka7.png) (http://img164.imageshack.us/img164/6645/chairrenderny5.png)

(click on them for bigger versions)

laters guys,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 28, 2008, 11:18:18 am
chair tex is fine for me. I only wonder why 3 legs. It is rather unstable. I don't know, but if Klyros really need it and have some unnatural sense of balance... ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on June 28, 2008, 11:43:36 am
Urmm....I can't remember why we originaly said 3 legs...

Less material useage maybe?

It adds direct support underneath the extra high back making it less likely to tip backwards (unlike with a 4 legged stool). The legs are spalyed out slightly, so balance isn't too much of a big deal.

Something like that :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 28, 2008, 05:38:00 pm
I think the three legs originated from the narrow back for the wings. However, with your rounder base design and tapering back, the legs could be arranged either way. Personally, I like the look of the chair and the design with three legs. Perhaps originally the bases on Klyros chairs were more triangular and with time, the opened out to be more comfortable. However, the three legs stuck as a part of Klyros culture.

And the less material is true as well. They have plenty of stone, but they may have to import wood from elsewhere.

Niko, I think the wings would help with balance. They are used to moving about in high up places on ramps and so on. ;)

Just my perspective...

Also, peculiar Klyros furniture reminds me of the sleeping bar we talked about and the hanging table/hearth. Here is a pic:
(http://img339.imageshack.us/img339/8237/amdeneir025ls7.jpg) (also, notice the mention of three legged chairs in the *approved* concept art  ::))

After a few hours of scouring the Adraax thread and related media, I finally found the pic. Alas, the image was no longer hosted. I can draw a sketch if needed.

Thanks,
Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 29, 2008, 04:12:48 pm
ok, i'm leaving the chair, i'm not a Klyros ;P not even playing one ;D

A building variation:
(http://img150.imageshack.us/img150/202/image1il2.png) (http://img114.imageshack.us/img114/6898/mapau2.png)

I have to mirror it, heh :]

Btw, aren't the buildings in Upper quarter a bit too small?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on June 29, 2008, 08:51:51 pm
I think that they should be much taller, extending outwards as they go up, than the lower quarter ylian style buildings. Also, they should be much more intricate. One way I can think of making the buildings bigger with the same foundations is with bridge buildings, if you understand what I mean. Think of the building over the road to east hydlaa. A possible solution? What do you think?

Terrific building variation, by the way.  :thumbup:

I intend to fix up a texture and final model for 'Zweis one (name?)' soon.  ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 30, 2008, 09:55:30 am
yeah, i have been wondering what is its file name, if you could ;P

And i know exactly what you mean by the bridges. So if on the map it is written only the base level.. this is still small ;P In the meaning that they will really have to be tower like, with a base floor level 4x3m at most. Only if the next levels will be bigger.... they will completly cover the streets from sun ;P
The upper quarter buildings could end all with no less than 3 floors + roof floor for that. I could make something like that, but why oh why i need to make some new textures for it xD I think
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on July 17, 2008, 02:54:22 pm
I think this team may need more people to make it work by the alotted time, dig deep people, work it out!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on July 17, 2008, 07:08:56 pm
We most certainly do.  :)
Anyone who is interested in being on the team, feel free to post in this thread, PM any of the current members, ask on irc, etc.
We need modelers and texturers, preferably those who do both. I'm thrilled to be working with the great people we already have on the team, but the quantity of necessary work is such that we need more people to meet the time requirement.
Specifically, we need:
More Klyros buildings and textures
The Vigesimi's tower, modeling and texturing interior and exterior (I'm working on this)
The Landing platforms (the structures, not the section) which Niko has shown interest in doing if time permits.
The slums (we've got an idea of how they'll look but we need models and textures) [edit: Eliseth is working on these]
The wall around the city, including it's gates and towers [edit: Niko is doing these]
The university (we have a 3d concept for the exterior but need the inside and out modeled and textured)
Some tunnels and the aquifer beneath the city (niko and I are working on this)
The stables
Landing platforms quarter Plaza and Upper quarter plaza around the park (market stalls and such) [edit: crj working on these]
Also the mines, though we plan to work on them last if we have the time. I've started on Wetsoil and Niko has started on Rockcliff.
Let me know if I left anything out.  ;)

Here is a picture of the almost finished exterior of the temple:
(http://img170.imageshack.us/img170/6165/temple06wz4.jpg)

Right now I'm concentrating my efforts on all Ylian buildings in the city, the smithy, the magic shop, the tavern, the temple, the hospital, the guard houses, and the wells.
Remember, new members of the team are welcome.  :thumbup:

Thank you, everyone, for your time,
Zweitholou

P.S. Also thanks to Xillix for continued support.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Crj on July 22, 2008, 09:29:18 am
Bump( :devil:) and a small update on my side.
Note that the images below are renderings with global illumination on, so the buildings will look much worse in the end.

The old warehouse and a new ylian style trade building. Removed some of the decorations for a plainer look.
(http://xs229.xs.to/xs229/08302/1585.jpg)
Trying to go along with the crazy shapes on the map. Messed up texture mapping.
(http://xs229.xs.to/xs229/08302/2584.jpg)
And the textures used:
(http://xs229.xs.to/xs229/08302/previw493.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 23, 2008, 12:48:05 pm
Here goes a fence.
It will have some doors segment and a window one too, as in the cencept art.
The texture is good for some arcs between buildings too.

(http://img206.imageshack.us/img206/2039/xfencerenderpf4.png)(http://frupic.frubar.net/shots/6314.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jeraphon on July 23, 2008, 05:11:30 pm
I like how the buildings are not only done well, but appear internally consistent (ie similar to each other that it looks like it's the same city.) Good job!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: saladasalad on July 23, 2008, 09:48:50 pm
Some awesome work here, people. Can't wait to see it IG.  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on July 25, 2008, 09:13:16 am
I Love the progress, if you folks need more hands let me know I can push some people to aid a bit.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 25, 2008, 11:05:59 am
We still need someone to create structures like the V tower or the other Zwei listed as not being worked on.

I think we also gonna need someone with 3dmax to put the whole city together, because the requirement was that the final submission be in 3ds format. While i could potentially do that, that option isn't very likely, because i don't have money to buy 3dmax and this way be sure all exporting tools will work with it. It is in general a bit problematic that there is this money barrier for a game made for free.
At least it is a problem for me. I can't say which group of developers is greater.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on July 25, 2008, 11:11:54 am
I have 3ds max although i'm not sure how the exporters work, but i could learn.

About time i get involved in this  :P

edit:

Oh, its needed in .3ds, i thought you needed it in some proprietary format.
In that case, if anyone lacks 3ds max and has everything made, i would be glad to help out.

Also, if anyone needs something made (house, lamp post, bucket of fish, etc.) poke me here or on irc and i'll see what i can do.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on August 11, 2008, 08:40:48 am
Shots of the University being made:

Tell me if you have any suggestions, especially improvements, esthetic and technical, for the big window by the entrance :)

(http://i45.photobucket.com/albums/f78/Belark/University3D3.jpg)

(http://i45.photobucket.com/albums/f78/Belark/University3D2.jpg)

(http://i45.photobucket.com/albums/f78/Belark/University3D.jpg)

(http://i45.photobucket.com/albums/f78/Belark/University3D4window.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 21, 2008, 12:06:26 pm
Baldur, you sure put a lot of thought into the design. Hopefully you won't have much redesigning while texturing.
Suggestions, heh my fault i always try delivering them on irc, I gues i should have do it earlier
And so, earlier i wanted to ask you if the big window is the big thing at the left on the last image. I think it isn't good. You probably had some plan while creating this pattern using faces, but i can't see it ;D
Can't see more faults out from this.

By the way i finished 2 new segments from the fence family and i should be starting something new soon.
(http://img207.imageshack.us/img207/838/dosf5.png) (http://img383.imageshack.us/img383/7470/do2gk5.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on August 22, 2008, 12:40:41 am
The smithy:
(http://img172.imageshack.us/img172/6153/ktex01oy1.jpg)(http://img116.imageshack.us/img116/4319/smithy002fc9.jpg)(http://img122.imageshack.us/img122/3183/smithy004du7.jpg)
Lots of seams to fix, but it's coming along. :)

I hope to make a few new klyros building models and finish up the hospital and tavern next.

A very important position we still need filled: Terrain modeler
Terrain will be important to have to put the buildings on when compiling. Anyway, without ground, no one can walk around. :P

Baldur, the university looks tremendous. It reminds me of a shell or a wave, both very applicable. For the window: not so square, more curves and fluidity so that it resembles the design of the building itself, perhaps.

Niko, fence looks great. I think it'll hold the city together with it's uniformity.

Everybody keep up the great work!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on August 22, 2008, 11:31:16 am
Thank you, I had to do some redesigns regarding the texture part of the building. Part of that is I've removed "cosmetic" faces and the "window". I'm going to texture a mural instead. Thank you, XilliX, Nikodemus, and crj for the tips. I'd also thank crj again for attempting an effort at UVing the building as I'm far from an expert in that region :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 24, 2008, 06:01:04 pm
This be walls of Amdeneir (so high, that there may be nothing behind, but noone sees ;p)
(http://img247.imageshack.us/img247/6498/image3ov3.png)

The segments are 15m long. This was supposed to be like 10m, so the anti-flyers spikes weren't too sparse, but i'm hoping we are still ok?
And a sample of a massive base for a watchtower of Baldurs design. 
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on August 25, 2008, 11:44:39 am
Looking good time is short, someone had better get on the max!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: botanic on August 25, 2008, 08:08:36 pm
Hi my name is botanic I have been working on some new stuff with xordan and some other people on the dev team. If the people working on the different teams could contact me we can arrange to meet in irc and I can help you with utulising the new systems we have in place.

Also it will save me time later fixing stuff that can be done better by using a different technique  X-/

to reach me e-mail me at cyberempires@gmail.com or on freenode my name is botanic just leave me a pm ill get back to you.


DO NOT PM ME!!!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on August 25, 2008, 08:11:22 pm
If you are a major mover and shaker in this thing contact botanic and see what he has to say. You can learn a lot.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 26, 2008, 11:36:30 am
I think we all were looking for such help. I will speak for myself, but i'm really glad.
There is e-mail waiting in your inbox Botanic.

Thanx Xillix for your continued support and taking care about this project!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on August 26, 2008, 07:49:04 pm
As i was reading through the descritption for Amendir, i noticed that there are these creatures called Megaras. After researching them, i decided to further develope my modeling skill by making one. I know flying isn't implemented yet, but perhaps we could add them to the Amendir project, although they would only sit around and look pretty.

Here are some pics:

(http://i184.photobucket.com/albums/x219/homik555/megaras3.jpg?t=1219798045)

(http://s184.photobucket.com/albums/x219/homik555/?action-view&current=megaras2.jpg)

(http://i184.photobucket.com/albums/x219/homik555/megaras4.jpg?t=1219798079)


The face doesn't look to great, but since the poly count is so low (~430) i was thinking about adding an articulating mouth.

Edit:

I know this is kinda last minute and i don't really have a high expectation of this going anywhere, but its here if anyone wants it.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on August 27, 2008, 07:09:46 am
Hey guys =]

Thought I'd pop in to say hi and also say a BIG sorry for not being around or helping much :-\

If any of the stuff i made (and posted earlier) can be of any use please PM me - I do check the forum every few days for PMs :)

laters,
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on August 30, 2008, 01:16:22 pm
Success!

Nikodemuss and I have worked out a way of exporting blender files into a format that we can easily use in 3ds max for the final stages of the project.

Here are the directions for exporting:
1. Select EVERYTHING on the model. reason i say this is when i was exporting, i only had a door selected and that was all that was exported.
2. Go to file -> export
3. DO NOT EXPORT AS .3ds! reason for this is the uv maps will not be exported and everything would have to be redone in 3ds. instead, export as WaveFront .obj.
4. before it exports an option window will show. make sure "copy images" and "copy groups" is selected.
5. export
6. for convinience sake put the .obj file and all texture files in a folder.

Viola!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on September 26, 2008, 03:32:36 pm
That we didn't post, doesn't mean we were doing nothing.
Ya, the deadline is very close, but it is somewhat hard to deliever good quality brand new 3-quarter city :D. We have no intention of stopping.
There are few more buildings AFAIK.
The University is UV mapped, wow, that was big. Texture is underway.
Coz of that i could continue working on the city walls.

The gate:

(http://img229.imageshack.us/img229/7562/gate1sx5.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Under the moon on September 26, 2008, 07:59:18 pm
Very nice. Keep up the good work.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on September 30, 2008, 06:45:59 pm
Whooohaaaa.... What a "luck". Our host where we kept all done stuff went borked 3 days ago and it became a major problem to put what we got together. That would be presented as unfinished, but I hope quite promising piece of this great city.
We can prepare such a package, but because of the host problem, it will come with delay. Bah.
Did i say already it is hard? Ya, me thinks i did already, gah.
Who has a time mashine? ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 06, 2008, 01:18:59 pm
The deadline for the construction of the city Amdeneir has been extended to 31st October due to buildings and buildings still being unmodeled and untextured.

Get things done and get ready to present, team.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on October 15, 2008, 04:13:35 pm
Start of the Magic Shop:

(http://i184.photobucket.com/albums/x219/homik555/amend_majik_shop-01.jpg?t=1224105170)

not sure if i have to add anything else. the concept art for it was rather...limited.  ;)
_____________________________________________________________________________________________

Unless i missed something, here's the completed model:

(http://i184.photobucket.com/albums/x219/homik555/amend_majik_shop-04.jpg?t=1224121574)

(http://i184.photobucket.com/albums/x219/homik555/amend_majik_shop-05.jpg?t=1224121602)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 16, 2008, 10:25:47 am
What's the tria count? I wonder if you didn't overdo with the towers roundness. Also, not that i followed this before ;p, but screenshots of work in-progress stuff are more informative if not smoothed at all. But, ye, in game nearly everything looks better when smoothed

You could possibly model the main doors.

Imo it looks cool.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 16, 2008, 05:51:03 pm
Very eccentric towers, I like the look Homik.

Here are a few screenies of the university still heavily in progress, first times can be a bore :) I liked the lanterns though roof and walls are still very temporary. I'm juggling textures trying to see what fits.
(http://i45.photobucket.com/albums/f78/Belark/screencollection-uni.png)
(http://i45.photobucket.com/albums/f78/Belark/ugug.png)
These are probably staying, they look swell I don't feel like throwing them away.
(http://i45.photobucket.com/albums/f78/Belark/Untitled-2.png)
Overview of the current buildings. Ugh. The roof and the walls are contrasting horribly. I'll exchange either of those or replace both. Now when I'm looking at it that contrast to the wall-supports should be a few degrees colder. I might contrast the coper a tad more.

All in all, a good race(ideas popping in) picking up.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on October 16, 2008, 06:05:20 pm
I'd leave the roof texture and find a different one for the walls, it just doesn't really have that university feel to it. Try limestone maybe?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 16, 2008, 06:08:13 pm
I'd leave the roof texture and find a different one for the walls, it just doesn't really have that university feel to it. Try limestone maybe?

Limestone? Hmm, worth looking up.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 17, 2008, 03:03:59 am
ha! nice.
Lanterns, i thought you will use stone. I modelled them with this in mind - they are kind of twisted, no squares in the area you used planks for, triangles are there.

I did this really fast, but thats the point. Of course bricks should match and the same piece should not be soo poorly repeated as i did it just now. And seams should match, you know yourself most of it, if not all.


Also, if planks, they are too wide i think
(http://img380.imageshack.us/img380/9994/un3rg9.png)
You could make the dome glass this way:
(http://img111.imageshack.us/img111/6981/un2im6.png)
more regular, round glass plates in a metal grade.
I drew the matal grade not beetwen the faces, but centrally on them. It is again done really fast, so the metal grading don't match well with different faces, but it works well. I did it before.
The seams will land mainly on the glass plates, but that can be covered avaragely easly.
And if you think the glass plates becomes too big, meke the metal grading more dense and maybe thinner too  O--)
Some face UVs has too be mirrored for this, you can let me do it when you pop on irc.

Ya should should work on the roof tiles, they are 1/3 of the texture afterall  >o) They should look like something covering a round piece of roof.
That will be a lot of manual work... Coz the roof tiles should go radially, but be of similiar size on the whole roof. Yeah, PITA ;D/me likes the texture choice


limestone? I think the walls was supposed to look kind of scally, but yup, current texture looks weird on Uni.
Maybe... Limestone with big scales patterns carved in it? (sounds like aplying a greyscale mask of scales as a texture over the limestone.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 17, 2008, 06:08:16 am
ha! nice.
Lanterns, i thought you will use stone. I modelled them with this in mind - they are kind of twisted, no squares in the area you used planks for, triangles are there.
Stone!? Preposterous, Niko :) The main idea I had with this was that it would alienate the dome material, I'll try look something up though as this was your main thought when making it.

They're copper! Not planks. It's a pedestal coated with erogated copper.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 20, 2008, 11:55:32 pm
The University is coming along terrificly! And I think perhaps a lighter stone would contrast better with the roof, which I like as is. I like the weathered copper and think you should keep it.

Magic shop looks like a great start homik, especially knowing what you modeled it based on. ;) I agree with Niko on the doors. Also I did like the start of the texture I saw on irc. Nice choice of stone.

Now for an update on my buildings.
Temple
(http://img512.imageshack.us/img512/7102/temple07dy0.jpg)
Klyros Buildings
(http://img131.imageshack.us/img131/7639/ambuild01ob4.png)
(http://img131.imageshack.us/img131/8691/ambuild02ue7.png)
(http://img131.imageshack.us/img131/2899/ambuild03oe5.png)
(http://img131.imageshack.us/img131/6826/ambuild04wk9.png)
(http://img131.imageshack.us/img131/4884/ambuild05qc1.png)
(http://img131.imageshack.us/img131/7827/ambuild06jn2.png)
(http://img131.imageshack.us/img131/6434/ambuild07di3.png)
(http://img131.imageshack.us/img131/9000/ambuild11oj0.png)
Ylian Houses
(http://img131.imageshack.us/img131/2176/ambuild09cl1.png)
(http://img131.imageshack.us/img131/4824/ambuild10ua2.png)
Burial Well
(http://img131.imageshack.us/img131/4928/ambuild08gm0.png)
Well
(http://img131.imageshack.us/img131/1505/ambuild12xe9.png)
The Parting Ways Tavern
(http://img131.imageshack.us/img131/4791/ambuild13dw9.png)
(http://img131.imageshack.us/img131/8397/ambuild14zp8.png)
(http://img131.imageshack.us/img131/1016/ambuild15dc5.png)
(http://img131.imageshack.us/img131/6236/ambuild16fv8.png)
(http://img131.imageshack.us/img131/7834/ambuild18ar0.png)

(http://img131.imageshack.us/img131/4937/ambuild19gr8.png)

(http://img131.imageshack.us/img131/1375/ambuild20tr9.png)


I'll post a map explaining where everything goes as soon as I can.

(I hope I haven't made them too big.  :-\ Please let me know if that is the case and I'll be glad to fix it.)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Kieve on October 21, 2008, 01:29:22 am
/me eyes Zweitholou with interest... *

Brilliant stuff. :D Can't wait to see the finished product.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 21, 2008, 05:57:48 am
SMASHING WORK, ZWEI!

Could you mayhaps darken the support pillars on the Klyros Houses? They stood out a bit too much when I looked over them a second time.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on October 21, 2008, 08:08:02 am
Impressive work!  :thumbup: Can't wait to see all the single parts put together.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 21, 2008, 02:55:44 pm
Thank you, Kieve, Baldur and peeg.  :)

Baldur: I think it was in part my lighting that made them stand out so much. All the columns have the same texture and settings, save for the smithy, as the roof beams and ornamentation. I used the same textue for the marble that Niko used, so my colums should be about the same as his. Anyhow, I'll see what I can do.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on October 21, 2008, 05:23:29 pm
Nice work guys.  :thumbup: Sorry I couldn't contribute more, I just don't have the time.  :'(
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Beniel on October 22, 2008, 07:24:09 pm
Just wanted to say how impressed I've been with all the stuff I've seen in here, good work guys :) It's been cool to see how things have all started to come together, I've been keeping an eye on this thread since june.

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: screwballl on October 23, 2008, 11:03:06 pm
if anyone needs some textures... I know some basic photoshopping... maybe not nearly as much as some of you but I can usually find or build anything needed (related to this project)...
I know it is close to the deadline but as I haven't been on this forums long, figured I would try to pitch in where possible.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 25, 2008, 10:12:22 pm
It's tough to tell. Because besides some texturing skills, you have to know how to make seamless seams on the textures - it is you have to look at the model while texturing and see if the seams are ok and how to do so.
It is probably best if you show a sample of what you can and possibly make very simple usable model, a street element and texture it.
IMO you have to know some vvery simple logics and basics of 3ding too.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 25, 2008, 11:38:47 pm
(http://i45.photobucket.com/albums/f78/Belark/uni.png)
I'm not done yet, just a proof that I'm still kicking
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on October 26, 2008, 02:11:04 pm
Well, i have the magic shop model all done, and i took a swing at making a texture. Problem is, its HUGE. something like 4000x2000. also, seemlessing is not something i'm great at. if someone would like, i can send them what i have and they can take a shot at fixing it.

(http://i184.photobucket.com/albums/x219/homik555/am_majik_shop.jpg?t=1225048115)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dajoji on October 26, 2008, 02:15:42 pm
Wow, you guys. You don't cease to surprise me with your progress. Good job!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 26, 2008, 07:28:47 pm
Getting close to done with the park compilation and texturing.
(http://img513.imageshack.us/img513/9766/ambuild22rw2.png) (http://img513.imageshack.us/img513/9172/ambuild23kz8.png)

(http://img513.imageshack.us/img513/2192/ambuild24xg2.png)
Trees are courtesy of Nikodemuss, Park model courtesy of Illysia.

Sorry about the branches and weeds not having their backgrounds transparent. Lightwave was being disagreeable, and after several hours scouring the web and pouring through manuals I gave up. :) Those textures are saved properly so the transparency should not be an issue in blender.

And thank you Dajoji. :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 26, 2008, 08:11:56 pm
Thanks Dajoji!

Zwei: GJ! The black treetextures are only temporary I hope :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Lolitra, Celorrim Purrty Twins on October 27, 2008, 01:49:30 am
Just to say - wow... this project is doing very well.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 28, 2008, 12:29:59 pm
Just when you think you're through.

With only 2 days left and few surfaces to focus on, my computer's completely given up on me. My screen doesn't do any effort in communicating with the computer. My CPU fan goes high wire nonstop. It's shown it's age in a most unpleasant way. Currently being on my brother's computer, I'm declaring the original texture being on it along with it's copies, and I have no way of accessing it. I'm going to continue trying to get it to work.

Anyhow, my friends, good work.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ThomPhoenix on October 28, 2008, 05:38:05 pm
Get your hard-drive out and connect it to your brother's PC. It's not that hard to do, and you could access your files. You could also ask someone if you don't trust yourself ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 28, 2008, 06:27:57 pm
All right, smashing! Thank you for the tip Thom. I'm probably going to buy a new super-portable which will hopefully hold for some time and wont have too many child sicknesses.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ThomPhoenix on October 28, 2008, 06:35:28 pm
It's always good to have a portable external 1 Terabyte hard drive :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 29, 2008, 07:45:40 pm
Fiddlesticks, computers are either off limits and too new, or too old, in my household to accept my hdd's input cables. I will see what my local computer repairman can do to perhaps wire my hdd up to retrieve some information. The job's rather easy so it'll hopefully not cost too much, and perhaps I'll be lucky and be given a hand on the visit.

Jolly good. Beam me up, Zorbels.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 30, 2008, 06:12:32 pm
The plans were i finish this wall a week ago and it is still not finished, but seriously, i have been spending 1-3 hours a day for the last 10 days. Maybe i'm just inefficient. Maybe it is taking that long, because i know these wall segments will be probably the most repeated structure in the city.

City Wall Fragments:

(http://img185.imageshack.us/img185/6220/pres5sv7.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on October 30, 2008, 06:39:37 pm
wow, very nice.  :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 30, 2008, 06:44:42 pm
The textures on the walk of the top of the wall look a bit blurry, perhaps try sharpen it up with a filter? What's the white paint on the wall's supports for? Decoration? Try experimenting with giving the paint more depth and surface through textures and emboss(outer glow works a charm as well along with cast shadow). Just giving someone a hint often makes all the difference

Good job.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 30, 2008, 06:54:00 pm
"white paint" =  not finished
"blurred" = poor scaling without proper rendering and/or low res texture
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on October 30, 2008, 06:57:43 pm
You're working on it, we understand :)

Going down to the computer repair shop tomorrow to catch up on where I left off.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 30, 2008, 10:16:39 pm
Niko, the walls are coming along very nicely. And forget about inefficiency. I commend your patience.

I'm working hard on the hospital. I have a modeled, textured bed to use inside and the texture mostly finished. Hope I finish it all up in time. :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 31, 2008, 07:25:38 am
 :sorcerer: I could have not make the last post few minutes before collapsing to bed (hopefully ;p)
The walls will have fragmental plaster areas, it will make the seams much easier to make, eg i won't have to worry where the bricks join one another.
We have small stairs texture now.
I have processed the pavement texture to more reasonable size (the one visible at the park)
On a side note i think the park grass isn't made seamless properly (the photoshop auto seamless tool doesn't do it right)

/
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 02, 2008, 03:46:49 pm
grass texture fixed ;)

(http://img264.imageshack.us/img264/6384/slumscreen01er1.png)
A start on the slums tents.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 02, 2008, 06:21:21 pm
Definately a start, good luck :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 03, 2008, 09:22:45 am
Looks alright besides few issues.
The wood. It is too light. It looks very dry, while flysheet (the tent covering part)  looks humid. I would make the wood look more humid (dark) ;p

The entrance material. It looks like some kind of silk, it is, too expensive. It looks like decreasing saturation, but also adding details of worn material. It probably should also look like painted wool (or something) material, with patterns?

Oh, and you should try making the entrance seamless with the flysheet

And i know it is work in progress ;p just giving small feedback ;)

The partial transparency as a shadow imitation on the bottom part of the flysheet can work. Although partial transparency is tricky to render in CS. Though i was told it is fixed in PS. I only will have to find what property to use.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 04, 2008, 12:07:01 am
thx baldur, hopefully I won't need it :)

(http://img253.imageshack.us/img253/2593/slumscreen02gk8.png)

Still darken wood with new fabric texture, niko?

entrance-better?

thanks for feedback

(http://img253.imageshack.us/img253/1392/slumscreen03ml3.png)
(http://img253.imageshack.us/img253/7038/slumscreen04no2.png)
(http://img255.imageshack.us/img255/4892/slumscreen05gz6.png)
Layout of slums in city. Once I'm done all platforms will be connected by bridges. Also rast's crates, barrels, and, next to the road, lights, will be added plus a light design of my own for on the platforms and next to the tents (not done with its texture yet). I still want to make every thing look a bit dirtier.


Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on November 04, 2008, 12:51:02 am
Looking good Zwei.  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 04, 2008, 01:49:13 am
I reckon you should highlight the texture as if the tents were lit from above, add some saturation. It will make the texture look more exciting.

Just don't make it too dirty, or there will be too many details which will confuse the eye. I reckon it already looks good, just need some highlighting.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 04, 2008, 06:59:19 am
I don't know if it needs to be darker. viollet outline and not so good scalling (not your fault) makes it hard to judge :d

For a change, i wonder how high does the platforms reach and then he tower ;p I'm estimating, very high ;o
The thing is, it is not that easy to create something high and cheap. You need good architect, good materials and builders who knows what they are doing. That's rather expensive.
Might be the city gov made the platforms for the people, but i don't think they would with the towers.
As for the supporting collumns, you need arcs or the floor not directly above collumn would be a subject for collapsing. Look how baroque or renessanse cathedral architecture.
Instead of towers, think about using ramps like you did on tavern balconies.

IMO the bottom tents should be partially incorporated into the collumns. Some can be even built around a column and you can make use of shacky walls, which don't exist yet ;p
You can make use of my fence, i'm sending you through mail ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: khoridor on November 04, 2008, 07:14:29 am
IMO the bottom tents should be partially incorporated into the collumns. Some can be even built around a column and you can make use of shacky walls, which don't exist yet ;p
True (if you allow me).
It's a bit odd to plant a tent (a roof) underneath a platform (a roof). The space under a platform would more likely be used by people who don't even have a tent, or as common, public space.
It would also look more like slums if the platforms were of wood, not stone. Unless the stone structure has another purpose, and is then squatted by the poor.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 04, 2008, 08:21:50 am
There is a stone mine next to the city, that's why stone. Just a small info. Thx for the comment Khoridor
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 04, 2008, 05:25:58 pm
Khoridor: Thanks for the comment. As to why the tent is beneath the platform, I envisioned the construction of the areas as the city government constructing platforms as an infrastructure for more housing with whatever people had. Then, those who needed a place to live could live with other families in one of many large tents that had been erected wherever there was a suitable spot. And I'll try out some old wood textures for the deck of the platforms but not for the columns, which I think should stay stone. Also, if the wood deck is old and not quite waterproof looking, the fact that it does not serve the purpose of a roof will be more believeable.

Nikodemus: It is too high. I'll either get rid of or significantly shorten the towers on the platforms. As for the platforms' height, there are three different heights, at 4, 5, and 6 m tall I believe. I'll add arches, and maybe the ramps too. Thanks for the fence.

Baldur: I'll see what I can do.

Thanks Illysia!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on November 13, 2008, 11:32:48 am
Getting quiet here . . .

A little too quiet  . . .
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 13, 2008, 03:59:26 pm
Still waiting for that hard drive... The service guy was supposed to call me but i'll check in with him tomorrow. Still looking for a new comp.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 13, 2008, 06:11:23 pm
Just got back from holiday yesterday. I've modeled but not textured a support system for the slums platforms, as well as fixed the tower issue. Underneath the platform will now be shacks, thanks to your insight khoridor. Started on those but not far enough along for screens.
(http://img217.imageshack.us/img217/9516/slumscreen06or0.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Keldrena on November 13, 2008, 07:15:09 pm
Zweitholou, that looks very nice. I can't wait to see it finished and textured. :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 13, 2008, 08:51:16 pm
Ok, this is what i came up today, ~6h worktime

A poster pillar I always wanted to see made ;D

(http://img88.imageshack.us/img88/7130/ppillarek9.png)


In fact one could say i did it within 2 days, coz it is 3am right now ;s
Ah, no posters or adds yeat ;o
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 14, 2008, 09:44:13 am
Good one, Niko. I'm imagining it as being a place for attaching signs and notes.

Was at the service guy. He hadn't even had time to look at it because he'd been so cramped with work. Found a good stationary. Think i'm going to pass on the portables because of the expensiveness.

Gonna go to the store on Monday and pick up that Miditower Package.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jeraphon on November 15, 2008, 05:04:11 pm
To all you artists: great job, keep up the good work.

To all you observers: now you get to see the process behind making a city in the game, and how long it takes to go from a concept to a 2D overview to a 3D model. It should give you an appreciation for the time and effort required. That said though, who'd like to see this tried again? :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 15, 2008, 07:52:02 pm
Me! Though, this time I'd rather play the role as an observer :)

We still have the older mine back in the concept process. There's a need for inside sketches and tunnel structure concepts coupled with miscellaneous items like torches, discarded pickaxes and shovels(shovels have been implemented already and can be used) along with mining carts laying around in the tunnels.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 15, 2008, 09:23:46 pm
I started modeling wetsoil mine a long time ago, and niko started the domed mine longer ago than that. AFAIK, blackhole mine is the only one that isn't started. If you'd like I'd be glad to do a bunch of sketches. I miss doing sketches. :)

BTW, I've been working on fleshing out more floors in the tavern, and adding supports to the ceiling of the first floor. Also trying to come up with a texture for either seaweed-based wall paper or seaweed-including plaster for the upstairs. If you've ideas I'd love them.

I've gotten further on the hospital as well and am done modeling a bed to go inside.

Now if I can only get the bottle models from rast. :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 15, 2008, 09:52:02 pm
Go ahead if you wanna, Zwei :) I'm wasting all my juice currently on the urban planner education. Try looking at chinese scriptures. Papyrus is seaweed. See what you can do with that.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on November 17, 2008, 12:32:12 pm
Are you still having trouble finding someone to put elements of the city together in one map?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Edig on November 17, 2008, 01:35:40 pm
Just got back from holiday yesterday. I've modeled but not textured a support system for the slums platforms, as well as fixed the tower issue. Underneath the platform will now be shacks, thanks to your insight khoridor. Started on those but not far enough along for screens.
http://img217.imageshack.us/img217/9516/slumscreen06or0.png (http://img217.imageshack.us/img217/9516/slumscreen06or0.png)



I want that in my back yard!  The hell with the game!!!!  Gimme!!!!!! \\o// ;D :woot:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 17, 2008, 02:11:45 pm
No Xillix. IMO it is not it is hard to put the building on the map, put a fence here and there. The problem for me is lack of other structures, along the plan.
And then there is quaity differencies between what is done already, partially because of the rush to make it before a deadline.

There is only one thing i don't know how to do: A terrain type object. I had no time to find someone who would explain me exactly how to do it in blender, so it export properly and stuff, so buildings can be put correctly vertically.

On the other topic. Everyone, you should upload your work on our host. If you don't know how or where, come on our irc channel and ya shall know, hah!
Zwei, i need your buildings textures, which you never really send me all of them.
I would like to create a dummy map of the lower quarter, but i need all content we have got, from everyone. Also from Rast, if you can read this...

I hope you will recover your comp soon Baldur! I'm really worried that we are creating the content not as fast as expected, because there are so few who are actually working at the same time.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 17, 2008, 02:37:43 pm
Yes, it is a shame I must say. We need more artists to take up on where the original artists left off if hey lose pace. Listen to me, we need youuuu! :(

Get on the irc.freenode.net-server and join us in the #planeshift-citycontest channel, don't be afraid to idle. Most of us have school and work like you, just be patient.

If not, PM me or Nikodemus and we'll see what you can do! There's a bunch of things!

Though as always the quickest answer you will get on IRC when we are online and active.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 19, 2008, 12:46:15 am
Niko, I have resized all textures as you directed, am making sure my uv's are still good, and am adding higher quality to match your building s now. I will upload things as they are deemed fully complete by me. Also, I've been working on some more buildings for a while to fill it out. I'm taking a short break from the slums to work on this, but I'll get back to that soon as I can. I have sent you all building textures that I have to the best of my knowledge. I will send them again though if you didn't get them. As for speed, I'm goin' as fast as I can. Promise. :)
And to put some optimism in Baldur's plea, the city can, and if I have any say in it, will be completed by the current team eventually. The time is the issue here. How many of you have ever wished Planeshift development moved along faster? Now's your chance (providing you are able to contribute) to provide that added speed. And you are also welcome to contact me if you're interested in helping and I'll do whatever I can to get you going.

Speaking of irc, I've been having some trouble getting on the channel recently. I'll see if I can figure it out, but that's why I've not been there.

Status update: Finished a texture and basic model for the upper floors of the tavern. Thanks Baldur for Papyrus inspiration.  \\o// Just what I needed. I've also been working on things like pictures and such to add a little variety to the tavern walls and environment.

Keep up the terrific work!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 19, 2008, 04:07:41 pm
Of course I didn't mention Zwei because I did not want to increase his work load, but now that he's agreed to help out Zwei's also available for helping you newbies out :)

Good thing it helped out, Zwei, you're welcome.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 21, 2008, 12:40:21 pm
Does anyone have the chair, street lantern, crates and bottles by Rast?

And,  feel gfree to complain :D I'm kinda not happy of some elements, partially because i decided to use not that high tex rez and coz not all elements came as good as i possibly could :o
The doors tex is missing
(http://img83.imageshack.us/img83/6352/image6ln8.th.jpg) (http://img83.imageshack.us/img83/6352/image6ln8.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 21, 2008, 03:13:23 pm
I don't see any clear borders in the structure. I'm not sure how to explain this, I get the impression of the whole entity instead of the parts which make up the whole structure like (walls and pavement). Even if there are borders which seperate the parts these should be brought forward to create a second meaning running along the whole. This I believe makes the structure more interesting and encourages people to take a closer look.

I should've told you this before with the Klyros house but I didn't at that time know how to put it into words.

I confess I do not always follow this but it is a directive which I always strive for and which I would like to share with you.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 21, 2008, 03:59:09 pm
Honestly, I barely get what you are talking about. In fact i probably dont :] maybe pick a screenshot and draw what you are meaning?
Maybe you are speaking about light?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on November 21, 2008, 07:35:15 pm
Light is part of that, you need details which does both seperate and integrate the parts of the structure together. You need the parts to fully show to fully lift the structure entirely. Right now the building's interesting from a distance and what you should do next is make it interesting from up close.

This is more a case of mentality. Giving you a drawing lesson would be putting too many grills. This is something you should find out on your own and experiment with. This is not something you learn at once but something you adopt after a while.

Just making you aware of it is what I wanted, and then explaining it as best as I can.

Update: I got the computer yesterday but i'm still struggling with connection problems so I can not start working on the texture again just yet. I've retrieved the CD with the texture so I'll upload it. You can make changes to the texture but you will have to go through me to get them approved, I want to be present during this entire process 8)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on November 28, 2008, 08:29:03 pm
Ooh... pretties.  :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on November 30, 2008, 08:51:20 am
Hey all... :-[

Wow - it's all looking really good. Sorry I've been away from the forum for so long.

Niko - I've sent you an email with the stuff in it - only got your PM yesterday :/

Got another couple of models for interiors if they can be of any use. The vases ain't great, but the draws worked ok.
(http://img520.imageshack.us/img520/7694/drawsvase02tp6.png)

Sorry again guys - hope you're all well :),
Rast
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 30, 2008, 01:20:25 pm
np, Rast, it is alright.
 Innovative models. You may think about adding dark lines where the planks connect, to better represent the joinings.

EDIT
I wonder why didn't i think about it before.
If you work on Blender, open textures with relative paths and put textures in the same dir as .blend files, so it wil be easy to open for other people. Please keep that in mind (note also to myself ;p)
(http://img118.imageshack.us/img118/8308/image1ze2.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 30, 2008, 04:44:59 pm
No problem rast. Just glad you're back. :)

I like the drawers and vases. I'll stick them upstairs in the tavern.
And now I can use the old bottles you modeled. Yay!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: rast on December 02, 2008, 12:23:13 pm
Hey - thanks both of you :)

@Niko
Ah - ok - I'll bear in that in mind

@Zwei (apologies on the shortened names - I'm ill and don't trust myself to spell anything right. It makes sense. Honest :D)
Books for you too now :) I know planesift has some already, but heck, why not have a couple more (tis the same texture for both)...
Editted texture of draws too slightly.
(http://img87.imageshack.us/img87/2605/drawsvasebook02tz6.png)

Anything reasonably small that desperately needs doing while i'm on a roll? Can't guarantee how much longer it'll last :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 02, 2008, 01:23:11 pm
Not to be a bumhole, but isn't oval drawers better than convex in contrast to Klyros' wings not getting in the way?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 02, 2008, 02:46:13 pm
Baldur, you are being picky ;p IMO wings can come into way the same way as legs, hands or what else. Spiky or oval is 99% matter of fashion  :detective:

I have got another suggestion this time on semantics for texture names.  I have been naming my textures along some pattern.
for instance:
wall_amXX.png where XX is a number from 00 to 99
wall, because it is wall texture and it is short name, it may be a building wall, tower wal or anything, ad thats the point, because the same texture may be used over many different structures. (Unless it is really speacialised and so, then it could be called wall_temple....png )
am because it is a texture for Amdeneir. It could theoretically be used anywhere, but the am is also to avoid the same names with already existing ps textures.
XX because there may be many different wall textures.

I sometimes add some abbrevation, like there:
roof_am01bi.png (bi) where it stands for binary, pointing out the tex has alpha channel and matches seamlessly roof_am01.png textures

When some of us are working on the same type of texture, eg wall, to make cooperation even better, they can agree that one will be naming theirs 0X and another 1X

Does this naming rule sound ok? should we modify it? PS textures follow similiar naming rule. I'm also moving this issue, because it is good to have such a naming rule when other people are looking through your (our) work and gets familiar with it faster.
IMO the 3d file format name doesn't really matter from known reasons.



From other news, i'm working on tall watch tower  (http://www.xordan.com/city/Phase%201/Amdeneir011.png) to have a texture also for this building (http://www.xordan.com/city/Phase%201/Amdeneir010.png) with round tower and steps mounted in wals around it
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 02, 2008, 07:11:05 pm
Shortened names are fine. :)
Yay books! I do actually have a small request if you're up to it. Pictures in picture frames. I'm not sure where to get the pictures to use from. I painted one myself: (http://img229.imageshack.us/img229/3121/pf01kq9.png). I might also find some nice picture or needlework to use at my house... Anyways, would help a bunch and if you can't, don't sweat it. I personally detest being ill. That said, get well!

And baldur, I think I agree with Niko on the wing interference. If they were more oval-ish wouldn't they get in the way in the middle just the same?

Niko, I've followed your method loosely. I think it works fine, and I can go back and right any wrong names of mine.
Always wondered what the bi stood for. :P

Yay, tall things with stairs on the outside! I think that was first thought of in adraax... Originally planned to be made of big fish bones, if that helps...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 03, 2008, 10:57:05 am
I'm uploading rast stuff with delay because models/texs needs minor fixes.
I have a question to Rast (hope you feel better ;))
renamed char tex too: chair_am01.png and the chair is online already. (also removed few completly unneded faces ;o

Bottles:, does such a cork look better?
(http://img132.imageshack.us/img132/1163/image3iy2.png)

also a guide to everyone, please don't repeat these mistakes:
(http://img366.imageshack.us/img366/8459/image4ud2.jpg)

It is a 10 minutes fix for me (including making the bottle sides seamless witch one another) i just need Rast to tell me if the cork shape is better ;p
Explaining the whole stuff probably takes longer ;d

Rast, can i edit your other objects without such questioning?
Also, could you upload/send the rest of your objects (like the crates and alike)

A painting for the Tavern Zwei? ;) nice.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on December 09, 2008, 11:04:52 am
Can we hear an expected completion date?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 10, 2008, 11:24:40 am
It is a tough question Xillix, but we have a lot buildings completed and IMO we are much closer to finishing than from the start. What about January 31? Someone adviced me to write soonTM, along with old tradition ;p But that's not alright. We will try to make it till the end of January and surely the Lower Quarter will be ready by then.

I have uploaded a piece of underground corridor, which I had since before and which i have just adjusted to Amdeneir.
A screenie:
(http://img165.imageshack.us/img165/1036/image16jm8.png)

I have put a light source inside. But it didn't light up the ceiling right. It is in fact lighter :s

(http://img183.imageshack.us/img183/7855/image03ik9.th.png) (http://img183.imageshack.us/img183/7855/image03ik9.png)This is a guide to UVmapping the corridor.
Examine the 3d file if you don't get it.  Basically red lines are UV edges(also edges in 3d viev) and blue are texture images, which show its borders s they tile. The wedges reflect seams.
One could figure that out from looking into the 3d file, but this image is to help out. I'm using similiar and other techniques, putting seams of a texture into another texture. Ultimatelly as i said, it is about looking into the 3d file.

Anoher, this time very simple example is how the roof_am01bi.png matches roof_am01.png and this one from the other side matches the white marble roof ending inside this texture: wall_am02.png
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 10, 2008, 04:21:06 pm
I have no computer, again :( Had to bring it back to the store
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 13, 2008, 09:14:08 am
Here is  a mesh of a tall watch tower

(http://img175.imageshack.us/img175/5987/image1thch5.png) (http://img156.imageshack.us/img156/3153/image1lj3.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on December 13, 2008, 11:49:13 am
Take your time! From what i've seen so far the result's going to be amazing :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 13, 2008, 05:02:17 pm
Here is  a mesh of a tall watch tower

(http://img175.imageshack.us/img175/5987/image1thch5.png) (http://img156.imageshack.us/img156/3153/image1lj3.png)
Kind of an organic design as opposed to both Klyros' and Ylian's architecture don't you think? They're both practical races with not much time for turny things like the Lemurs. Don't forget the fences on the second floor. Cool idea with the support rope/cables carrying the sentry.

Be a bit careful with the rampfloor, I designed it as a little hut on top of the structure, I can consider armaments on the outside though. The hut's rectangular, almost cubical with the characteristic fishscale roof on top
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Samno on December 13, 2008, 06:46:47 pm
This all looks realy cool, and I was wondering if there was anything i could help with, I am a fair artist, and could probably make some paintings or textures, but I have no skill whatsoever in modeling or programming. If there is any way i could help out, please let me know.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 13, 2008, 07:02:09 pm
It is not the guard tower from concept art, but from Zweis. Yours is coming later ;] The chains are in it and the round shape and stuff. Except the organic kinda balcony fences, which are subject for change- did this way coz i had no better idea for a solid and strong construction. And the fence is kinda needed so people won't fall by accident, even if Klyros has wings. So, simple drawings for a fence there, could help me out.

Samno, come on our IRC channel or ask by pms, you will get plenty of info what you can do with your skills. eg you do not need to know any programming. You can already check out what you can do by reading though this whole thread and he Thread for Phase 1, linked on the first page. Be sure to get some info from the sticky fon contest in this Fan art forum.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Samno on December 13, 2008, 08:25:38 pm
Thanks nicodemus, I'll ask around the topic, and see what I can do.

@Zweitholeu
I made this in about 5 minutes so it's not my best, but it is just an idea for a painting,
[img=http://img361.imageshack.us/img361/3544/klyrosnaturepaintingjl2.th.png] (http://img361.imageshack.us/my.php?image=klyrosnaturepaintingjl2.png)

Once I figure out my scanner, I'll see if I can get some better stuff in.

and for future reference, should i leave my name off the painting?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 14, 2008, 09:24:29 pm
I like the tower, niko. ;) I can see that the balcony is too organic, but I like it all the same. :)

@Samno
I'm glad you like it and want to help out. Concerning the painting: I like the idea to include the mushroom forest where the klyros live most abundantly. However, I wouldn't make the placement of the mushrooms so symmetrical. A little variety in the layout can make a picture much more interesting. The trick, i think, is to not be symmetrical but to still maintain balance. Also, I've been using lots of cool colors and trying to use all three environments the klyros are comfortable in: namely air, water, and on land (as opposed to beneath it, though theoretically all of yliakum is underground...). I've also been using arches and ovals in the architechtural designs, as have niko and crj I believe. For wood and stonecarvings I've been using simply drawn and smooth scenes depicting once again the 3 environments.
With that established (hope it helps) I think your picture needs more detail and a cooler tone, as well as the unsymmetrical approach I mentioned a bit ago. I understand that you did it quickly and I'd like to see something that you had some more time on, as I think it might help me to better understand your drawing style. Also, just curious, what medium did you use?
I talked to niko about it too and he said he thought too much of the white background showed through. Once again i understand the time spent may be the cause of it. ;)
I do really like the idea of using the mushrooms and if it's fine with you may do a sketch myself.
Also, I wouldn't write your name on it, because 1) I don't know if we're allowed to and 2) in doesn't seem in charcter to me... unless of course your character is name samno and is an artist well known in Amdeneir. I saw in your post on the character drawing thingie that you haven't played ps yet, so the artist may be something you could consider... Anyway, I wouldn't put your name on it. ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Samno on December 14, 2008, 09:46:42 pm
I finally got my scanner working again, so i will be loading some hand drawn stuff soon, you have full permission to use the mushrooms, and I think my character may be an artist, but i'll keep my name off anyway, he's a nolthrir too so people might know him.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 21, 2008, 09:59:47 am
That's a call for help  :sorcerer:

!EDIT, oh yeah, i have forgotten i need PIL python imaging library


I need to figure out how to make a landscape in cs, exporting from blender
I managed:
(http://thumbnails4.imagebam.com/2150/bf407921495916.gif) (http://www.imagebam.com/image/bf407921495916)
and the textures doesn't display

so yes, if someone did it, let me know.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Arerano on December 25, 2008, 11:04:48 am
if you're trying to make alpha-mapped terrain, you should check the video tutorial I made.
You can find links to it in my "CS Art Thread".
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 25, 2008, 04:55:26 pm
I don't want this to be like Klyros City Project, we'll get it done! :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: GarethEvers on December 26, 2008, 12:11:50 am
looking good so far!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on December 28, 2008, 05:14:56 pm
Don't worry! We're not dead!

Vigesimi tower:

(http://i184.photobucket.com/albums/x219/homik555/amvigi1.jpg?t=1230502317)

(http://i184.photobucket.com/albums/x219/homik555/amvigi2-1.jpg?t=1230502451)

Don't mind the black thingy in the middle, that just my proportion monolith >.>
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 30, 2008, 12:42:04 pm
Homik, Too many smooth and roundish-organic surfaces IMO and a lot not like the concept.
Remember the tower is 100m high. It has to consist of all elelements in the concept provided by devs, at least most of them .


Arerano, I'm looking into it.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Arerano on January 01, 2009, 07:17:00 am
Do you actually use bump maps too? It's a easy (yet very cheap - performance wise) way of adding details without raising the poly count at all.

look here for example, the window-wood has a "sticking out"-effect, even thought the whole "wall" consists of 2 triangles only.
It's not a normal map but a simple height-bump-map and has nothing to do with "more expensive" DOT3-bump map or pixel lighting or such.

to have a texture export as a "height map" with blender to crystal, change the "Map To" properties to "Disp" turned on (Col turned off, of course)
(http://img227.imageshack.us/img227/83/bumpuq1.th.png) (http://img227.imageshack.us/img227/83/bumpuq1.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 01, 2009, 02:46:39 pm
No, we don't, Arerano. I think we would if PS started using them.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Crj on January 01, 2009, 11:50:53 pm
Been gone a few months, but now im back, not sure for how long.
Here are some updates.
Market hall, in the lower quarter, near the landing platforms.
Concept:
(http://xs135.xs.to/xs135/09014/market_hall_concept629.jpg)
Concept model:
(http://xs135.xs.to/xs135/09014/bn740.jpg)
Low-poly model in progress (~3000 triangles):
(http://xs135.xs.to/xs135/09014/poly_hall964.jpg)
Market stall (~290 triangles, available in 3 colors):
(http://xs135.xs.to/xs135/09014/stall657.jpg)
Some warehouses variations opposite the market, that still need optimization and uv mapping:
(http://xs135.xs.to/xs135/09014/wh_variations154.jpg)

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xordan on January 02, 2009, 12:43:25 am
No, we don't, Arerano. I think we would if PS started using them.

We can use normal and height maps. We have started to use them with dev version of PS, so feel free (and please do). I'd like to see the whole thing complete with parallax, specular and ao (and glow if there's anywhere it suits).
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Lolitra, Celorrim Purrty Twins on January 02, 2009, 05:24:59 am
You know, I have been watching this thread with great interest - the work being done is just wonderful.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on January 04, 2009, 12:37:52 pm
Crj, you inspire me :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Arerano on January 04, 2009, 01:48:42 pm
I think putting the things together "nicely" to actually form a city is one of the hardest parts.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 05, 2009, 07:02:45 pm
Speaking about it, Zwei! I need your buildings xD
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on January 05, 2009, 10:17:08 pm
I'll send them as soon as I can. Should I send the ones that are done now and send the ones I'm still adding finishing touches to, like the tavern, once they're complete?

I also want to improve the hospital, and there's a new building I started recently that's taller than most that I've done. Still I have a good 10 or 15 finished buildings ready to send.

I'm still finishing up on the slums too. I've added shacks so now it's not just tents. I know it sounds like a lot, but it's all very nearly finished and I'm going to devote all of this Saturday to finishing up.

Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Tyrania on January 06, 2009, 02:20:56 am
Wow! The buildings looks very amazing!   :woot:
You make very good work, go on please!  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 06, 2009, 05:14:13 am
Upload

definetly the finished ones (and unfinished, if you note it in the file-name) and try to make sure about the relative path to texture.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Arerano on January 06, 2009, 11:03:16 am
You can also Link objects/groups into the final scene which still need some "finishing touches". The changes done to the source blend file fill automatically be replicated to the "final scene" then.

As long as you don't modify the base structure or lets say move the door to the other side, it shouldn't be a problem.
Just make sure to always keep an eye on the directory structure and link everything relatively... oh, and also take care to actually link and not append the objects/groups.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 10, 2009, 06:48:01 pm
(http://img154.imageshack.us/img154/2368/tbaseah4.png)Yeah, i didn't do much...


But I found out what detail does the tower need in its lower part.
It would be a shame to hide all the bearers inside and they has to be massive, to bear the 30m tall tower, but also to provide more strenght due to defensive purposes.

EDIT: and it is evolving! ;o

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Faldurai on January 12, 2009, 10:01:05 am
Impressive works!
Did you already test the finished stuff merging in an cs-engine-level?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 12, 2009, 11:05:34 am
I do. Every finshed (textured) stuff of mine is in CS walktest. We have this kind of testing worked out.
Although merging and then running in CS will come later. Though i'm not expecting suprises if components will work in CS alright.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Faldurai on January 16, 2009, 09:28:36 am
Yes indeed, I didn't expect any technical problems.
Might be interesting just to see it merged I mean ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 16, 2009, 06:16:07 pm
A Landscape terrain!

General information:
It is a square piece of land 1280x1280 meters
Topography goes slightly higher in the Wallward direction. The highest peak is ~245 meters above the lowest part of the landscape, excluding the quarries.
There are 3 hills and each hides a quarry. The Wetsoil isn't deeper than city level. Rockliff reaches 20m below the city level. And Blackhole being itself 300m deep reaches 222m below the city.
While Blackhole and Wetsoil seams to form of softer stone at the surface, showing very soft topography formed over the centuries, Rockcliff seams to have "islands" of firm stone reaching to the surface, which formed low cliffs around the quarrys hill.

Advanced setting:
Also, quarries are digged inside hills, because hills are higher than the city and there is a huge water reservoir below it. Given the nature of water flow in Yliakum, water from the reservoir could leak inside quarries beds a lot and result in its drainage and consequently emptying the reservoir completly, being kind of disaster to the Klyros. Another disaster could posibly happed when the city could collapse to the empty space.

Still, Blackhole reaches 222m below the city. This is consistency concerning, because although there are magic powered pumps for the water i'm very unsure if that still wouldn't work against drainage of the Amdeneir water reservoir. Although it is theoretically possible to put lots and lots of pumps, pumping the water back to the city reservour, it is almost certain that their maintanance cost would be far greater than profit from the quarry exploatation.
I think the quarry shouldn't be deeper than 150m and plans of making it bigger shouldn't include making it deeper, but wider instead.

Technical:
All surfaces with angles over 45o will have a separate meshes covering these areas, such as cliffs, for a desired effect.
The landscape could have been possibly planned more flat originally, but later on it was found out that each computer game landscape should be somewhat hilly, to hide, at least a bit viev, to increase rendering performance.

The material and other maps will be images of 512x512px, while heightmap will be 513x513px
The city itself divided into 3 planned sectors, probably each including the landscape, but not quarries additional meshes
IMO, each quarry should be a separate sector, because each needs lots of faces, which should not be rendered if player doesn't want to look at them.

(http://img413.imageshack.us/img413/200/landrp8.png)

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on January 30, 2009, 04:17:36 pm
Gonna buy a hdd hub so I can finally hook up with my near deceased HDD, and retrieve what was taken from me! I'll buy it after the seminaries on Monday. I haven't been here much because I've been busy almost 24/7 with University. The truth is I still am and I'm reading up to a litterature seminare and working on a course project while trying to keep even steps with tests with at least 1 failed. I'm really sorry and I feel guilty for not having time to take up on this project. I'm sorry XilliX, and all of you.

I've only had time for mere hourworks while I relax, to take my mind off of things. To read the sentence I've written before this gives me the feeling that something good will come out of this, and that I will be so much more experienced at my craft when I've completed this. My 5 years to becoming a Planning Architect.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on February 03, 2009, 09:50:54 am
I'm really looking forward for this! keep up the great work and i hope i will be able to see this soon in game (without tm  ;D )
I hope you will be able to fix your issues with your hd baldur
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 03, 2009, 03:30:27 pm
To the person who sent me a email asking me to look over if said person's description of Amdeneir in his/her book is correct, please resend it. I did something to it, and lost it forever, I hopefully didn't block you. If I did, PM it over to me :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on February 03, 2009, 05:56:24 pm
I was told to expect completion of this by the end of January, where is it at?

I need a pm from the creators assessing the state of completion and expected readiness date to make some choices about other non art content.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 07, 2009, 02:33:53 pm
Managed to make these while waiting for the HDD hub to finally come. Have fun with'em Zwei!

These are for the tavern's kitchen
A spicerack
(http://i45.photobucket.com/albums/f78/Belark/spicerack-4.jpg)
A stove
(http://i45.photobucket.com/albums/f78/Belark/stove-1.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Kieve on February 07, 2009, 03:51:58 pm
Ah, the shelf looks much better. :) And I love the metalwork on that stove (the top is a little hard to see, but I trust it looks good)
Be aware that we can use glow-maps, so some extra illumination from a heated stovetop wouldn't go amiss either.

Keep up the good work guys! We're all looking forward to the new city!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 18, 2009, 10:40:48 am
Kieve, the "glowing stove top" you are mentioning are actually "snimps" covered in frying oil :P

Anyhow, got the hub today and uploaded the model AND the texture as an insurance.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on February 23, 2009, 11:12:34 am
Let's see some progress folks, you're getting outspammed by other forum users when most attention should be focused on the wonderful work here.

Please anyone with art talent help our fan artists finish this lovely city!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 23, 2009, 12:50:41 pm
Let's see some progress folks, you're getting outspammed by other forum users when most attention should be focused on the wonderful work here.

Please anyone with art talent help our fan artists finish this lovely city!
Everything's currently in the works. What we could see as most complete of the current tasks though is the discussion on NPC logs which ws given to us as a task. I'm doing the University right now with watch towers and mine rocks planned to be textured. And that isn't what I'm really focusing on right now.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Anumesa on February 23, 2009, 03:10:38 pm
Just to echo what Baldur already said, i am currently focusing on NPC ideas and descriptions (going to start on the descriptions tomorrow). We have had some great brainstorming discussions to date about different character concepts and traits for the NPCs of this city.


Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on February 23, 2009, 04:22:13 pm
I'm sorry that i've not been able post visual updates regularly. Right now I only have time to work on the content itself. I promise I'll post updated pictures as soon as possible. That said, I can tell you what progress I've made, which I guess will have to do for now. :)
I have recently completed the tavern (all stories and the basement are fully modeled and accessble) and the boat used in the aquifer. I'll post pics of them soon(tm). :D I completely remodeled the inside of the park to make it feel more natural and secluded. The path to the center spirals slowly down to the central pond, now fed by a creek which comes from a wall mounted fountain. Also the only entrance is now in the front. All that stands between me and a finished park is the placement of a few more trees, uv mapping for a shrub I've added, and a few simple texture fixes. In the way of parks, the city will also have occaisional greenspaces (like road medians) filling empty spot between buildings and such. Now onto the hospital. It may seem that the hospital has been taking rather longer than any mere hospital should. The reason fir this is that when I say hospital I'm also referring to the underground aquifer and tunnels which the hospital serves as a public entrance to. The section of the aquifer which i've modeled includes floating cave algae, boats (similar to gondolas), docks and a huge central column. All I have left for this piece is to fix some seams in the aquifer texture and uv map the docks.
The slums have come a long way too. I've removed the towers that were too big, worked on the bridges between platforms, added shacks and shanties, and fenced the whole thing in. Plus I added some barrels and crates. All I have left here is to connect some parts of the fence, finish the bridges, and place the rest of the crates. Another model I've been working on is a open air amphitheatre. I need to do some more work on the seating arrangements there. As baldur and anumesa have, I too have been working on npc's. Hope to get some renders out soon.  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 23, 2009, 10:44:57 pm
Zwei, the park should have 3 entrances minimum so people will actually walk through, otherwise it it will more of deserted place.

Here i was supposed to say something smart, but the recalling mechanism doesn't work really good at 5am :s
I have completed the UVs for:
Tower base

(http://img13.imageshack.us/img13/2623/image1j.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 24, 2009, 06:18:16 am
Here i was supposed to say something smart, but the recalling mechanism doesn't work really good at 5am :s
Pleasant change :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on February 24, 2009, 09:28:37 pm
Niko: I interpreted the park as a place to escape from the bustle of the trading city. This is why it has only one large entrance. I also gleaned some inspiration and ideas from the thread about parks Illysia started a while back (I couldn't find the link, srry). Anyways, the city already has "parks" for people to walk past in the "triparks" I mentioned earlier. This is my opinion on the park.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 25, 2009, 04:37:31 pm
This is the only park the city has, excluding any areas of vegetation near streets of eg 1-9m2
As i said, with one entrance barely anyone will bother walking inside. This is a computer game, with one entrance it will be more or less a deserted place. Ignoring that, real parks has several entrances, because these are places to walk around and with 1 entrance you limit that.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on February 26, 2009, 12:41:37 am
I think it should serve the purpose of a place to retreat to, relax, and enjoy other's company in, not a shortcut with some nice scenery. If it effectively achieves the purpose I want it to, the people who are looking for a place to roleplay away from the bustle of the city will find it and use it, so it won't always remain empty.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 27, 2009, 07:14:25 am
I'd say the secret garden confirms Zwei's argument. There aren't many there visiting, but even though it's a secluded place with only one entrance people do venture there to be amazed, or look at the pretty flowers. When you weigh the secret garden and the park in the population-scale the park will probably triple that of the garden.

I don't see how we can finish this all in February, as much as it pains me we still need more time, and if we're going to have a quicker pace we'll need more people.

Niko, your tower looks a bit uniform to me. Are you going to add some contrasts like small shadows and shades to create more variation?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ThomPhoenix on February 27, 2009, 09:53:22 am
If there's a deadline closing, it might be good to focus on finishing the city itself and even then the most vital parts and to release expansions and "finishing touches" in later updates.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 27, 2009, 10:12:20 am
Thom, thats the plan. Another thing is we are trying to speed ourselves by some deadlines i gues, but life isn't so nice to us if there comes about the original plan to make the whole city in 4 months x] Nontheless we are continuely doing it.

To be honest about the garden, i barely walked there, because i didn't see much point. I had like 2 RPs there. Also it is  abit of wishful thinking there wll be as many RPers in the park as in secret garden or even more. It will be half of what's in the garder right now, unless the playerbase will rise to 200% with the park released :s. Anyway, my arguments are above, i know public parks as with many entranes, that's natural to me.

Baldur, which "tower" x] maybe you should be more specific.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 27, 2009, 08:35:08 pm
Baldur, which "tower" x] maybe you should be more specific.

Sorry, more referred to the city wall. I saw a tower and so I mentioned it as one :)

Thom, Niko's working on the city scape while we're at work supplying what he needs without making it look too shabby.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on February 28, 2009, 09:19:37 pm
(http://i45.photobucket.com/albums/f78/Belark/TheUniversityofAmdeneir.png)

Awesome, it's done. It finally feels close enough to completion to let go for now :)

350 layers and 4 months later

If you noticed the scale feeling rather small you're right cause I've noticed that too. Right now it's good enough though.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on March 01, 2009, 04:27:55 am
Awesome! Well worth the wait. :)

I guess I ought to pull up some pics myself.

(http://img24.imageshack.us/img24/6825/tavern24.png)


(http://img24.imageshack.us/img24/5610/tavern30.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 01, 2009, 08:27:19 am
It looks so frequented! At first glance I can already imagine it bustling with activity :D The stove looks really big but it fits in well with the room's color scheme :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Kieve on March 01, 2009, 03:32:36 pm
Reminds me of Mournhold architecture. o_o;

But awesome.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Lolitra, Celorrim Purrty Twins on March 02, 2009, 01:39:10 am
I think it is lovely - cannot wait to see it implemented.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 02, 2009, 10:18:34 am
Reminds me of Mournhold architecture. o_o;
*Googles*
http://www.youtube.com/watch?v=il2k-ZzXhN0
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on March 02, 2009, 08:33:22 pm
Some quick sneak peeks:

Hospital and aquifer
(http://img231.imageshack.us/img231/325/hospital11.png)(http://img231.imageshack.us/img231/9255/hospital12.png)(http://img231.imageshack.us/img231/3474/hospital13.png)(http://img231.imageshack.us/img231/6298/hospital14.png)(http://img231.imageshack.us/img231/7232/hospital15.png)

Small aquifer boat.
(http://img231.imageshack.us/img231/4971/klyrondola3.png)

Slums
(http://img231.imageshack.us/img231/5043/slumscreen07.png)

Other
(http://img301.imageshack.us/img301/6903/ktex02pk1.png)(http://img57.imageshack.us/img57/4905/ylower01.png)(http://img502.imageshack.us/img502/985/quarrytools01ig8.png)

*These models and their textures are not quite complete. This is why there are errors with seams in textures and so forth. Also, a few pictures are a little bit old and are further along now. I just thought people might like to see how things are progressing.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 03, 2009, 04:37:29 am
I'm so jealous of your productivity... xD
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 03, 2009, 07:03:52 pm
I'm so jealous of your productivity... xD
Is it contagious? Any side effects? ;p
The cave aqualifier could use some more diversity in shape ;D Well, it is another thing i would like to make some pieces, but i dont know if i find timez. Well, hard to exlain. Anyway, it looks like casual cave, so ok.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: GlassZephyr on March 06, 2009, 03:19:35 am
looks awesome  :)
should we be expecting it in-game by next autumn perhaps?
and also, whereabouts will it be added to the map?
between hydlaa and bd? or is that considered a spoiler >_>
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Madoring on March 06, 2009, 05:17:48 am
First off, it looks amazing! /me is a proud Klyros and looking forward to having a city!
I am willing to bet it'll either be off BDROAD2 or through ojaveda...but im hoping it is super far out there to keep all non-klyros out!  JK  anyways, Good Job to those involved and i wish i could help out to speed progress up!  But alas, I'm not very artistic or good with programming.  Nor do i wish to spoil my home city  ;D  ok later and thanks for making this city possible! 
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jeraphon on March 06, 2009, 08:28:17 pm
Quote
I am willing to bet it'll either be off BDROAD2 or through ojaveda...but im hoping it is super far out there to keep all non-klyros out!  JK

There's also a good chance it'll be past Gugrontid on that road.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Prolix on March 07, 2009, 10:16:11 am
sure would be nice if it made a new link between East Hydlaa and Gugrontid such that Hydlaa can be bypassed but that would likely mean going around the back of the central shaft and as such connect to the back of Ojaveda. That is one thing that is kind of odd about the maps the central shaft is only approachable from the winch. If this is going to be the Klyros town shouldn't it be on the central shaft aerie with houses built on precipices? I suppose maybe on the outer wall built up on the cliff sides. Surely though gliding sentients would have high perches to take off on. Perhaps I missed some evidence of this in the previous comments, I admit to following this thread haphazardly at best.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 07, 2009, 11:20:43 am
I'm so jealous of your productivity... xD
Is it contagious? Any side effects? ;p

Well, ok. A good excuse would be that I have 2 tests, 1 essay, 2 tasks and one month project waiting to be finished :(
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Talad on March 07, 2009, 06:11:36 pm
Good day (or night)! I see you have produced quite a good set of material here for the city contest, and I think it's time to see if we can assemble all those pieces into a REAL level.

Congratulations on what you have accomplished with a community driven project.

I need your help to make a comprehensive list of assets, so we have a full picture of what's available. Can someone go through all posts and make a list? Can all the people who contributed check if they still have the sources files of the assets and prepare those for sending it to the devs?

I will be glad to take a serious look at what you did, and maybe have some devs complete the missing pieces.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 07, 2009, 11:31:16 pm
It is so that we have a database with our collected assets updated with new assets almost daily. It was supplied by Xordan :) *gives Xordan a bow* We don't use the thread for uploading concepts and ideas but mainly we post completed assets which we feel are good enough for showcasing.

If you'd like, I or Nikodemuss(or Zwei for that matter, he's been a big part of the creating process after all!) could send you the ftp details to give you full access to the FTP database.

Again, I'm proud of being a member of this team and proud being a part of this project. kougaro, crj, Nikodemus, Zweitholou. Even if it's been a few loops the experience working with you has been nothing but giving.

/me nods respectfully to the rest of the crowd.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on March 09, 2009, 09:56:05 am
Forward the information to Talad Baldur.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 09, 2009, 10:49:29 am
Forward the information to Talad Baldur.
Niko's done that, XilliX. As a sidenote he told me he's also asked the team for us to be in on a corner to help you materialize the vision we've had about the city. And I must say I share his request ni this matter, as does Zweitholou. We've had long discussions on the chat with the unfortune to never have logged this bulk and we would see "our" city, as I'm quite sure we all call it, and our work to no avail if we weren't part of it and others, unaware of our conclusions and experiences during these 8 months, would start building upon it. I can sense a measure of the concern I sense to be "exaggerated", in lack of other words but this concern resembles that of a mother to it's baby. The creator to it's kin.

The info we presented in this thread before we started using the chat had been worth working with but when we started chatting live the discussions went way farther. We all have it in our heads and some of it we know is hard to describe in a few pages(Now don't make us write this down :P). We're hardworking men and women in the real world as well as in the project so an extra workload into explaining it on paper would both be time-consuming and pointless, because it's part-soul-part-craft. This I write with a stern and unwavering belief as I sit here watching the screen.

Nikodemus wants to go on, Zweitholou wants to go on, I haven't spoken to Anumesa but I'm positive she's still optimistic with working with the NPC material(as was I and Zwei). Today my workload is beginning to lessen though I see this oppportunity as a lightening of the workload(apparently I'm lazier than they are according to Niko, even though he's soon to collect a cult due to his laziness) but I still plan to help my mates just as I have before, and delegate where I can.


Sincerely, Baldur.

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Anumesa on March 09, 2009, 01:39:28 pm
Just a little P.S. to Baldur's comment: I continue to be extremely enthusiastic about this project, and despite an enormous workload at school atm, i would absolutely LOVE the opportunity to continue working on the Amdeneir NPCs :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on March 17, 2009, 12:27:49 pm
I have no idea what you meant Baldur. . .
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on March 17, 2009, 02:27:10 pm
Briefly, we would be very sad if we couldn't work together with those working on this project after us :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mathy Stockington on March 17, 2009, 03:43:22 pm
I understand how a great bond can form between people, even over the internet, when working towards a goal. All of your hard work shows in the results and I hope all of you are proud of what you have accomplished. This team is certainly very talented. Consider yourselves praised because all of you certainly deserve it.

Great Job!!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 18, 2009, 06:41:19 pm
Gate Doors

(http://img8.imageshack.us/img8/4041/image4nsf.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Madoring on March 18, 2009, 07:37:37 pm
Very Nice!   :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on March 18, 2009, 08:56:30 pm
You'd all be welcome to help finish it.

The team is just considering how to speed this into the game in a manner consistent with the goals set forward for your team.

Given that we've exceeded deadlines by like an eon or so, I am sure you understand that we're all eager to see this get in game.

See if you can collapse assets made for the other teams and adopt them into the city to speed progress some.

Overall good work, we just want people to be able to enjoy it in 3d asap.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nibbor on March 26, 2009, 09:51:11 am
I would like to help on this project if possible. I am very curious about modeling and such.. Is it possible for a beginning modeler to enter the team?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 29, 2009, 07:40:44 am
Nibbor, come on irc, we see what you can ;) #planeshift-citycontest on freenode

The lower quarter is coming AFAP Xillix, the buildings in their most part are are landing on the ladscape.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 29, 2009, 06:26:27 pm
Ok, things arent as beautiful fast as they could be, but at least i can show the sidewalk and a better paving texture (i hope)
(http://img259.imageshack.us/img259/5427/image18.png)

update : the buildings are landing on the terrai as soon as they will all look alriht when looking from closer than 10m  :(
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on April 10, 2009, 11:44:54 pm
The art work so far is looking great.

Though not sure which payment art is the alternate one. Anyway I prefer the art on the right over the left. Looks more organic to me.

How complete is the city?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on April 13, 2009, 02:30:01 am
Any little objects you need modelled?

I use Solidworks, export through VRML to Blender, and then I can UV map and make semi-decent textures.

I'll jump on IRC.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: enderandrew on April 13, 2009, 11:39:17 am
This is just a small observation from me, but many of the small quest items don't have 2D or 3D artwork, so they use the artwork of sacks, and such.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on April 14, 2009, 12:07:08 am
Yeah, I'd rather model for this fan-based project than model directly for the devteam.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on April 15, 2009, 09:05:13 pm
Akkaido: We'd love to have you helping out.  How would you like to work on interior objects for the vigesimi's tower? If you're interested, let me know and I'll draft up a list of items and sketches of their basic designs.
-Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on April 16, 2009, 04:35:13 pm
I already got given a mining cart to make and attempt to texture (so far so good).

After that, sure, I'll get to work on some items.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 16, 2009, 05:36:14 am
A month? (since the last post)
crap. It's not easy, but i actually  thought it will take a bit faster.

The landscape is practically there, I can post screenshots of it with buildings on, though for now it looks like a lot of paving and few buildings on it.
I gues noone was expecting it may take so long and the fact is there are not that many people who can study or work and devote themselves to something else same as expecting at the same time, so there is a slowdown towards the end.
But i really like there are people still coming from time to time to help. They learn a lot in the process and i gues that's good, because they will hpefully keep helping planeshift in future.
Currently the stage is to transform the current buildings to approximately match the street layout and so, such a buildings come to existance:
(http://img32.imageshack.us/img32/9750/imag54e1.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 16, 2009, 07:25:53 am
Post those screenshots!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on May 16, 2009, 08:12:13 am
Post those screenshots!

I second that! :) It's always nice to see progress on this awesome project.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Under the moon on May 16, 2009, 01:54:32 pm
Very nice. Very.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 17, 2009, 12:01:50 am
Most excellent, niko. The new tower texture came out well , I think. I must ask, will all the lots be customized thus? It will look terrific if they are, but the way is long, and I won't be much help with structures of that caliber. There are some lots which already have structures to fit as they are, but if you customize each spot, even just the ones with weird shapes, won't the memory required be awfully large?

I'll get as much instancing done on the tavern as I can tomorrow.

Again, most excellent.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 17, 2009, 05:09:41 am
If i won't customize, we will have streets like on manhattan ;] not really as on our map. Memory usage - not sure if it is that, or CPU or graphics card, but it is kinda hard to compose a city of 5 buildings, each duplicated in unchanged form 13 times.
Speaking about size. I wanted to talk about citywalls layout.



Would look better if there were no problems with lighting. In theory i shouldn't really bother about it. But then screenshots don't look alright ;p
(http://img30.imageshack.us/img30/9823/land.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 20, 2009, 06:16:57 pm
Ylian building with Zwei's textures, but edited to look betterz from closup
and a bigger building variation.
(http://img41.imageshack.us/img41/866/image2pfu.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 20, 2009, 06:31:16 pm
You adapted it well. Your version is certainly much improved from my original.

I like the new choice of roof tile, by the way.

Didn't make any progress on instancing because I got an abrasion on my cornea. That's about healed by now but I have exams coming up so I'll be busy until about 10 am next Wednesday.  After that, it's go time.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 24, 2009, 02:25:10 am
Here's a quick render of that long awaited mining cart.

(http://img5.imageshack.us/img5/5803/cartrender.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Keldrena on May 24, 2009, 04:57:21 pm
Very nice. I'd add grome to the texture if I were you, though. It looks too clean for a mining cart.

Oh, and I just remembered. I have some posters to up load.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 24, 2009, 06:12:41 pm
Baldur already told me to add grunge. Just adding contrast first.

I also noticed that PS's renders of model would be closer to Blenders normal 3D (Objectmode/Editmode) window, rather than the render screenshot I posted.

All of the mining cart files are on the FTP server. Just needs that grunge/grime/dust/muck.

I'm thinking a bit of brown staining on the wheels, some black and brown ore-dust rubbed into the wood in patches, I'll hopefully toss some rust into the metal parts and would that be enough?

Open to suggestions.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: khoridor on May 25, 2009, 09:33:39 am
Well, if asking for suggestions on the mining cart, mine would be to have the texture match more closely to the cart shape. What I mean is that it generally looks like made of painted wood, reinforced with metal bands. Yet some of the edges don't seem to follow that material structure; this is most visible near the flat rear of the cart, but may be also true on more joints. It does look like the wood is oddly folded in some places.

About the stains, I don't think you need rust; that all depends on how old and unused you want it to be. What usage brings is bumps and cracks, because blocks and rocks are thrown, not gently put in it. On the metal parts, that would actually make  shinier scratches. Muck is always good though. Lots of dust for a coal mine, not so much for metal ores.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 26, 2009, 03:08:26 am
thanks khoridor.

I am currently reworking the texture to be entirely planks, no plywood. I will fit the planks so that changes in angle in the mining cart body are reflected by plank changes (so the cracks match the corners).

your advice on the metal work... I'll try and get a happy medium, as half the people want rust, half want it to be in good nick. The cart will probably be used in multiple ways... the abandoned cart in some places, the still-used cargo transport in others.

In some places maybe a brand new cart at the cart-makers shop.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on May 26, 2009, 08:05:39 am
I believe metal bands are a good idea, exactly for making the cart stronger and yer, scraches and bumps all over the cart come with a normal usage of it.
As for rust. Iron gets rusted quite fast. At our times noone really use iron anymore and instead steel is overly present and often it is additionally stainless to different degrees.
While in PS times iron is much more common than steel is.
I'm not that sure, but iron would probably be covered with soft brown rust after not even 1 month after produced, but the iron bends itself can stay strong for good several years or longer. That's why it should be rusted.
But there are ways of protecting the iron from being rusted. It may be covered by different kinds of oils, which can by acquired by natural use and paints, but i'm not entirely sure what technology is used to produce pains usable for painting metal and it is highly possible such a technology is not available in Yliakum.
I'm speaking about it, s we know what kind of colors the cart should have. If meatl is covered with oils, it gets darker and scratches gets filled with very dark mix of... stuff.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Homik on June 02, 2009, 08:49:41 pm
Update: On me!  :sweatdrop:

Finally, FINALLY, school comes to an end next week, and then i'll be able to get stuff done! Who would'a though, amirite?  :woot:

ahem  :-X

anyways, maybe we can finally get this shindig in game  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Madoring on June 06, 2009, 02:57:17 am
/me hopes so!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on June 06, 2009, 05:12:24 am
I've had RL issues pop up, but with any luck I'll get more work on the cart done soon.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 11, 2009, 10:08:24 am
difficulties, difficulties, difficulties.
One would think it is as simple as modelling buildings with textuyres and laying them out together, but unfortunately there are lots of unforeseen issues.
I'm doing the latter and since some long time i'm trying to solve a problem. If you are interested what problem, head there to blender support forums (http://blenderartists.org/forum/showthread.php?p=1398847#post1398847)

So, yeah, i'm looking and looking and the time is passing.
From time to time i try asking devs, but it is not like i'm getting a solution within a day. Everyone uses different ways of talking, use different irc channels, sometimes they read forum pms, sometimes they don't. So, weaks are passing and sometimes i find out something after months.
I'm not very happy about that, but there is not much i can do. I gues that's the way things go. I really don't know how to make this go faster.

So yes, i'm reporting how are the things going.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on June 11, 2009, 11:32:54 am
Contacting XilliX is a damned good way to get things done. Incidentally, this is also one of the reasons we ask people to actually join the team to contribute, internally we have a lot more cohesion and access to aid.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Getoran on June 11, 2009, 01:15:18 pm
Contacting XilliX is a damned good way to get things done.

Is there a mailing list for developers everyone can join? I personally don't really like the forum as a communications plattform as you have to check it regulary for new topics. Getting all topics discussed directly into your inbox is much more convinient.

Quote
Incidentally, this is also one of the reasons we ask people to actually join the team to contribute, internally we have a lot more cohesion and access to aid.

I was thinking a while if I should apply but I have to tell you, that your recruitment page really frightens me off. Maybe you should rewrite it with the focus on encouraging people. At the moment it reads like a Borg assimilation.

So what's the best way to get into PS development? Normally I would start trying to fix bugs and send in patches but in this case this is not that easy as many bugs depend on the game content. So what's the recommended way to get your hands dirty if you want to start as a contributer without being assimilated. I really don't have time atm to hold deadlines. What I'd like to start with are topics where you can work as needed (like fixing bugs) without a deadline in your neck.

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on June 11, 2009, 02:36:46 pm
Contacting XilliX is a damned good way to get things done.

Is there a mailing list for developers everyone can join? I personally don't really like the forum as a communications plattform as you have to check it regulary for new topics. Getting all topics discussed directly into your inbox is much more convinient.

Quote
Incidentally, this is also one of the reasons we ask people to actually join the team to contribute, internally we have a lot more cohesion and access to aid.

I was thinking a while if I should apply but I have to tell you, that your recruitment page really frightens me off. Maybe you should rewrite it with the focus on encouraging people. At the moment it reads like a Borg assimilation.

So what's the best way to get into PS development? Normally I would start trying to fix bugs and send in patches but in this case this is not that easy as many bugs depend on the game content. So what's the recommended way to get your hands dirty if you want to start as a contributer without being assimilated. I really don't have time atm to hold deadlines. What I'd like to start with are topics where you can work as needed (like fixing bugs) without a deadline in your neck.



we are a bit off topic anyway i assume engine? please come to #planeshift-build on irc.freenode.org ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 12, 2009, 06:58:56 am
Just a little offtopic, ya.
If anyone actually want to help solving the issue i have written about, don't stop yourself, you are more than welcomed!
Xillix, i have sent you a pm yesterday! (just in case you didn't notice)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Bajazag on June 12, 2009, 07:47:06 am
just wondering if  Material Buffer (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Cool_Things#Bulk_Texture_Change) (§ Bulk Texture Change) may have some utility...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Getoran on June 12, 2009, 08:00:23 am
If anyone actually want to help solving the issue i have written about, don't stop yourself, you are more than welcomed!

If you can't use blender itself to fix your problem, you might be able to edit the blender or crystalspace files directly.

The Blender file format is rather complex so you have to write a tool which does the conversion:

http://www.atmind.nl/blender/mystery_ot_blend.html
http://www.atmind.nl/blender/blender-sdna.html

A better way is probably to edit the crystal space xml files instead of the blender files. The XML format is rather simple and can be edited with a normal text editor.

http://www.crystalspace3d.org/main/XMLWorld_Tutorial

Remove all <texture>...</texture> tags you don't need and update the names of the textures of all meshes which reference a removed texture. This can be done with a simple perl script or by search & replace within a text editor.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 12, 2009, 08:44:05 am
manual editation of the world is out of question because from .blend we export to 3dmax and then someone in the team exports that to CS ~!1


but teh link which Bajazag posted looks interesting!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on June 12, 2009, 09:34:14 pm
This borg thing is a common misconception.

If you want to help with bugs join #planeshift-build, go to the bug tracker, and start fixing. Being on the team isn't some draconian slave driving deal, just imagine that our deadlines are soft but having them is in the interest of team synergy.

I think Nekodemuss also has this fear, it's unfounded.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 13, 2009, 09:57:09 am
I don't know what about Nekodemuss
As about me, errr, I am really not expecting any scarry borg assimilation and it is not about devs, but more about me if i'm trying to become a dev or not.

just wondering if  Material Buffer (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Cool_Things#Bulk_Texture_Change) (§ Bulk Texture Change) may have some utility...
Ultimatelly this didn't work.
I believe that's because blender has very little support for selecting object based on their texture assigned by UV/image editor. This support is near nonexistant.
It is extremely hard to find help about this, because everytime you say texture, you hear material. And people simply don't realise that materials doesn't affect at all images assigned by the UV/image editor.

it is possible to solve the problem manually.... but it is somewhat long and annoying process.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Bajazag on June 13, 2009, 01:08:49 pm
um...you append the files. what if you link?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 14, 2009, 09:08:23 am
then nothing appears and additionally the append function won't worka anymore, untill you restart blender.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 08, 2009, 07:15:00 am
small update from me

I'm not being on freenode irc, because i have got a new ISP, which is not loosing every tenth packet and thus has much better response time.
But appearently my new ISP is an ass#%$^ and they are blocking freenode irc connections, so i'm not available through irc ;s
I'm working to solve the issue, but it may be impossible ;\
Maybe this was a different kind of a problem, but we will see what kind of problems my ISP is preparing for me.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Oromir on July 08, 2009, 11:21:01 am
small update from me

I'm not being on freenode irc, because i have got a new ISP, which is not loosing every tenth packet and thus has much better response time.
But apparently my new ISP is an ass#%$^ and they are blocking freenode irc connections, so i'm not available through irc
I'm working to solve the issue, but it may be impossible ;\
Maybe this was a different kind of a problem, but we will see what kind of problems my ISP is preparing for me.

Have you contacted your ISP and verified that they are blocking port 6667?

If you go to freenode.org, you will see that they are available via a number of ports, and it might be worth trying some of these as well.
However, going back to your ISP, Its not normal for them to police the various ports, and if they do verify that they are indeed blocking this port, you need to ask why. Explain that you need 6667 for the IRC protocol, and its just not fair play to go around blocking ports that are used by other internet protocols.

The other thing to try is a cgi-irc connection if all else fails. Also, check that its not your adsl router that might have a firewall/NAT up. Obvious, I know, but even the most technical of us forget these things sometimes.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 09, 2009, 05:58:34 pm
They are not blocking IRC alltogether ad the freenode problem was inside my client, which got fixed by a restart. They did block some irc networks in the past appearently, but at this time they block mibbit.com domain
They do so, claiming that this way they are providing a safer net^^ But the truth is they are saving on the transfer ;p

Anyway, enough of this crap, i hoped i can delete my previous post, before someone answer it xD
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on July 10, 2009, 01:52:01 pm
what's the status, are you getting the aid you need?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 11, 2009, 05:42:41 am
yes Xillix, it is also great to see Botanic on the channel, daily
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 14, 2009, 01:39:56 pm
here is a tower which was earlier posted without a texture

(http://img18.imageshack.us/img18/2026/tow.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on July 14, 2009, 02:21:05 pm
nice  \\o// keep it up!!  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on July 16, 2009, 09:10:03 am
Really nice. Really can't wait for Amdeneir to be included in next update. :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on July 31, 2009, 01:09:32 am
Looks great, Niko, though imo the top that's been cut off is even better. :)

I've remodeled the temple, as my previous model was very much lacking in quality.

(http://img43.imageshack.us/img43/8066/newscreen02.th.png) (http://img43.imageshack.us/img43/8066/newscreen02.png)
The texture has had a few things fixed since this pic.  I've added shadows to the bottoms of the stacked stones along the walls and fixed the edges of the stones as well.  Now I just have to touch up the seam in the marble by the door.

(http://img195.imageshack.us/img195/4756/newscreen01.th.png) (http://img195.imageshack.us/img195/4756/newscreen01.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Under the moon on July 31, 2009, 10:11:27 am
Pretty cool. I like the design. Very unique adaptation of the small house concept art from the main page.

It is fun to see updates on a city or artwork in development. Much more fun than seeing no progress at all for months or a year just for the sake of a little 'surprise' that lasts until everyone posts screenshots. Also, it is better for the artists, some of whom actually like the community support and encouragement that would come from being allowed to post works in progress.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vengeance on July 31, 2009, 11:12:55 am
I agree it is fun to see these updates.  What's even funner though, is seeing snarky comments from ex-devs who would rather make passive-aggressive attacks on the team than just contribute to the efforts they like.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Waylander on August 02, 2009, 01:58:05 am
I agree it is fun to see these updates.  What's even funner though, is seeing snarky comments from devs who mistake obvious criticism for passive-aggressive attacks on the team :P

Also, just watching the team fall into crazy is rather funny, too.

kthnxbai!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on August 02, 2009, 05:11:06 pm
Looks great, Niko, though imo the top that's been cut off is even better. :)

I've remodeled the temple, as my previous model was very much lacking in quality.

(http://img43.imageshack.us/img43/8066/newscreen02.th.png) (http://img43.imageshack.us/img43/8066/newscreen02.png)
The texture has had a few things fixed since this pic.  I've added shadows to the bottoms of the stacked stones along the walls and fixed the edges of the stones as well.  Now I just have to touch up the seam in the marble by the door.

(http://img195.imageshack.us/img195/4756/newscreen01.th.png) (http://img195.imageshack.us/img195/4756/newscreen01.png)

You asked me before and I must say that this is more true to the concept, even though the adepts have gotten bigger rooms than they deserve :P As I said before, I like the design of the roof. It's got a spiney vibe to it which fits very well with the Klyros
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on August 12, 2009, 01:48:40 pm
What is the status of putting the city together?

Are you almost done?

It seems you've already got a lot of content, I am sure the players would like to walk around in it....

How about interior spaces?

Do these buildings have insides?

Let us know, the devs would love to get this material in game for the players rather than on the forums to be ogled.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on August 17, 2009, 11:45:23 am
Ogling is very hard work. Would be much easier on the heart if we can run around in Amdeneir.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 18, 2009, 12:02:00 pm
Okey, i have came back from great vacations and i'm sitting over this quest to fill lower quarter with buildings.
There is really nothing better than support from other people, who will actually make use of your work. That's one of the very few reasons, which motivates me for work. And i love this.

Also, looks like i have to make a small piece of texture for the cellar part of a building, because the ground is not that flat, eg over 20 meters there may be 2m height difference. So this means some buildings cellars will be visible where the ground goes down. And that's good because it's how real buildings are.

I think saying almost done is a bit too much. But with every space filled, it is faster to fill another.

I may remember it incorrect, but buildings with interriors are hospital, temple and tavern. I think it is possible to make interriors for common buildings too, but i think the qurter as a whole will come faster if these interriors will be made later.

Ok, i stop writing now and do the thing and post some screens later!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on August 18, 2009, 01:08:17 pm
you may want to consider a "klyros" guild house interior for the area also at some point.

The word done for area npcs is being reviewed. I have read that material and find it worth including, now the inconsistency experts and copy editors will go over it.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: botanic on August 18, 2009, 04:31:57 pm
st-st-status

(http://img6.imageshack.us/img6/8637/stattxs.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on August 19, 2009, 01:06:26 pm
Looking good. Just need to place the university, temple, and leadership tower to the above map to make the make more fuller. :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on August 19, 2009, 07:14:57 pm
Progress on Vigesimi's tower: (http://img17.imageshack.us/img17/3103/towercopy.th.png) (http://img17.imageshack.us/img17/3103/towercopy.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on August 21, 2009, 11:10:32 am
Really looks nice with those gothic type arches, can't wait for the textures to be placed on the model.  :thumbup:

Oh, yes. A Klyros guild house would be very nice too. Especially for the Klyros only guild.  ;D

Sadly I am no graphic artist to help contribute to this project.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 23, 2009, 05:01:27 pm
Ok, one street block finished. there are like 7 more left. These should go faster, coz now i know exactly what to do while joining ground with the buildings.
3 screenshots:

(http://img515.imageshack.us/img515/8679/imag5e1.png)

Thats CS renders. from blender of course. Listen careful now There is that bug that most of the faces are unafected by the light (their lightness is always the same as original texture, no matter what) You can recognize these faces, because you can actually see them you-could-think-alright.
The faces without a bug are very dark. These faces are ok. If i added more lights, like street lamps, but especially ambient light... then they would look more or less ok.
If you know what is this issue, and so know how fix it. WRITE.
Someone could wonder why do i bother if it is going to be exported to max anyway. But still, i want it fixed, also to make better screenshots ;]


Also, a watchtower has been added and citygate for the uper quarter (not visible ate screenshots, because there is not much to look at yet)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Under the moon on August 23, 2009, 05:23:21 pm
That is awesome. Rock on.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Timmothy Perriwinkle on August 23, 2009, 07:14:59 pm
Code: [Select]
[img]http://img515.imageshack.us/img515/8679/imag5e1.pn[/img]

You forgot a g, in 'png'
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Anumesa on August 23, 2009, 07:45:48 pm
this looks fabulous!! keep up the great work guys :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on August 23, 2009, 08:46:32 pm
It does look great :) I'm proud of you.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: kiou on August 24, 2009, 12:08:20 am
/me nods
shiny
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on August 24, 2009, 08:36:40 am
/me already sees people of any race using cloaks as fake wings to mime being Klyros to live in this great town! :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Under the moon on August 25, 2009, 02:28:06 pm
You don't have to be Klyros to live there. :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Talad on August 25, 2009, 04:56:42 pm
Assembling the pieces into a real level is something that can bring problems. We want to use instances of the houses that have the same geometry (we can change the texture though) and there are a number of other things that can go wrong, like isolated vertexes, not welded faces, wrong UVs, geometry not assigned to future doors objects, etc...

My suggestion is to finish the individual elements, and then seek advise before assembling into a complete scene. Everything that should be instanced should follow the naming convetions we use in 3dsmax, so will be easier to identify. Lights are also different from blender to 3dsmax.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ThomPhoenix on August 25, 2009, 05:42:57 pm
Awesome shots! I can't wait to see how even more cool they would look with lights & shadows :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on August 25, 2009, 11:34:02 pm
keep it up i'd love to run in it eheh!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 26, 2009, 07:33:59 am
Talad,
I believe i'm quite good in the assempling part if there comes about the problems. Athough it's never possible to foresee an unknown problem, i believe the way i'm working minimalizes them and gives options for fixing. We are working with duplicate linked objects since the beginning (that's instanced) and although i don't know exactly what rules should the names follow, i'm quite certain there is a python script which allows for name change for selected objects. There aren't really any isolated vertices and faces should fit together nicely, because i divide buildings into separate objects for each texture after i finish making the building or its vicinity.

And as about the doors, i think i need to be explained how should that work eaxactly. Although i have been following the hydlaa texture door design in some sense there are some differences and i have probably reached some compromise with triangles count.
But i think i need to know better what is this about doors eaxctly, not necessary from you.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xordan on August 26, 2009, 09:52:19 am
I don't know what the doors issue is either. However most (portal related issues are an exception) geometry issues are specific to the individual components (the mesh factories) and are unrelated to the scene. If they're not then we're doing something wrong.

Lighting might be a bit of a problem, as we will want to export day/night cycle stuff... but we can worry about that later. Assemble everything and just use ambient lighting for now. Once things are assembled and viewable in CS with ambient, we can look at adding lights.

Edit: Ah, I did just think of one thing which would be good... please try and make the mesh factories off-centre, so that 0,0,0 is in the middle-bottom of the mesh. The reason for this is because of visual world editing tools (like item placement) that are being worked on, where we want to place a mesh where you click. If the center of the mesh is 0,0,0 then half the mesh will go underground :) Perhaps we could compensate for this somehow (place the mesh at an offset..) but it'd be nice to not need to do that.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Talad on August 26, 2009, 04:59:34 pm
Hi,
it's pretty hard to guess potential problems without seeing a model, what I suggest is that as soon as you assembled a road you send it to me, so I can review it and check all potential problems. When one road will be ok, then you can move on to assemble the others.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on August 27, 2009, 01:00:53 am
If the center of the mesh is 0,0,0 then half the mesh will go underground :)

You will remember that from many small items like mugs and books. (Bugtracker task exists.)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on September 25, 2009, 02:25:09 pm
another year or two?

We want this!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on September 29, 2009, 06:31:19 pm
Wow, this is really cool. I am interested in contributing somewhat, but need some more info. Like, can I use Google SketchUp, or do I need to figure out Blender? Offering my services, Rogart, aka Drelborn
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: botanic on September 29, 2009, 08:23:44 pm
Drelborn come by #planeshift-citycontest shure we can work with whatever program you know, just say my name in channel. I am around almost 24-7.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 02, 2009, 09:44:10 pm
Hmm, I don't have much time for chatting, so is there someplace the info is written down? I'd also like to know more before I commit to something. I believe you guys are working from concept art, so is there a way I can get my hands on that? Or would it be best for me to just read through the thread?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: botanic on October 02, 2009, 10:03:27 pm
using the plugin at http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html you should be able to export anything you make to obj, then we can import the obj into blender or 3ds max. As for concept art there are some things that have a concept and some that do not, if you need a concept to work off of then just let me know and ill get you one, in the case that you can work without it then I will find you a piece to work on. Basically you would just have to be sure that you keep to the general style of the city. Let me know what kind of thing you are intrested in working on and ill get you a concept if you need it and if not I will get you a writeup of some sort that will help you understand what the object should look like.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: XF25 on October 03, 2009, 12:13:42 am
alright--some how out of subject but when will the city be out? give a rough estimate or exact if you know it. thanks
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 03, 2009, 10:08:31 am
I don't need concept art, and thanks for the plugin! I just need an idea of the overall motif, (style, look, etc.) I prefer buildings, but I can probably do small objects as well. Not quite sure how to post a picture, or I would show you one of my latest models, so you can get an idea of how I model. I look back through the thread and see what I can learn
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 03, 2009, 10:32:56 am
I don't need concept art, and thanks for the plugin! I just need an idea of the overall motif, (style, look, etc.) I prefer buildings, but I can probably do small objects as well. Not quite sure how to post a picture, or I would show you one of my latest models, so you can get an idea of how I model. I look back through the thread and see what I can learn

All right, read through the thread, and got an idea of how far this has gone, and some idea of the plan behind it all. As I said above, I can do buildings fairly well, though curves are still above me. Texturing is out of my reach at the moment, but I hope working on this will progress my skills. Any small items or furniture I'd love to do.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on October 03, 2009, 11:36:02 am
rough estimate or exact: when it is done.  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 03, 2009, 11:39:57 am
Yup, you should look through the topic
phase 1 (http://www.hydlaaplaza.com/smf/index.php?topic=32405.0) and
phase 2 (http://hydlaaplaza.com/smf/index.php?topic=31386.0)

probably especially the images - that is called concept art IMO btw ;p But i tend to tweak terms to my liking.

http://city.xordan.com/phase_2.pdf read the official settings description.

We do have the buildings done already. The only thing I do with buildings now is tweaking what we did to match the streets, other buildings and so on. That is done directly in the main city 3d file. Meaning one has to know blender to do it.

I think you should get yourself involved, mainly to develop your skills.
The question is what you can model right now. IMO there is only a need for a specific purpose buildings right now. Such a buildings are for instance a public bath, for the Klyros who like water. there may be a bakery-identified by the big chimney. And there it is important to remember that buildings are more that a rectangular base, walls up from it and a simple roof. Buildings use round shapes or/and complex of smaller rectangular bases connected in a various ways. It's walls don't have to form only 90o angles.
And of course noone is forbidding about being crative and do something else needed in the city.

And as for developing your skills, you should try yourself with textures at some point, because as someone who does both i can tell you that one is modelling a mesh thinking about how to texture it and not every object can be textured as optimal as expected. This means that someone may have a big difficulties texturing a mesh you do. But you can for instance texture it all with a dummy texture (this means you don't have to make a beautiful texture, but a texture which you use for UV mapping [thats texturing], meaning you UV map by yourself)

Real time talking lke irc, helps to answer questions and advice. I hope you aren't giving up :)


And thank you Confused :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 03, 2009, 12:02:52 pm
I second the reading materials. :)

As far as something for you to model, a big part of the city that isn't done is interiors.  This may be the best thing for you to work on.  If we finish exteriors before all the interiors are done, then what's done can be put in an update and the interiors can be added in later.  The first interior that comes to mind is that of the chapel to talad.  Also a possible guild house interior will eventually be needed.

Also, try to set them up for textures like Niko said. I started in on this contest knowing nothing about textures in my modeling and since I've come to better understand them, my models have become better and easier to make well.

We'd love to see some pics of your progress. You can upload with imageshack <http://imageshack.us/ (http://imageshack.us/)> and then post the pics on the forums by pasting the image url into the command created when you press the 'insert image' icon.

Glad you're interested,
-Zweitholou
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 03, 2009, 01:55:26 pm
Well, read the outline, and looked at the concept art, and now how a pretty good idea of what's going on. Here's one of my more recent models, though it lacks thick walls in most parts. SketchUp has some basic texturing, you can see a rough idea of that in my model. I have Blender, and every time I try I get a little farther in understanding it, but I'm still a long way off from turning out a model in it. And I'd love to do interiors! Would that mean mainly furnishings, or actual architecture inside (stairs etc.)? I can do either/or. http://img340.imageshack.us/gal.php?g=towerofthemoon.png (http://img340.imageshack.us/gal.php?g=towerofthemoon.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 03, 2009, 04:13:39 pm
For planeshift you will need to use more polygons, more precisly triangles. Also CrystalSpace - planeshift engine has no support for curves, everything has to be triangles. Of course if there is a real quad, noone is converting to triangles. There are probably more rules to follow.
For blender you will get help/advice and also how to use it for UV mapping. and although this can be done through forums, IMO it is inefficient. ;p
You probably can have a better idea how to model after seeing how it is done, but of course we are not posting links to the 3d files in a forum post ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 03, 2009, 04:34:07 pm
For planeshift you will need to use more polygons, more precisly triangles. Also CrystalSpace - planeshift engine has no support for curves, everything has to be triangles. Of course if there is a real quad, noone is converting to triangles. There are probably more rules to follow.
For blender you will get help/advice and also how to use it for UV mapping. and although this can be done through forums, IMO it is inefficient. ;p
You probably can have a better idea how to model after seeing how it is done, but of course we are not posting links to the 3d files in a forum post ;p

So... I should make sure all my squares are divided into triangles?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on October 03, 2009, 10:56:28 pm
As I understand it, as long as you use polygons that aren't curved like NURBS curves in sketchup, then blender can convert them to triangles automatically when exporting to CrystalSpace. So don't make everything in tris, because bigger polys can be easier to texture and then be converted after texturing to tris.  The only time I use exclusively tris is when I don't know how the automatic change to tris will work, for example if I have a quad that isn't flat, but bent, and I want the tris to split the quad across one diagonal and not the other, then I manually divide the space up the way I want it. I know I'm repeating what Niko said to a great degree, but I'm trying to say the same thing in a different way.

It may interest you to know that there is a plug-in for blender that lets it import SketchUp files.  This way, If you are more comfortable modeling with SketchUp, you can model in SketchUp and then import with blender and work on textures from there.  I haven't tried out the plugin myself, but it may work for you.

Also, IRC is an effective way of conveying meanings and teaching easily and quickly, and it really would be a help if you could make it on. You can use http://webchat.freenode.net/ (http://webchat.freenode.net/) to login, and the channel which botanic mentioned earlier is #planeshift-citycontest.
Hope to see you there. :)

Interiors would mean both, if you like. The best place to start may be getting practice doing possible guildhouse interiors. They ought to follow the external structural patterns of the buildings, ie. the same angles in wall corners and several floors.

-Zweitholou

(p.s.- If I'm inaccurate as to any of this, please, someone who knows more than I, correct me.)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on October 09, 2009, 01:35:30 pm
All right, started working on the chapel interior, and immediately ran into problems. The lines all seem slightly off, so there's lines going behind planes. And anything I try to pull out, (or extrude), is off from where it should be. I don't know if this is a result of the Blender to SketchUp switch, but its rather frustrating. I can't divide planes up either, since the lines are off. This means I can't put holes in anything. Another way of putting it is that the model doesn't line up with the axes properly. Any ideas? I could be doing something wrong, I don't know. Help would be appreciated. -Drelborn
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Crj on October 13, 2009, 05:57:17 am
There is a huge problem with converting from a non-polygonal to a low-poly format. Automatic optimization is ussualy very bad, especially if you have any curved elements. You will most likely need to export them seperatly.l Its also very likely the you will have to merge a lot of vertices, might not be that hard to do, but the normals of the faces will most definetly be changed in the process and mess up the uv mapping. I used a method in which i drew seperate polygons on the existing nurbs-model, but it takes a lot longer than building the actual model. Since you will have to unwarp the model in something that is not sketchup anyway, it might be easyer to start with blender.
Sketchup is a good tool for "sketching" ideas, but you will need a lot of tweaking before you get a good low-poly model. A good modeling tool for someone who wants to use nurbs like edditing methods, but needs a low poly model as an end-product is Cinema 4D, but unfortunaltly is a commercial product.
Also.. Bricks are evil!
It might be a good idea to avoid using any large areas of brick surfaces, unless you have really good textures, and so far i have seen extremly few, pure photo-textures won't do. The contrast between the bricks and the seams is ussualy too great, partly because it lacks relief and on flat CG surfaces gives a very different look that in real life. Some repetetive color patterns will also be instantly recognizable on a large scale, making it rather annoying to look at.
...which leads me to large surfaces in general... its ussualy not a very good idea. Try braking up the space with some constructive elements, this will help to establish a human scale and patterns in textures wont seem so annoyingly repetitive.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xillix Queen of Fools on November 02, 2009, 09:49:39 am
What's the status?

Surely we'd enjoy having this in the release..
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on November 02, 2009, 08:11:51 pm
The lower quarter will be ready (with the exception of the temple's interior, which will be added later) to begin undergoing the team's review and testing on the 15th of November at noon PST.  We are working hard to meet that deadline.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on November 03, 2009, 08:53:26 am
 \\o// go, guys and gals! can't wait to roam the streets of Amedeneir!
What about some eye candy?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on November 10, 2009, 11:38:05 pm
Yea... about that temple interior. Was having problems, and I've since been real busy with school. So, kinda lain idle for a time, hopefully I'll be able to work out the problems soon and begin to actually mae progress.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 16, 2009, 08:13:19 am
Drelborn, keep trying, maybe you will turn out really good. The time you spend now may reward you in the future as you will be trying to do something similiar.

ok, Big update. This may make it into current release, as we were speeding to fll the quarter fast. Not with the quality we previously worked, if there comes about layout, but we intend to keep working on it.
A big screenshots image:
(http://frupic.frubar.net/thumbs/9759.png) (http://frupic.frubar.net/shots/9759.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Morla Phlint on November 16, 2009, 08:32:59 am
Great! Keep it up guys! Hope you can really make it into the coming new version. Can't wait to explore Amdeneir!  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Tadano Hitoshi on November 16, 2009, 09:08:03 am
Outstanding!  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Shangshi on November 16, 2009, 09:09:48 am
wow, the pictures you showed look great, grats to everyone working on this. I really hope it makes it into the next release.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: peeg on November 16, 2009, 10:11:17 am
Some proper lighting, some entities, some details here and there .... It's going to be amazing! :) Great work guys!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on November 18, 2009, 12:15:58 pm
Nice going.

I would not worry about perfect graphics now. Just get it into next release. Graphics can be fixed via content updates.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on November 20, 2009, 07:11:07 pm
The reason there appears to be no lighting in these pics is because they're screenshots from the Blender working screen, as opposed to rendering. It's a faster way of geting basic screenshots done, and we only need the basic screenies to get excited :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on November 22, 2009, 11:17:20 am
ok, not going into the current release, coz, even thogh the buildings are there, the details are not, and it's important for our judges.
Maybe i won't follow the trend, but i'm not worried ;p
Maybe release addon somewhere between this and next release or maybe at next release.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Lolitra, Celorrim Purrty Twins on November 28, 2009, 09:56:03 am
I must applaud you all on your most excellent efforts... wonderful!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on December 20, 2009, 11:14:15 pm
Any progress?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: bloodedIrishman on December 20, 2009, 11:23:00 pm
Any progress?

None.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 21, 2009, 03:26:05 pm
I disagree. :P
We've submitted the lower quarter to the team, with whom we will continue to work ad help understand what we have submitted and where our progress stands, and we are beginning to work on the landing platforms quarter.  We took a little break once the lower quarter was submitted, but we haven't stopped in any way.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ThomPhoenix on December 21, 2009, 04:07:15 pm
Wewt! Can't wait to see this in (hopefully) the next release :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 21, 2009, 06:25:27 pm
As far as I know, we intend to release the city piece by piece through updates.  And I can't wait to see it in game either.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on December 21, 2009, 11:33:37 pm
/me pats Zweitholou on the back.
/me then locks him to his Blender install  :devil:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 23, 2009, 11:51:38 am
Well done.

Glad they planning to release the city piece by piece through the updater. Waiting for another PS upgrade is may too long to see our wonderful city.  :D

So that leaves us with a very important question, when will we see the first piece in PS?  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Ironstark on December 23, 2009, 01:25:19 pm
is it soon(tm)?   ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 23, 2009, 01:51:34 pm
Ironstark, you have touched upon one of PlaneShift's fundamental truths. :)

At the moment I am awaiting instruction as to where to place the lighting.  Meanwhile Nikodemus and I are working on the landing platforms and other bits and pieces of the city and quarries.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on December 26, 2009, 09:10:18 am
Yeah! Now Im looking froward to everytime I see " There is an update available "
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: EStripus on December 26, 2009, 12:48:04 pm
*applauds the hardworking city builders*

I don't understand any of the technical talk, but I like the ideas that I see in the graphics.  Also for those of use that don't understand how to do all of this modeling stuff, the topic has been great for us non-techies to understand how much work goes into creating all the modeling of Yliakum. It has been very educational, thank you for sharing the progress with everyone.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: bloodedIrishman on December 27, 2009, 05:22:20 am
I would like to apply

Here are some sketches that are roughly similar to what I can do.

http://img140.imageshack.us/i/stick2vp.jpg/ (http://img140.imageshack.us/i/stick2vp.jpg/)


http://img96.imageshack.us/i/stickwierd1qo.gif/ (http://img96.imageshack.us/i/stickwierd1qo.gif/)


http://img98.imageshack.us/i/ihbsstickpeopleps6.png/ (http://img98.imageshack.us/i/ihbsstickpeopleps6.png/)


I'm a shoe in.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 27, 2009, 07:30:54 am
*snrrk* ;D You got some sweet lines right there, buddy!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: bloodedIrishman on December 27, 2009, 10:58:59 am
So what, can I get in on this gig?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dralion1221 on December 27, 2009, 02:21:04 pm
Looks like you guys are doing a great job! I look forward to it being implemented in the game. :)

Slightly off-topic bit:

Me being crazy decided to try the blender program. I started to follow a simple tutorial on the website (make a winter scene with a snowman) then I stopped because I couldn't find where you could rename the object :P Maybe if I get better at it I could try helping out ^_^

Then, sketching stuff is so-so. I can't show because I haven't figured out how to use my scanner (shush I'm 13 I'm a dingbat) but the only really good things I can doodle are dragons. Perhaps in the future I'll be a better artist?

@bloodedIrishman, you and your strange stick figures ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Syenna on December 28, 2009, 12:41:16 am
I would like to apply

Here are some sketches that are roughly similar to what I can do.

http://img140.imageshack.us/i/stick2vp.jpg/ (http://img140.imageshack.us/i/stick2vp.jpg/)


http://img96.imageshack.us/i/stickwierd1qo.gif/ (http://img96.imageshack.us/i/stickwierd1qo.gif/)


http://img98.imageshack.us/i/ihbsstickpeopleps6.png/ (http://img98.imageshack.us/i/ihbsstickpeopleps6.png/)


I'm a shoe in.

These are absolutely brilliant.

Hire this man onto the project! :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 28, 2009, 05:14:53 am
http://img98.imageshack.us/i/ihbsstickpeopleps6.png/ (http://img98.imageshack.us/i/ihbsstickpeopleps6.png/)

I already know this somewhere ... ah, yes: http://www.xnview.com/
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on February 01, 2010, 10:28:30 pm
Ok back to the main subject.  Any news? Like a date? We want to explore Amdeneir!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on February 02, 2010, 01:30:50 am
We have given our quarter to the team and received a thorough review of the content with suggestions on what to change here and there and problems with textures that have to be fixed.  We are also putting in lighting.  And no date, I'm afraid. It will be done when it can be done.  I will say that we want it in game as much as you do, possibly more.  \o/ for enthusiasm.
As for myself, I have been busy lately and haven't been very active as a result.  I'll be doing what I can as soon as possible.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on February 03, 2010, 12:17:07 am
Thanks for the update.All of the work you guys do is greatly appreciated. \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on February 03, 2010, 12:20:13 am
cant wait for the town, my goal is to be the first enki to fall through the ground there :D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 03, 2010, 09:13:01 pm
Finally finished that lone building texture


(http://frupic.frubar.net/shots/11595.png)

I'm only worried about the midle condignation windows. There are curtains visible, but not in the other windows ;] Makes one wonder why only these windows have curtains.

Oh, and look at the chimneys ;p i think it's the first building to actually have some ;p

That was one of the details to polish, there are more waiting, but it also depends how much time Ulf will find, as reviewer of this. There are few key matters to solve before some things can go further and the quarter being ready.

As always, if someone thinks they can contribute something, come, hopefully also make some research in the concept art and story pieces.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on February 04, 2010, 02:37:11 am
Already looks very impressive.

Why not curtains? There are surely less and more private rooms. (The mostly calvinistic Holland still often refuses to use curtains, even today.)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on February 04, 2010, 05:21:37 pm
Looks wonderful!  I can't wait, its going to be so nice! Ok then I want to be the first klyros to perch there.  ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on February 04, 2010, 07:10:25 pm
Already looks very impressive.

Why not curtains? There are surely less and more private rooms. (The mostly calvinistic Holland still often refuses to use curtains, even today.)

In a building of the size pictured, the more private rooms are generally on the second floor also.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on February 15, 2010, 10:10:12 pm
Ok, I regretfully must resign my position as Temple Interior Designer... for now. After many frustrating attempts, I have decided to let someone far more experienced than I do the interior of the temple. Reasons:
1. I was told to create wall not paper-thin, an obvious and sensible thing. However, the walls that create the shell are already paper-thin, which means I am having to basically "drywall" the interior. Not exactly streamlined to say the least
2. The basic geometry has holes, there are several places where walls do not come together where they should, or pieces are missing. To fix these might require a entire rework of the shell, something not in my expertise to do
3. The lines in the model do not line up with the axes, so planes begin to be not planes, but a conglomeration of triangles at varying angles
4. And finally, I simply don't have the time to devote to something that big

That said, I still want to help! Give me something smaller (if there's anything that still needs doing) and I am ready to tackle it. I just am unable to adequately work with the temple.
Still wanting to help, Drelborn
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dralion1221 on February 16, 2010, 06:11:48 pm
Out of curiousity, how is it progressing?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 26, 2010, 10:05:41 pm
Hm, progressing as usuall :s (i'm not saying that's good ;p)

But i got an update, and it's also about the temple :}
(http://img94.imageshack.us/img94/1681/image2dx.png)

A well
the grass is less green and shining for better balance.
and the temple (which was supposed to be more like a chapel ;p) does compose with the unflat terrain now. I gues there will be more screenshots when the new bottom part gets a texture.

Drelborn, yeah, i probably should be smarter giving you this task, we think about something else.
Anyway, when Zwei did this temple, the walls were all nice and symetric and this broke to him later. Then we discovered the temple being so big and the ground under it not that flat and something had to be done. What i did was, took 1 arm, made it completly symetric (or at least enough) (so now, for whoever would do the interrior the task is much simpler) and from it form other arms. Each arm has some modifications now.
I'm sending you a PM

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: gurn1701 on March 14, 2010, 01:02:37 pm
ok, time for a new update please.  :woot:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: khoridor on April 04, 2010, 03:58:05 am
No news, good news... (?)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 05, 2010, 03:58:44 am
the sad part is, after they announce that they finished the town, we still have to wait longer for the devs to stick in the Npc's program the shops, and set the quests
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on April 05, 2010, 07:20:58 pm
I've been absent because of rl, and I will continue to be until about the 20th of May.  After that, I'm moving, so I'll be in maybe less regularly but I should be able to get decent amounts done in between updates.  Sorry we haven't updated as regularly as normal.  The mesh for the connection between the hospital and the temple has been finished, and I believe Niko is working on retexturing the temple mesh.  Once he's done that, I'll be retexturing the new hospital to match the temple.  Also, the interior for the hospital has been expanded and is in the works, although the temple interior will probably not be added until after the main release so we can do a better job on it and get the city out sooner.  I'll leave any other updates I don't know of to Niko to add, I suppose.  Sorry for the delays and as always, thanks for the support and patience.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 06, 2010, 03:11:46 am
oh oh oh question about the hospital, will there be an option to pay npc's in the hospital to heal you? i mean not buying pots, but pay em money and they cast some spell to fully heal you?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on April 06, 2010, 03:29:40 am
NPC staff? ... Dr. Lesiros Forita hopes for more active colleagues. ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on April 17, 2010, 05:59:12 am
I don't know about programming details about npc, like paying for being healed and we are not qualified to work on such matters, but I'd gues that's something what should there ultimately, though not for us to do.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on April 19, 2010, 04:19:01 pm
I would love to see this city ^_^ Must look great for klyros.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 21, 2010, 12:56:01 am
the city will look so beutiful with me sitting by the random trees here and there :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on April 23, 2010, 09:56:37 pm
One thing I don't understand is why does the klyros city have a chapel? Klyros are normally atheist.  :detective:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 23, 2010, 10:12:51 pm
its a klyrose/ylian city, they have pics of both klyrose and ylian buildings that are in the town, so the chapal was most likely built for ylians and tourists, and the few klrosewho ARE religious
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Aiwendil on April 23, 2010, 10:32:41 pm
Don't Klyros need that chappel to grieve their lost mates, bothers and sisters? All Atheists in PS die of the true death...only people worshiping one of the gods at least have the chance to leave the death realm again.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on April 25, 2010, 12:11:32 am
The chapel/temple would definitely not be for Laanx. The temple would most likely be for Xiosia (if it is filled with plenty nature items) or perhaps Talad.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on April 25, 2010, 08:58:43 am
The chapel is for Talad.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on April 25, 2010, 11:19:19 am
The chapel/temple would definitely not be for Laanx. The temple would most likely be for Xiosia (if it is filled with plenty nature items) or perhaps Talad.


I could agree with that, most klyros that are religious tend to gravitate towards Xiosia because it's laid back or so what I have heard.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 25, 2010, 05:36:43 pm
like i said, its a klyrose/ylian city, so you cant expect everything to go towards the klyrose's opinion
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on April 26, 2010, 01:46:57 am
It is the race of the Klyros, which consists of many Klyros. You as Klyros should know that... ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on April 26, 2010, 01:48:45 am
he said klrose 3 times, he needs a trophy
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on April 28, 2010, 06:40:08 am
he said klrose 3 times, he needs a trophy

Here it is!  :woot: http://www.youtube.com/watch?v=05GGny6qhSM (http://www.youtube.com/watch?v=05GGny6qhSM)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mindari on May 04, 2010, 02:02:10 pm
(http://img.photobucket.com/albums/v215/mindari/blender-planeshift/bookshelf_render.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on May 04, 2010, 06:54:23 pm
its dark and hard to see.....
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on May 05, 2010, 02:03:53 am
Very pretty (high-polygon count?) and cozy chair... looks homely.

Indeed, a little gamma correction before the deadly JPEG compression might have saved some details.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on May 15, 2010, 10:44:21 pm
Esorono can't wait for this city to come out! >w<

How is Amedeneir coming out so far?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on May 15, 2010, 11:26:02 pm
 Hey, the screenshot before last is well within my abilities; could I take a crack at it? I'd like to know needs doing from the map.

Edit: It also appears you people don't upload your work to any FTP for coherency. I guess this has to do with copyright or joining the team, but could I have a confirm?
Edit2: The design pdf is currently 404'd.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 15, 2010, 11:58:08 pm
There is an FTP, you'll need to talk to Niko for access to it.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on May 16, 2010, 12:12:45 am
 Well drat, that's team access isn't it? Nevermind then.

 What area is open to exhaustive settings questions?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on May 16, 2010, 01:06:18 am
actually it's SFTP
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 16, 2010, 01:44:02 am
The server they use is run by Nikodemus, not the PS team. Anyone is free to join the CityContest team at the #planeshift-citycontest channel on the Freenode IRC server.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on May 16, 2010, 01:54:39 am
 I can't seem to access the freenode server with VIRC, it just crashes every time I try. However, I can still access the Bay 12 server and the Infinity server. There's also the snag about me being dead tired right now; good night.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Akkaido Kivikar on May 16, 2010, 01:55:45 am
All PlaneShift channels are on Freenode, so you will need a client that can access Freenode.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on May 16, 2010, 02:31:51 am
And if it is just "Opera browser", or the "SeaMonkey Mozilla suite", or "Firefox with ChatZilla", or the FreeNode webchat applet (http://webchat.freenode.net/)...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: -stf- on May 16, 2010, 09:31:10 am
you can use http://webchat.freenode.net (http://webchat.freenode.net)
Edit: Uh, sorry, I didn't see
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Yaniel on May 20, 2010, 07:27:58 am
There is an FTP, you'll need to talk to Niko for access to it.

Which quest is that?  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 22, 2010, 05:44:01 am
I'm back in the game.  I've almost completed the mesh for the hospital interior and all the furniture needed inside, and after that I will map and texture.  I've also planned out components for the aquifer tunnels and a little while ago developed a quad of run down slums housing.  All in progress. 
I met with Nivm.  We talked about the project in general and Nivm is interested in doing the temple interior.  Also, some of you may have noticed the announcement that google wave became public this week.  Niko and I had discussed it's potential for use with the project, and this night/morning Nivm and I set up a wave containing (or soon to contain) all information and art concerning Amdeneir.  We hope wave's format and the consolidation of the information will help organize the project, making clear what is done and what needs doing.

No pics today, but I'll upload some asap.

p.s.Adraax team members-If you're interested in joining the wave to see where things stand and to contribute, feel free to join in.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 12, 2010, 07:24:49 pm
This reminds me the making of university of Amdeneir, huge building, huge texture and a lot of UVs, except with the uni it's Baldur who did texture.

And yes i wish i was able to produce content with a speed of a lightning, but what any of ya can do is help out, like Nivm for instance!
(http://fotoswinka.pl/image/268/chap.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on June 12, 2010, 09:15:28 pm
seeing these pictures, has it been tested if you can even walk on the ground yyet?

and a side ?, now that the people who were working on the new part of oja, finished the new part of oja, are they going to work on somthing else, like more to DR or are the going to help get amendenier done faster?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on June 12, 2010, 10:48:47 pm
and a side ?, now that the people who were working on the new part of oja, finished the new part of oja, are they going to work on somthing else, like more to DR or are the going to help get amendenier done faster?

If by "people" you mean "Xoel", I have other small projects to work on for PlaneShift.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 13, 2010, 09:40:18 am
Yea, it's perfectly possible to walk after exporting (exporting to PS is a different story, but it is also possible in this or other way.
And yea, the tred is that different people skillful enough to help out are usually also doing something else for PS, so Amdeneir remains with the same set of contributors.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on June 13, 2010, 12:49:01 pm
/me runs around in circles squealing after seeing the image.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on June 13, 2010, 01:58:41 pm
 So that's the connection between the hospital and chapel? Or are pieces being reused?

 I also wanted to ask a settings/design/texturing question that came to mind while working. Supposedly no klyros are allowed to land on or near the chapel, as it's supposed to be quiet and peaceful. The building's spikes can act as a mild deterrent, but they can be landed on fine with a bit of aiming, and would save a lazy klyros time. So a far more effective deterrent would be to made the roof smooth and curved; so any klyros attempting to land would slide off and onto the pavement below.
 Can a ceramic shingle texture be used for the chapel?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 13, 2010, 03:24:58 pm
Yeah Nivm, that's the connection. Btw, not sure if you have seen it but i have made quite a few answers on the wave, including the chapel. And among things i have written there, it all makes most sense after looking at the mesh (involves eighter our sftp access or e-mailing (my e-mail is the one i have on wave btw))

If comes about Klyros not landing near the chapel. If comes about silence and some respect to the place, I'd say it's a matter of unwritten rules. Also if comes about gliding down to land on the chapel - it's pointless, it's has quite a sharp roofing and there are no entraces too.
If comes about silence, well I suppose deep in the chapel, the street noise is somewhat lowered, but it is important to notice that it lies on a fork of 2 main streets. The one seen on the screenshot is leading to the Landing platforms slums area (but it is also the shortest path to the landing platforms itself from the Blackhole quarry) It's again seen better by looking at the 3d stuff.
Again, no Klyros will attempt to land on the chapel and Klyros gliding down from building exit towers in the neighbourhood will be trying to land on the streets (attempting to not crash on someone else head too I'd imagine ;o)

The roof texture is done and IMO it looks eighter as ceramic or some metal
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on June 13, 2010, 03:38:01 pm
Yeah Nivm, that's the connection. Btw, not sure if you have seen it but i have made quite a few answers on the wave, including the chapel. And among things i have written there, it all makes most sense after looking at the mesh (involves eighter our sftp access or e-mailing (my e-mail is the one i have on wave btw))

If comes about Klyros not landing near the chapel. If comes about silence and some respect to the place, I'd say it's a matter of unwritten rules. Also if comes about gliding down to land on the chapel - it's pointless, it's has quite a sharp roofing and there are no entraces too.
If comes about silence, well I suppose deep in the chapel, the street noise is somewhat lowered, but it is important to notice that it lies on a fork of 2 main streets. The one seen on the screenshot is leading to the Landing platforms slums area (but it is also the shortest path to the landing platforms itself from the Blackhole quarry) It's again seen better by looking at the 3d stuff.
Again, no Klyros will attempt to land on the chapel and Klyros gliding down from building exit towers in the neighbourhood will be trying to land on the streets (attempting to not crash on someone else head too I'd imagine ;o)

The roof texture is done and IMO it looks eighter as ceramic or some metal

Actually, Esorono is pretty bad at those "Unwritten rules" and would likely try to glide on it if given the chance XD
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on June 13, 2010, 03:54:16 pm
 I had totally forgotten about the wave site, sorry. I would like to note here though, that I have the model up, and the spikes are long and few enough that they can be used as perches more than defenses. Heh, I also hadn't realized the popularity of those streets...if the chapel is to remain a place of peace and quiet contemplation, it will require thicker walls.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on June 14, 2010, 12:39:27 am
Good lord boy, you just pick holes in EVERYTHING. Can you not play a game for some fun?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Candy on June 14, 2010, 03:28:21 am
Some people are content to poke holes in the trepors in-game, Nivm likes to poke holes in the game itself.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on June 14, 2010, 08:43:27 am
 I think that's accurate. Although I usually think of it as revealing instead of poking, since they are there whether or not I talk about them.

 And on the subject of fun... (http://www.hydlaaplaza.com/smf/index.php?topic=37422.msg426707#msg426707)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: nightwolf on June 23, 2010, 10:21:37 am
Is it free will? All we have to do is a building to fit the space?
Shoudn't we get a hitbox or something to incadrate a building? Or a theme? A building to match? Etc...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nivm on June 24, 2010, 11:34:40 pm
Come to this↓ place
The server they use is run by Nikodemus, not the PS team. Anyone is free to join the CityContest team at the #planeshift-citycontest channel on the Freenode IRC server.
and start firing your questions. You'll probably figure out how to ask the right ones quickly.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on June 25, 2010, 03:22:11 am

The server they use is run by Nikodemus, not the PS team. Anyone is free to join the CityContest team at the #planeshift-citycontest channel on the Freenode IRC server.

It's more like devs founded it for us. And today there are usually 3 people who don't turn their computers off often: (so they are the most expected ones to be found there)
Botanic
me
weltall

Botanic and weltall are there to help us out with their knowledge on PS, CS and it is well appreciated.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Drelborn on July 06, 2010, 07:02:25 pm
Well, I must apologize for disappearing after my last not-so-positive post :). I found myself out of a computer for a while, but am now back in business. That said, I remembered that a stable had been mentioned as a project for me, so I did a little work ahead of time, and came up with this.

http://img689.imageshack.us/i/stable1v.jpg/
http://img94.imageshack.us/i/stable2.jpg/
http://img197.imageshack.us/i/stable3.jpg/

Anyways, I'm available again.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on July 10, 2010, 01:43:03 am
Drelborn: The stable looks like a great start.  I think niko is more in charge of the stable than I, so I'll let him talk with you about some of the design elements.  I went back through the thread and noticed you mentioned interest in working on furniture.  I've finished the mesh for about 10 pieces of furniture that need uv mapping and texturing, if you'd like to give any of them a try. Glad you're still able to help!

I haven't posted an update in a while because I've felt that I can get more done with the time it would take me to post, and because I want to get things to a good point before I show them.  Anyways, here's a few pics of mesh updates for the tavern (before anyone asks why I'm working on the tavern when a tavern is already done, I'll answer that I didn't know what I was doing on the original tavern, and when I went back to look at the tavern mesh about a month ago I discovered lots of problems with the mesh and mapping, so I had to make some changes to fix the problems and decided to fix a few other issues with design and layout at the same time ;) ):

     Exterior:
          (http://img375.imageshack.us/img375/26/tavernsign.th.png) (http://img375.imageshack.us/i/tavernsign.png/) (hanging sign for the tavern; the font will change, scurlock's just a stand in)
          (http://img43.imageshack.us/img43/5102/tavernrenovations01.th.png) (http://img43.imageshack.us/i/tavernrenovations01.png/)
     Interior:
          (http://img194.imageshack.us/img194/9504/tavernrenovations02.th.png) (http://img194.imageshack.us/i/tavernrenovations02.png/)   
          (http://img94.imageshack.us/img94/1585/shelving.th.png) (http://img94.imageshack.us/i/shelving.png/)
     Other:
          (http://img231.imageshack.us/img231/9858/lampc.th.png) (http://img231.imageshack.us/i/lampc.png/) (working on lighting and luminosity texture for the street lights)
          (http://img704.imageshack.us/img704/809/bellowsforge.th.png) (http://img704.imageshack.us/i/bellowsforge.png/) Forge with bellows courtesy of niko
          (http://img693.imageshack.us/img693/1592/smithy.th.png) (http://img693.imageshack.us/i/smithy.png/) old wip of the smithy and blast furnace by niko, the mesh for which is now complete and being textured by mindari

The hospital interior mesh is finished and all the furniture is linked and placed, but it's hard to take a good picture of it because of the set up.

I'm currently working my way through the uv mapping and texturing on these buildings.  Hopefully I'll have more, and better, screenshots soon.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on July 10, 2010, 03:21:03 pm
We have enough furnaces in Planeshift  :thumbdown:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 10, 2010, 03:41:31 pm
I'm interested in knowing how stables work in PS right now. Yes, I don't play so I have no frikking idea.
I ask coz i need to know where these should be placed.
near city gates? tavern? traiding and players gathering point?



Falcon, maybe that will come to you as a suprise, but every bigger city needs a furnance. Especially Amdeneir as one having really high construction enginering achievments. From settings PoV

Nontheless, from game mechanics point of viev that's indeed a problem if there were placed furnances which would remain unused, simply because players wouldn't see sense using these, for instance because of time/gain reasons.
Though that's not fully our task to do. What means i can help in these matters, but thats something in the range of PS team.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on July 10, 2010, 09:13:31 pm
At the moment there are no stables in PS, they're more as a deluxe idea, no mechanic, and would probably be by the gates imo.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Eliseth on July 11, 2010, 06:40:42 am
I love the work you all have done here. I can't wait to see it implemented. I'd say the stables will be at the gates as well. Makes sense.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: khoridor on July 11, 2010, 08:47:07 am
And why would it make sense?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on July 11, 2010, 10:05:38 am
Riding is useful to travel faster between different towns, but it is well possible that riding in towns is not welcome anymore, because some people ride into buildings too and obviously don't care about other people getting hurt by speeding through the streets and into buildings; so it might get usual to have stables to park your mounts near the gate and walk through the town from there.

[ There were a number of IC complaints, so it may probably develop into a law enforced by GM guards (similar to no weapons in Hydlaa) some day, who knows ... OOC it doesn't matter much, of course, as there is no collission. ]
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Donkid on July 13, 2010, 10:45:06 pm
Sweet! ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 14, 2010, 06:50:17 pm
Looks like finished:
(http://fotoswinka.pl/image/281/chapel.png)

I could have made the roof ending copper too, but didn't have a mood to try it ;o

And a few pics on smoothing
(http://img257.imageshack.us/img257/8033/smooth.png)

Coz smoothing  is really useful, but it has to be controlled by sharp edges and when it is, results are above.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on July 14, 2010, 07:02:56 pm
Very nice work Niko!

Have you found a way to get current B2CS to export smoothness with hard edges? It wouldn't for me, and Talad had to take it through 3DS Max, then out through the Max exporter.

I have to say, when this gets released, even my Ojaveda-lovin' Enki will be making a road trip to see this all.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 15, 2010, 04:32:29 am
Do that and it will
(http://img180.imageshack.us/img180/7056/sharp.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on July 15, 2010, 05:37:59 am
But will that export to Crystal Space, and therefore, PlaneShift?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on July 15, 2010, 06:53:21 am
I remember that I used to mark edges as seams (useful for UV Mapping too), and the objects I extracted and previewed in viewmesh looked correctly (in times when viewmesh was still compatible enough with PS not to need converters and wholesome VFS changes).
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 15, 2010, 07:18:43 am
I have just said that Xoel ;]
of course that's with the most recent exporter from http://leapingcat.org/blender2crystal/index.php/Main_Page as far as i can say, coz b2crystal is pita for finding out what is the version one has instaled on computer ;]
And of course that is the exporter which won't work with newest blender as it is written for python 2.7 or so and noone has written 4suite compatible for it and which is necessary for b2crystal to work.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Xoel on July 15, 2010, 07:28:50 am
That's UV unwrapping, and if I remember correctly seams usually aren't exported, just the UV map itself.

And isn't sueastside working on a new B2CS, Niko?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on July 16, 2010, 12:49:51 am
It may indeed be useful to stay at a Blender version around 2.48 to ensure B2CS SVN working with it, I believe...

When I downloaded B2CS the last time, it was still hosted on the now disappeared Delcorp page; so it appears that the SVN sources linked on the page mentioned by Nikodemus are now the current ones.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on July 16, 2010, 10:17:49 pm
Wow.. That looks really impressive. I couldn't do that if my life depended on it. So excuse me if this question has already been answered, But do you think Amdeneir will be in planeshift by the time 0.6 comes out?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on July 18, 2010, 04:36:52 am
We're trying to have the lower quarter of Amdeneir released, or at least submitted for release, by the end of this summer (in about 4 weeks).  As for the whole city, I have no idea when everything will be finished, but as soon as possible I suppose.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on July 23, 2010, 07:19:53 am
Citywalls dividing quarters are supposed to be 2m lower than the main citywall.
Well, I have just did that and i can now place it where it belong and by the way fir all buildings near it the way they look good and eveeyting fits.
If i first placed citywall, then some major structures, main road and tried to fill the remaining with premade buildings, I'd probably have problems filling that space in a nice way and instead end up with lots of unused space, what wouldn't look alright in a city where every m2 matters as everyone want to build within the citywalls and not outside.
(http://img408.imageshack.us/img408/1125/image1fs.png)

We are closer every day.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on July 24, 2010, 12:56:22 pm
\\o// Hooray! -- Stylish.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on August 04, 2010, 11:53:00 am
I'm making progress on the tavern.
(http://a.imageshack.us/img62/5503/tavernprogress.th.png) (http://img844.imageshack.us/img844/9070/tavupdate02.png)
I've finished modeling the interior and I'm starting on the texturing.

Wall looks great, Niko!  So does the chapel, though I wish I didn't have to match the hospital to it. :P  I don't know that I'm good enough.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on August 04, 2010, 01:56:34 pm
Nice work guys.... I like the purtty purple Zwei. :love: Shame I won't be around to see it in game. But keep up the good work. \\o// And as for texturing Zwei, gogogo!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: nanderv on August 07, 2010, 10:42:55 am
Hello there,

I'm a 3d modeller, with some experience with architecture. I use blender 3d for modelling, but I also used to use 3ds max. I also have 4 models submitted for Theme Park Builder 3D. Do you have a thing I can model (a building) to start with that's not terribly complicated? In other words: what buildings in this town are still 'todo'?

By the way: that gate looks awesome.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 07, 2010, 12:35:13 pm
Can you talk to us on #planeshift-citycontest on irc.freenoide.net ?
show there some of your screenshots

If not irc, pick a different communication form.

The more people help the better the city gets, but of couyrse first we need to talk.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 16, 2010, 07:47:23 pm
a freshly finished building block looks like this:
(http://fotoswinka.pl/image/425/Image1.png)
 
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on August 19, 2010, 02:42:17 am
Hello there,

I'm a 3d modeller, with some experience with architecture. I use blender 3d for modelling, but I also used to use 3ds max. I also have 4 models submitted for Theme Park Builder 3D. Do you have a thing I can model (a building) to start with that's not terribly complicated? In other words: what buildings in this town are still 'todo'?

By the way: that gate looks awesome.
A nice unique guild house for Klyros Junction would be very nice in Amdeneir. *hint hint*  ;D

Niko, nice screenshot of the town. Is the bottom left structure an arena or an amphitheatre?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 24, 2010, 07:21:52 am
That would be Amphitheater

Update:
I hope these 4 doors will have a use at this point, like it's on a normal scene:
(http://img832.imageshack.us/img832/932/image6g.png)

From other news, only little bit of the quarter remains unfinished.
I just have to do more of the building placement, usual UV mapping the sidewalk
(http://img192.imageshack.us/img192/6145/image7mx.png)

Hopefully Nander will make stables

Make last finishing to tavern and hospital, zwei did with last moment of free time

Little is left
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on August 27, 2010, 12:35:00 am
/me squeals with excitement then explodes.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on August 27, 2010, 02:03:16 am
I'm getting afraid that Hydlaa won't be the biggest town under the Dome anymore when you are finished... History books would have to be changed. ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 27, 2010, 09:57:15 am
the city is that big:
(http://img529.imageshack.us/img529/3695/mapc.png)



I have been wondering about this guildhouse thing. Such a building is rather big structure, yet in Hydlaa i think you enter casual building and suddently inside you see something completly diferent.
IMO it would be good if outside reflected the inside.
So.... any takers? Don't expect everything being done for you ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on August 27, 2010, 11:54:04 am
Nikodemus- This is really, really cool :) I've long been wondering about Amdeneir, and this thread only serves to make me even more excited for when it finally comes out!  ;D Keep up the great work, those screenshots look really cool  :sorcerer:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on September 05, 2010, 01:59:32 pm
Is this even anywhere near finished? just wondering.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Geoni on September 05, 2010, 06:28:52 pm
I just hope it will be used, the new parts of Ojaveda weren't used enough when I was still playing.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on September 05, 2010, 07:40:20 pm
@ Geoni

I think they should be focusing more on making Planshift popular, they have 4 cities and mostly Gugontrid is empty, BD has like 2-3 people in it, Oja has a few and Hydlaa has most people. And now they are making a whole new city, which maybe will be another "Empty" one like the others.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: RlyDontKnow on September 05, 2010, 09:38:07 pm
so because there aren't as many users around right now artists should be told to stop working and leave? doesn't sound that clever ;)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on September 05, 2010, 09:58:56 pm
no no no, just that they should focus more on advertisers and stuff.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on September 06, 2010, 12:08:01 am
More places = more people.

BTW i see the town is coming along good, but how far done is the wilderness around the town?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on September 06, 2010, 01:16:16 am
will be teleport based
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on September 06, 2010, 02:15:17 am
@ RlyDontKnow:

Not less artists for less empty maps, but more content to fill the maps - which possibly requires more Settings people with an ability to produce NPCs including their relations to make them useful.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on September 06, 2010, 03:28:47 am
@ RlyDontKnow:

Not less artists for less empty maps, but more content to fill the maps - which possibly requires more Settings people with an ability to produce NPCs including their relations to make them useful.

That has been worked on by the team earlier and will probably have gone a far way already by now :sorcerer:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Geoni on September 06, 2010, 09:17:10 am
More places = more people.

More places = the more scattered the little people that play the game will be.

@Maisent: Advertising costs a great deal of muneh. $$$
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on September 06, 2010, 11:30:09 pm
More places = more people.

More places = the more scattered the little people that play the game will be.

@Maisent: Advertising costs a great deal of muneh. $$$
What i Mean is, a person will see this game, and eventually realize it only has three towns, they then get bored within a month of playing and leave for a diffrent bigger game, the more towns and dungions this game has, the longer it takes for people to get bored, the more likely people wont get bored for a long time, and so the more people the game builds up.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on September 07, 2010, 01:05:51 am
More places = more people.

BTW i see the town is coming along good, but how far done is the wilderness around the town?

I disagree on that fact, through most of my experience with recruiting new players, most of them say the game is to big for the community or this game looks dead, etc etc. I haven't seen more players since DK was implemented either.

Wildernesses are the most easiest maps to make, they don't tend to make them on Blender but through a special program made for maps like that where there is no art. The only wilderness map that has been made on Blender I think was the Bronze Doors map. But yes no need to worry about that.

@Maisent advertising is probably needed but issues with that is you either get to many players or without advertising to low amount of players. But doing small advertisements would help a fair bit, but there is no money to do so.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on September 07, 2010, 02:57:13 am
To be honest, if i -could- i would donate money to PS, sadly, im saving for a new computer, and if i even wanted to, i wouldnt know where to mail the cash, and it would be in U.S currency, so i might be able to donate to ps in later months/years
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: khoridor on September 07, 2010, 02:05:46 pm
I am a tad surprised that the tavern's sign is a text, not a symbol. Maybe it doesn't have a name, yet?

Well, I shouldn't have said that. Sounds like a negative comment. So here is the real one:
Guys, your city looks hot. It's got style. Props to all of you. I hope your buildings and walls will have their architects' names engraved on some visible stones.  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: novacadian on September 07, 2010, 02:21:45 pm
This is great looking stuff!

As to advertising over development; they don't seemed directly related to me. Considering the game is in beta then it makes sense to enlarge areas. So long as there are lots of mobs to deal with then population of PCs can wait for natural growth. The important things is that new areas are fun to explore with or without a PC population. This one, at first glance, certainly does.

Nice work to all involved!

- Nova
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on September 10, 2010, 07:07:47 pm
I wish that such amount of talks was equal to at least half a person making 3d development ;p Then i could play doctor Frankenstein and compose these people halfs into working developers.
But writing a post a litle more on topic. I agree that it is not a best idea to have a brand new city, while having little players populating the other already underpopulated cities ;p A heart of every multiplayer game focused on interaction is a big active player base. There are also certain aspects of the game which makes some points of interest more popular than the other and it is important to distribute these points equally all across the available world, to take advantage of the available space. It takes up some planning and then developing around that. I could write few pages on that topic and another few if i could be part of development team addressing this problem.
Anyway, the objective of this contest was to get people from the community, but not in the team and develop something. That something is a brand new city, because it is possible to develop such a thing without needing to know what the real dev team is actually doing.
For me, the city is really fun to make and allowed myself to attemp do everything the way i think it should be and partially show the dev team what is the good way to model a city like this one. Right now there are elements I'd do better if i knew back when we started, but we are all learning and so am I.
Also, a bit on the topic of the development other than art, well, i wish it was easy to share my advices, but i gues i let worry with that to someone else and i tick to what is easy, making this city ;]
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on September 12, 2010, 10:29:35 am
It looks really great, Do you know if there will be a residential area, because I know that as soon as Amdenier comes out, The Klyros Junction will apply for a guild house there.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: novacadian on September 12, 2010, 10:52:35 am
I wish that such amount of talks was equal to at least half a person making 3d development ;p Then i could play doctor Frankenstein and compose these people halfs into working developers.

My resume was submitted to the dev team over two months ago. My guess is that they are wise in taking their time before making a decision. The time has given me ample time to explore PS as well as allowing enough time to fade into the shadows and disappear; if that had been the case. My guess is that the dev team is looking for continuity of potential recruits' commitment just as much as their skill set.

From my experience as a MUD Wizard, there is a great deal of effort which is required to get a new wizards set up and started; as well as all the hand holding required during their start up phase. Just bringing in new dev team recruits, willy nilly, could be more draining to the current team's resources as not bringing them in at all.

Anyway just some thoughts and perspectives from a dev team hopeful.

- Nova
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on September 28, 2010, 06:31:20 pm
yeah, in a way you are right on the subject too, novacadian. Tho i usually have some time to explain things and guide on.

Anyway, did the stables, as one of the structures people will actually make use of at some point.
I did it probably better than anyone I'd have to guide, but life isn't perfect, I'd actually like someone to spend their time and do it ;)

To texture the remaining white parts I gonna have to create a new texture, what is seen, reuses textures we already had.
And yeah, it's a nice example of making a good use of mirror and array modifiers.
(http://img833.imageshack.us/img833/9673/stabcc.png)
-
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on September 29, 2010, 02:20:45 am
Nice stables! It looks very well done. I have done my little bit in Blender but I honestly don't think I am that good.

So are you going to make other buildings? such as Potteries, Skinners, Bakers, Carpenters, Masonry (kinda a Blacksmith), Mills, schools, and other things. I just noticed that Pottery is in the list of skills to train, but I have never actually seen a pottery IG. So just that you don't have to go back and implement it when they do make it a trainable skill.

The progress looks good so far! Keep it up.

I also see what Maisent is saying too. They should try and spread the NPCs around. So it is equal to train in every city. (Yes it will change once PlaneShift is finished) Not that you can max Swords in every city but that Swords is maxable in Ojaveda, Axes in Gugrontid, Daggers in Hydlaa, Staffs and mace in BD, or whatever.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on September 29, 2010, 07:40:46 pm
No other buildings atp
Not even an unique guildhoue exterior (unless there are volunters of course :)) )
Stables are done coz we are supposed to have ridable animals at hopefully not so distant future.


Could i ask someone to UV map this hospital with what textures we have already available? Mainly a texture from temple seen on the image:
And make a texture for the other parts
(http://img841.imageshack.us/img841/1921/hosphelp.png)

the sooner the faster \o/
wohoo
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 14, 2010, 06:58:31 pm
Ok, i had more time to finish stables and place one of its version next to tavern:

(http://img72.imageshack.us/img72/8574/image5t.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Illysia on October 14, 2010, 08:24:32 pm
Looking good Niko, but was the poo corner really necessary?  ::|
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on October 14, 2010, 09:56:50 pm
Wow, it's coming along amazingly!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on October 15, 2010, 06:32:41 am
Dont worry Illysia, there is more insid... i mean the outside poo wouldn't be necessary, but it didn't look like a place for a fresh green grass. I'd need some mud texture, but there are higher priorities.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: garoninja on October 15, 2010, 10:10:57 am
 \\o// kudos Amdeneir looks good.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: pontifer on October 25, 2010, 06:36:36 pm
Interesting
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on October 25, 2010, 06:46:57 pm
Looking good Niko, but was the poo corner really necessary?  ::|


Absolutely.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on October 25, 2010, 11:03:23 pm
Looking good Niko, but was the poo corner really necessary?  ::|

Yes what stable on this earth would not have a dung pile?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on October 27, 2010, 03:35:37 pm
Precisely  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on October 27, 2010, 08:24:57 pm
But then again what city wouldn't have any public toilets... Hydlaa, Ojaveda and Gugrontid.

On topic: The stable looks very nice, I can't wait to see it and the rest of the city implemented into PS :).
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on October 27, 2010, 10:34:16 pm
But then again what city wouldn't have any public toilets... Hydlaa, Ojaveda and Gugrontid.

On topic: The stable looks very nice, I can't wait to see it and the rest of the city implemented into PS :).
Ive said it before and i shall again, THE WORLD IS MY LITTER BOX!!!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on October 30, 2010, 10:07:52 pm
So could you tell us how far along the project is? Do you know how much more you are looking to add, and do you know if it will be ready for the next update?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on October 30, 2010, 11:27:55 pm
So could you tell us how far along the project is? Do you know how much more you are looking to add, and do you know if it will be ready for the next update?
that should be a surprise, we should just happen to stumble upon amdeneir somday
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on November 01, 2010, 03:14:23 am
So could you tell us how far along the project is? Do you know how much more you are looking to add, and do you know if it will be ready for the next update?
that should be a surprise, we should just happen to stumble upon amdeneir somday

That day will be the shock of the world. They did say last release, but yeah PS has lost a lot of art devs  :(
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on November 01, 2010, 04:20:58 pm
So could you tell us how far along the project is? Do you know how much more you are looking to add, and do you know if it will be ready for the next update?
that should be a surprise, we should just happen to stumble upon amdeneir somday

That day will be the shock of the world. They did say last release, but yeah PS has lost a lot of art devs  :(

/me sniffs and reaches for a Kleenex
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Vakachehk on November 03, 2010, 01:57:45 am
/me sniffs and reaches for a Kleenex

 :offtopic: what is kleenex?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on November 03, 2010, 06:52:24 am
Some paper handkerchief / soft tissue in a dispenser box.

(http://womenswit.net/wp-content/uploads/2010/08/kleenex.jpg)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on November 03, 2010, 09:14:43 am
:offtopic: what is kleenex?

yep, a somewhat rare item in Oja...
ask Kisatol "Do you have a clean-neck?" and expect a quick response.  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 04, 2010, 05:51:58 pm
Some people will probably jump in joy.
There wasn't much word in a while
But the city is being handled to devs in its quite finished state of the Lower Quarter section of the city.
You will probably see it with next release or before it.
No screenshots of smithy for instance, coz you will see it in game ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on December 04, 2010, 06:03:11 pm
Boeven jumps in joy  \\o//  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on December 04, 2010, 08:50:09 pm
Yay!
/me runs around in circles squealing.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 04, 2010, 08:57:29 pm
Woot, great job you guys!
So far i have made a gm and a dev appreciation day, so I name it Amdeneir creator appreciation day!! \o/
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 05, 2010, 06:41:41 am
I wish you all fun and success. We'll see it finished.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: novacadian on December 05, 2010, 11:48:27 am
But the city is being handled to devs in its quite finished state of the Lower Quarter section of the city.
You will probably see it with next release or before it.

Great news indeed!  \\o//

- Nova
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Roled on December 05, 2010, 07:37:10 pm
TERRIFIC!!!
Thank you each and all for your hard work and your talents, Can't wait to see it!

 \\o//   \\o//   \\o//   \\o//   \\o//
Roled
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on December 05, 2010, 07:58:42 pm
The KJ <3s Nikodemus and the rest of the team that worked on this city :D.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: MishkaL1138 on December 05, 2010, 09:22:56 pm
YAAAAAAAAAAAAY
/me jumps around in excitement

CANT WAIT CANT WAIT!!!!1!!1!1!!!!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 05, 2010, 10:06:46 pm
Nice going Nikodemus. :)

Now just need a guild house for KJ  ;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dracaeon on December 05, 2010, 10:28:49 pm
EPICNESS HATH COME!
/me goes and parties.

And the KJ should get an honorary fancy guild house for us.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on December 05, 2010, 10:44:26 pm
EPICNESS HATH COME!
/me goes and parties.

And the KJ should get an honorary fancy guild house for us.

No offence, but to be honest, I don't think we should get any more recognition then any other guild. I am part of the KJ, and would love a nice GH exterior, but in reality it would be fairly time consuming, and there are many nice, and more so generic exteriors already. As for interiors, no chance :p.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on December 06, 2010, 12:40:23 am
Where would the city be located? Like in Ojaroad or Bdroad area?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ohforf on December 06, 2010, 02:52:04 am
Where would the city be located? Like in Ojaroad or Bdroad area?

Thats a good Question.
I would like a new "Door" in Gugrontid or Ojaveda, leading to the new City (as usual, with a looong Road in between).
Another Door in Hydlaa would be boring, a bit too much "Center of the (known) World".



Also, reduce Pterosaur Travel costs to something like 1/10, to prevent the poor Newbies from getting bored of all that walking.  :whistling:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 06, 2010, 02:54:13 am
Where would the city be located? Like in Ojaroad or Bdroad area?

Thats a good Question.
I would like a new "Door" in Gugrontid or Ojaveda, leading to the new City (as usual, with a looong Road in between).
Another Door in Hydlaa would be boring, a bit too much "Center of the (known) World".



Also, reduce Pterosaur Travel costs to something like 1/10, to prevent the poor Newbies from getting bored of all that walking.  :whistling:
wel if you go to the outskirts of gugrontid, when you first enter the town, go to the left, and head that way, when you get as far as you can go, [force feild on top of the hill] you should see a path, and a pass, [the canyon mountain thing] i would assume the town fits there
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 06, 2010, 03:34:26 am
;D Hey ohforf! ;D
__

Because Hydlaa is the biggest town, it is quite probable that it will stay the center. I could imagine the "west gate" near the Iron Tower to open...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 06, 2010, 03:43:12 am
I thought that was called, 'Esorono's Perch'
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on December 06, 2010, 04:39:35 am
it's on the far left of hydlaa (oja is on the right)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: thorgrin on December 06, 2010, 08:11:48 am

wel if you go to the outskirts of gugrontid, when you first enter the town, go to the left, and head that way, when you get as far as you can go, [force feild on top of the hill] you should see a path, and a pass, [the canyon mountain thing] i would assume the town fits there

From the Talad Temple it's possible to see the canyon.
The door at the left of the BD road door might lead to Amdeneir as well. Location fits, NW of Hydlaa and W of Gugrontid.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Roled on December 06, 2010, 06:56:08 pm
I can't tell you how many times Roled has tried to find a secret way to that obvious portal beyond Gugrontid. He's ridden up against the invisible force field lots of times, thinking "There must be SOMETHING o'er there!"
Can't wait to break through that field with everyone else! :whistling:

RR
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 06, 2010, 08:48:53 pm
i've always wonderered as well..
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on December 07, 2010, 12:22:57 am
gugrontid is too high toward the bronze doors. the nearest exit is supposed to be the one near the windowless tower, then going down to the level of the hole of the winch but on the left (as you know yliakum is circular). most probably access will be through teleport at the beginning. like with a rivnak, anyway.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 07, 2010, 02:49:14 am
weltall:

A picture would explain it all so much easier.

But do you have any "overview of the currently planned world" at all, among the developers? And may it just be a schematic draft.

You may ask me to remove the following as spoiler ... but this is how I imagine the currently known part of the Dome. This is complete guesswork, I have no other sources than in-game and guide/wiki based public descriptions of directions; the relations are possibly wrong anyway (there is a discrepancy between two directions of the same location, seen from two different points).

(http://www.ligh.de/PlaneShift/Yliakum.png)

One thing I am certain about: Jayose's Dome map in the library is not better than mine. Its differences to the currently implemented map structure are obvious.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: MishkaL1138 on December 07, 2010, 03:23:47 am
Are you serious with that map? OMg if you are… we'll never finish Yliakum, even in 1000 years lol Not even with Blizzard developers.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 07, 2010, 04:51:51 am
Seeing that Amdeneir will be a fairly large city with a huge surrounding outskirts area containing 3 massive mines, it makes sense that there should be at least 3 wilderness sectors between Hydlaa and Amdeneir. One sector should have a big mountain pass, to give a reason why access was not possible for some time, perhaps and avalanche took place and blocked the road through. Of course use FREE teleportation until the wilderness sectors have been created. Also inserting a few wilderness sectors in between, could bring another bronze gate closer for NPC character rp stories and the like.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 07, 2010, 05:04:25 am
I don't know any details about the location of Amdeneir.

But I would enjoy modelling some landscape heightfield maps (I know how they are working).
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: weltall on December 07, 2010, 06:19:45 am
yes we have a map bd is directly above hydlaa and not above oja (there are other bronze doors in the area)
for amedneir the direction is that but it's more on the left and down (on the level of the hole). probably at the beginning yet it will look like the map above for it. there is supposed to be also a big forest between hydlaa and amedneir.
our scaling for the hole is more little and the space from the walls to the hole is bigger
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dracaeon on December 07, 2010, 07:39:58 am
I always imagined the road to BD as being straight north, no curves and fancy stuff.

BTW, whats this I keep hearing about Pterosaurs, and where the heck are they?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 07, 2010, 08:29:48 am
^ Updated image. I hope that is better.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Falcon Avian on December 07, 2010, 02:56:43 pm
Yliakum is smaller than I thought it was.  :sweatdrop:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 07, 2010, 03:13:32 pm
Nice discussion on the city placement. Of course it's ultimately for the dev team to decide, but here are a few facts:
The city was suppoed to be second level (but honestly, it doesn't really matter which level)
It has famous in all Yliakum 7 huge landing towers for the flying creatures. Making Amdeneir possibly the biggest merchant center.
Coz of the towers, it's logical people could arrive there via this direction.

Anyway, here is image (since the last overal city screenshot, the city got scalled 1.2 times, so a new overviev below may be useful):

(http://img27.imageshack.us/img27/889/amloc.png)

Terrain is already there, but while blender is able to export it to CS from a mesh:
http://fotoswinka.pl/image/1380/Image1.png
Max is not, and a different tool is needed, so i gues ya guys will have to recreate that terrain ;o


Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on December 07, 2010, 06:33:46 pm
Dows that link lead to the pic of Amdeneir? Cause if it does, it looks awsome :) can't wait to get there IG.....

If there is a forest between Hydlaa and Amde then good luck with that
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dracaeon on December 07, 2010, 06:47:45 pm
It's funny how amazingly complex the city looks in comparison to the somewhat boringness of the terrain...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 07, 2010, 07:11:20 pm
needs trees, lots and lots of trees
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Phantomboy86 on December 07, 2010, 07:18:56 pm
Could use some water too, i mean it is the city of the klyros. We've got gills!

Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 07, 2010, 11:05:57 pm
Terrain definitely needs water, or an old mine (4th mine) filled with water could do for a klyros swimming pool.

Amdeneir really looks beautiful.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 08, 2010, 01:47:09 am
Well ... descending to the second level via flying creatures is only one possible way. Those who can't afford that will need to walk down there. And that calls for a map which leads downwards through the mountains along the edge between the first and second level.

I already mentioned that I once modelled such a kind of terrain, and was even able to get it working in walktest...

(http://www.ligh.de/PlaneShift/Descend/Descend08.jpg) (01-10)

I'd love to make more of that as required.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 08, 2010, 01:49:19 am
I like LigH's Picture, I have yet to see a hill, that looks that good
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 08, 2010, 01:58:21 am
That looks much more interesting from below:

(http://www.ligh.de/PlaneShift/Descend/Descend03.jpg)

Here you will really need boots in good shape! :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 08, 2010, 02:01:24 am
Would be interesting to see what kinds of creatures would have to inhabit Amdenier area
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 08, 2010, 05:15:40 am
Nice map LigH. You already have some maps to add with Amdeneir to next release. I thought terrain maps would be fairly easy to make compared to city maps, and buildings.

Go wild LigH, make the sector maps.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 08, 2010, 06:48:31 am
No. I won't make anything unless instructed how. That one above was just a "proof of concept". And it was already made years ago, in Crystal Blue times.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: thorgrin on December 09, 2010, 11:21:55 am
needs trees, lots and lots of trees
Fields as well, need to feed the population.

As of trees and forests, how can it be done without being an overkill? It possibly would be a FPS killer with so much models.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ohforf on December 09, 2010, 06:49:49 pm
needs trees, lots and lots of trees
Fields as well, need to feed the population.

As of trees and forests, how can it be done without being an overkill? It possibly would be a FPS killer with so much models.

Technically, it is possible to create really nice Forests and Stuff and still being playable on an average Gaming PC.
A fine Example is Oblivion (http://www.youtube.com/watch?v=bsSUWqbGgH0&feature=related).  :woot:
One of the well known Tricks to reduce Polygon count is to make good use of Transparency - modeling a whole Tree with all Leaves and Branches would be insane.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: RlyDontKnow on December 10, 2010, 06:56:50 am
needs trees, lots and lots of trees
Fields as well, need to feed the population.

As of trees and forests, how can it be done without being an overkill? It possibly would be a FPS killer with so much models.

Technically, it is possible to create really nice Forests and Stuff and still being playable on an average Gaming PC.
A fine Example is Oblivion (http://www.youtube.com/watch?v=bsSUWqbGgH0&feature=related).  :woot:
One of the well known Tricks to reduce Polygon count is to make good use of Transparency - modeling a whole Tree with all Leaves and Branches would be insane.

that'd still be quite an overkill. instancing and dynamic impostering are often used to render very crowded scenes. there's some work in that area done in CS atm, however it's still not quite there, yet.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 10, 2010, 07:39:29 am
Xordan already implemented some instancing technology for foliage (grass) - but it possibly did not yet find a way into PS; it is generally disabled for some reason, probably.

I remember that the "Gothic" engine had a great technology for walkable dense forests - partitioning it into small areas which got substituted by solid textured prisms in the distance. That worked well with a usual polygon-based T&L engine comparable to CS 1.2 (PS 0.3.x); shader-based engines like CS 1.9 (PS 0.5.x) may even have more modern tools to reduce complexity in calculation.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: RlyDontKnow on December 10, 2010, 07:53:18 am
Xordan already implemented some instancing technology for foliage (grass) - but it possibly did not yet find a way into PS; it is generally disabled for some reason, probably.
it has many issues with transparency, HoM and such that are reviewed atm

I remember that the "Gothic" engine had a great technology for walkable dense forests - partitioning it into small areas which got substituted by solid textured prisms in the distance. That worked well with a usual polygon-based T&L engine comparable to CS 1.2 (PS 0.3.x); shader-based engines like CS 1.9 (PS 0.5.x) may even have more modern tools to reduce complexity in calculation.
that's what I meant with dynamic impostering.
basically you can render distant things to a texture and then just show that as long as the viewing angle/distance didn't change past a threshold, however CS doesn't support such things, yet.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: thorgrin on December 10, 2010, 05:44:37 pm
Recently I have been playing Halo: Combat evolved and one of the levels, 343, Guilty Spark is partly played in an outdoors swamp forest. It is gloomy and the trees are huge. I wonder, can this be an inspiration for PS forests? I mean, instead of having lots of little trees, make rather fewer huge ones to minimize the impact and add some forest vegetation (bushes, grass)
I know nothing about map making and 3D stuff, but it seems that the engine draws the map from a short distance (as PS can do). There is a fog effect that limits the view and gives a gloomy feeling. Only thing is that the map of the swamp might be smaller than PS maps are, like 1/4th of the size.
The game (PC version) was released in 2003 and it might be on par with PS when it comes down to engine, graphics, etc.

Some screenies I have found:

http://hce.halomaps.org/images/files/lg/5screen212846shot00.jpg
http://hce.halomaps.org/images/files/lg/ACF5E1.jpg
http://shinyshell.net/library/img/articleart/343_1.png
http://halo.neoseeker.com/w/i/halo/thumb/1/10/Swamplevl.jpg/300px-Swamplevl.jpg

Obvlion looks very nice as well, trees are smaller, there is lots of grass and it looks much more demanding. The wild needs more forests/vegetation/trees. It's like someone burnt all the wild and all left is grass.

Edit: I've been searching and OGre engine has a feature called "paged geometry" suitable for forest and similar scenery:
http://www.ogre3d.org/forums/viewtopic.php?t=36655
Curious to see that a member that s/was involved in it participates in RoR development (Rigs of Rods, a vehicle + physics simulater) I played it for two years.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Talad on December 14, 2010, 10:49:47 am
Phase 2 is completed!! Big thanks to everyone that made this possible. Amdeneir is now in PlaneShift 0.5.5.

Phase 3 will probably start soon. stay tuned.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on December 14, 2010, 12:38:58 pm
Congratulations everyone, even if I couldn't be there for a large part of the time :)

HIP HIP...!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on December 14, 2010, 06:36:22 pm
Phase 2 is completed!! Big thanks to everyone that made this possible. Amdeneir is now in PlaneShift 0.5.5.

Phase 3 will probably start soon. stay tuned.
I cant update to 5.5 sadly, both the update and rapair options freaze, and eventually, it stopped offering the update ooption
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Sarva on December 14, 2010, 07:11:47 pm
you can always download the client again.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Maisent on December 14, 2010, 07:17:36 pm
Amdenier can only be accessed with Ptesaur's right?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Phantomboy86 on December 14, 2010, 07:37:03 pm
Not at all actually. The Pterosaur NPC's dont recognize the city name as a destination.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 15, 2010, 02:53:07 am
There are possibly a few last bugs to be ironed out before the travel there will be available.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 15, 2010, 06:58:36 pm
Everyone who read this:
Tell your friends and think about it yourself:
This city quarter took 2 years to develop me, zwei and others. A bit too long huh?
Now think that the city is supposed to have 2 more quarters of similiar size and a smaller piece dedicated purely for landing platforms and then there is exterior and 3 separate mines.
If the development speed on this was supposed to be the same.... i predict 5 more years on city and another 5 years on exterior....
In other words, it needs more artists and I also need a break and a job i will make money for.
Commercial games make their stuff much faster, coz they have many more people working on a project like this one.
There is no other way than having more people.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 16, 2010, 07:33:20 am
Well done to all the artists that worked on Amdeneir. I am very proud of you all for the quality work you produced. Pity I am no artist thus unable to help other than to cheer you lot along.

Yes, more artists are needed to speedily complete Amdeneir, with a guild house for the klyros. I love the alleyways with the streets. For the first time I really feel that I am living in a fantasy city of state city style of before the arrival of gun powder.

Congratulation once again to the team.  \\o// \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 16, 2010, 09:23:41 am
(http://media.somewhereinblog.net/images/masranga007_1226306775_6-congratulations12ot2.jpg)

\\o// :flowers: Just a first glance of 2 minutes, and I already love it! :love: :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dracaeon on December 16, 2010, 10:53:45 am
Successfully visited Amdeneir today, and am officcially in love.  It's somewhat empty though...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ohforf on December 16, 2010, 11:10:10 am
Successfully visited Amdeneir today, and am officcially in love.  It's somewhat empty though...

Yes, it looks great.
About the Emptyness... reminds me of the useless Part of Ojaveda, i heard this is quite new, too.  :whistling:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: thorgrin on December 16, 2010, 12:11:41 pm
Magnificient! Many thanks.

Now, that's the reason to play PS again for Xmas. Have some nice stuff to check out, and finally, there's a service for travel. Gonna try "Ylakumian Airlines" soon.

Edit: Thanks Ligh for the gallery, after updating PS I've seen that the server is down.
Interesting, Amdeneir looks much more lively and happy than Hydlaa, looks different compared to the general gloomy mood I'm used to see in PS.
Such a Paradox that Hydlaa, being on the center of the dome and under the Azure sun, is rather dark themed, compared to Oja that is closer to an edge.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 16, 2010, 12:29:28 pm
25 screenshots on our PlaneShift PictureServer (http://psps.psde.de/image/tid/1) for those who can not yet come to visit this jewel themselves.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 16, 2010, 01:32:58 pm
Thank you everyone for the appreciation!  And thanks Ligh for the great screenshots!
I'd like to second Nikodemus' call for more contributors.  Through these first two phases, the existing contributors have shown what it takes to build a city in game, and also what is possible through this approach.  While this quarter is a great start on the city, there is still much left to be done.  Everyone enjoy the city and keep in mind how it can continue to be built!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Tuathanach on December 16, 2010, 02:13:20 pm
 \\o//
Superb, what a city. I only wish i could contribute but i don't have the skills yet but hope to start to learn 3d modelling and texturing (which seem to be the hardest part.

Amdeneir looks the best city in yliakum (until the Lemur city is created  ;) ), seriously congratulations  \\o// \\o//.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on December 16, 2010, 02:20:22 pm
Need to added an plaque object somewhere in Amdeneir, mentioning those that built Amdeneir for everyone to enjoy.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on December 16, 2010, 07:51:46 pm
great textures, beautiful views! I was expecting something bigger... it's crowded of awesome buidings! after 2 minutes I was lost into the lanes...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 16, 2010, 09:12:57 pm
Big Thanx for the gallery Ligh! Easy way to show to my friends not from PS \o/
I have looked through them all and played a ques game if i can find out all locations. Full success, although some werent that obvious ;p

I think the whole thing is a bit too oversaturated,probably my fault... but i'm not sure if it isnt because of the light or something else in game?

I really like the dome texture, it's a good piece of art whoever did it. Looks like parts of the ceiling structure is reflecting the light from Azure sun, which explains very well why the light is so well diffused everywhere in Yliakum.
A bit oversaturated too tho, doesn't look real.

I absolutely hate new terrain textures and easly visible tiling effect which is because none of the textures, alphamaps and texture repeat count I have used over my terrain was used in PS.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 17, 2010, 04:11:26 am
Yes, indeed, I allowed some enhancement filters running automatically, because I know that many people have overbright monitors where the colors would fade out - that may look oversaturated on rather linear monitors.

Also I had "Bloom" enabled. But somehow I believe it did not work. Those shader programs are a strange thing. Is a GeForce 96000 GT not enough anymore?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 23, 2010, 10:48:21 pm
I had some fun render time

(http://img96.imageshack.us/img96/8436/0001ed.jpg) (http://img441.imageshack.us/img441/359/0001qms.jpg)

.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: ohforf on December 24, 2010, 09:56:46 am
I had some fun render time

(http://img96.imageshack.us/img96/8436/0001ed.jpg) (http://img441.imageshack.us/img441/359/0001qms.jpg)

.

With all due Respect... delete it and try again.  :beta:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on December 25, 2010, 05:30:02 am
Come on, Ohforf ... it's just not yet textured.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on December 25, 2010, 02:48:05 pm
it's like the alliens landing in front of the entrace, i know ;p
I posted it, because I always loved soft shadows and everything else, the ambient occulusion, something we probably never have in real time rendering like PS.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: derula on December 28, 2010, 09:33:10 am
Yeah it looks fun.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Camazotz on December 29, 2010, 08:10:32 am
]
I had some fun render time

(http://img96.imageshack.us/img96/8436/0001ed.jpg) (http://img441.imageshack.us/img441/359/0001qms.jpg)

.

I am in awe of your rendering.. skill...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 16, 2011, 06:30:18 pm
This is how chapel+hospital looks in blender render with:
ambient occlusion
soft shadows casted by the geometry
normal map generated from texture
specularity
roof tiles mirroring a bit
(http://frupic.frubar.net/thumbs/17611.png) (http://frupic.frubar.net/shots/17611.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on January 17, 2011, 12:28:54 am
/me gets a homely feeling seeing this picture...
  :'(  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Baldur on January 17, 2011, 02:42:10 am
This is how chapel+hospital looks in blender render with:
ambient occlusion
soft shadows casted by the geometry
normal map generated from texture
specularity
roof tiles mirroring a bit
(http://frupic.frubar.net/thumbs/17611.png) (http://frupic.frubar.net/shots/17611.png)


om NOM nom nom NOM nom nom!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on January 25, 2011, 12:50:05 pm
Did the same with the watchtower
(http://crimsonorder.freepgs.com/portfolio/planeshift/thtower.png) (http://crimsonorder.freepgs.com/portfolio/planeshift/tower.png)

And the tavern interior is sort of ready, it just has to be handled over. Really lots of interior.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on January 25, 2011, 02:03:12 pm
 * Boeven looks up at the tower, slowly, then falls backward with a loud THUD! *
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on January 25, 2011, 05:17:30 pm
Niko- Keep it up, please, this is really great stuff :)

Amdeneir looks awesome IG... Looking forward to seeing that hospital! :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on January 25, 2011, 11:38:12 pm
Yeah, i need somwhere to limp to, during my many "flying sessions"
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Candy on February 13, 2011, 01:44:10 am
Great view from that tower...
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on February 22, 2011, 10:19:41 am
I owe you a cider mug, nikodemus. the tavern in Amdeneir is awesome! the round window near the stables is a touch of pure class! \\o//  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mask on February 22, 2011, 04:26:42 pm
 \\o//

Nice work! It's time for a housewarming party in the inn!  :woot:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on February 23, 2011, 04:10:35 am
WARNING! Bug report PS#4953 (http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=4953)

You can get stuck in the tower of the Amdeneir tavern. It is possible to climb the spiral stairs to the top through a roof, but you can't walk back down the same way.

I was able to get free though - by jumping onto this roof and to the left. So I went out through the wall and ended on the roof outside.

It is now also possible to leave the tower through the upper doors by right-clicking them.
__

@ BoevenF: "I owe you ..."
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on February 23, 2011, 09:22:31 am
WARNING! Bug report PS#4953 (http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=4953)

You can get stuck in the tower of the Amdeneir tavern.
__

@ BoevenF: "I owe you ..."

Thanks LigH  :sweatdrop:
actually I jumped from the tower to the roof below.
you can get stuck also if you get close to a window of the attic, because of the roof. jumping doesn't work. every other move was impossible, except to /die.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on February 23, 2011, 01:18:11 pm
Made my reply in bug report

It's really nice the tower doors works, cool thing LigH

I'm sorry for the inconvenencies this bug causes, tho it's not really my fault.
As usual i can work with whoever can export to PS CS and probably know the stuff with portals/scenes or whatelse needed to make it work right, or i gotta add more polies if other means fail :)

I did wonder too if a char can fit into the narrow attic windows and get stuck ;p
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: BoevenF on February 23, 2011, 02:25:41 pm
I did wonder too if a char can fit into the narrow attic windows and get stuck ;p

errr... It was me, actually. You know, I'm like a kid when it comes to windows...  :sweatdrop: :P
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 03, 2011, 06:16:58 pm
There are many quarries around the city, what do you think about such a wall: ?
 
(http://frupic.frubar.net/shots/18271.png)


learned some new stuf making it, like bakind AO maps and textures out of blender. Because that's right, that texture is fully computer generated
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Dracaeon on March 03, 2011, 06:22:02 pm
It looks good, but a little bit... regular, maybe.  Seems like the same thing over and over.  A little more variation might help.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Gilrond on March 03, 2011, 07:10:59 pm
There is a huge chasm in the area outside Amdeneir, it would be interesting if it would have such kind of structure, so it'd be possible to climb down!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 03, 2011, 07:15:12 pm
Drac, is it repetitive coz all stones are grey or is it because you can say exactly where another same stone repeats? Can you tell how many times?
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on March 04, 2011, 01:55:04 am
I can add to his 'too repetative' comment, its kinda nothing but short, [leng and width-wise] ledges, I figure it would look a bit better, if there were a smooth version of the texture, and a mix of smooth and that..rocky texture. for different situations, the texture could be pretty useful in many of the large cliffs around yliakum, as most if not all hills and cliffs are green right now, and you generally dont see grass growing out of the side of a cliff.

:)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 16, 2011, 08:04:41 pm
its silent lately in fanart

the cliff was supposed to be a wall of  quarries, but since noone has enough time to do anything, gues such a wall will have do for sort of natural cliffs too ;p
But the texture needs a bit of improvements, mainly being its color. But also more erosion. And a normal map may give cool results. Blender can render it very nicely. PS  CS may do a bit worse, but i wont know untill its actually in game.

Here is what it was for in the first place:
before
(http://frupic.frubar.net/shots/18557.png)
after
(http://frupic.frubar.net/shots/18636.png)
..
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Chucki on March 16, 2011, 11:27:20 pm
You kids have obviously never seen a quarry. The stone IS repetitive at a quarry, the idea being that it is a place that you can draw ALOT of the same stone from.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: LigH on March 17, 2011, 02:12:39 am
Interesting technique.

But I fear - if you do it that way, the walls won't be protective, the enemy could climb it easily.
__

BTW, never trust a heightfield map to blend with polygon based meshes, especially not at steep parts. It renders differently depending on the drivers or compiler optimizations, the Windows client usually shows it one LoD step too coarse (I heard the Linux client does it as fine as expected), and on top there are issues with the LoD system after traveling several heightfield maps that it gets even more coarse. The most obvious place where you can see differences is the road that leads down to the left village below Gugrontid, where Malco guards - that goes through thin air for me.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on March 19, 2011, 01:17:55 pm
You kids have obviously never seen a quarry. The stone IS repetitive at a quarry, the idea being that it is a place that you can draw ALOT of the same stone from.

They are not completely wrong whatsoever. This is a quarry today:

http://www.canadiangeographic.ca/atlas/Images/Glossary/Quarry.jpg

@AmdeneirTeam Perhaps a little bit more repetition, but great job! I could imagine how it must be harder then first glance because I really have never heard much about medieval quarries and therefore do not know exactly how to make it out as.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 19, 2011, 02:26:02 pm
It has a bit from quarry and a bit of simplicity of being easy to make and manipulate and a bit from naturally formed cliffs, deterioration. Take a look at this segment:

(http://frupic.frubar.net/shots/18589.png)
Thats is the bit which is repeated

This could look whole a lot better, but i dont have that much time... Only the texture will improve and it might have a normalmap ultimatelly.
Most of all, there should be more segments and the segments should have shelves, also with grass.  How you can observer here a bit:
http://lh3.ggpht.com/_lbAZgKg4cLc/Sq_vE9Ec9BI/AAAAAAAAHv0/8ZJx3A5hwoo/IMG_0200.jpg
Probably also have the thing i got now, scalled up and in that have all extra details madelled a bit like in this very nice example:
http://www.spreadartculture.com/wp-content/uploads/2010/09/RockofAges-7-ActiveGranite-Section-Wells-LamsonQuarry-Barre-Vermont-1991.jpg

I'd have to spend many many more hours to make all the variations and details.

And the, remember that the wall you look at is not really a quarry wall, so like i said before, I'd have to make a special naturally looking cliff, again with shelves, few segment variations and stuff ;p

Ligh, yea, the heightmap is evilness and coz of that the cliff will have more face count so it actually sinks into the terrain at all platforms. And yea, invaders might want to climb it, but i bet they would do better climbing a wall where it doesnt have a cliff at all ;D. And sometimes you just get what you have. It's important to remember that one might model anything, but maybe one should do it more as it is likely to accure, rather than make it perfect in every aspect.

cool modern quarry
http://www.uvm.edu/~envprog/formslinks/Vermont%20Mining/Granite.html
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on March 20, 2011, 01:38:02 pm
Addentum

A few more images found online for similiar looking natural cliffs:
http://www.stockphotopro.com/photo-thumbs-2/AY8YD0.jpg
http://farm1.static.flickr.com/106/277376260_f27bbf9fe8.jpg?v=0
http://image.shutterstock.com/display_pic_with_logo/243889/243889,1255027421,1/stock-photo-limestone-bedding-plains-showing-level-blocky-strata-on-a-coastal-cliff-face-38478469.jpg

This is how blender renders normalmaps for it:
(http://frupic.frubar.net/shots/18604.png)

I'd like to have a lot of horizontal cracks, but I can't figure it out. If there is anyone out there who can, I can handle the blend.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on March 22, 2011, 10:26:50 am
This is really good work, should be used in the quarries around Amdeneir. Nice work Niko, as usual.  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on March 22, 2011, 02:54:38 pm
Lookin' very good, Niko  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mindari on May 13, 2011, 09:09:28 am
bump! also i thought i would share the process of making a new texture from scratch in a brief guide.
i started with a blank square filled with the colour i wanted to use, and shaded it very roughly
(http://img.photobucket.com/albums/v215/mindari/1.png)
i next smudged out the borders or they would have remained visible throughout the later stages. would have been easier to just use a gaussian blur in retrospect.
(http://img.photobucket.com/albums/v215/mindari/2.png)
started to progressively fill in the detail, starting with broad brush strokes and ending in lines 1px across. i also made the image seamless at this point, and then airbrushed in some shadows & highlights
(http://img.photobucket.com/albums/v215/mindari/3.png)
...
(http://img.photobucket.com/albums/v215/mindari/4.png)
...
(http://img.photobucket.com/albums/v215/mindari/45.png)
next i used another wood texture as a colour overlay - makes it look less monochromatic and more consistent with other textures in the scene
to make the image stand out even more i used the GIMP to mimic a bump map effect
(http://img.photobucket.com/albums/v215/mindari/5.png)
enough work for one day! but still not finished!  :sleeping:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Crj on May 17, 2011, 06:54:58 am
Hi, some wonderful stuff here, you definitely have come a long way. Love the design of the wall and guard towers.

On cracks - horizontal cracks occur in rocks where the layering of the rock is horizontal, yours mostly diagonal, and in the most recent image - going in all possible directions. If the layering(or whatever the actual geological term is) was horizontal, the crack might work out too. http://www.watersheds.org/earth/layers.htm

On the wood texture - You have done a great job on the details! A couple of things though...
If you plan to tile it, then some of the detail might be too specific and that will stand out a lot if the texture is repeated several times over.
The underlaying shading looks a bit indecisive. For natural form it looks much too straight and for man-made curvature its too blurred out.
For a more natural look you might want to increase the saturation for mid-tones and shadows and turn it down for highlights. The bump map effect does exactly the opposite.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 12, 2011, 04:46:27 pm
If not zwei, I don't know if you'd see this:

A supposed GH, but without textures as you can see!
(http://frupic.frubar.net/shots/20964.png)

i think i add another imageee
(http://frupic.frubar.net/shots/20966.png)
-
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Caraick on August 12, 2011, 05:44:57 pm
Looks almost like a cathedral..  Very cool.  :thumbup:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: MishkaL1138 on August 12, 2011, 08:40:36 pm
Very nice, all in Blender? I find it a pita to use, so good job there.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Nikodemus on August 13, 2011, 01:10:24 pm
A tough part is to come up with a style, which identifies Klyros and is nice for an eye too.
It's easy to come up with something new and make it look ugly at the same time ;p

yes, it's blender made. Blender is very well made and great to use if you really want it. To be honest, i didn't use better organized editor before.


Who wants to attempt texturing? I promise, its fun!
;D
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: bilbous on August 13, 2011, 02:21:33 pm
How come there are no windows on the third floor of the tavern? you'd think there would be high exits in all buildings for a race of gliders.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: MishkaL1138 on August 13, 2011, 03:13:34 pm
I would try and texture it if I knew how. But shouldn't it follow the main style? Wood + stone and green-blue colors? Just some thoughts.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Earowo on August 15, 2011, 03:05:40 pm
The walls on the inside would look the same as the walls on the outside, even if the house is magically bigger inside than outside.
So Id reccomend texturing the outside building first, if you made one.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Aramara Meibi on August 15, 2011, 04:24:53 pm
The walls on the inside would look the same as the walls on the outside, even if the house is magically bigger inside than outside.
So Id reccomend texturing the outside building first, if you made one.

not necessarily. wooden walls can be covered in plaster on the inside, which can then be painted or decorated in any manner regardless of the exterior style.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: confused on August 23, 2011, 12:35:15 pm
Nice design work there. Sorry I am useless at creating textures.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mekora on September 02, 2011, 11:50:54 pm
That GH interior looks pretty spectacular from my point of view.
@Earowo Some of the houses in Amdeneir seem to be a little bigger from those in Hydlaa, also, I feel there is no problem for houses to be 'magically bigger' inside.

Best of luck on the GH interior as it looks really nice. Sorry I can't be of any help texturizing.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on May 16, 2018, 11:36:18 pm
Bit of a resurrect, but this is still the right place for this:

(https://preview.ibb.co/dm6b28/amdeneir_v7_02.png) (https://ibb.co/dXOOh8)

I've been working on this in my free time for a while, but it's finally far enough along to show the whole thing. Still some textures to finish and lots of touch up along sidewalks and walls. I'll post more views from unreal as I update!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mordaan on May 17, 2018, 03:45:52 pm
Woo!  Good luck with the project.  Though the new parts of the city will be quite empty until we populate it with NPCs, but first thing's first.   :)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on December 29, 2018, 02:24:03 pm
After several discussions, the city location was moved to be close to the dome wall, and has now been reconfigured to take advantage of that. Also, in the previous update the upper quarter was beginning to sprawl, so i compacted it a bit. The landscape is just painted in to suggest how it will eventually lay out in unreal.

(https://i.ibb.co/x2nsj8S/amdeneir-v7-03.png)

I also realized I don't think i'd posted guildhouse texturing progress.
(https://i.ibb.co/8PD5ySv/guildhouse-01.png)
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Migg on December 29, 2018, 07:11:12 pm
What can one say, except: looks amazing :woot:
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Shatterkiss on December 29, 2018, 07:22:46 pm
Dang, those are gorgeous! I would absolutely love to step out of that guildhouse and walk across that bridge. Don't even care where the bridge goes, just want to walk across it.

`Gova

P.S. If that wasn't clear enough:

WANT!!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Jawir on December 30, 2018, 03:56:08 am
It's years I'm not playing PS, but as soon as the new Amdeneir will be playable I'm sure I'll be there: it's wonderful!
Great job, mate!
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: steuben on December 30, 2018, 03:10:05 pm
dang. going to really have to redo the postcard project when the next version drops.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on March 26, 2019, 10:31:26 pm
Here are WIP screenshots of Amdeneir taken in ue4 that have been posted to the discord.
(https://i.ibb.co/JyR62cp/amdwip01.png)
playing with luminosity maps
(https://i.ibb.co/F7nqCbQ/amdwip02.png)
landing platforms for pterosaurs and megaras
(https://i.ibb.co/VtQQQ5W/amdwip03.png)
cluttered slums
(https://i.ibb.co/0BCqkQ7/amdwip04.png)
leaving the slums
(https://i.ibb.co/tptsr6q/amdwip05.png)
rainy view towards the vigesimi's tower
(https://i.ibb.co/YfFtSbd/ueimport-test02.png)
overview from the landing platforms towards the vigesimi's tower and university
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Migg on March 27, 2019, 04:20:04 pm
 :woot: This is SO A-M-A-Z-I-N-G!!!  \\o//
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Tidebringer on March 28, 2019, 04:42:28 pm
This has me really excited. ;D

One thing I noticed, though, is that the original shape of Amdeneir looked rather like a Klyros wing, but this one doesn't! I have to admit that kind of disappoints me, although it still looks really beautiful.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Mordaan on April 02, 2019, 01:40:36 pm
Amazing job, Zweith!   \\o//

I can't wait for a day I can go explore the new Amdeneir.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Damola on April 03, 2019, 02:51:32 pm
Awesome, Zweitholou.

Great work. Looking forward to be able to play in there.
Title: Re: The Official Phase Two City Contest: Amdeneir
Post by: Zweitholou on April 03, 2019, 09:47:07 pm
Thank you everyone!

Tidebringer, the current section of the city that is in game will still be there, unchanged. The additional areas are being added rimward and edgeward of the current quarter. Sorry it won't look like a wing anymore. :)