PlaneShift

Fan Area => Fan Art => Topic started by: minetus on May 06, 2006, 08:33:50 pm

Title: Adraax: Klyro's City Project
Post by: minetus on May 06, 2006, 08:33:50 pm
AdRaax • Klyro's City Project
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Introduction & Objective
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This Project mainly goal is for the creation of alternatives for Klyros architecture, its not supose to be to create a actual city to implement ingame due to the rules of non disclosure set for artwork to be implemented, in other words if the public see's it before being implemented it wont be..
We also use this project to better ourselves training and maybe one day if we are ready we can help with the game design in a more direct way :D
this project is open to anyone who wants to participate. eaven if is just to give your opinion or sugestions

Goals : Make artwork for klyros Architecture


Linked Articles

• Materials Listing used by klyros on buildings and decorations (http://hydlaa.com/smf/index.php?topic=23402.msg256836#msg256836)
• Adraax Klyro's City: Story Telling (http://hydlaa.com/smf/index.php?topic=24021.msg260208#msg260208)
• Klyro's City Project: The Klyros Tale (http://hydlaa.com/smf/index.php?topic=23739.msg261611#msg261611)
• Adraax : KCP... Names and Places (http://hydlaa.com/smf/index.php?topic=23667.msg260237#msg260237)

Klyro's anatomy, physionomy & Psychology

    * Able to fly for short periods of time
    * Able to breath under water
    * Likes to hung upside down to sleep
    * Weak structure (bones and build)
    * Likes to live near water
    * Eats Fish, Shellfish, and Algae (famous for crab recipes)
    * Skilled with magic but uses it for practical things(not the best at it)
    * Generally Atheyist
    *

Known Klyro's Architectural, artistic Preferences & way of living

    * Like glassy / Specular Surfaces, Mirrors, Polished materials.
    * Sea decor (spirals, waves,shells,squama, fish bones, etc).
    * Pools.
    * klyros are very fond of decorative art magic

known building materials: (corals, clay, light wood, bamboo, small stones, big shells(0.2m > 2m), big fish bones, fungi, squama(what is this?), algae ornaments, anything else? )

Life Styles:
1. Nomads - simple, mobil structures.Main occupation: trading, grazing, hunting,gathering.
2. Farmers - settled form of living. Simple houses, stores, small shop, elder's buildings. Main occupation: agriculure,animal breeding.
3. Town inhabitants - wide range of buildings, different regions housing (ghetto, plaza,market). Main ocupation: commerce, handicraft, servants etc.

random details

1. walking passage ways: 2.5m height, 2m with. minimum values
2. stairs & steps : 0.3m height. maximum values
2. stairs & jumping steps : 0.6m height. maximum values

3d models:

1. Simple house: 500 poly's
2. Big house: 1500+ poly's
3. Tree: 150 poly's
4. House interiors: 3000 poly's
5. whole map: 90000 poly's (including all objects)

Usefull Tutorials:

Water tutorial (http://www.pekaro.de/blender/water/water_tutorial.html)
Stairs tutorial (http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/2_Blender%20tutorial%20Building%20a%20Spiral%20Stair.html)
Height maping tutorial (http://www.linuxgraphic.org/section3d/blender/pages/didacticiels/paysages/index-ang.html)
Wired crawler post with tutorial and Height maping script (http://hydlaa.com/smf/index.php?topic=23402.msg257149#msg257149)
Research folder's:

Research architecture styles (http://esnips.com/web/klyrosresearch)
Research coastal areas, cliffs, beach, rock formations and water falls (http://esnips.com/web/coastresearch)
Research Corals, and some sea life (http://esnips.com/web/coralresearch)
Research Fungi's (http://esnips.com/web/fungi-research)
Research Swamp (http://esnips.com/web/swamp-research)

if anyone wants to add his research, feel free to post the url ;)

The Landscape map

Map(Region) name: ? ? ?

Latest Version:
(http://img206.imageshack.us/img206/1428/coast062as.th.jpg) (http://img206.imageshack.us/my.php?image=coast062as.jpg)

Color description:
1:Reef,low water2:Deep water
3:Stalagtites4:Rock formations, Cliffs
5:Sand, Beach area6:Plains, Forest, Green areas
7:Roads8:Houses

6th Lvl information:
the forest of glowing fungi
• Swamp like atmosphere
• many canals, gondolas, bridges
• level is full of houses.

2d landscape artwork folder:  http://esnips.com/web/2d-Landscape
3d landscape artwork folder:  http://esnips.com/web/3d-landscape

City Details

City name: ? ? ?
*insert city map here*

2d City artwork folder:  http://esnips.com/web/2d-cityscape
3d City artwork folder:  http://esnips.com/web/3d-cityscape

City Story: ? ? ?
City Districts: ? ? ?
City streets: ? ? ?

Title: Re: Klyro's City Project
Post by: rast on May 06, 2006, 11:03:48 pm
i will try to draw up a rough map tommorow with street names etc....  :)

p.s anyone got ideas for a city name ::|

edit: at the moment i'm stuck at "inundium" .... help \\o//
Title: Re: Klyro's City Project
Post by: minetus on May 06, 2006, 11:34:14 pm
AdRaax Klyros City
» Building Materials List «

Woods :
 • Alava : An oak like tree, it's always hollow inside, inside it there are always many animals
 • Alder Gorn : thin branched bare trees
 • Almon : Plant Plant
 • Kryptaro : big swamp tree
 • Lorigon : A tree that is very hard, like Iron wood
 • Rangoroi : A light tree, a bit like bambo
 • Sta : small tree with very long branches
 • Deggu : Mangrove-like swamp tree. Used for furniture and structure skeletons because of rubber qualities when wet.

Stone :
 • Limestone[Bakla(Bak-la:Baku-stone)] : A very common mineral in Eklato Bay. Used for making pavement and complicated structures*once wet*

Metals :
 • Orichalc : a metal that doesnt rust

Other:
 • Condensed Coral : ?
 • Klestron : Rubbery material used to cover buildings beneath and above surface
 • Quorka : long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]

» Decorative Materials List «

Plants :
 • ??name?? : Glowing mushrooms from the 6th level fungi forest, used for light ambient at night or in caves

Title: Re: Klyro's City Project
Post by: Haanz on May 07, 2006, 04:02:30 am
ok i want to get this farm right so i'll make a bunch of different models and then you guys have to tell me which ones you like the most. but i'm only going to make the main buildings. i'll leave out the farm itself because thats a pretty general model.
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 07:15:51 am
Good morning all!
Today I don't have that much time working on my landscape but I think I'll do a bit work on my heightmap.
In a few hours you'll get a preview of the landscape, I promise.
Name could be something lik Garaghna/Irgon/Almon/Klyhria/WorkByMinetusHaanzRastandArangol?/Gerhana. Sry for the many names, but that's just me :D.
Hey and btw do you want the landscape to be thin like paper or it to be like a cube with the upper half the landscape? Thin or fat?
EDIT: Minetus I don't have access to upload stuff on those folders, I tried but the uploader didn't find you folders ??? :'( Something wrong here... And I have an account name Arangol
Title: Re: Klyro's City Project
Post by: Haanz on May 07, 2006, 09:26:10 am
hahah ;D i like the fifth name arangol! very...original! not saying that the others aren't original. i like them all too! but i was thinking...perhaps the name shoudl relate to the river running through the town...or the shore and reef. y'know?... because alot of towns are named aftre their surroundings...but if we do name it after it's surroundings then we should use "ancient kylros names" not like ...Ghirn river town...sorry i don't think any towns are called "*something* river town"... ??? but anyways! i think the name should have to do with the towns enviroment... :D my two cents!
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 10:40:49 am
Haanz, bravo, i think your idea about the name of town concerns river name is exelent! (My native town took it's old name from river on wich it stand on.) Now - you,ve got to find how river can be called, and what race called it so, and why, and....:) Without joking, river must be a River, not small river or stream, imho.
I remember one more way of creating city name. --New York, New Orlean, etc. So, may be your city was named in hohor of one of their main town they left in klyros motherland,( before they came to Yliakim).
 
I think the name must begins from..didnt find english equivalent of word... letter like E,Y,U,I,O,A...understand?
Analiz their way of living, physiology-->find the group of sounds they using more often. For example, i think they able to speak underwater---> sounds like MMM, NNNN, OOOO, ZZZZ...
Choose the klyros type/font. It could be usefull not only for better understanding klyros race, also in inscriptions in town.
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 12:33:20 pm
g'mornin,
Arangol i tink you have to first go in your email and click the link for the folder, then (create a account or sign in), then on the folder view you have a button for uploading the files.
note: the uploader aplication only works for your own space/folders.
the map i believe it should be thin like paper, to count down unnessecery poly's, maybe Inca can awser that question better.

Inca's right on the city/river name thing, but there arent any references to klyro's homeworld, or any of theyr words, atleast that i know of.

edit: updated main post with coral research folder.
Quote
Research Corals, and some sea life (http://esnips.com/web/coralresearch)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 02:20:48 pm
Hey, guys, i found more info about 6th level:-the forest of glowing fungi;
-canals and gondolas;
-level is full of houses.
May be your city can have many canals-streets (natural/artificial)--> many boats, bridges, dams. Glowing fungi can be usefull for lightig city (even if klyros have nightvision capability)

So, streets can be named like :Yellow brook, 1th Shark stream. (not street - stream). Hey, Italian, who were in Venice?

The map should be thin like paper, to count down unnessecery poly's. Yes.
Can't find any klyros words or names. Will try to ask other developers. In-game we have many klyros characters with names - can it be usefull, ha?
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 03:10:11 pm
added info about the 6th lvl to the main post, thanx inca.
"• swamp like atmosphere" <--- hope thats alright :D

about the names im really not good with it  :(
but those are nice examples :)

about the klyro's architecture.. since there is a coral reef in map, and mainland is swamp like flooded.. im tinking in a more organic kind of structures, 1 to 5 floor height (?? 35m ? max)
based on materials (corals, clay, light wood, bamboo, small stones, big shells(0.2m > 2m), big fish bones, fungi, squama(what is this?), algae ornaments, anything else? )
Title: Re: Klyro's City Project
Post by: Haanz on May 07, 2006, 03:40:00 pm
ok i've been bottling up all this info in my head of my!  ::) so tonight 'fore i go to bed i'll try and sketch out a wicked farm! or a really tall...maybe leaning? building near the coast...that might be fun to do! and then tomorrow when i get back from school (my holidays are over :'() i'll start modelling!

and yea i've been to venice...but i i'm not sure thats the kind of look for going for?...i kind of had an organic swampy look in my head...but the idea of the canals is a really good one!

oh and 'member how kylros like shiny smooth things? well like minetus said, big shells! but you polish the inside and they get really shiny and smooth! hah sorry tha just popped in my head! well i have to go for now!
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 04:06:48 pm
One important thing, i presume. In PlaneShift we have underwater elves - Nolthrir race (check info on main site). I want to warn you from making/using similar forms/ideas already applyed to Nolthrir architecture style. (it's all about "big shells"- it can be, but it must quite differs from underwater architecture.)

Minetus, suggest to correct "Landscape 90000 poly's" to "Whole Location:~900000 poly's".
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 04:09:20 pm
Ok, I'm thinking of putting the "main" city on a platform who is up on some , erh, what's the word, poles, like this:
(http://img529.imageshack.us/img529/281/testpole15ad.th.jpg) (http://img529.imageshack.us/my.php?image=testpole15ad.jpg)
Is it ok for you, because it would give it a bit more japanese style and it would be easier to model with low polys.
Title: Re: Klyro's City Project
Post by: rast on May 07, 2006, 04:20:52 pm
nice idea, though you would still have to model the ground underneath it. it would keep it out of the way of floods though. alternatively you could do individual buildings on "stilt pole things" with small platforms, instead of 1 massive platform.

i came up with an idea just now...
if we had one sheet where we could fill in the symols we use on our planeshift models, we could use eachothers and make the place seem more like a whole rather than individual areas made by individual people (did that make sense  ::|). i made a rough draft with a few ps looking symbols i use:
(http://img436.imageshack.us/img436/245/pssymbols8sf.th.jpg) (http://img436.imageshack.us/my.php?image=pssymbols8sf.jpg)

i admit its not the neatest table i've ever drawn but its just to show what i'm thiniking  :)
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 04:32:53 pm
hmm didnt tought about nolthirs :-X, i was tinking on the shells for roof's..
ok saw nolthir's sketch and definetly not like that :D nolthir's building is totally organic.. here's what im tinking..

buildings would look much like deformed tower's, the more important the owner the bigger it would be..
it would have some organic details, example(a shell wall here and there with some klyro incriptions, bone fish pole's decorating the out side, or has outside stairs, roofs made of small plain shells 0.2 > 0.3m)
• most stairs would be on the outside of buildings.

@arangol im gona flood the central south land area in the map* gona add 3-4 river branchs leading to the beach shore, some ponds and canals beetwin rivers. let me know if this ok with you.
yes i believe there will be alot of structures like that :D

@rast, sounds like a good idea :D
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 04:37:11 pm
Thats a very good idea rast. We could make it all with a "Klyros font" in the center of the city a great 3d model with all those symbols on it and what they are for.
And I have great news. Made the landscape outline ready in blender. Here is a top view of what I've made:
(http://img253.imageshack.us/img253/1361/renderofflatlandscape11la.th.jpg) (http://img253.imageshack.us/my.php?image=renderofflatlandscape11la.jpg)
And here is another with blue render:
(http://img309.imageshack.us/img309/1580/renderofflatlandscape22ql.th.jpg) (http://img309.imageshack.us/my.php?image=renderofflatlandscape22ql.jpg)
Hope you like them.
And btw those cylinders are stalagmites, hm, just a bit unfinished yet :innocent:.

Hmm, Minetus, I can't upload anything to those folders. When i try the web uploader it hasn't got any folders on the shared ór the friends folder. I tried the downloadable uploader but it doesn't find them either. I clicked the link on the email many times already :-\.
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 04:55:22 pm
ok modified the map and removed also the farms that were there since this is for landscape only for now..

(http://img438.imageshack.us/img438/8182/coast051km.th.jpg) (http://img438.imageshack.us/my.php?image=coast051km.jpg)

arangol  :D looks good... but... rock formations, small islands and stalagtites are supose to be diferent objects, if im not mistake ;) when you model the landscape you should tink the mainland under all objects, including the sea floor, im pretty sure thats how its supose to be :D sorry if i sound a lill critic.

and the big island in sector B3 C3 is supose to be a flying island
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 04:59:42 pm
Ok I'll take them away but save them for later use.
Oh no I'm going nuts, that's many rivers!
Is the flying island going to be like a normal island, just flying or is it like the thing rast modelled in the old thread, just bigger? Or somekind of flying town?
Niceee :D.
Title: Re: Klyro's City Project
Post by: rast on May 07, 2006, 05:15:21 pm
glad you like the idea minetus and arangol.

i have made a dock thing for the edge of the lake/sea:
(http://img501.imageshack.us/img501/4651/docks17ey.th.jpg) (http://img501.imageshack.us/my.php?image=docks17ey.jpg)

(http://img79.imageshack.us/img79/7580/docks26lk.th.jpg) (http://img79.imageshack.us/my.php?image=docks26lk.jpg)

wat do you think. only 262 polys aswell for the whole thing (yes i have been listening to you inca ;))

i might try the odd plant (or glowing fungi) in a bit , any ideas any1??

those maps look amazing but a real pain to model - i wish you luck arangol with the rest of your landscape  ;)
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 05:19:41 pm
Nice docks, Rast. But what do we need docks til if we don't have ships. And ships. How do they look like? Do klyros have different ships that other races? Incaaa? Anyone? :o
Minetus as you said I removed the islands and took the gap between the islands away so now if we want water we just have to lower the land a bit. ;)
Hey just got an idea! What about the Klyros wings? Maybe we should make somekind of doors who look like this:
(http://img518.imageshack.us/img518/9002/door17kt.th.jpg) (http://img518.imageshack.us/my.php?image=door17kt.jpg)
Sorry, I'm a noob at gimp... But you get the idea.
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 05:32:03 pm
i drew a sketch, for understanding the materials and somewhat the type of architecture im thinking in :D
(http://img340.imageshack.us/img340/1720/klyroshouse054aw.th.jpg) (http://img340.imageshack.us/my.php?image=klyroshouse054aw.jpg)
sugestions comments any1?

your getting much better rast :D
i have no klew about the fungi thing lol ;D i can try sketh some later, but i dont think we should focus on that yet
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 05:35:33 pm
Minetus, could you make somekind of "height map" for the landscape so I know which part I'll have to lower and which part I have to pull up? Without the islands and water and anything else except the mainland. Thanks, because it would help A LOT.
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 05:36:44 pm
ok, on it ;D arangol post it in a few
Title: Re: Klyro's City Project
Post by: rast on May 07, 2006, 05:36:51 pm
ok.....one glowing mushroom coming up. i couldn't be bothered to render it in blender so i took a screenshot:
(http://img435.imageshack.us/img435/7530/mushroom5pj.jpg) (http://imageshack.us)
i enlarged the model to show you but it can be smaller, unless they are meant to be giant mushrooms ???

@arangol
1.the klyros usually tuck there wings in don't they, so they are almost in line with their backs.
2.i will try to model some klyros looking boats *gulp*

edit: you both posted while i was typing  :)
love the sketch minetus :D
Title: Re: Klyro's City Project
Post by: Arangol on May 07, 2006, 05:41:48 pm
I'll try to model a small ship too, rast, besides my landscape beacause I've got a nice idea about one. Thanks minetus \\o//!
But now I'll leave for today, see ya tomorrow!
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 05:47:29 pm
changed the map for better reading added deep dinstances in the side but they might not aply  :(
(http://img281.imageshack.us/img281/403/coast05heightmap0nd.th.jpg) (http://img281.imageshack.us/my.php?image=coast05heightmap0nd.jpg)
gona draw perspective of it, it will be better then this  :D
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 05:48:32 pm
About fishbone stairs... i suggest to find more galant/less-poly's solution. May be fishbones, connected with transparent fish membrane...
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 06:03:40 pm
sounds good too :D, fish membrans, plain corals, etc and fish bones can be worked to have a plainer look :D
Title: Re: Klyro's City Project
Post by: rast on May 07, 2006, 06:05:39 pm
first idea that came to mind for a boat  ;):
(http://img123.imageshack.us/img123/1246/boat0019bu.th.jpg) (http://img123.imageshack.us/my.php?image=boat0019bu.jpg)

the 2 sails make stearing easier, easier in ps anyway  ;)

i also thought that maybe there could be boats pulled by giant fish ::| but i will need your opinion on that 1

edit:forgot 2 say 260 polys
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 06:33:19 pm
Arangol, check if this map is more detailed :D its not very acurate but i tink its enought to give terrain proportions..
(http://img266.imageshack.us/img266/4638/untitled10dd.th.jpg) (http://img266.imageshack.us/my.php?image=untitled10dd.jpg)

Rast maybe that boat could be used by the sea fish hunters/gatherers  :D, for the river i tink it would be more likely those sails hit the trees.. ;D

after much tought  ::) i came up with some names \\o// what you guys tink???

- iniu arbunknn
- inn ywwaa
- orrhh ahnk
- cape error 326!! ;D
- iijjj ahnaiiij
- arrrnn suiuk
- erfiie suun
- jaaark iniee
- foz do arelho (lol this a beach near my town)
- arree ori oo
- hoorfnnn iijeinn
- kkoohoonu
- ziinniihii
- armoontriik
- innvahkheeaa

 :-X silly names :-X
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 09:38:42 pm
Suggest to all of us: doble-double time to concept part of modeling/texturing/drawing. Klyros - unique race, amost all of their surroundings got to be unique too. The boat must be "klyros boat", the house must be "klyros house". Don't waste youur time to creating common things. Anyway, i like the idea of 2 sails, but, as Minetus sad - it's a sea ship. Rast, try to creat Klyros gondola that can be used as transport in canals-street.
Last sketch of high klyros building, interesting. Still dont know from what material made it's walls.
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 10:00:08 pm
good point

walls are made of: the part that is under water is made of clay and small stones, and the the rest of the walls are clay/stucko? and wood or/and bone fish.
it would have a greyish/orange look
Title: Re: Klyro's City Project
Post by: Inca Sator on May 07, 2006, 10:27:47 pm
I made quick height map for your map, Minetus.

(http://foto.mail.ru/mail/inca-sator/1/i-19.jpg)

Arangol, idea with doors good, but how do you think it will be opening?
Title: Re: Klyro's City Project
Post by: minetus on May 07, 2006, 10:32:33 pm
thanx inca, thats far better then my sketch :sweatdrop:
Title: Re: Klyro's City Project
Post by: Haanz on May 08, 2006, 10:36:13 am
woa! I missed alot in just one day! jeeze...ok well at the moment i have nothing to model and no ideas in my head to sketch...so i'm going to try and model your tower minetus. i actually really like it, and i drew one similar to it last night...but not as good :-[ anyways! i'll try and post some renders of it soon.

@Rast...i know you probably posted this a long time ago but i've been gone for this whole time so..anyways! the dock is good! i really like it..except usually docks don't have those little cross sections coming off of the actual dock itself. i'm not sure but maybe you got that idea from my farm model?...because in the farm model that dock wasn't a dock. i just didn't finish the model. that "dock" was supposed to be just a walk way to easily get around the "algae farm" or whatever else the kylros grow underwater. and thats why I added the cross sections...(not sure if thats what they're really called ???...but thats the only word that came to mind...i hope you know what i'm talking about...)

@Inca...i was just wondering...should we try and finish this for a ceratin date?...like... if we don't get alot of progress done by a certain time, will the dev team just ignore us and make up there own architectural styles?...

@Rast...again :D...i like the boat! but i must agree with everyone else...its more fit for the sea! perhaps you could modify it so theres a way for the sails and booms to fold in? maybe even a medchanism so the mast can easily come down instead of manually taking it down...so that way the kylros could go fishing in the ocean, and instead of docking on the shore...use the very convinient rivers and cannals to go farther inland?
just a thought! ::)

@mostly Inca...but anyone can answer!...whats going on with kylros and trees?...do they have any special relationships? like...say elves are stereotypically tree-dwellers (or atleast some elves are atleast).
Because kylros' can fly...however perhaps trees are dangerous for them because it could rip the fragile skin covering of their wings? I was just wondering 'cause i wanted to try and model some cool trees in the future... and maybe they would benefit this little town of ours?..

Anyways! i'm gonna get modelling! see you all later!

Oh and arangol! good work on the landscape so far!

*edit*

Oh! and minetus, some more sketches of that tower building would be greatly appreciated! :D

Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. Thanks! --Karyuu

edit2: :-[sorry karyuu!
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 01:08:34 pm
there is so much to sketch :P,.. if you need topics to sketch... :flowers:

on the landscape:
there are rock formations, the beachs, the rivers, the corals, the flying island, the sea bottom, the ponds, the islands, the plains, the trees, wild life etc etc
i got something to ask on this also, when sketching try to reference it to a sector location on the map :D

on the city scape:
we need to define what goes were, were the trades area is, were the farms will go(well this has to go in the ponds area ::)), were the sea hunters area is, were the river hunters go, were the crafters go, were the politicians house is(high society), etc etc
i tink when tinking about city scape, we should focus on the walk ways on the river/coral reef, bridges on canals, but for this we must be sure that the landscape map is final or near final without big changes left??
Title: Re: Klyro's City Project
Post by: Haanz on May 08, 2006, 01:31:45 pm
quite right!

here's what Haanz thinks we should do:
I think the farms should be smaller to scale first of all! the ones you drew, minetus, on the map before were out of proportion...i think...remember this is a 1km map. Then i think we should move these farms south more "which i also think should have more lakes and ponds that the northern bit. I think the south should basically be over all more swamp like, where as the north should have sturdier, harder ground to lay the foundations of the actually main city down on to. ( i was thinking G 7,8,9, H7,8,9 I7,8,9 and J7,8,9 for the farm/ rural areas. and then G6,H6,I6, and J6, should be a strip of wilderness where there are no buildings...sort of the border between rural and urban.

for the Urban city I was thinking that the more north you get the higher society it is. with the most northern building being a government building or the ruler of the town/city's house or..building. Also!..hah :-X  umm...i was thinking that that really north peace of coast in sector I1 and J1 could be a really high cliff or something around those lines...and as you go north theres a gradual slope which eventually cuts off straight down into the ocean...and maybe the last building to the very north...the very importan building, could have like underground passages which lead out onto viewing points in the cliff somewhere...

Anyways! i was just thinking out loud there! what 'dyou think?

edit: oh and also i was thinking that since it's a sort of urabn area, secotrs H5,I5,J5, and anything above that should have less ponds and lakes and more rivers and man/kylros made canals.
Title: Re: Klyro's City Project
Post by: Arangol on May 08, 2006, 01:42:17 pm
Lol, I went to sleep and went to school and whoa, got a lot of posts...
ok so I'll start somewhere:

@Inca: Thanks for the height map and about the doors, I tought about somekind of "mosquito" net made of steel or fish bones that could drop from the door ceiling, and the net would be connected by an ancient magic so it would be hard as a real door, and you would lower the "door" by pulling, maybe a rope?

@Minetus Ok thanks that height map shows the basic idea and Incas completes it!
Bout' your names, they have a lot of aaaaaa, iiiiiii, uuuu, in them.

@Rast, my idea about the boats was to make them like a chinese boat and like a gondol in venedig. And maybe they could use their wings when they steer the boat or for more speed?

@Haanz, Hmm, I like that the northern most building would be like the most important one. We maybe too have to think on the defence for the city.

@Inca again: How did you make that height map?
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 02:01:52 pm
just a lill factor i tink you guys arent considering, but overall your ideas are awsome :D

remenber that klyros, phisionomy, allows them to fly and swim like fishs and are able to breed under water
tink water+sky and some earth with it = klyros

has i tink klyros would value a high view place over the trees, as much has a view over the sea and if it would have a direct access to to air, sea top, sea underwater it would be a priceless place

tink the coral cliffs as the most value areas, were as the mainland area were no water around has useless(almost)

this is what i tink
Title: Re: Klyro's City Project
Post by: Arangol on May 08, 2006, 02:37:22 pm
So what you mean is more work on the water and corals and less work on the main land?
EDIT: Anyone got a good tutorial on height mapping in blender? Cause I haven't got an idea of how it works... :-[
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 02:40:44 pm
hhmm no,.. i mean... hrm how can you make a house without the materials to build it ;)
Title: Re: Klyro's City Project
Post by: Haanz on May 08, 2006, 02:53:53 pm
quick question! what are the main materials? i have wood ( light woods...bamboo and stuff like that) clay, and things found in the sea (but not too much! [remeber the nolthril])
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 02:56:24 pm
(corals, clay, light wood, bamboo, small stones, big shells(0.2m > 2m), big fish bones, fungi, squama(what is this?), algae ornaments, anything else? )

this is what i got so far, but if you remenber anything feel free to add to it  :D
Title: Re: Klyro's City Project
Post by: Haanz on May 08, 2006, 03:06:47 pm
ok thanks! i didn't have alot of time to model tonight...but i've almost finished the basic structure of the tower! \\o// i had to modify somethings because as you all know i'm not a pro at blender or wings...but i think it still retains most of what you drew minetus and still looks cool! :D

Edit: i would still REALLY appreciate some more sketches of that tower minetus, as somethings are hard to see with the sketch you drew before...and i warn you...i might have to sketch somethings myself and trust me! it'll take a turn for the worst if i have to resort to that! :P
Title: Re: Klyro's City Project
Post by: Haanz on May 08, 2006, 03:49:12 pm
ok i'm going to bed now but i thought i'd show you what i got done tonight. remebr it's a VERY VERY basic stage at the moment. i only had about 30 minutes to work on this...so here it is!

http://esnips.com/doc/bb9315c1-7339-4651-a3b8-851f47a85832/kylrostower.jpg

P.S. i'm tired and want to go to bed so i didn't even try to render it in blender... :sleeping:...more to come tomorrow!! :D
Title: Re: Klyro's City Project
Post by: Arangol on May 08, 2006, 04:38:03 pm
Put those materials in your first post minetus so we've got all organized. We should make a list of other things as, what food they like and other.
And please if anyone got any heightmapping tutorial, please post a link, omg I'm really in need of one now!!! :o
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 04:44:57 pm
materials there already ;) i edited it when i replyed with em ;D
i dont know how to do that but later ill do a search to see if i find anything, leaving for work now
Title: Re: Klyro's City Project
Post by: rast on May 08, 2006, 07:06:50 pm
i actually designed the first boat for sea use anyway :sweatdrop:
here is a slightly different version for the river. i took into account that klyros aren't the strongest of creatures so i avoided oars and left the work to the wind. just out of interest, but would the klyros be able to harness the power of an air rune and use it to power there boat (like a magical speed boat ;)). anyway this is it:
(http://img430.imageshack.us/img430/5023/boat0025fg.th.jpg) (http://img430.imageshack.us/my.php?image=boat0025fg.jpg)
344 polys :)
edit:
better pic:
(http://img386.imageshack.us/img386/3053/boat0033tk.th.jpg) (http://img386.imageshack.us/my.php?image=boat0033tk.jpg)


@ arangol
try this - first part is tutorial for the basics of height mapping http://www.linuxgraphic.org/section3d/blender/pages/didacticiels/paysages/index-ang.html
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 08:03:52 pm
aww!! thats a height map :'( i was tinking it was something else this whole time ???
@arangol ill get you a height map in no time :D

edit: ok this one should do the job, let me know if i have to do some changes.
(http://img433.imageshack.us/img433/9985/coast05heightmapcopy6wt.th.jpg) (http://img433.imageshack.us/my.php?image=coast05heightmapcopy6wt.jpg)

and rast the boat looks cool, but the sails look a lill wierd?
Title: Re: Klyro's City Project
Post by: Wired_Crawler on May 08, 2006, 08:59:29 pm
And please if anyone got any heightmapping tutorial, please post a link, omg I'm really in need of one now!!! :o

Look into "Advanced Mesh Modelling" (http://mediawiki.blender.org/index.php/Manual/PartII/Advanced_Mesh_Modelling) chapter of Blender manual (http://mediawiki.blender.org/index.php/Manual), You will be interested in paragraphs # 1.3 Noise (http://mediawiki.blender.org/index.php/Manual/PartII/Advanced_Mesh_Modelling#Noise) (this one shows how to create landscape from heightmap), and # 1.2 Proportional Editing Tool (http://mediawiki.blender.org/index.php/Manual/PartII/Advanced_Mesh_Modelling#Proportional_Editing_Tool). Also try great A.N.T. Image_Relief (http://www.elysiun.com/forum/viewtopic.php?t=63795) script, which creates landscape from heightmap automagically.

Minetus, Your heightmap will not work well, because edges between areas of different heights are too sharp, it will produce... hmmm... canyons with vertical walls. Try to blur the image (or better make blurry edges by hand).
Title: Re: Klyro's City Project
Post by: Sezrenade on May 08, 2006, 09:02:47 pm
If this will be implamented then I will most certianly make a kylros character! \\o//
Title: Re: Klyro's City Project
Post by: rast on May 08, 2006, 09:19:28 pm
just to illustrate wired_crawlers comment, this is what your heaight map looks like at the moment:
(http://img428.imageshack.us/img428/387/groundshot10pa.th.jpg) (http://img428.imageshack.us/my.php?image=groundshot10pa.jpg)
the shapes are good but it needs to be slightly more gentle :)

also there are light areas at the sides of your bump-map which cause "strange wall things" and look odd ::|

just keep changing it around a bit and it will look better :)

edit:
fiddled around with the boat:
(http://img263.imageshack.us/img263/6648/boat0048yq.th.jpg) (http://img263.imageshack.us/my.php?image=boat0048yq.jpg)
hope that looks better.... well at least more klyros :)
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 10:18:15 pm
(http://img258.imageshack.us/img258/1176/coast05heightmap01copy6dy.th.jpg) (http://img258.imageshack.us/my.php?image=coast05heightmap01copy6dy.jpg)

another attempt, thanx for the advice wired. hopes this one better   :sweatdrop:

your boat in L shape? ;D you got a vertice displaced somewere, the boat looks good the sail too, i tink you should make that main pole that holds the sails thicker :D
Title: Re: Klyro's City Project
Post by: rast on May 08, 2006, 10:39:31 pm
hang on....
that wasn't a very good render last time. that thing at the front is actually a stabiliser thing ::|:
(http://img377.imageshack.us/img377/1812/boat0057ka.th.jpg) (http://img377.imageshack.us/my.php?image=boat0057ka.jpg)

i admit it doesn't look great but it was just an idea.

that bump map looks alot better :) but it has still got a white line along the bottom edge (and possibly the top edge)
Title: Re: Klyro's City Project
Post by: minetus on May 08, 2006, 10:49:15 pm
aww a stabilizer :D

ok ok my bad, i forgot to crop the image  :(

(http://img351.imageshack.us/img351/4574/coast05heightmap01copy7ty.th.jpg) (http://img351.imageshack.us/my.php?image=coast05heightmap01copy7ty.jpg)
Title: Re: Klyro's City Project
Post by: Wired_Crawler on May 09, 2006, 09:23:40 am
The heightmap is slightly better now, but don't just blur the whole image. Look, the details of one of estuaries were almost completely lost.
Also remember, that riverbed shoud be placed lower, than rest of the land, so pixels defining rivers must be always darker than areas directly surrounding them. Now estuaries are in fact small mountain chains ;). Rivers should be darker, this will probably require to make those bright areas darker also (to eliminate "canyon effect"). Then Arangol should take care of final touches, checking the result in Blender.
Title: Re: Klyro's City Project
Post by: Arangol on May 09, 2006, 01:07:48 pm
Hmm there is maybe something wrong with my blender... Here is a picture after I've subdivided it 3 times and then put a cloud material on it:
(http://img60.imageshack.us/img60/897/wrongtest15cx.th.jpg) (http://img60.imageshack.us/my.php?image=wrongtest15cx.jpg)
Hmm, somehow it makes the uv wrong...
 :o :o
Title: Re: Klyro's City Project
Post by: Haanz on May 09, 2006, 02:21:40 pm
i'm not entirely sure what your talking about...but try rendering it and see how it looks
Title: Re: Klyro's City Project
Post by: Arangol on May 09, 2006, 02:32:44 pm
It renders just fine. I had that picture in shaded view so it might have affected it ;). But when I try to add noise it looks like this (I clicked 8 times on noise):
(http://img54.imageshack.us/img54/794/wrongtest20uy.th.jpg) (http://img54.imageshack.us/my.php?image=wrongtest20uy.jpg)
Hmm, I don't have an idea of what it makes.
Title: Re: Klyro's City Project
Post by: Wired_Crawler on May 09, 2006, 03:18:54 pm
Hmm there is maybe something wrong with my blender... Here is a picture after I've subdivided it 3 times and then put a cloud material on it:

You have subdivided the plane 3 times. Nonono, If You want to make a lanscape You need many more subdivisions, at least 250.
EDIT: use "Subdivide Multi" (WKEY, then 2KEY, enter 128, press OK, then do normal subdivide once and You will have grid 256x256).
I really recomend using script which I mentioned previously, A.N.T. Image_Relief (http://www.elysiun.com/forum/viewtopic.php?t=63795). You will create a landscape from heightmap in no time :)
Title: Re: Klyro's City Project
Post by: Arangol on May 09, 2006, 03:40:07 pm
Ok I'll try subdividing it a bit more :)
And about the script, I don't know how to get it to work...
Title: Re: Klyro's City Project
Post by: Wired_Crawler on May 09, 2006, 04:35:20 pm
And about the script, I don't know how to get it to work...

1. Open Blender's text editor (choose it from menu or press Shift-F11)
2. Create new text file (File/New)
3. Copy script from the elysiun (blenderartist.org) forum to text editor.
4. Choose File/Run Python script (or press Alt-P)

Additionally - You can save the script for later use:
5. add one empty line betwen first line and second line (I had to do it to make it work correctly)
6. File/Save as..
7. enter filename with extension .py and save it in directory .blender/scripts  (If You are using windows I can't give You exact location)
8. Restart Blender
9. Open scripts window, select Scripts/Add/Image_relief
Title: Re: Klyro's City Project
Post by: Arangol on May 09, 2006, 05:10:30 pm
Thanks very much now it all works perfect!!! \\o// \\o//  :woot:  :flowers:
Title: Re: Klyro's City Project
Post by: rast on May 09, 2006, 07:17:03 pm
just a quick model - a sort of light beacon:
(http://img354.imageshack.us/img354/7756/lighthouse0017ks.th.jpg) (http://img354.imageshack.us/my.php?image=lighthouse0017ks.jpg)
inside the beacon:
(http://img354.imageshack.us/img354/4773/lighthouse0027uh.th.jpg) (http://img354.imageshack.us/my.php?image=lighthouse0027uh.jpg)

making a big ship now ::|
Title: Re: Klyro's City Project
Post by: minetus on May 09, 2006, 08:02:33 pm
guys i need a render to see what i have to change in the height map... ???
top render + a 45º perspective view from west south corner +  45º from east north corner
thank you

@rast,  O--) nice... but... guys can we focus on the landscape? when we done with it we can start with the city stuff? try sketching/modeling some swamp trees or corals or anything that can be in the map.. you were doing mushrooms, what happen to that? search for fungus pictures see if you find something that would give a nice glowing fungi, change it a lill bit with sketchs, play around with it to see what happens ::)
tonight im gona sketch alot... and gona do a research on trees/swamp trees, fungi and anything else we might need?

sry for being a pain in the arse :'( but looks like you guys are putting the wagon in front of the horses :'(

the river/ponds and the northen part i was tinking in giving it a dark swampy look what you guys tink?

edit: adding the research
http://esnips.com/web/fungi-research
http://esnips.com/web/swamp-research

this is my favorites:
(http://img291.imageshack.us/img291/7338/greategretincypressswampinfog2.th.jpg) (http://img291.imageshack.us/my.php?image=greategretincypressswampinfog2.jpg)(http://img291.imageshack.us/img291/5641/swampfog7ec.th.jpg) (http://img291.imageshack.us/my.php?image=swampfog7ec.jpg)(http://img249.imageshack.us/img249/4423/da15562jz.th.jpg) (http://img249.imageshack.us/my.php?image=da15562jz.jpg)
Title: Re: Klyro's City Project
Post by: rast on May 09, 2006, 09:04:32 pm
i see what you mean minetus. i finished texturing the mushroom and i'll sort out some other fungi models soon :).

(http://img342.imageshack.us/img342/8771/mushroom0019am.th.jpg) (http://img342.imageshack.us/my.php?image=mushroom0019am.jpg)
(please note that it is very zoomed in so does not look its best ;))
Title: Re: Klyro's City Project
Post by: minetus on May 09, 2006, 09:18:59 pm
check previous post i did, you posted while i edited it :) :sweatdrop:
thx for understanding :sweatdrop:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 09, 2006, 10:54:05 pm
Hello, guys.
I returned few hours ago from 2-day picnic with my friends. We have great holidays in Russia (Victory Day - 9 of may \\o//), so we desided to spent this time in country side.

1. Haanz, there is no any limitation in time for you. It's your project and you deside "to be or not to be". Nobody working on any architecture styles in PS-team right now. I hope, your project will import a lot of ideas and concepts in whole klyros style (not only in architecure). But as Minetus sad, you mostly try to put wagon before horses :)

2. Klyros-n-trees. It can be, but then we will have some unwanted repetitions with dermorian architecture style. Kluros are similar to reptiles not to birds. "Thanks to their triple nature they have easy adaptability to environmental conditions". They were able to fly in their homeworld where their had a weak gravitation, in Yliakim they mostly glide.

3.IMHO, it's obviously that the floating island will be an administrative center of the city. Market place got to be near the docks. Don't you now guys but you are modeling a sea port :) Anybody thought about how floating island will be connected to "mainland"? Rope bridges?

4. Arangol, i like the idea of ""mosquito" net made of steel or fish bones" . Looks very original, try to use it in other places too (window?)

5. In 3dMax for making landscape we are using Displace modifier (and heightmap bitmap too).

6. I asked other developers about klyros words and names. So, we don't have any in Planeshift database. Fill the freedom of creation :)

7. Rast, your boats are more developed, but still too simple and common.Try to find any references, as Minetus. Wired_Crawler, can help with "smoothing groups" tutorial for Blender?

8. Minetus, first and second "swamp" fotos are thi most atmospheric. Modelers, pay attention to these trees :)
Title: Re: Klyro's City Project
Post by: rast on May 09, 2006, 10:56:36 pm
(http://img429.imageshack.us/img429/2680/mushroom0022kt.th.jpg) (http://img429.imageshack.us/my.php?image=mushroom0022kt.jpg)
couldn't resist a quick model before i have to go :)

just a thought and i know it thinking ahead, but tall glowing mushrooms could be used as streetlamps or shelter in the streets of the city O--) (how did i think of that 1 ::|!)

i think the idea of a bit of swampy look would be great :)
Title: Re: Klyro's City Project
Post by: minetus on May 09, 2006, 11:06:08 pm
hope ye like :D
(http://img308.imageshack.us/img308/293/fungi012ph.th.jpg) (http://img308.imageshack.us/my.php?image=fungi012ph.jpg)

by the way what size trees we wanna do? big trees and some giant trees?

flying island options hmmm

rope stairs
magic elevator rock
pulling engine elevator
hot air magically pulls people up but how do they go down?
magic teleport portal?
anything else?

we could put a giant dead tree under it, suporting it and giving access to it.
Title: The floating island
Post by: dying_inside on May 10, 2006, 08:10:08 am
Um, I hope you dont mind, i have been following you guys for a little while. I just thought I would throw an idea  at  you.
Maybe you could have the floating island is some form of deformed stalaktie or stalakmite.
Either hanging down from the cieling or from the floor (I dunno which goes where).
Dunno. Sorry if its unwanted.
I'll continue lurking hehe.

Lokii
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 09:43:36 am
not at all.. :D thanx for the tip is one more option we can consider on, and any help is welcome ;)
Title: Re: Klyro's City Project
Post by: Arangol on May 10, 2006, 02:57:30 pm
Hello!
As you asked in a post Minetus I have a few pics on your heightmap (I'm lazy, didn't render):
Top:
(http://img77.imageshack.us/img77/4148/toprenderland12ql.th.jpg) (http://img77.imageshack.us/my.php?image=toprenderland12ql.jpg)
Side/Angle:
(http://img77.imageshack.us/img77/2697/anglerenderland19pi.th.jpg) (http://img77.imageshack.us/my.php?image=anglerenderland19pi.jpg)
Side/Angle2:
(http://img68.imageshack.us/img68/4931/anglerenderland21gx.th.jpg) (http://img68.imageshack.us/my.php?image=anglerenderland21gx.jpg)

I think we should make some giant trees and make them a bit "swampy" like.
Flying Island:
Pterosaur transport
Somekind of animal that can jump high (and jump down of course)?
Eh, Magic trampolin mushroom?
Free fall???

Lol just some ideas.




Title: Re: Klyro's City Project
Post by: Inca Sator on May 10, 2006, 03:57:53 pm
Smoothing groups in Blender (see the bootom of the page - it's in english):
http://mediawiki.blender.org/index.php/Manual.it/PartII/Modalit%C3%A0_Edit
or you can download this article from here   webfile.ru/942991  (link will work for a week from this moment)

Wise using of these amaizing groups - one of the main part in professional Low-poly modeling. Fill the difference :) !!!
Title: Re: Klyro's City Project
Post by: Arangol on May 10, 2006, 04:22:28 pm
Eh, sorry to say but I think the page is in italian...Or maybe in some other language, I'm not so good at them ;)
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 07:19:18 pm
hi guys, just got home from work, yesterday after i sketched some fungis, i started playing around with the height map image, and ended up following the tutorial inca posted for 3ds, so i can see the changes now live :D im gona mess with it till i get the nearest aproximation to what im tinking it will look, then ill pass the height map to arangol so he can make the adjustments to the map :detective:

if you guys have a sugestion or better idea on this feal free to say so, right now this seems the best way to follow :sweatdrop: lots of work for me tonight :sweatdrop:

i got a question, is it possible to aply diferent height maps, say aply a basic landscape to get the diferent levels, then aply another height map in sea bottom to make some dunes, cliffs etc?
just wandering :sweatdrop:
Title: Re: Klyro's City Project
Post by: rast on May 10, 2006, 07:57:28 pm
yeah that sounds fine minetus.thx for the mushroom sketch :)

another mushroom for the colledtion:
(http://img366.imageshack.us/img366/4748/mushroom0033um.th.jpg) (http://img366.imageshack.us/my.php?image=mushroom0033um.jpg)
(same textures as last time but slightly modded :))

@inca
still can't get link too work ::|
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 08:16:21 pm
how its looking now =) 15 modifiers on it X-D
(http://img132.imageshack.us/img132/6341/1118nc.th.png) (http://img132.imageshack.us/my.php?image=1118nc.png)
Title: Re: Klyro's City Project
Post by: rast on May 10, 2006, 08:32:45 pm
that looks good minetus, but is that see at the front or beach/coast (i presume it is sea though)

i made a new post with my symbols sheet in, to make it easier to post new symbol,etc.
it can be found here:http://hydlaa.com/smf/index.php?topic=23460.0
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 09:09:45 pm
this one give a better picture  :)
any comments, tips welcome

(http://img90.imageshack.us/img90/7048/ss4ld.th.jpg) (http://img90.imageshack.us/my.php?image=ss4ld.jpg)
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 09:53:23 pm
thanks inca :D \\o// :flowers:

but the map will suffer some slight alterations still, but the basic is there
Title: Re: Klyro's City Project
Post by: rast on May 10, 2006, 10:01:05 pm
i still couldn't use the link, but i looked up smoothing groups on google and found some stuff :). is this what you mean then inca:
(http://img151.imageshack.us/img151/3627/isthiswhatyoumean6fl.th.jpg) (http://img151.imageshack.us/my.php?image=isthiswhatyoumean6fl.jpg)

(http://img151.imageshack.us/img151/1762/mushroom0056pl.th.jpg) (http://img151.imageshack.us/my.php?image=mushroom0056pl.jpg)

is that it?
Title: Re: Klyro's City Project
Post by: Karyuu on May 10, 2006, 10:06:15 pm
(http://img105.imageshack.us/img105/2140/lovethread0fb6gw.jpg)

That's all I wanted to leave my post with, but text is usually good too. You guys are doing such an awesome job! It's great to see such a level of activity here, and such motivation, with peope feeding off of each other's ideas and giving suggestions and fixing and tweaking and concepting - it's absolutely great.

So keep it up! I'm watching it with keen interest.
Title: Re: Klyro's City Project
Post by: rast on May 10, 2006, 10:13:22 pm
thx Karyuu

love the cat ;)
Title: Re: Klyro's City Project
Post by: minetus on May 10, 2006, 10:25:48 pm
(http://img100.imageshack.us/img100/9031/rend015ji.th.jpg) (http://img100.imageshack.us/my.php?image=rend015ji.jpg)(http://img50.imageshack.us/img50/8512/rend023ty.th.jpg) (http://img50.imageshack.us/my.php?image=rend023ty.jpg)(http://img50.imageshack.us/img50/9995/rend036vo.th.jpg) (http://img50.imageshack.us/my.php?image=rend036vo.jpg)(http://img100.imageshack.us/img100/3442/rend040pn.th.jpg) (http://img100.imageshack.us/my.php?image=rend040pn.jpg)
adding this renders for better view, added a plane to show sea level
and right now gona upload to the 3d folder, the map.max / map.3ds / map.obj
if you have problems importing to blender with the 3ds file use the obj file
ive had some problems with the 3ds's in blender
20000 faces :'(

http://esnips.com/web/3d-landscape
Title: Re: Klyro's City Project
Post by: Inca Sator on May 10, 2006, 11:01:59 pm
Right you are, Rast. I was talking about that. :thumbup:
Now, then you reilise the optimal method of making smooth complex surfaces, i hope, you understand that about half of edges can be deleted without destructing good representation of model. So, good luck!

About 20000 polygons. I believe, in Max we have some methods of decreasing polycount. For example, try to assign Optimize modifier to the landscape (after converting it to mesh), end try to change it's options. Also, we need 20000 polygons only for our better understanding the landscape. When we understood it, we can decrese the number of segments of plane/rectangle (before applying Displace modifier). After all, the landscape will be edited manually anyway.
Title: Re: Klyro's City Project
Post by: Inca Sator on May 11, 2006, 08:38:23 pm
Hello, where are everybody?
This is my sketch of da location.
(http://foto.mail.ru/mail/inca-sator/1/i-20.jpg)

And this is map (for better perception of what is changed)

(http://foto.mail.ru/mail/inca-sator/1/i-21.jpg)
Title: Re: Klyro's City Project
Post by: minetus on May 11, 2006, 09:15:45 pm
hi, just got home from work 30min ago, kinda busy this 2 last day, and next 2 days too.. started working on 3 houses around 120km from my house so i leave early in the morning and only come back around 7pm..

ow inca looks awsome, love the bridge idea  :D
the tower on the bridge a lighthouse of sorts?

gona try to aply those changes tonight :D

edit:
what is those black squares? marked in picture
(http://img253.imageshack.us/img253/981/temp3qk.th.jpg) (http://img253.imageshack.us/my.php?image=temp3qk.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 11, 2006, 09:47:59 pm
Yes, lighthouse.
Black squares - just klyros buildings or whatever. I just dont connected those you marked with light streets-canals to main settlement.
You noticed that i changed the lanscape of your map?
Title: Re: Klyro's City Project
Post by: minetus on May 11, 2006, 09:55:31 pm
yes i did ;D aplyed changes to heightmap already was just uncertain of those black squares if it were cliffs in the reef or houses :sweatdrop:

edit:
by the way yesterday i drew a another house, this one looks more like a palace of some sorts, but still misses alot of detail and we still unsure about the architecture type but since ive tought on it here it is.. :sweatdrop:
(http://img465.imageshack.us/img465/4387/klyroshouse064ep.th.jpg) (http://img465.imageshack.us/my.php?image=klyroshouse064ep.jpg)

edit 2:
updating some progress renders, let me know if anything needs changes, or comments :D
(http://img47.imageshack.us/img47/7714/mapv1rend016du.th.jpg) (http://img47.imageshack.us/my.php?image=mapv1rend016du.jpg)(http://img47.imageshack.us/img47/1183/mapv1rend026ph.th.jpg) (http://img47.imageshack.us/my.php?image=mapv1rend026ph.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 11, 2006, 10:57:44 pm
About alga farms. I dont know is the big Lake of the 6th level salt or the water is fresh/sweet. So, if it's salt then we have lil problem with farms (cause then we have two different kinds of alga). As i know, farms will be placed in rigth bottom corner of the map (yes?) betwin rivers and small lakes/ponds. The water there - fresh. We need to know about PS water :)
So... i think about decreasing the level height of farms territory. It got to be a half below, something kind lowland, imho. Then, farmers can easily deliver their goods to main city.
Big City Life :)
Title: Re: Klyro's City Project
Post by: minetus on May 11, 2006, 11:25:29 pm
yes farms were suposed to go there, well water that flows from the upper levels should be the same has the lower levels since all rivers water flows there and the water leaves from the stagtite were yiliakum is into kalaidos lake(suposing :detective: ) unless there is a salt bank on the 8th lvl that is to make the water salty, or the water may flow from a salty ocean on the surface? but that would make most of yiliakum rivers salty if not all?

edit: found a cool place for a waterfall  \\o// \\o//
(http://img366.imageshack.us/img366/8683/mapv1arend018ws.th.jpg) (http://img366.imageshack.us/my.php?image=mapv1arend018ws.jpg)(http://img506.imageshack.us/img506/2065/mapv1arend022id.th.jpg) (http://img506.imageshack.us/my.php?image=mapv1arend022id.jpg)
Title: Re: Klyro's City Project
Post by: dying_inside on May 12, 2006, 07:15:35 am
I'm confused about this a little.
Is the idea ot have the whole of the Klyros "domain" sitting in the air or jjust a selected part of it, central city etc?

I was just confused as to weather the island is going to have a lot of water in it, would that water be flowing?
How would water flow in a stalactite?
Title: Re: Klyro's City Project
Post by: rast on May 12, 2006, 10:45:25 am
hi all :)

i saw inca's image (it looks brilliant ;)) and decided to make a concept model for the bridge thing. i have made the stalactite things into support leg things (made out of wood/stone/coral/etc),which would also mean streets/canals would be able to run through underneath them. i didn't make the model very smooth because of the materials that it would have been made of (and it looks terrible smooth ;)).here it is (it took 20 minutes):
(http://img141.imageshack.us/img141/377/bridge0014ej.th.jpg) (http://img141.imageshack.us/my.php?image=bridge0014ej.jpg)
(130 polys)

@dying_inside
1.the floating island is the only bit in the air and just a part of the city (perhaps where the main palace or military buildings are - correct me if i am wrong ???)
2.flowing water....ummmm....ask inca :)
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 11:50:02 am
hi, rast looking good :D
but i believe you should make diferent objects for each bridge section this will make it easier to edit it ;)
here i pin pointed the cut locations and diferent objects :D
(http://img89.imageshack.us/img89/3027/temp6yh.th.jpg) (http://img89.imageshack.us/my.php?image=temp6yh.jpg)
Title: Re: Klyro's City Project
Post by: peeg on May 12, 2006, 12:37:00 pm
Heya!
Just to let you guys know: I really love your work! Keep it up!

Title: Re: Klyro's City Project
Post by: Arangol on May 12, 2006, 02:33:51 pm
Eh, Lol, I was away one single day and omg, lots of new posts!
Ok so I'll try to sort it out
@Minetus: You're doing great on the height map! That's all I can say. Could you send the heightmap so I could try to make the landscape a bit more swamp-like, ok?

@Inca: That city looks just great :).

@Rast: You're making nice progress! Try to add some more realism in to that bridge, and remember, someone's got to walk on it.

 :) I just got good things to say today!
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 03:29:36 pm
http://esnips.com/doc/31a5ae45-3d27-47da-9180-1dc787a02f4e/map-v1a.obj

here's the current map, just import it to blender..
Title: Re: Klyro's City Project
Post by: Arangol on May 12, 2006, 05:35:46 pm
Eh, sorry to say but this is how your map looks when imported to blender:
(http://img385.imageshack.us/img385/269/tst11tj.th.jpg) (http://img385.imageshack.us/my.php?image=tst11tj.jpg)
I tried the 3ds file too, but it looks the same. :'(
Maybe it's better to send me the heightmap?



Title: Re: Klyro's City Project
Post by: Zan on May 12, 2006, 05:47:37 pm
I've looked at the last three pages of this thread and have to say you're all doing an amazing job. Wish I had any 2 or 3D art skills at all to help but I doubt you guys could use the help I can offer :P

If you need some more help with settings, ideas, stories or anything of that kind I'd gladly help out though.

As for that floating island and how to access it, why not make it a private area? This is a Klyros village, right so there will be Klyros that can fly (I'm assuming the flying ability will return some day) who'll be able to get up there. Another option is having a network of slimy vines (swampstyle) hanging down from the island. These could form a type of maze, in which you'll have to find out the right path by climbing from one vine to another. Of course only characters with a very good climbing skill can get to the top without falling off.

Also a small network of tunnels and chambers inside the floating island would be interesting, those might have one or a few concealed entrances from the sides of the island, hard to find and access as well.

Just a thought ...
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 07:53:01 pm
yes we really very in need of someone to do settings and stuff like that \\o//
we were 3 pages of posts just to try and find a name for the city, and ended up with out a name :sweatdrop: .....

ideas and sugestions are allways welcome :D

about making it a private area:
Quote from: Inca Sator
They were able to fly in their homeworld where their had a weak gravitation, in Yliakim they mostly glide.
transportation of goods would be out of choice, there for must have a more direct access.

Quote
Also a small network of tunnels and chambers inside the floating island would be interesting, those might have one or a few concealed entrances from the sides of the island, hard to find and access as well.
love it :flowers:

@arangol im gona try to get it on .blend file... here it is!  :D  http://esnips.com/doc/41e9e7b1-c86a-4d8d-9b88-6c0caaaa091c/map-v1a.blend
found the problem, there were 3 objects in the scene and it looks like the water level plane was merged into the landscape, removed them and it looks good now  ;D
Title: Re: Klyro's City Project
Post by: Inca Sator on May 12, 2006, 08:36:46 pm
Zan, your idea (slimy vines) very original in my opinion. I think it will be more interesting alternative of accesing to island then my bridge on chain of fallen stalactites. But i think in PS we will have problem with "climbing" ability (for that moment, though), especially with "good climbing skill" :) I don't agree with that only "choosen ones" will be able to reach the top of island. BUT, i think we can make a complex maze with this vines and hide there several entrances to island, "hard to find and access as well". Then you have got to think up how such floral labyrinth grew from little island (without water supply)...
Guys, your comments? I will try to draw tomorrow this kind of floating island with vines maze.

Also, Zan, you are sure very welcome. Please, read all posts from the beginning for better understanding what's going on. We are constructing klyros Big City Life :)

I turn to DEVELOPERS. Xordan, acraig, ary, and others...who have a list of NPC's. May be we have klyros NPC's, then can you post here their names, a?
Title: Re: Klyro's City Project
Post by: rast on May 12, 2006, 09:28:26 pm
slimy vines sound fun, but knowing how precarious just climbing some stairs in ps is at the moment, it may be a way off ;)

i split the bridge into seperate pieces and removed the end bit (the bulky bit - i just realised it conected straight to the cliff ::|)i also made the bridge more user friendly - sides so you can't fall off as easily :):
(http://img270.imageshack.us/img270/194/bridge0029zk.th.jpg) (http://img270.imageshack.us/my.php?image=bridge0029zk.jpg)

just another idea for transport - how about a sort of snowboard thing for water, that the (young ;)) klyros would stand on and use their wings as sails to steer and speed up,etc. just an idea.
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 09:44:02 pm
idea following the slimy vines..
just a sugestion :sweatdrop: insted of vines add smaller flying islands and conect it with wood+rope or thin stone bridges
(http://img244.imageshack.us/img244/4354/bridges011ry.th.jpg) (http://img244.imageshack.us/my.php?image=bridges011ry.jpg)

rast: surf's up  \\o//
Title: Re: Klyro's City Project
Post by: Inca Sator on May 12, 2006, 09:52:16 pm
Rast, good idea about "snowboard thing for water"!!! It would be so fun if in PS we will have such extremily fun!!! With springboard at the end!!! --->fly-glide to the water..Oh, man, it's an excellent idea  \\o// \\o// \\o// Now you've got to find a better place for it on the map...Hmm, may be near Minetus waterfall? (see post above)
...Now i thinking of compilation of vines and bridge... We can have floating island even high...with vines little maze attaching to bridge end.. Any way. i like the idea of vines, cause we can make cool effect with textures with transparet (alpha-channel).

Minetus, hmm...too many floating islands, imho, and three of them on picture is already useless. BUT it's an idea  :detective:.
Rast, about bridge - tooooooooo straight.
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 10:02:00 pm
actually we could make any number of flying island  ;) if it would go high we could link it to some sort of gigantic flying city in the center of yiliakum ::| hmm i tink im overworking the idea :woot:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 12, 2006, 10:10:57 pm
Yes-yes, MInetus  ;D Remember my predictions about Sacred Capital  of Klyros Nation?  :devil:
Title: Re: Klyro's City Project
Post by: minetus on May 12, 2006, 10:12:46 pm
 ;D i even made squetch in photoshop ;D
(http://img381.imageshack.us/img381/3676/temp8jf.th.jpg) (http://img381.imageshack.us/my.php?image=temp8jf.jpg)

updated new map:
(http://img206.imageshack.us/img206/1428/coast062as.th.jpg) (http://img206.imageshack.us/my.php?image=coast062as.jpg)
Title: Re: Klyro's City Project
Post by: rast on May 12, 2006, 11:15:16 pm
i've only been gone an hour and there have been hundreds of posts ;)

glad you like the surfboard thing idea \\o//, i drew these sketches:
(http://img522.imageshack.us/img522/3668/sketch37tr.th.jpg) (http://img522.imageshack.us/my.php?image=sketch37tr.jpg)

(http://img522.imageshack.us/img522/8990/sketch25lz.th.jpg) (http://img522.imageshack.us/my.php?image=sketch25lz.jpg)

aboat the mini islands leading up 2 the main floating island, how aboat making that a maze:
(http://img125.imageshack.us/img125/3681/sketch12xy.th.jpg) (http://img125.imageshack.us/my.php?image=sketch12xy.jpg)
edit: sorry i going too much towards "Sacred Capital  of Klyros Nation" :D


sorry aboat that, too much inspiration in one go :)
Title: Re: Klyro's City Project
Post by: minetus on May 13, 2006, 12:29:47 am
nice concepts rast :D
do you have gimp? or any image editing program? if you have try aplying this filters on the images:

edit:
ok nvm after some testing... :sweatdrop:
1st grayscale
2nd +40% brightness +25% contrast
3rd aply unsharp mask with max values except for treshold
aply +30% brightness +30% contrast

this should get you this:
(http://img146.imageshack.us/img146/9256/temp2pa.th.jpg) (http://img146.imageshack.us/my.php?image=temp2pa.jpg)

i dont know if gimp has the equivalent to auto levels in photoshop?
Title: Re: Klyro's City Project
Post by: Arangol on May 13, 2006, 07:52:54 am
That idea was very original, Rast! We could maybe have somekind of "event" where players could race against each other?
Thanks Minetus for the map, now I'll start working on it!
The vine thing looks fun, but it shouldn't be so easy to climb if on the top there would be the main/important buildings. But it shouldn't be so hard either.
You all are doing great stuff and I already can see the city being built \\o// \\o//
Title: Re: Klyro's City Project
Post by: Haanz on May 13, 2006, 10:17:46 am
wooa...i;ve been gone for a while...and let me tell you! have i ever been doing a lot of models in that time!!! unfortunately none of them are for PS...actually 2 are...but i'm really not proud of them :-[...their a swamp tree and a swamp trunk...and i didn't spend much time on them.

Anyways! as of now i have nothing to contribute story-wise to this project becauase i just finished reading a hundred pages of posts and i can't think up of any of my own ideas for now... HOWEVER, i'm more than happy to start modelling something.

I told minetus a long time ago that i was trying to model that one buidling/tower you sketched...well i'm still modelling it. and its still VERY basic. i got stuck on it for a while and got really angry at it too...so i decided to take a leave of absence from that peticular model...

Anyways!...just wanted to let you guys know i'm still here helping out!

P.S.- that leave of absence is still in effect  :P
Title: Re: Klyro's City Project
Post by: Zan on May 13, 2006, 10:23:37 am
Oh I wasn't aware that there were going to be some important buildings on the island, in that case maybe a combination could work. A bridge just for reaching the surface of the island and some vines hanging off the sides to reach the 'underground' network tunnels. I'd just like to see some areas that aren't accessible by just anyone because PS already has a few planned like that: the Dungeon in Hydlaa and the underwater areas in the 7th and 8th levels.

I do know climbing is a bit far off yet but maybe this project will give the Dev's incentive towards making the skill work ;)
Title: Re: Klyro's City Project
Post by: rast on May 13, 2006, 01:00:55 pm
i was attempting to texture a model of the board thing and it turned out like this:
(http://img66.imageshack.us/img66/2701/terribletexture11um.th.jpg) (http://img66.imageshack.us/my.php?image=terribletexture11um.jpg)

anyone good at texturing?? here is the file:
http://www.filefactory.com/?91a11f

here is a better model of a light house thing. it would be thinner but it has spiral stairs going up through it:
(http://img19.imageshack.us/img19/733/lighthouse0028lw.th.jpg) (http://img19.imageshack.us/my.php?image=lighthouse0028lw.jpg)

(http://img19.imageshack.us/img19/1556/lighthouse0032oe.th.jpg) (http://img19.imageshack.us/my.php?image=lighthouse0032oe.jpg)

(http://img132.imageshack.us/img132/9661/lighthouse0044vb.th.jpg) (http://img132.imageshack.us/my.php?image=lighthouse0044vb.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on May 13, 2006, 01:10:09 pm
Pretty good work on the board! But I think we could need somekind of straps for the legs so that the klyros doesn't fly away if the wind is blowing hard. I know that the straps aren't on a real surfing board but humans doesn't use their wings to control the thing. I'll try me out at the texturing.
EDIT: No, straps aren't that original so I came up with another idea(s)!
- Magic
- Somekind of compressed air that releases it if the board falls down
- Glue
- Shoes that can grab the board (Maybe you can only surf if you have that kind of boots/shoes?)
Title: Re: Klyro's City Project
Post by: rast on May 13, 2006, 03:26:07 pm
i like the glue idea but i think it may be a bit impracticle ;)

i remodeled the board with straps on it (if you look at my concept sketch, it had straps on):
(http://img135.imageshack.us/img135/2570/board14jc.th.jpg) (http://img135.imageshack.us/my.php?image=board14jc.jpg)
download here (http://www.filefactory.com/?9b8691)
Title: Re: Klyro's City Project
Post by: minetus on May 13, 2006, 03:55:01 pm
hi guys, the board is looking good :D O--)

been working on the landscape..
(http://img103.imageshack.us/img103/162/mapv1arend063xp.th.jpg) (http://img103.imageshack.us/my.php?image=mapv1arend063xp.jpg)

yellow is changed, green gona work there now after i retouch the river , since both me and arangol working on the landscape now ;D :sweatdrop: we got to coordinate im tinking in spliting/cutting the map in 2? and later we join it back?
Title: Re: Klyro's City Project
Post by: Zan on May 13, 2006, 04:51:28 pm
Pretty good work on the board! But I think we could need somekind of straps for the legs so that the klyros doesn't fly away if the wind is blowing hard. I know that the straps aren't on a real surfing board but humans doesn't use their wings to control the thing. I'll try me out at the texturing.
EDIT: No, straps aren't that original so I came up with another idea(s)!
- Magic
- Somekind of compressed air that releases it if the board falls down
- Glue
- Shoes that can grab the board (Maybe you can only surf if you have that kind of boots/shoes?)


Why need shoes? Klyros are reptile-like humanoids with some pretty decent claws on their hands and feet. Why not just make some holes (not all the way through of course) or something where they can cling to with their claws? No need for boots then.
Title: Re: Klyro's City Project
Post by: Arangol on May 13, 2006, 05:33:53 pm
Ok, Zan, thanks I haven't myself played with the klyros so much so I think I missed that :D.
Hmm, yes Minetus we have a problem, I think you should split it in half because then we could work better. I've got some descent water ready and I could try to make that a little better too.
Title: Re: Klyro's City Project
Post by: minetus on May 13, 2006, 06:53:07 pm
http://esnips.com/doc/3b46d3da-870c-4b37-aada-f0fb977698cc/map-v2-side-a.obj
http://esnips.com/doc/204727e3-4725-4d35-93a9-ec90914951ab/map-v2-side-b.obj

chose one and let me know ;D
side a = north
side b = south
Title: Re: Klyro's City Project
Post by: Arangol on May 13, 2006, 07:19:00 pm
Side A! Because of the cool waterfall place ;D !
I have a picture with a few places that are important to change:
(http://img410.imageshack.us/img410/6017/ideasnorth10uk.th.jpg) (http://img410.imageshack.us/my.php?image=ideasnorth10uk.jpg)

Hope you do the same way Minetus :)
Anyone can add to my picture what they like to have in the landscape.
Title: Re: Klyro's City Project
Post by: minetus on May 13, 2006, 08:20:22 pm
arangol.. thats just half of the map..

one important thing you got to have in mind is, dont move the points that join with the other half, this is very important they must be in their place to be able to join back again without screwing the map up.

another thing is you should read the last 3 or 4 pages of posts alot of important stuff you missed..
take this as reference: http://hydlaa.com/smf/index.php?topic=23402.msg257610#msg257610 and read posts from there on.

edit: by the way distance between points is around 10m that widen place you wanted is actually under water  ;)

edit2:
(http://img47.imageshack.us/img47/2535/mapv2rend086dj.th.jpg) (http://img47.imageshack.us/my.php?image=mapv2rend086dj.jpg)
1: this needs to be smother and fix some of its mass its curved and lines crossing
2: in blue: this is what i changed, note this is not a waterfall  ;)
3: green is river water, here is a waterfall.

lowest point in sea bottom is at -200 meters
water level at +30m, (i should had changed this before)

just some info  :D
Title: Re: Klyro's City Project
Post by: Dahoma on May 13, 2006, 09:39:46 pm
I noticed this post today, and it inspired me to go and learn to use Blender...not only is it difficult  X-/ but it is also frustrating  :@#\ And once I get it i'll be king  :sorcerer: and...sooner or later I hope to help out with this city...before it's done...we'll see how fast I can get this going. But so far I think this is the greatest idea in all of PlaneShift...because I have a klyros and this place would be kick a$$ ;D
Title: Re: Klyro's City Project
Post by: rast on May 13, 2006, 10:16:21 pm
looking good so far :)

i can't really contribute to the landscape so i am currently concentrating on plants,trees,giant mushrooms,etc.
some quick dead (or alive but in a swamp and have lost there leaves) trees:
(http://img152.imageshack.us/img152/9703/trees0011jy.th.jpg) (http://img152.imageshack.us/my.php?image=trees0011jy.jpg)

i am doing some more right now (probably small bushes/mushrooms :)) after i have textured these.

btw:153 polys for each tree,34 for each stump :)

edit:
textured (as amazing as it seems for me ;)):
(http://img169.imageshack.us/img169/5812/trees0026vq.th.jpg) (http://img169.imageshack.us/my.php?image=trees0026vq.jpg)

(http://img469.imageshack.us/img469/1703/trees0035eu.th.jpg) (http://img469.imageshack.us/my.php?image=trees0035eu.jpg)

srry about how dark the images are :-[
Title: Re: Klyro's City Project
Post by: Inca Sator on May 13, 2006, 11:01:57 pm
Rast, you are still modeling objects expressing only their primary properties. If it is a tree then it got to have vertical trunk and curved brunches... - this is toooo simple. Please, return a little back in this thread, find swamp pictures with swamp trees. I pay attention of modelers on these trees..:) They have a huge roots/  trunk has very big basement. About polycount: please check trees in game you are played. No need in such number of brunches, apply to tree model planar objects for alpha-textures - leaves, withered grass .(in this case one planar model will be consists of two same planar objects with different normals...) ::|
Analyze this.

p.s. hmm, do you know, guys, that bottom polygons of model must be deleted , cause players will never see them in normal game (without bugs)?
Title: Re: Klyro's City Project
Post by: rast on May 13, 2006, 11:08:58 pm
i see..... ish
i will research a bit more next time
just 1 thing, i sort of self taught myself blender so i'm not great with the technical terms. what are "planar objects" srry :-[
Title: Re: Klyro's City Project
Post by: minetus on May 13, 2006, 11:34:32 pm
planar object = a plane or a plane of view, like the top square face of a cube, as in a 2d square thin like paper a planar object :D i gived the square as a example it can have any form tho
Title: Re: Klyro's City Project
Post by: Arangol on May 14, 2006, 06:50:22 am
Quote
edit2:
(http://img47.imageshack.us/img47/2535/mapv2rend086dj.th.jpg) (http://img47.imageshack.us/my.php?image=mapv2rend086dj.jpg)
1: this needs to be smother and fix some of its mass its curved and lines crossing
2: in blue: this is what i changed, note this is not a waterfall  ;)
3: green is river water, here is a waterfall.

lowest point in sea bottom is at -200 meters
water level at +30m, (i should had changed this before)

just some info  :D

1. Working on it.
2 Eh, so you fixed before or after you gave me half of the map?
3. Ok.
Ok about the water, I'll leave it up to you to position it so it will be good.
And about the points, do you think I'm stupid ::| (  ;D )
Hmm, Ok I was away at that time when those posts came.
So it this the image that is our "plan":
(http://img366.imageshack.us/img366/6387/map5kc.th.jpg) (http://img366.imageshack.us/my.php?image=map5kc.jpg)
Title: Re: Klyro's City Project
Post by: minetus on May 14, 2006, 12:38:14 pm
no i dont tink your stupid... :flowers:
i was just sharing info that could be usefull... since i edited it ... just explaining what i had in mind, but if you want to change it go ahead..

i edited it before giving you the map..

yes that image should be used has reference ;)
Title: Re: Klyro's City Project
Post by: rast on May 14, 2006, 02:49:57 pm
(http://img401.imageshack.us/img401/5404/tree0023qn.th.jpg) (http://img401.imageshack.us/my.php?image=tree0023qn.jpg)
leaves and shape any better? :)
Title: Re: Klyro's City Project
Post by: Arangol on May 14, 2006, 03:57:07 pm
Much better, Rast! You're really making some progress! Try to add some more detail to the trunk so it would look more real.
Minetus, I'll try to make the basic-bridge-thing for the city and connect it to the main-land.
And btw, anyone here good at texturing landscapes, cause I suck on texturing landscapes ( I'm much better at characters and buildings :D )?

Title: Re: Klyro's City Project
Post by: rast on May 14, 2006, 04:20:46 pm
thanks arangol.
here is a newer tree which could sit half submerged in water:
(http://img145.imageshack.us/img145/8586/tree0048fj.th.jpg) (http://img145.imageshack.us/my.php?image=tree0048fj.jpg)

based on:
http://mason.gmu.edu/~sbryce/cyptrees.JPG

Title: Re: Klyro's City Project
Post by: Arangol on May 14, 2006, 05:24:06 pm
I've been working on the bridge that connects the ciy with the mainland. Here's the pic:
(http://img465.imageshack.us/img465/9149/image0026hv.th.jpg) (http://img465.imageshack.us/my.php?image=image0026hv.jpg)
It's still in early stages and I have to make the pillars more "real".
Then I have to add some stairs ascending from the pillars and the lighthouse on the great bridge + the small bridges for the city. Then it's mostly up to you to add the buildings.  :whistling:
Title: Re: Klyro's City Project
Post by: rast on May 14, 2006, 05:32:20 pm
if you want i will attempt to concept and model a lighthouse arangol to keep me busy :)
Title: Re: Klyro's City Project
Post by: Arangol on May 14, 2006, 05:36:10 pm
Puh great relief, I don't have an idea what Klyros lighthouses look like  :D !
I've worked some more:
(http://img20.imageshack.us/img20/1456/image0031fs.th.jpg) (http://img20.imageshack.us/my.php?image=image0031fs.jpg)

Got the main stairs, what about making spiral stairs instead of those?
The platform should have legs but I don't think you can see them on the pic.
And if the platform is under water, inform me please, think of all the klyror who would just walk down the stairs and then notice that there wasn't amy platorm.
Title: Re: Klyro's City Project
Post by: rast on May 14, 2006, 06:13:42 pm
looks good :)
what do you think(concept model - not finished model  ;)):
(http://img305.imageshack.us/img305/9307/lighthouseconcept3hf.jpg) (http://imageshack.us)
Title: Re: Klyro's City Project
Post by: Arangol on May 14, 2006, 07:00:45 pm
The steps look a bit a bit hard to climb ;) . But otherwise it looks good. Remember to put some shelter up on the top so the one who is up there doesn't freeze to death  :o .
Title: Re: Klyro's City Project
Post by: minetus on May 14, 2006, 07:52:51 pm
the new look of side B  ;)

(http://img340.imageshack.us/img340/4010/mapv2sidebrend017ha.th.jpg) (http://img340.imageshack.us/my.php?image=mapv2sidebrend017ha.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 14, 2006, 11:40:52 pm
Hello, Inca in da House.
Rast, new tree much better. But i think without any branches it will be more usefull for RTS like Warcraft_3, not for MMORG like PlaneShift with First_Person_View ability. Model has pretty look from above, but from the bottom? Keep it in your mind. Great foto, just make it in low-poly now :)
Lighthouse...For example it high=10-8 m. Rast, will you go up to the top of lighthouse on that stairs then? I'm surely not, cause i don't want to Death Realm  ;D Guys, you arel don't imagine HOW KLYROS WILL LIVE IN YOUR CITY. Imagine yourself that you are klyros, 1.75 m height, 53 kg weight, 19 years old, you like fish food, fishing, etc... Arangol, what width of your bridge? For now it looks like highway :) All klyros surroundings must match klyros proportions. IMHO, bridge width=3m. .. I always wonder why we have such big benches in Laanx Temple in Hydlaa Plaza... A common height for all seats in real life = 45 cm.

Minetus, i think, you caught my thoughts of landscape level of Algae Farms :) What is the height of cliff (where bridge begins)?
Title: Re: Klyro's City Project
Post by: minetus on May 14, 2006, 11:55:17 pm
around 100m over sea level
Title: Re: Klyro's City Project
Post by: Arangol on May 15, 2006, 12:52:29 pm
Inca: I looked at your pic and tried to make it that wide but if you want I can make it smaller  O--) I imagine it to be now about ~5 meter wide.
But if we want the lighthouse to be there and that people could walk beside the lighthouse then we need it to be that wide! The platforms I'll try to make in the city like the one already there will be great for fishing + nearly all the buildings would be on the platforms. The platforms would be connected with a sort of rope bridge. That is the way I see you scetch, Inca. Correct me if I'm wrong on something.
Title: Re: Klyro's City Project
Post by: Haanz on May 15, 2006, 03:57:15 pm
mmm...i think im gonna wait to model things for this project untill the landscape is finished...i'm wokring on another MMORPG right now and i'm kinda busy so...yea...

once again though if you need me to model something i'll do it. i check this topic everday for new posts and whatnot so if you ask me i'll surely get it! :thumbup:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 15, 2006, 04:12:59 pm
Arangol, 4.5 - 5m , imo, will be enough... I just wanted to suggest you to compare in-game sizes with real-life sizes. Also, try to make bridge less straight - it consists from 4 or 3 section, it is not solid bridge made from two parallel iron pipes or something... Don't appraise my sketch as guidance - it's just ideas as your ideas. It was my vision of your city for those moment. Glad if you like it. But if you like it, then your stalactites, that supports bridge, 2 times smaller then on my sketch. Also, i think Rast proposed nice idea concernd this supporting elements (search it in previous posts), why don't use it in second and fourth one?

Landscape are clear for 68%, i presume... You sad 100 meters height, Minetus. So, from the bottom of bridge to sea level we have probably 95-98 meters. In Russia, it will be 36-storey building... Even if the highest klyros building will has 10 meter high... (but i doubt that someone construct such huge/high building on reef in almost open sea (don't you forget that sea has something like  flux, reflux, storm?))... 85m of open air - is too much, imho. It's something unreal, imho, such high stalactites will destruct all pleasantness and cosiness of klyros city :) My propositions: cliff's height = 20-25 meters, bridge height = 3m.

Now, let's return to architecture style, friends :)
On this picture i marked mushrooms i found more original.
(http://foto.mail.ru/mail/inca-sator/1/i-23.jpg)  (http://foto.mail.ru/mail/inca-sator/1/i-22.jpg)
On this picture...Roofs as elements of house too small, and, also, without these roofs it will be common castle-like building with holes instead doors and windows. Sketch needs modification.
I found that klyros are very fond of decorative art magic, could it be usefull for you?
Title: Re: Klyro's City Project
Post by: rast on May 15, 2006, 07:12:53 pm
thinking about what you said inca, it seemed more likely that a klyro nation would probably use small beacons around their cliffs:
(http://img268.imageshack.us/img268/3670/beacon0013lh.th.jpg) (http://img268.imageshack.us/my.php?image=beacon0013lh.jpg)

afterall, they can see in the dark :)

aboat the magic symbols, i did make a seperate thread for symbols, but no-one has yet to post in it :(

i will try and make that tree lower poly and add branches now

new tree:
(http://img478.imageshack.us/img478/7066/tree0057ml.th.jpg) (http://img478.imageshack.us/my.php?image=tree0057ml.jpg)
not much better poly count:
-trunk/branches/roof=139 polys
-canopy/leaves=48 polys
-overall=187 polys

it looks good (subsurfed the trunk) though
Title: Re: Klyro's City Project
Post by: Inca Sator on May 15, 2006, 07:41:49 pm
Rast, can you make rendering for your tree frome below, and one screenshot with edges (like you made with Lighthouose in your prevous post)?
Title: Re: Klyro's City Project
Post by: rast on May 15, 2006, 09:51:38 pm
here is the underneath :sweatdrop::
(http://img519.imageshack.us/img519/8242/tree0066dj.th.jpg) (http://img519.imageshack.us/my.php?image=tree0066dj.jpg)
"screenshot with edges" ;)
(http://img445.imageshack.us/img445/7066/tree0073fy.th.jpg) (http://img445.imageshack.us/my.php?image=tree0073fy.jpg)

Title: Re: Klyro's City Project
Post by: Baldur on May 15, 2006, 11:09:08 pm
I'm working on a city view picture. Will post it as soon as I'm happy with it
Title: Re: Klyro's City Project
Post by: minetus on May 15, 2006, 11:19:27 pm
hi guys,  :D :-[ lill drunk here and tootheadche...  :o but gona try and some letters out :'(, oh so hard to click on smillies..
i went on trip today to eletric factory today that is up north :ban: all day driking and eating =_=

inca 25m will make cliff non porpontional to the map, from cliff it will look like sand beach ??? im tinking on buildings over buildings making a city not horizontal placed but horizontal and vertical placed :detective: were wood/rope briges conect the diferent lvls...

yeah, those stairs type access the water lvl :D ya got me there ;D

mushrooms, prototypes ;D need to draw more
buildings, prototypes  :D need to draw more

did that make sense?? ?? ?? ignore if it did not!  :-[ :whistling: :devil: :flowers: :detective: :'( :-* :-\ :-X oh no... drunk sry
Title: Re: Klyro's City Project
Post by: Inca Sator on May 16, 2006, 12:17:26 am
Hey :) Minetus !!! Are you still not sleeping?!
I think it's not usuall to get drunk in Monday :) He-he-he
I remember how i joined developer's meeting being drunk 79% over ;) (after my friend's meeting). It was fun :D Luckly i didn't do something wrong and wasn't too noisy :) I noticed, that my english become more international in those time, hehe :)

So, about "vertical placed buildings".. Ok, you prompt me an interesting idea of City layout, wait for tuesday evening.
Sleep well.  :sleeping:
Title: Re: Klyro's City Project
Post by: minetus on May 16, 2006, 12:29:22 am
on my trip up north, the factory was in the midle of mountain chains, very rustic place, we passed trhoug river place very interesting places,
i saw lots of burned trees from last summer fire in the region, and also some water falls, and rock tunnels..
tomorrow ill make some squtches to give an idea, if i knew i would see such nice stuff i would had taken my camera X-/

anyways im gona let it for tomorrow.. :D
Title: Re: Klyro's City Project
Post by: Baldur on May 16, 2006, 09:35:14 am
Hmmm, damn. A beach. Hmm, well that kinda blew my city vision :innocent:
Mine was a floating island and stillworking on the city and the waterfall on top. The bridges are a **** cause i need to be focused at 1 o'clock :sweatdrop:

I'll try finish and see how you like it  :sleeping:
Title: Re: Klyro's City Project
Post by: minetus on May 16, 2006, 11:53:01 am
water dynamics, erm well not very accurate,  :P , and a sweet water river algae example, gona make a research on it.

(http://img108.imageshack.us/img108/8097/wateralgae017tr.th.jpg) (http://img108.imageshack.us/my.php?image=wateralgae017tr.jpg)(http://img366.imageshack.us/img366/2985/algae069qa.th.jpg) (http://img366.imageshack.us/my.php?image=algae069qa.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 16, 2006, 11:25:09 pm
"Shegenriz" what do you think? Isn't it a good name? :)
Title: Re: Klyro's City Project
Post by: minetus on May 17, 2006, 10:09:32 am
hi guys, not much activity in my part this next days, lots of work, family is gona be here this week..

sounds good inca.. nice name :D but is it good klyros name?

about city on vertical/horizontal, very complicated for klyros, very tall buildings, i tink it will not be doable, and that we should keep the 3 store building thing max, and with few exceptions
larger buildings.. :sweatdrop:
Title: Re: Klyro's City Project
Post by: Baldur on May 17, 2006, 02:19:23 pm
I'm almost done with MY fleeting city, though having problems with the scanner. I will be adding bridges and blacker lines, hopefully also some textures to it(no, i'm not doing 3D).

I will post it as soon as I think you're happy with my work :sweatdrop:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 17, 2006, 07:35:50 pm
Hi, i want to return a little  to "Sizes" theme, so check this pictures:
Cliff=100m, Stalaktites=about h=100m, w=60m, l=70m. Bridge: width=4,5 m, height=3m.
Small house= 5*5*5, big house=10*7*7 (houses=boxes). Also, they all 1,5m above sea level.
(http://foto.mail.ru/mail/inca-sator/1/i-24.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-27.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-28.jpg)
(http://foto.mail.ru/mail/inca-sator/1/i-26.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-25.jpg)

Is it clear and ok? :)
In my opinion, those stalactites with their sizes just supressing the city. Next alternatives:

1. Change cliff's height to ~50meters-->stalactites sizes will decrease too;
2. Change stalactites-decrease their X and Y dimentions--->have something realy strange called "stone slim icicle" :) Any ideas?
3. Delete stalactites-->new ideas for path to floating Island. Vines?

About vertical leveling of city plan. I'm thinking about small houses attached to stalactite's sides - something like bat's/pterodactyl's way of living.
Title: Re: Klyro's City Project
Post by: minetus on May 17, 2006, 09:54:44 pm
hi, a option that comes to mind:

with out touching the cliffs height
add insted of 3 stalagtites 5-6..
then lower the first stalagtite to 75m and the second to 50m, the 3rd to 35m and with the rest make a ramp up to the island height

the first stalagtite could be then changed to a V shape rock formation cutted throught the water erosion.

what you guys tink? it wouldnt have that static path traditional bridge, and would lower the brige height in its midle area, being able to give direct access to the city at water lvl.

also an idea that came to mind is that we could leave the straight line brige formation and make some curves around the city, with that we could lower it down to 10-20m
Title: Re: Klyro's City Project
Post by: Inca Sator on May 17, 2006, 11:26:24 pm
Ok, Minetus, i tried to change my concept 3d scene with your suggestions. Notice my new propositions: new beginning of the bridge - under lighthouse, and location of floating island.
(http://foto.mail.ru/mail/inca-sator/1/i-29.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-30.jpg)
(http://foto.mail.ru/mail/inca-sator/1/i-32.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-31.jpg)

Baldur, hope to see your concept art soon :D
Title: Re: Klyro's City Project
Post by: Baldur on May 18, 2006, 12:36:20 am
I*m thrilled that someone looks forward to it. More touch on the stone textures and bridges and a bit more filling in and i'm done! :sorcerer:
Title: Re: Klyro's City Project
Post by: Zan on May 18, 2006, 06:58:06 pm
If you make it like that those stalagmites (not tite, they grow from the ceiling down :P ) obviously dominate the entire city.

However I think you made your houses absolutely minimal in size. A space of 5m by 5m isn't a house, it's a single room. While I can imagine that the poorer people couldn't afford much more than a single room to live in I do feel there need to be plenty of larger, actual houses in such a big city as well. At least 3 rooms in a normal sized house I'd say which would turn out as an average of 15m by 15m. A large house would have between 5 and 7 rooms and very large manors or public houses will have over 10 rooms easily so they will be substantially larger than what you sketched there. As for the height, I think a good measure is the Klyros' height which varies between 1.60m to 1.80m, take their wings into consideration and the fact that they prefer to sleep hanging upside down so the height of one story should be rather high compared to normal. I'd say between 3 and 5 meters. Or you could work with small towers in the smaller houses, the towers would make part of the room higher than the rest and be used to sleep in. Then you could work with normal height rooms of around 2.30m. Of course for each additional story you should add that number and about 0.30 - 0.50m of floor material.

Also .. do the stalagmites have to be so wide in diameter? Look at the bridge and then look at the top of the stalagmites, it can be a whole lot narrower and still be more than large enough to support a bridge of that size. I'm not sure if the stalagmites are supposed to look as flat as you sketched them there but if they do I'd make it very obvious that they have been artificially worked into that shape. It isn't a natural stalagmite shape and I really wonder with what tools those Klyros managed to flatten such massive rocks. Maybe it would look better if the stalagtites grew on a little further, maybe even all the way to the top or they would converge with stalagtites growing down. Then you could either have tunnels run through them or a path hewn out around the edges.

Lastly I'd like to show you all some pictures of how stalagmites and stalagtites really look .. because I hope these will look a whole lot better than what we can see in the Ojaveda Hills now. Those Ojaveda stalagmites look like steel pins, real stalagmites are a lot more chaotic and rounded off, not sharpened to a gigantic spearpoint.

(http://www.chompy.net/blogs/pogo/archives/stalagmite.jpg)

(http://www.chompy.net/blogs/pogo/archives/watchtower.jpg)

Sorry to be such a pain in the butt without being able to help with anything but I just want you guys to make this look as good as possible.
Title: Re: Klyro's City Project
Post by: Baldur on May 18, 2006, 07:39:17 pm
You could say i've done stalactites(dropping from roof) but not in that sense, really ???

OK, enough talk! :-X ::)
Title: Re: Klyro's City Project
Post by: Zan on May 18, 2006, 07:46:58 pm
Hehe well I don't think they'll have to be that detailed but as you see it's very different from the ones we can see in the Ojaveda hills.
Title: Re: Klyro's City Project
Post by: Baldur on May 18, 2006, 08:44:53 pm
Yep, you could say they're crafted. I will be showing them soon, just working on the shadows and I think they look really well :)

Also, thank you for the screenies. It seems no one thought of a "reskin" of Stalactites/Stalagmites
Cheers :)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 18, 2006, 08:53:48 pm
Thank you, Zan. As for me, I always like to hear crtiticism with such well grounded arguments :) Fresh view are often able to notice much more defects than the  accustomed one. So, i modified my 3d concept scene with your improvements of sizes:
Poor house\store: w=5 l=7 h=5
Common House: w=10 l=10 h=7
Big House (2- or 3-storey): w=15 l=15 h=10-15
Hall (3-storey or with very tall ceiling): w=20 l=20 h=15.
(http://foto.mail.ru/mail/inca-sator/1/i-33.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-34.jpg)

About stalagmites... Honestly to say, i think it's not real to have such amount of stalagmites in one place. How their formed? Where are their stalaCtite's twin-brothers? Are they on 1st level ceiling near Azure sun? :) Then the drops of mineral's solution  must to tide over 35 kilometers from 1st level to 6th level :).....

Also, I think it's little wrong to compare big PS-stalactites with real stalactites. The diameter of my 3d stalactites match your references, about their top...you right, klyros couldn't to  remove'em...Got to think up something. ..Or may be dwarves helped them? How knows - it's PlaneShift - a magic world. :)

Yesterday i thought up that we can substitute stalagmites to mountain bed.... damn how many beds in english with different meaning?!!...
So, it can begins from cliff, continue to the last small ROCK and walk off underwater. Rocks (ex-stalagmites) can be connected by arcs wich were made by sea waves.
About reefs - will it be Rock reefs or coral reefs?
Any comments?
Title: Re: Klyro's City Project
Post by: Baldur on May 19, 2006, 11:55:16 am
I've heard Stalagmites and Stalagmites are mainly made of salt. What if the Klyros "washed" away a piece of the minerals, creating a hole in the stalagmite. A hole would be pretty well
Title: Re: Klyro's City Project
Post by: Zan on May 19, 2006, 12:58:51 pm
They're made of minerals yes, mainly calcium so they could be affected by acidic solutions but I'm not sure how useful that can be for molding them. Basically what I know is that stalagtites/stalagmites are formed by water that goes through the ground, collecting minerals from the earth in the meanwhile. When those water drops come across a cave they'll seep through, thereby setting their mineral content off on the ceiling and/or the ground they fall on. Here there are piles of mineral stone being formed very very slowly. I think it grows one inch or two centimeters in a hundred years on average.
Title: Re: Klyro's City Project
Post by: Arangol on May 19, 2006, 02:37:34 pm
Ok, I have been away for a while now. Haven't been making anything but I think I'll come up with something later today or tomorrow.
Title: Re: Klyro's City Project
Post by: Baldur on May 19, 2006, 02:38:38 pm
What would be cool is if they built a bridge(stone, the bridge you might be making Inca) with roof of wood on top. The stalagmite took more and more of the resilient roof until it was fully covered with the drop stone, that would make us a stone bridge with tree ceiling, though we have to create either an extremely corrosion reistant metal or magical wood for the roof. The wood would make cool light effects when you enter the tunnel  :)
Title: Re: Klyro's City Project
Post by: rast on May 19, 2006, 10:25:58 pm
hi all

just to say i'm still here :)

i need something to design/model and i've reached an inspiration block ;) should i start on some of the small huts, etc??

edit:
wow no one's posted for a while. anyway i've modeled a poor but sturdy klyros hut.inside it has several chairs (they only have a thin back to then to allow the wings through), a table, a stove and some hanging rafters (for sleeping :)):
(http://img302.imageshack.us/img302/9683/klyrohut031zy.th.jpg) (http://img302.imageshack.us/my.php?image=klyrohut031zy.jpg)

(http://img302.imageshack.us/img302/6496/klyrohut021ha.th.jpg) (http://img302.imageshack.us/my.php?image=klyrohut021ha.jpg)

(http://img474.imageshack.us/img474/8528/klyrohut015cs.th.jpg) (http://img474.imageshack.us/my.php?image=klyrohut015cs.jpg)

download here (http://www.rapidsharing.com/f596053e962877d7825f637a4151de9a) if u want to texture it,etc ;)

hope u all like it :)
Title: Re: Klyro's City Project
Post by: Baldur on May 20, 2006, 09:14:52 pm
Cool :) I'm waiting for the living the room ;)

*edit*

I've just finished my work! Yay :) Shadows done, skipped bridges :whistling:(Klyros can fly, right? :p). Now i'll just have to edit it in PS after i've scanned it :)
I'm pretty proud of this picture as i'm no wizz in shadows or proportions, but I made it! :) It's no longer beautiful to me cause it's been a b*** doing this :p

So, now all we need is the image :sweatdrop:
Title: Re: Klyro's City Project
Post by: Arangol on May 21, 2006, 09:27:49 am
Klyros need bridges, they can't fly so long (or that's what I've heard) and btw it's really tough to fly every time you have to go from a platform to another  ;) ! The bridges are kind of rope bridges. If you don't have them in your pic then it's ok, don't worry about them, I'm already working on the city foundations and that picture will be of great use.
Title: Re: Klyro's City Project
Post by: rast on May 21, 2006, 10:41:22 am
ok...i made a bridge/stalactite thing just to show my current ideas (and yeah i know the stalacmite isn't very good ;)):
(http://img225.imageshack.us/img225/472/bridgestaliktites7im.th.jpg) (http://img225.imageshack.us/my.php?image=bridgestaliktites7im.jpg)

edit:
bridge:148 polys
stalactite thing with staicks on top:47 polys

can't wait 2 see your image baldur :)
Title: Re: Klyro's City Project
Post by: Baldur on May 21, 2006, 02:13:28 pm
Klyros need bridges, they can't fly so long (or that's what I've heard) and btw it's really tough to fly every time you have to go from a platform to another  ;) ! The bridges are kind of rope bridges. If you don't have them in your pic then it's ok, don't worry about them, I'm already working on the city foundations and that picture will be of great use.
I see, well i had bridges but to fit with the picture they had to be detailed and i'm not very good at drawing detailed bridges when they look like lines. I appreciate that some think I can help in their work and i'm happy to see that some quite skilled 3D modelers look forward to my work. Thank you :)
Got the pic in the tube right beside me. I'm going to take it to school tomorrow and edit it on my estetic lesson :)

Oh, and Finland won Eurovision song contest, with a band who MIGHT change the look of Eurovision forever! They are alled Lordi, for those living on other continents :), and are a Finnish monster-rock band. Finland hasn't won during all of Eurovision's song contest i'm just really happy now \\o// :devil:
Title: Re: Klyro's City Project
Post by: Arangol on May 21, 2006, 03:37:58 pm
Yeah! Hyvä Suomi! We won with 292 points, new record in all time for the Eurovision! Ok, back to topic...
Rast, that thing looks just as I thought it should be like, with a good alpha-map we can make the bridge-sides more like ropes and that doesn't make the poly count higher. Could you send that file to me so I could add it to the landscape, with some modifications, ok?

EDIT:
Finland hasn't won during all of Eurovision's song contest i'm just really happy now \\o// :devil:

 Baldur, you from Finland?
Title: Re: Klyro's City Project
Post by: Baldur on May 21, 2006, 04:40:37 pm
Half Fin, and I'm really going to get bugged by my cousins unless I don't write this :P Oh god, having anxiety posting my pic(What if the gang doesn't like it, what if they laugh :'() Lol, i'm really nervous.
Title: Re: Klyro's City Project
Post by: Arangol on May 21, 2006, 05:22:43 pm
Nothing to be afraid of, why would we laugh? Is it funny or something?  ;) Just post it!
Title: Re: Klyro's City Project
Post by: Baldur on May 21, 2006, 05:39:01 pm
Pal ;) You'll have to wait until tomorrow ;) (though i got this crowbar and i guess the schools not open ::|)
Title: Re: Klyro's City Project
Post by: Under the moon on May 21, 2006, 05:45:13 pm
Just a little something for you to think about.

(http://img526.imageshack.us/img526/5485/cliff1av.th.jpg) (http://img526.imageshack.us/img526/5485/cliff1av.jpg)
(http://img502.imageshack.us/img502/764/cliff35rc.th.jpg) (http://img502.imageshack.us/img502/764/cliff35rc.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on May 21, 2006, 05:54:16 pm
Looks good :D It looks like a roman aqueduct and all we need now is water up there and space to walk on. Just think of it :D Water pumped up and then lead to these platforms along with the boats and the ships :P and Klyros' walking along the artificial river*sigh*
Title: Re: Klyro's City Project
Post by: Arangol on May 21, 2006, 07:32:48 pm
This what I've got now and some places that I will add soon (tm) :
(http://img302.imageshack.us/img302/6638/image0045tp.th.jpg) (http://img302.imageshack.us/my.php?image=image0045tp.jpg)
Here are the picture's made by Inca Sator that my landscape is based on:
(http://img302.imageshack.us/img302/1774/map1ye.th.jpg) (http://img302.imageshack.us/my.php?image=map1ye.jpg)
(http://img302.imageshack.us/img302/9341/sketch22ho.th.jpg) (http://img302.imageshack.us/my.php?image=sketch22ho.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on May 21, 2006, 07:39:36 pm
Really good :) Makes me add some things :P
*sigh* why didn't I call it a village :-[

:Edit: Hmm, mine's a village!

Add>: OK, here's my "pride" :P I made it a URL cause it's quite big. I drew it on A3. Sorry if i didn't get time to tidy up and i forgot som very important shadows. Hope it didn't put up too much of a mess :sweatdrop:

OK, here's the URL: http://i45.photobucket.com/albums/f78/Belark/KLyrosFinished.jpg enjoy
Title: Re: Klyro's City Project
Post by: Arangol on May 22, 2006, 02:07:09 pm
So you made the flying island?
If so its FANTASTIC!
It's relly nice and those shadows you forgot doesn't mean so much. This will really help us making the flying island  :D
Title: Re: Klyro's City Project
Post by: Baldur on May 22, 2006, 03:30:22 pm
Ah, thanks :) I'm really glad i could help. This meant quite alot to me :flowers: Good luck, Arangol :)

Edit:  \\o// \\o//
Title: Re: Klyro's City Project
Post by: XanWing on May 22, 2006, 03:46:22 pm
that looks like Outland in WoW, with its flying islands and buildings :whistling:
Title: Re: Klyro's City Project
Post by: Baldur on May 22, 2006, 05:00:43 pm
Edit: Nvm, i'll be quiet :P
Title: Re: Klyro's City Project
Post by: minetus on May 22, 2006, 08:17:54 pm
waaaazzzzzaaaaa!!!
hey guys long week.. for me.. my family from the usa and germany came to visit us here so i had to be away for some time..
baldur your sketch is very good  :D...

gona read the long list of posts now  :o :detective:
Title: Re: Klyro's City Project
Post by: Baldur on May 22, 2006, 10:38:38 pm
K, as i'm now involved i'll make some buildings for you, how does that sound? :)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 22, 2006, 10:55:58 pm
Baldur, can you make sketch for central building with octopus-looking with more detail? And also i intrested in those round small houses beneath it. Add more decor. OK?
Title: Re: Klyro's City Project
Post by: Baldur on May 22, 2006, 11:21:31 pm
baldur your sketch is very good  :D...
http://img462.imageshack.us/img462/2636/sectore5beach4tt.th.jpg I feel honored :)

I'll try my best, Inca. On it tomorrow*yawn* now i need a nap :sleeping:
23 May Update: Klyros' Private House, The "Baku"

24 May 09:00 AM Add: I was a bit hasty with the Info so i'm going to rewrite it cause there's still some pieces missing, sorry if you missed anything. I'll post it along with my sketch :)

I'm done with my "bubbles" which I call "Baku" :) It still needs a bit tweaking but i'll be done with it after a maximum of two days to make it look worthwhile watching ;) The Klyros' houses will be a kind of Coral who live on Planckton they filtrate from the river waters which, in a magical way, refill every time they crash down the water falls, don't tell me how, you're supposed to be the creators :D
The Klyros' and Baku' live in symbiosis and therefore most Klyros of the Baku-city often are white after being exposed to the Baku's Calcium- rich shell when they repair the cracks growing Baku's create. This tradition has been going on for centuries.

More to come ;)

24 May 08:00 PM
Completely done with the Baku. I'll post it as soon as I can get hold of a scanner :) Hmm, might add...nah, nvm. As usual it's hard work for me, but believe me it's fun when i lay on the finishing touches and look at my work(can I call it works, hmm); That's my moment, when I've went through something and held tight to it and never given up*sigh*. Enough chatter ;P I've heard they've got a scanner at Ma's work...Now where are her keys I wonder. 8)

More info: A Baku can live for up to 400 years and can therefore reside Klyros' for generations. When the Baku's get sick or die their ability to filtrate water is often weakened or completely stopped. A special craft of doctors maintain the creatures with weekly inspections.
When a Baku dies its used as a mausoleum for the family who once lived there. When all of the family has died their Baku and them are set off their island set out in the sea where they can finally begin their eternal rest.
The Baku is by default hollow and is therefore ideal for housing. Many argue whether the Baku came after the Klyro's and evolved into what it is today or if it simply is an enchanted being. Walls, other then from the Calcium-skeleton surrounding the residents, are often made out of drifting logs and planks. It is a ware symbolising wellfair.
Klyro's often decorate their houses to thank the sun, earth and sea for their gifts (they're atheists but i couldn't resist! :) ) and, in special cases, for luck.
Title: Re: Klyro's City Project
Post by: Inca Sator on May 24, 2006, 09:36:40 pm
I want to post some references for klyros architecture style (and discuss'em after). This are screenshots from Playstation JRPG "Chrono Cross" - similar water-situated town as ours. What do you think? I like all Square games, because they are very creative and trully artistic work. Also i like the decorativeness of this town (colors and patterns).
So, check'em.
(http://foto.mail.ru/mail/inca-sator/1/i-35.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-36.jpg)
(http://foto.mail.ru/mail/inca-sator/1/i-37.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-39.jpg)
(http://foto.mail.ru/mail/inca-sator/1/i-38.jpg)

Be sure - it is just my suggestions of WAY OF THINKING.
Title: Re: Klyro's City Project
Post by: Baldur on May 24, 2006, 09:58:17 pm
Very interesting, though should an atheist fish people have pastel colors? Of course they should! :D
It looks very cool, though i don't know where they would get wood from on a salty coast. I would suggest stone or mud, colored, sculpted, enchanted mud of course :) stricken with sand! ::|
If we're going to have the town in water we'll have to find a way, either, to get the wood to stop rotting! or make the base out of metal or stone. The rest of the city wont be too much trouble, but I can't still see where they should get wood from(Hmm) Maybe an arthificial sandbank, close to a beach/coast?

Just some of my ideas, will be done with my stuff soon :)(Dang, remembered that Octo-building X-/)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 24, 2006, 10:00:03 pm
Baldur, about Baku's ... I'm not sure about their nature. If it's a Corall, then it got to be UNDERWATER, but Planeshift Klyros can't live underwater. If Baku's higher part over water, then you must to think up how their filtrate a plankton - just make a section of Baku. Anyway i like the idea.
Another thing, that this way of living match only for settled klyroses. And think about the original of Baku - are they PlaneShift exclusive thing or they were brought into PS by klyroses from their HomeWorld.... Do you know how coralls reproducing?
"Klyro's often decorate their houses to thank the sun, earth and sea" - it's a great idea. It will accent klyros triple nature. Don't worry about their beliefs - it can be just a simple decor. Without any sacred meaning.
Title: Re: Klyro's City Project
Post by: Baldur on May 24, 2006, 10:23:20 pm
Baldur, about Baku's ... I'm not sure about their nature. If it's a Corall, then it got to be UNDERWATER, but Planeshift Klyros can't live underwater. If Baku's higher part over water, then you must to think up how their filtrate a plankton - just make a section of Baku. Anyway i like the idea.
Another thing, that this way of living match only for settled klyroses. And think about the original of Baku - are they PlaneShift exclusive thing or they were brought into PS by klyroses from their HomeWorld.... Do you know how coralls reproducing?
"Klyro's often decorate their houses to thank the sun, earth and sea" - it's a great idea. It will accent klyros triple nature. Don't worry about their beliefs - it can be just a simple decor. Without any sacred meaning.

On the first: I have thought through that and yes, they are landliving specimens. I believe that if it wasn't for its ability to live on land it would've sunk into a depressive pile on the seabottom. These Corals are landliving and sustain themslelves by pumping in water through their "roots" which partly lie underwater. Again for the shell. For the shell to be as hard as possible it will need dry air. Calcium is a fluctuant mineral. It's easily scraped of but it gives nourishment to the landleapers and their underwater counterpart. Plants need calcium, so does fishes and other creatures. The Baku is an important part of the biosphere and it supports both animals and Klyros with shelter and a calcium source.

Concerning those of settled: Not really. These Baku are bred along the coasts and brought up through tender care to the surface once they are big enough. I didn't say nomadic Klyros' couldn't use these as ships as they should float. The Baku lives between the inner and outer "walls" relying on its shell to not dry out and once again I mention its tube like roots which they breath with, feed the animal and support the living Klyros family with fresh water :) I have no idea in Chorall reproducing but as they are bred underwater the fisher-race has most certainly known that for long and we can discuss that later.

On the Baku's Origin: I earlier mentioned the discussion concerning this issue. Many have come to the conclusion that it has evolved with the Klyros though there is an opposing side, yet smaller, who believe this is the work of an enchantment ages ago by the homeless Klyros. I quote:"Many argue whether the Baku came after the Klyro's and evolved into what it is today or if it simply is an enchanted being."

I'm glad you liked my decoration-ideas and we'll see what you think about my drawing. This is from my fantasy and some influences from several books and movie pieces, though the structures aren't living, which I think is cool ;)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 24, 2006, 11:25:59 pm
Ok, let me make lil resume for that moment:
Baku - big coralls - so, they are biotic organisms with corall's attributes. They live in symbiosis with Klyroses (or Klyroses live in symbiosis with'em?) -> there are centuries old kindred relationship between Klyros and Baku. Each klyros family/kin has it's own Baku...
...Baldur, i've got to say that in that case Baku acquired very important and serious meaning for all klyros nation.. even for nomads-klyros. Agree? Moving in that direction we can finally receive Cult of Baku or something... We must avoid it.
Also, amongst klyros there is a Legend about that Baku came from Klyros HomeWorld with'em.
I like Baku concept, but it have to be think through.

Why it called Baku? Can you post a transcription?
Title: Re: Klyro's City Project
Post by: Baldur on May 25, 2006, 12:25:12 am
Ok, let me make lil resume for that moment:
Baku - big coralls - so, they are biotic organisms with corall's attributes. They live in symbiosis with Klyroses (or Klyroses live in symbiosis with'em?) -> there are centuries old kindred relationship between Klyros and Baku. Each klyros family/kin has it's own Baku...
...Baldur, i've got to say that in that case Baku acquired very important and serious meaning for all klyros nation.. even for nomads-klyros. Agree? Moving in that direction we can finally receive Cult of Baku or something... We must avoid it.
Also, amongst klyros there is a Legend about that Baku came from Klyros HomeWorld with'em.
I like Baku concept, but it have to be think through.

Why it called Baku? Can you post a transcription?
Gah, so many questions :sweatdrop:

Comment: I see, but if certain types of Baku "appear" the "cult" would losen up a bit ;) I'm just telling you about the houses they live in because it's a very interesting piece in my opinion. I am only describing the house, but as it is a living being we need a bit more info then just bricks and sand. Yes, this is very complicated. We might invent several types. Yes, it would be unique but it would also split these creatures up into their community's. This reminds me very much of "clade" where a certain feat of people were given a dna which was in perfect harmony with the biosphere they existed in but they felt sick once they stepped out of it. They called it clade.

Fact:My first intention on naming the Baku was to find a fitting name in latin but I gave it up as we would never have latin in PS, neither would the Klyros, therefore I invented the word "Baku". It stands for the simplicity and the irony that the solution had been waiting for them for eons. Also the words expresses a happiness. The Klyros always express it with joy and therefore it should be expressed that way. I could say the phonetic is Ba-cku.

Even more info :sleeping:I'll tell you a brief story of this as I find out things as we go:
 Once there were fishermen scouring the landscapes. What they did was never known by others. They travelled across fields, swamps, coasts and mountain ranges in search of something. The fishermen who had come from the caves searched restlessly for their home. Where there were wood, they tried chopping down trees but their weak limbs and few numbers couldn't lift the heavy tree trunks and the work which was successful was immediately replaced with despair when they're proud work rotted away. They walked the plains for many decades, living as a nomadic people never stopping more then a week and they continued, went on, and slowly got used to the life without a home. Though the fishermen had found new strength in their existence they're dream was never forgotten. It was brought through generations, telling stories about great cities made by their ancestors and the surface. So came the day when they reached Flime Beach(Named after one of my own creations, the "Fanged Slime".) To many this was a hostile coast but a new hope scoured through the mass when a Gul fled by and sat on a pearl-like oval, bumping up and down in the water.This was the first encounter with the Baku. With a closer look and underwater inspections the tribe Klyron(the word+ the spanish pronombre ending -n means "Them Klyro"). Their scouts concluded that it wasn't a massive pearl but a living creature with suspicions of being completely hollow. Apparently it had been ripped off the seabed and thrown up to the surface. Where the water ended and the air started it was completely smooth and the normally soft shell had hardened into stone.
This was the beginning of the cooperation between this completely unknown species and the Klyrons'. The fishermen finally got their home in Yliakum and the Baku's hardened shell gave them a defence against their natural enemies(Hmm, i haven't imagined any natural enemies yet, but if you want to proceed with this i'll do my best to make them as threatening as possible[*faints* even more work]) and since then the Klyros have lived in perfect harmony with the sea as thanks for the Baku.(lousy end but it'll due)

So that's the istory of the Baku and how Klyros found them. More will have to be riddled through the libraries once I get the time ;)

I wouldn't say it's a cult, i'm saying it's a joyous culture in harmony with sea and air. The Sea is symbolized by the Baku and why the Klyros are thankful and joyous to the air could be the Gul that showed them the way.

25 May I might have made it a bit to serious in the earlier posts, but I want to make you see is they're a happy people who take care of their houses with a little bit more care, like a man who loves his job. They're thankful to the Baku and therefore they take care of it, or maybe they're thankful to the Sea and the Air.

Anyway! We'll see :) I'm going to complete this even and if it sinks*sigh* it sinks, though it's good to know you've tried..

*Observe:Turn to this post as it has the most truthful explanation between the Klyros' and it's House(lol, sounds funny)*

*Chuckles* This is what you get when you post too much info :sweatdrop:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 25, 2006, 05:24:38 pm
Hey, Baldur, Minetus posted nice link "Coral research" on first post. Very usefully.
Check this pictures:
http://esnips.com/imageable/large/0b9a5238-70b4-45f8-9f9d-38274a77cd05
http://esnips.com/imageable/large/cc817172-ca22-4119-8b3f-ecc7c0c7adb6

and this (but this is not a corall, it's a sponge):
http://esnips.com/nsdoc/03cdbc7b-1f99-4d65-a0a2-15884be08fc0
Title: Re: Klyro's City Project
Post by: Baldur on May 25, 2006, 08:48:37 pm
Hehe, i'll have to take a look these then, thanks Inca Sator and Minetus.
There's a good chance I will be able to scan it tomorrow and i'm already done with the Baku so i'll save Minetus pic's for the Octo-building.
The Baku's sort of a Coral who lives in water BUT can sustain itself on land in case you drag it up, as long as its roots are able to suck water. That could also be the solution to why Klyros move so close to the sea. To sustain their houses. I will take a look at the pictures as soon i've created an account, thanks Minetus for handing the pics and inca for sending them. I'll maybe even make a Were-coral! Haha :D It could be a parasitic coral who lives on sprouting in their eggs into the Baku's shells and when the wyrms have grown, BLAM, the wyrms destroy it. It would be like Malaria ::|

Edit: Got the account, now off to look at the pic's.
Edit: It can't look at the pictures :( All it says is "login, plx" and then the dang thing brings me back to my album. I even tried to acces my album and then link from there :-\
Title: Re: Klyro's City Project
Post by: minetus on May 26, 2006, 12:27:34 am
hi, if you are searching for my folders they are all tagged as "planeshift" a search in esnips should take you directly to them.
on a side note you dont need a account to view them, but the linkage is kinda tricky, i tink esnips doesnt support outside linkage too well  :(

i liked the baku idea alot \\o//
Title: Re: Klyro's City Project
Post by: Baldur on May 26, 2006, 11:13:41 am
Thanks, Minetus! :) Great, now I'll finally see if my Baku fits into the context of being a choral. Thanks for positive responses also, they make my day :flowers:
Title: Re: Klyro's City Project
Post by: Baldur on May 26, 2006, 11:18:25 am
26 May: Final Update

Comments:
Here's the sketch you requested, Inca Sator. This is the Baku. Earlier info will follow
(http://i45.photobucket.com/albums/f78/Belark/77098387.jpg) :sweatdrop:...
The Baku's sort of a Coral who lives in water BUT can sustain itself on land in case you drag it up, as long as its roots are able to suck water. That could also be the solution to why Klyros move so close to the sea. To sustain their houses. The animal, Baku, is between the inner and outer "walls", relying on its shell, to not dry out. The Baku's tube like roots, which they breath, feed meantime supporting their "guests" with fresh water, is the lifesource of to the Baku and the local wildlife which benefits from it's calcium-rich roots.

Facts(*sigh* I become so formal sometimes):
Life cycle: A Baku can live for up to 400 years and can therefore sustain Klyros' for generations. When the Baku's get sick or die their ability to filtrate water is often weakened or completely stopped. Baku's grow throughout their life and it is a costum to help neighbours fix their houses. This also works to tighten the community and make new friends and lovers.
Architecture:The Baku is by default hollow and therefore ideal for housing. Klyro's often decorate their households to thank the sun, earth and sea for their gifts.Baku are bred along the coasts and brought up through tender care to the surface once they are big enough.

"The tale of how Klyros found Baku"(Catchy, isn't it?;P)
Once there were fishermen scouring the landscapes. What they did was never known by others. They travelled across fields, swamps, coasts and mountain ranges in search of something. The fishermen who had come from the caves searched restlessly for their home. Where there were wood, they tried chopping down trees but their weak limbs and few numbers couldn't lift the heavy tree trunks and the work which was successful was immediately replaced with despair when they're proud work rotted away. They walked the plains for many decades, living as a nomadic people never stopping more then a week and they continued, went on, and slowly got used to the life without a home. Though the fishermen had found new strength in their existence they're dream was never forgotten. It was brought through generations, telling stories about great cities made by their ancestors and the surface. So came the day when they reached Flime Beach(Named after one of my own creations, the "Fanged Slime".) To many this was a hostile coast but a new hope scoured through the mass when a Gul fled by and sat on a pearl-like oval, bumping up and down in the water.This was the first encounter with the Baku. With a closer look and underwater inspections the tribe Klyron(the word+ the spanish pronombre ending -n means "Them Klyro"). Their scouts concluded that it wasn't a massive pearl but a living creature with suspicions of being completely hollow. Apparently it had been ripped off the seabed and thrown up to the surface. Where the water ended and the air started it was completely smooth and the normally soft shell had hardened into stone.
This was the beginning of the cooperation between this completely unknown species and the Klyrons'. The fishermen finally got their home in Yliakum and the Baku's hardened shell gave them a defence against their natural enemies(Hmm, i haven't imagined any natural enemies yet, but if you want to proceed with this i'll do my best to make them as threatening as possible[*faints* even more work]) and since then the Klyros have lived in perfect harmony with the sea as thanks for the Baku.

Last comments
Enjoy, Inca and Minetus :)

Doh! Double-post.




Title: Re: Klyro's City Project
Post by: minetus on May 26, 2006, 05:36:52 pm
hi im loving it  :D i enjoy the details alot \\o// just a lill question if the baku is "choped" cuted to make doors, windows etc wouldnt it lose alot of the sustaining force to stay floating?

the big howl interior is like a huge air pocket, so if the klyros use it for housing wont it stop floating? or with some weight it would sink due to...(furniture, suply's, stuff klyros have in theyr home)

a solution to this could be a side membrane in calcium (part of the baku) like a ovni's(ufo) wing

take this images as reference  :D :
(http://img154.imageshack.us/img154/4944/temp1wp.th.jpg) (http://img154.imageshack.us/my.php?image=temp1wp.jpg)(http://img124.imageshack.us/img124/9034/temp15jc.th.jpg) (http://img124.imageshack.us/my.php?image=temp15jc.jpg)(http://img124.imageshack.us/img124/9706/temp27sa.th.jpg) (http://img124.imageshack.us/my.php?image=temp27sa.jpg)
my idea is like the foliage under the lotus makes keeps them at the surface, the baku could have something similar to it, but made of the baku it self with air pockets, this way the klyros could use the big shell for housing without damaging the floating perfomance, this would give a space for gardens, storage or other stuff outside of the house.

also it could morph multiple bakus into 1
Title: Re: Klyro's City Project
Post by: Baldur on May 26, 2006, 06:00:11 pm
Thanks, Minetus :) and thanks for the feedback.

Cutting out doors and windows
I've thought it through and no it doesn't really become too much of an issue ;)
You see, the Klyro's use special techniques to cut doors and windows out. The thing is, to heal the wounds you need a lot of what I would call "Calcium-paste" which the Klyros have developed themselves.
It goes like this:
 First, the Klyros start cutting out the shell by delicately hammering small chisels(so that the shell won't break too much) to where the cutout should be.
Second, when they have enough chisels(which are maybe out of stone, btw. Flint would be a good choice) chiselled in the various areas they start pumping out the slime-like Baku creature(yep, have an unconditional love for slimes^^) in that area.
Third, now you need to be quick. When you've emptied the area all of slime-residue you smear(on the exposed areas, before the slow-floating goo gets out) this special paste which is a fast drying fluid in dry air, on exposed areas, before the slow-floating goo gets out. And now the cutout's done and you maybe either pump it back in or leave the energy-rich slime remains.

This goo is only a part of the creature(god, I don't want to explain how to creature looks :P ) most of the creature isn't vital, but an energy storage. The energy storage increasing is what makes it grow btw. It's like a blob.

Hope you understand, I'm happy you're interested. :sorcerer:

Concerning the idea of floating :)
I*m thinking air filled leaves, these could be made out of a local plant we could later make. what we do is tie 5-6 leaves in a ring with bound stalks so it floats on a ring of tied  balloon leaves^^ Your idea sounds very interesting, though. You mean a floating pimp-stone? I could thinks of it being all hollow but that would make it too vulnerable and the shell will be weaker in the outskirts of the skeleton. Hmm, I don't know if it would be evolutionarily possible as it would have lost its limbs to some better method. Also, remember that they live on the seabed, sucking nutrition from the water and seabed. That Baku I told you about was just a stray so it wouldn't be natural to put pillows on a sealubber. Though, that's just my opinion, or else I could tinker a bit with the creature's lore and add a similarity to the portuguese seaman, a colony of jellyfish floating on the surface, hunting with its 10 metre long tentacles.

Edit: The above was an explanation to how you create doors and windows in the Baku, by nature it is completely hole-free and it's got nothing other then a couple of roots and a bubbly shell made out of calcium :) SO you can make it into practically anything
Title: Re: Klyro's City Project
Post by: Inca Sator on May 26, 2006, 07:37:18 pm
I respect people with fire in eyes (fire of creation:). Respect, Baldur.
Here comes my version of Baku. I want suggest to refuse from "Corall"-kinship of baku and make'em just huge sea-shore plants. This will keep our conscience in safe cause i don't want to let klyros chop/cut Baku-organisms. But, if it will be something fantastic Baku-plant - then klyros can live in it just like elves live in trees.
So, Klyroses don't build their houses, but cultivate them (even if it takes 50-100 years). (But we still have to think up about real set houses - halls, stores, Ship yards, etc)
About, transformation of Baku: in my version of baku i use pores of plant as windows and entrances. Klyros can stretch those holes by iron hoops/disks which will be replaced by bigger disks every 2-4 year. There is a tribe  in Africa where women place disks/ring in their lower lip - they think this is beautifull. So, close to 35 years old they can insert in their lower lip disk in 30 cm diameter :)
Idea: top of baku can float on the sea surface and connected to sea bed by thick single root with many-many little roots and antennas.
What do you think?
(http://foto.mail.ru/mail/inca-sator/1/i-40.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on May 26, 2006, 07:58:14 pm
Aww, you're such a spoiler:P Though I feel that's the simplest idea. Just wish I could come up with things like that :'( *Sigh* I guess the backstory still works with some tweaking but it totally ruined my sketch :)
I think that's a cool sketch, Inca. I won't argument against you, even though I really liked my work :-[ It solves the window-problem and floating one too, and it doesn't need caring as much as the old Baku*sigh* just hope I would've come up with something better, I really thought I made sense :P I know you've worked with the Klyros for a longer period and I respect that and wont put myself up to you. Good work, Inca :)

*Large sigh* Oh well, it sunk :-[
Title: Re: Klyro's City Project
Post by: Inca Sator on May 26, 2006, 08:23:37 pm
Hmm..Baldur, I don't want to put you down. If i can draw much better than you it's doesn't give me last word in every case. I regard our scetches as CONCEPTs as PURE IDEAs, and only in symbiosis of them we can build our original and astonishing city. I have no doubt that i'll never thought up such brilliant ideas as your Baku or Zan's vines. You invented very considered concept and story of Baku. I love it.  \\o// :thumbup: \\o//
Title: Re: Klyro's City Project
Post by: Baldur on May 26, 2006, 08:43:46 pm
 :DWhat I am trying to say is i'm sad for my sketches cause you just went BLAM and pictured this great idea and added great sketches(doh:P) and i'd been working on mine for some days. Yeah, I feel a bit sorry but lets see how Minetus likes it, I mean, he started this thread and should be a part of it. He's also a great 3D modeller and probaböy has something good in the artistic way.

Gives us feedback so we can end this discussion :)
Title: Re: Klyro's City Project
Post by: minetus on May 27, 2006, 05:45:25 am
both are great, i tink  :D

incas version might be a lill more functional right now, but i tink it was inspired by your idea baldur..

me, good at modeling? hmm maybe more like a newb at modeling, i studied basics 3ds and autocad in school but only aplyed it in practical a few times only   :-\
Title: Re: Klyro's City Project
Post by: Arangol on May 27, 2006, 07:52:44 am
Baldur, your pictures and ideas are just really great! I love the Bacu idea and I think we could somehow combine your schetches to make the uber-Bacu.

Minetus, I thought myself both 3d and programming, haven't been to anykind of 3d school or anythiing.
So by that what you say I think you're much better than me at 3d.
This is a basic view of what I've created, it's really just the really plain basics of the city:
(http://img160.imageshack.us/img160/2924/image0035ys1.th.jpg) (http://img160.imageshack.us/my.php?image=image0035ys1.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on May 27, 2006, 12:56:53 pm
Hmm, I see. Thank you guys, and thank you Inca presenting an alternative choice which we can work with :)

What i'm thinking about this great city is we make a big halfcirlce, yes halfcircle ;), with the central building in the middle of it and Baku's surrounding it along with some shops with Baku's tied to it. It'll be some kind of walking path were we use Minetus's idea of hollow stems so you wont have to climb past a Baku.
Now, this halfcircle isn't going to be one for ever ;) There we apply bridges and peers making the halfcircle look more like a half moon. I'm thinking that'll be our harbour :) I could write some lore to explain why the city looks like it does. Hmm, that's just my idea though, I remember you had some toher sketch.

What do you guys think? I'll have to make more vines and holes to make the central building fit to Inca Sators. At the moment i'm thinking what we could use these ranks and vines for, hmm. I'll have to sketch it my idea first :P
Title: Re: Klyro's City Project
Post by: Inca Sator on May 27, 2006, 02:02:03 pm
Baldur, please, return a little to past posts (about 8-11 part of topic) and find Zan's message/idea about vines. He suggested vines as alternative path to floating (in the air) island.
About another (artificial) klyros architecture - Minetus has some pictures of it (though they are still raw) - may be you can try to apply some similar forms and shapes from baku?
About form of city-plan - i believe that it will be connected somehow to the landscape. Check the map, check the 3d map - it have several reefs and rocks/stalagmites(?). About harbour - check my map/sketch where i suggested the Shipyard place (i think Minetus  implied the G4 square to be a harbour), doese it match your idea? But may be we can have two ports/docks :)?
It will be great if you apply your ideas to Minetus map. It can be done even in Painter :)
Title: Re: Klyro's City Project
Post by: Baldur on May 27, 2006, 03:58:59 pm
I'll be on it, Inca :) Just don't expect me to be done soon, my schools keeping the A3 papers hostage ::) I really should buy me a block :-[

And i'm currently fighting a bully-adware :-/ It keeps making trojans and worms and i keep deleting them but I can't get to its source :(

"You got 3 more popups"

27 MayEdit:
 Read it and I'm thinkign of a city plan with floating islands, waterfalls which race down into the harbours, the ships of the klyros will be some sort of gliders which glide down  from the rivers,down the waterfalls and into the harbour!  ;D
There could be special elevators which scoop up boats along with water up the waterfalls using the energy of the waterfalls :D A sort of an eternity-mechanism  :lol:
To make it even cooler we could either have alot'a high trees, it would give much to the swamp feeling, at least if we apply towers who look like trees :P The channels will be lit up by the glowing shrooms and Baku's will bhe floating around linked with vines which act as walkpaths as well as links which hinder the residents form floating away! :)
So, alot of towers, fungi litting up the linked Baku livelihood with the distant sound of landing ships entering the harbour ;)

If you want me to ramble on more i've got some more visions which are a bit more eccentric :P Haha, I love this :D

Haha, i'm so crazy :D But what do you think, Minetus, Rast, Arangol and Inca? :lol: I mean it's nothing final, I just had a dream :) Please, comment :)
Title: Re: Klyro's City Project
Post by: minetus on May 27, 2006, 06:06:10 pm
rumble at will  ;D
your going the right way i tink, very good.

im gona try to finnish the 3d map by tomorrow, that i can start cutting poly on it  :D, by the way if anyone has changes/sugestions to the 3d map now is the time ;D
Title: Re: Klyro's City Project
Post by: Baldur on May 27, 2006, 08:42:34 pm
rumble at will  ;D
your going the right way i tink, very good.

im gona try to finnish the 3d map by tomorrow, that i can start cutting poly on it  :D, by the way if anyone has changes/sugestions to the 3d map now is the time ;D
Pff, I always regret myself after things like that :P Ok if a guy likes compliments? ;D

I'm with you on the islands idea, now we just need to add Baku's and other buildings on them interlinked with Zan's vines :) 'n' of course some waterfall which we can slide down :lol:
And i'm not going to stop :P As soon as I get a paper I'll help you with making a sketch :)


29 May
What's up, mates? Haven't seen your works in a while :)
To be short...

Made a quick sketch on a crazy idea I would ever think would go through, though I forced myself to post it cause I couldn't have a good nights sleep :) As I took in consideration Inca's proposition of fusing them together :sweatdrop:

This is an updated version of the Baku
http://i45.photobucket.com/albums/f78/Belark/KlyrosCalciumshellkopiera.jpg
On the surface, young Baku's often look like old reef-lubbers(corals) but don't be fooled. During the first months of the plants life it's moisturizing shell(that soft shell every Baku has from the beginning) protects it from being drowned, it's roots supporting it with water from the safer layers of the seabed where smaller amounts of water flow. When the plant starts ascending to the surface it slowly breaks through the soft shell. When the algae finally breaks the surface it's calcium shell dries and is hardened, later offering the algea protection against Atrul(otter-like herbivore). Once the plant breaks the surface it stops growing with the shell and instead grows "out of" it. Tentacle-like vines start showing up from its insides, sprouting from craterlike-holes resembling a growing meteor. When the vines break the surface the vines start growing small fruits which can only grow unless processed by Atrul.

Oh, stomach-ache :) I'll leave the Baku-project now and start working on the central building if you still need it Inca.

29 May Sketch-at-will
Nicked some A3 in school 'n' will hopefully be fresh enough to begin work on some ideas! :sorcerer:
Add: I want waterfalls! :sorcerer:
Title: Re: Klyro's City Project
Post by: Inca Sator on May 29, 2006, 05:04:04 pm
Ok, about your new crazy ideas, Baldur :)
1. Ship-gliders - great idea, but it has functionality only at waterfalls not along whole river. May be we can invite original construction of sails wich are easlily can modified to glider-wings. Rast, where your boats? Also, i think it will be possible design for only small boats not for cargo ships.
2. About elevators... while are we discussing klyros city features, they (klyroses) don't became a good constructors/designers or engineers :) So any complex mechanisms will be out of klyros style. Even so, they can hired some dwarves to build this elevator. And i think it will useв for transmission of cargos, goods.. small boats, people etc.
3. Trees.. I play a little new free online game Silkroad - the most beautifull trees i have ever seen in game. And yes, they were very high.
4. I shouldn't leave it to this moments but.. about those waterfalls from floating island (i keep in mind your first sketch of Klyros City). I think you understand yourself that it can't bу like this - water reservoirs on this island must be constantly refilled by other external source - what it can be? So... in other words, i think these wateralls - the weakest part of your concept :)

Minetus, can we place on First post the "Requesting Ideas" section? For example - Building Ideas, Transport Ideas, Names Ideas... Got it? :D
Title: Re: Klyro's City Project
Post by: Baldur on May 29, 2006, 05:56:54 pm
... I still want waterfalls :sorcerer: ;D

Trees: As I was talkin about the trees I imagined they would be able to add to the mystic atmosphere. The Klyros are mystic in the way they do not talk that much, they keep to themselves. As the Klyros don't have much to sun I believe they solel want trees and trees high enough can easily damp the light, making it able to use the glowng fungi without special schemes or, if necessary, removal.

Gliding Boats: What I, and what we still are working on, is we use Katamaran-like vessels. The ships would be able to steer with the head sails and because of it's relative lightness(enchanted wood, enchanted wood! Strong but pretty light) enables it to glide softly down the waterfalls. Thinking about the waterfall idea, I wasn't at all referring to my first sketch of the flying island as I had no Idea from the beginning you needed such a sketch, thats me. In a nutshell ;D The Katamaran lying sail which we would also use as floor and madrass for the crew duriing long fishturns. The Katamaran fucntions like a flying squirrel :P We will have to work on the steering functions as this is no easy task.

Elevators: Yes, as Klyros  mostly take the long way, crossng a cape or something, into the mainland it would also be realistic that foreigners have put up stalls in the friendly fishermen's city. These fishermen see to consruction and increasing profits. I would guess a group, containing one of that time's finest builders built this in a quest to link up the Klyro's people with their trading routes as Klyros are rumord to be great fishers. Logic ::)

I must mention these are only brainstormers which explain my picture of the city as a bit swampy but yet mystic and exciting city, one that represents the common mood of its main inhabitants.

Floating Islands: *sigh*was going to write a story, nvm^^

GL, mates:) I don't know if I'm here to help though :)*Gah, too many ideas. I an't stop it:(*
Title: Re: Klyro's City Project
Post by: beau on May 29, 2006, 06:08:27 pm
(http://img50.imageshack.us/img50/5126/klyrosswampy2xx.th.jpg) (http://img50.imageshack.us/my.php?image=klyrosswampy2xx.jpg)

hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?
Title: Re: Klyro's City Project
Post by: Baldur on May 29, 2006, 07:53:53 pm
(http://img50.imageshack.us/img50/5126/klyrosswampy2xx.th.jpg) (http://img50.imageshack.us/my.php?image=klyrosswampy2xx.jpg)

hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?
I love the mist idea, mate. Wouldn't have thought of that :) And your sketch's pretty good though a bit 2D :) Try adding some shadows. If it's going to be a swamp city(which I direly do :P ) it's going to have some dignity with cool mist effects along with glowing fungi! ^^

Discussing the Klyran Katamaran :)
(http://www.chr.mergler.bnv-bamberg.de/segeln/segel-bilder/katamaran_tornado.JPG)
I meant something like this, where the plain piece of cloth would be the "sail" and the straight sails would be the steering rudders for the vessel. In this case Rast already came up with the great idea of using 2 sails for more precision and as Klyros are legendary fishermen, why shouldn't they be great skippers :D
(http://www.flyingsquirrels.com/Graphics/fuertes.gif)
We could use something like the flying squirrels use, gliding on extra skin, though a bit more extreme materials and in the middle of it's body :)

Title: Re: Klyro's City Project
Post by: minetus on May 29, 2006, 09:52:30 pm
hi every one, been away yesterday on a trip to a island "berlenga island" :D :-\ so didnt had time to work on the map ???
but ive seen much nice places and looked at island structure it was fun O--)
here are some links about it  ;)
http://berlengas.no.sapo.pt/

inca, its a good idea but we are in need of every thing almost ;D maybe later when we have a more defined project?

edit:
adding current map render
(http://img154.imageshack.us/img154/673/mapv36cd.th.jpg) (http://img154.imageshack.us/my.php?image=mapv36cd.jpg)

and im trying to fix  :sweatdrop: the red marked area :oops:
(http://img243.imageshack.us/img243/2294/mapv3a6dm.th.jpg) (http://img243.imageshack.us/my.php?image=mapv3a6dm.jpg)
Title: Re: Klyro's City Project
Post by: beau on May 29, 2006, 10:20:42 pm
(http://img50.imageshack.us/img50/5126/klyrosswampy2xx.th.jpg) (http://img50.imageshack.us/my.php?image=klyrosswampy2xx.jpg)

hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?
I love the mist idea, mate. Wouldn't have thought of that :) And your sketch's pretty good though a bit 2D :) Try adding some shadows. If it's going to be a swamp city(which I direly do :P ) it's going to have some dignity with cool mist effects along with glowing fungi! ^^

Discussing the Klyran Katamaran :)
(http://www.chr.mergler.bnv-bamberg.de/segeln/segel-bilder/katamaran_tornado.JPG)
I meant something like this, where the plain piece of cloth would be the "sail" and the straight sails would be the steering rudders for the vessel. In this case Rast already came up with the great idea of using 2 sails for more precision and as Klyros are legendary fishermen, why shouldn't they be great skippers :D
(http://www.flyingsquirrels.com/Graphics/fuertes.gif)
We could use something like the flying squirrels use, gliding on extra skin, though a bit more extreme materials and in the middle of it's body :)



well, i did draw it with a pen, and it was a bit bad. ill re make it later.
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 09:11:07 am
No problem, Beau, we're always in need of new ideas :flowers: Looking forward to your sketch :)

hi every one, been away yesterday on a trip to a island "berlenga island" :D :-\ so didnt had time to work on the map ???
but ive seen much nice places and looked at island structure it was fun O--)
here are some links about it ;)
http://berlengas.no.sapo.pt/

inca, its a good idea but we are in need of every thing almost ;D maybe later when we have a more defined project?

edit:
adding current map render
(http://img154.imageshack.us/img154/673/mapv36cd.th.jpg) (http://img154.imageshack.us/my.php?image=mapv36cd.jpg)

and im trying to fix :sweatdrop: the red marked area :oops:
(http://img243.imageshack.us/img243/2294/mapv3a6dm.th.jpg) (http://img243.imageshack.us/my.php?image=mapv3a6dm.jpg)

Hey Minetus, good to have you back :D Wondered were you'd gone. Did you see my proposition to a modified Baku cause you asked for it? :)
None seems to have taken notice and that might be cause  I put in a puny links to my pic ::)(Doh)
Quote
This is an updated version of the Baku
http://i45.photobucket.com/albums/f78/Belark/KlyrosCalciumshellkopiera.jpg
On the surface, young Baku's often look like old reef-lubbers(corals) but don't be fooled. During the first months of the plants life it's moisturizing shell(that soft shell every Baku has from the beginning) protects it from being drowned, it's roots supporting it with water from the safer layers of the seabed where smaller amounts of water flow. When the plant starts ascending to the surface it slowly breaks through the soft shell. When the algae finally breaks the surface it's calcium shell dries and is hardened, later offering the algea protection against Atrul(otter-like herbivore). Once the plant breaks the surface it stops growing with the shell and instead grows "out of" it. Tentacle-like vines start showing up from its insides, sprouting from craterlike-holes resembling a growing meteor. When the vines break the surface the vines start growing small fruits which can only grow unless processed by Atrul.

Oh, stomach-ache  I'll leave the Baku-project now and start working on the central building if you still need it Inca.

It might be a bit small and blurry so be sure to zoom in on it :)
Title: Re: Klyro's City Project
Post by: Inca Sator on May 30, 2006, 12:39:23 pm
For Minetus: here my sugesstion of

The List of Requested Ideas/Concepts:

1. Names: City name, streets/channels names, building's names (ex: Kadas'el Tavern), geographic names (cliff, sea, river, waterfalls
----0% complete

2. Stories: story of The City Foundation, local stories concerns names (see above);
----0% complete

3. 3d&2d Concepts of Klyros Living Style:
-Buildings (from small store to Great Klyron Hall):
----Baku-  sea-plant housing (+story) - 90% complete -by Baldur
----
-Interiors (furniture, all other stuff):
-Special constructions (dike, weir, fish/algae farm, elevator):
-Ships (let they are all - klyros ships):
----Trimaran - one sail, can travel in shallow waters (no keel), fishing - using on river and sea-shore waters, can glide from waterfalls - 66,4% by Rast, Baldur, Inca, Laragorn;
----Boat - no sail, but oars, using on river, klyros algae-farms;
----Gondolas - no sail, but oars, using as city-transport in Klyros City for traveling along channels-streets;
----Cargo ship - multiply sails, oars, part of klyros shipping;
----Battle ship-?
+--Airship vessel (not klyros ship) - can sail on water and air, using for transfering big cargos and amount of people amongst different levels of Yiliakim. -70% by Gentar



5. Location of City concept (landscape, fauna, flora, atmosphere, etc):
-Landscape - 70,3% complete - by Minetus, Arangol, Inca

-Trees:
----swamp tree - 10% complete - by Rast
----glowing fungi -13,2% complete - by Minetus, Rast

4. Misc:
-Klyros patterns (signs, symbols, marks, decor):
----sea-earth-air symbols in decor (idea) -10% complete - by Baldur;
-Klyros font/script;
----Klyros surf board - 25% complete by Rast
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 12:49:36 pm
Oh, didn't know I was on :) And least I thought it would be symbols^^ Inca, you helped me too on the Baku so you should be part of it :)
Title: Re: Klyro's City Project
Post by: beau on May 30, 2006, 03:23:06 pm
(http://img140.imageshack.us/img140/3752/klyrosmushroomandswamp6bz.th.jpg) (http://img140.imageshack.us/my.php?image=klyrosmushroomandswamp6bz.jpg)

i done some designs, like the mushroom light, seat and swamp gas. i hope they help!
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 07:48:30 pm
Hmm, intersting "Ignited swamp gas" though we've(or they've. Haven't been around that long :) Thank Minetus, Arangol, Inca and Rast. They made this happen :)) had the glowing fungi idea befoire and you can find that on page 2. Though if you're only coming with ideas that's great :)
Title: Re: Klyro's City Project
Post by: minetus on May 30, 2006, 08:03:51 pm
Inca, i tought it was a request list  ;D thats a underconstruction list :woot:
request : stuff that needs to be done by someone
underconstruction: stuff that is currently being done by someone

not trying to bash you, but i understand sometimes writing in a language that isnt your main language can cause confusion, ty for clarification.
definetly thats a must to go in 1st page  :D, ill get on it tonight.

beau: thats nice, but can you research it a lill more  :D , like adding mushroom size, light effect propagation(is that the word?) limit, and the falloff of the light, lill more technical  :D

baldur: can you draw it, without being a house  :D, i like it, and could you add more detail into it, example: you only have crater's from a side view can you draw them on other side too, add some algae rubing around it, in the roots maybe some corals and algae live there  :D
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 08:16:31 pm
Inca, i tought it was a request list  ;D thats a underconstruction list :woot:
request : stuff that needs to be done by someone
underconstruction: stuff that is currently being done by someone

not trying to bash you, but i understand sometimes writing in a language that isnt your main language can cause confusion, ty for clarification.
definetly thats a must to go in 1st page  :D, ill get on it tonight.

beau: thats nice, but can you research it a lill more  :D , like adding mushroom size, light effect propagation(is that the word?) limit, and the falloff of the light, lill more technical  :D

baldur: can you draw it, without being a house  :D, i like it, and could you add more detail into it, example: you only have crater's from a side view can you draw them on other side too, add some algae rubing around it, in the roots maybe some corals and algae live there  :D
Aww, cmon! I like houses :p And waterfalls... Ok, i'll erase the door and window(evul overlord :(). Sorry if it didn't fit with the picture, I normally right on feel right before I post something, guess that's me too ::)
I'm working on the boat idea and am sketching atm. Think i'll pull it over to an A3.I'll also make the Baku while i'm at it, cheers!
Title: Re: Klyro's City Project
Post by: Inca Sator on May 30, 2006, 09:29:00 pm
Hmm.. Minetus, may be you're right.
The main idea of such List is to show all people who interested in participation this Project the current status of project: what is made (what ideas/concepts/models) and what is need to be made...:) I'm weak in english too :) And so, after reading this List, people can easily choose in which way they can participate this project (whithout reading all posts of the thread). Is it clear now?
So, it will be a combination of Requested List and Underconstraction LIst. Also, you already have very important info on first post, may be some of the existent section can be pasted in this List.
Also, List got to have links to definite page of our topic where are the definite idea/concept discussed and has the most formed description. For example:
----Baku-  sea-plant housing (+story) - 90% complete -by Baldur----http://hydlaa.com/smf/index.php?topic=23402.195


I know it kinda bookkeeper job, but after next 10 pages in this topic it will be more difficult to be done ;D

I agree with Minetus, Baldur, that our Baku-houses looks more like Eskimo igloo on the strange trunk then a sea-plant. I think we must prescind that this is klyros house and try to draw Baku on it virgin form.
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 09:37:45 pm
If you mean the Baku in it's original form then I'm already sketching on it. Btw, do you want a sketch of the Baku's lifecycle? Could be handy, maybe not.

30th MayProgress
I'm quite proud of the original Baku-sketch i'm working on. I thank Inc cause he's the one inspiring me with his pen-work :) I'm done with the technical and what's left now is filling in and maybe a bit more detailing :) I'm not very good at distances in some angles so my Katamaran sketch on A4 isn't too good :) Though I guess you'll see it, We'll discuss the functions later :)

@ Minetus We could call the list "List of ideas processed" or "Ideas in Progress"
Title: Re: Klyro's City Project
Post by: minetus on May 30, 2006, 11:06:25 pm
that is a good idea baldur  :D "ideas in progress" it is

question about post limit in characters, what is maximum character limit for posts? does anyone know?
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 11:26:24 pm
that is a good idea baldur  :D "ideas in progress" it is

question about post limit in characters, what is maximum character limit for posts? does anyone know?
I think the "Screenshot" thread's got upto 30 pages so it's okay so far :) I've seen up to 400 pages in similar(spam) forums :sweatdrop:
Title: Re: Klyro's City Project
Post by: minetus on May 30, 2006, 11:27:53 pm
not posts in threads.. character(letters) in posts limit ;)
Title: Re: Klyro's City Project
Post by: Baldur on May 30, 2006, 11:31:14 pm
not posts in threads.. character(letters) in posts limit ;)
Oh, hmmm...

...!...naah...
(quits spamming in search of the ultimate letter)
Title: Re: Klyro's City Project
Post by: Karyuu on May 30, 2006, 11:43:18 pm
Just tested:

Quote
    The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (20000 characters).
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 12:15:50 am
Just tested:

Quote
    The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (20000 characters).
Seriously? You tested wrote 20.000 letters? :D
Title: Re: Klyro's City Project
Post by: Skner on May 31, 2006, 12:19:11 am
Wow...I saw some of the pictures for the Klyros city...It looks amazing! I can't wait to see it  :thumbup: :woot: \\o//
Can someone tell me when I will be able to see my home town? ^^
Keep up the awesome work!  :thumbup:
Title: Re: Klyro's City Project
Post by: minetus on May 31, 2006, 12:21:31 am
thx karyu  :D my worrys are gone now \\o//
Title: Re: Klyro's City Project
Post by: Karyuu on May 31, 2006, 12:24:44 am
Seriously? You tested wrote 20.000 letters? :D

Lorem ipsum (http://en.wikipedia.org/wiki/Lorem_ipsum) :3
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 12:38:44 am
Wow...I saw some of the pictures for the Klyros city...It looks amazing! I can't wait to see it  :thumbup: :woot: \\o//
Can someone tell me when I will be able to see my home town? ^^
Keep up the awesome work!  :thumbup:
Many thanks, Skner. Replies like those are, at least, what makes my day(and increases my ego :P)
And tomorrow i'm done with the au natural Baku plant/coral and I'll be more gentle if you think the katamaran-idea's good :)

So happy to be a part of this  \\o// \\o// \\o//
Title: Re: Klyro's City Project
Post by: LARAGORN on May 31, 2006, 12:40:18 am
 I am really impressed with the ideas and art work you all have been doing. \\o//  After reading through this thread i guess it made me start imagining a BAKU based city or village.
So here are a few of my ideas.
   The vine like stems of the BAKU are very elastic as to withstand the waves and storms from the sea. The vines are so elastic that they can be stretched around 20 meters or so. They have the same principals of the top pod like section, where as when raised above the water they also harden. Any portion left under water will remain soft.
   The fishermen found this to be a valuble quality of the BAKU. They were able to pull the top right onto the beach to make their dwellings and the vine was slowly fashoned as steps. The fishermen found they could stack the BAKU in a pile (like a stack of apples) and still have the vines roots atached to the sea bed. In front of this stack of BAKU they were able to raise portions of the vines to the surface and fashiond docks for their boats and pathways to eachothers dwellings.

Just some ideas take them or leave them,  ::)



Title: Re: Klyro's City Project
Post by: minetus on May 31, 2006, 12:54:15 am
updated 1st post with a table at the bottom with the list, altho i still have to do the list :sweatdrop:
theres 1 example, if you guys remenber something that should go there let me know ;)

laragorn, thats definatly a good idea we could grab and work with :D ty

and im off to sleep, good night
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 07:42:05 am
I am really impressed with the ideas and art work you all have been doing. \\o//  After reading through this thread i guess it made me start imagining a BAKU based city or village.
So here are a few of my ideas.
   The vine like stems of the BAKU are very elastic as to withstand the waves and storms from the sea. The vines are so elastic that they can be stretched around 20 meters or so. They have the same principals of the top pod like section, where as when raised above the water they also harden. Any portion left under water will remain soft.
   The fishermen found this to be a valuble quality of the BAKU. They were able to pull the top right onto the beach to make their dwellings and the vine was slowly fashoned as steps. The fishermen found they could stack the BAKU in a pile (like a stack of apples) and still have the vines roots atached to the sea bed. In front of this stack of BAKU they were able to raise portions of the vines to the surface and fashiond docks for their boats and pathways to eachothers dwellings.



Just some ideas take them or leave them,  ::)
I agree with Minetus, we could use the vines to interlink our sections, just remember this. We've decided that we're not going to drag the Baku's on land but leave them close to their reef and instead make it natural for them to appear at the surface after a certain time of growth. Think that would be the most merciful idea in my opinion.

Add:Now I see. So you're proposing to put these babies on land when they're still rooted? Witty... Though we'll have to change "vines" for "roots" cause it, in fact, is a growing plant and it needs its vines to breed. Read that in my lter description :)

31st May 11:37 AM: Sketch addition
Mkay, think it's finally sketched, the katamaran-idea. The boat will consist of two features
Big pic X-/http://i45.photobucket.com/albums/f78/Belark/cf8a576d.jpg
Rudder Sails: It's good Rast came up with the brilliant idea of using two sails. These will add more precision when maneuvering your vessel. The Katamarans will mainly rely on high currents, which's good when the Klyros Fishermen are trolling. Fish often follow the currents and other vessels are often too clumpsy or too heavy.
Leather Sheat: This sheat is tangible and works both as a madrass for the crew and a special parachute for gliding down high waterfalls, opening for shortcuts and therefore quicker and shorter ride home.

The Klyran Katamaran is made of light wood(we have similar wood irl) being resistant. The wood consists much of air, making it invaluable to boats and other floating structures.(This wasn't much of a presentation, but i'm in a hurry ::))
Feel free to add something, i'm still working on the idea. I believe the parachute could be wider and so could our boat in order to make it more air- and sea-worthy. This is just a sketch and I might add some more*yawn*
   
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 01:06:50 pm
very nice sketch :) one thing though, apart from the current, what else would be pushing the boat along ::|. perhaps we could go for magic and have an air/water rune stuck on the back ;)

sorry i haven't posted for a while everyone, i have been reading through everything though. Let me know if there is anything i can help make, etc.
Title: Re: Klyro's City Project
Post by: Arangol on May 31, 2006, 01:50:54 pm
Hmmm, this tread is getting quite big now  :D .

I just read tru everything in this thread. Must say that this is coming along nicely. Good that you posted your image of your half of the map, Minetus. I'm currently building the city with rope bridges and some platforms.

I'm sorry that I haven't got much time to post and make stuff but I'm currently working on another game (rpg, fantasy - little like Final Fantasy maybe) and it's taking a  lot of my time because I'm doing both the code and the art for it.

Keep on truckin Baldur and everyone.
//Arangol
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 01:55:24 pm
very nice sketch :) one thing though, apart from the current, what else would be pushing the boat along ::|. perhaps we could go for magic and have an air/water rune stuck on the back ;)

sorry i haven't posted for a while everyone, i have been reading through everything though. Let me know if there is anything i can help make, etc.
@Rast
Great idea, dude :) 

'n' i've also got an idea, hehe ;D:If we want something basic we could create a string-up propeller. It's an old invention of today but it might fit in the post-medieval fantasy theme planeshift's played in.

Here's an example: We put a propeller on a stick and attach the stick to a, maybe a flat rectagnular piece of wood. Now we add a sort of rubber-material and tie it to the propeller and the base of wood. Now in order to "load" this "engine" we'll need to flip the propeller around some times. When we've done that for some time, and the rubber bands tightly strung, we let go and the propeller will use that energy when we tightened the rubberband to propel the boat! Though, maybe that would be too constructive for Klyros :-\
What do you think?

@Arangol. you too :)
*Going to fill in the natural Baku today here in school. we'll see if it gets here today :)*

Edit: Aww, no replies. Ok, i'll go then :P
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 03:26:49 pm
glad you like the idea. i might try a proppelor on the model i just made:
(http://img258.imageshack.us/img258/4348/katamaran0017yz.th.jpg) (http://img258.imageshack.us/my.php?image=katamaran0017yz.jpg)

(http://img343.imageshack.us/img343/9186/katamaran0026gz.th.jpg) (http://img343.imageshack.us/my.php?image=katamaran0026gz.jpg)

the middle went a bit wrong so i went for a flat thing instead. i will remake it as soon as possible :)
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 03:57:53 pm
Wow. that's sweet man \\o// Just the way it should be, really great!And yeah, fix that ;) Now all we need is an animation for gliding! :devil:

Ok, as I'm assigned to the symbols i'll start on them as soon as I've posted this:
 A Baku in it's natural Habitat (http://s45.photobucket.com/albums/f78/Belark/?action=view&current=BakuNaturalkopiera.jpg)

Typos in this post is due to overexagerated excitement
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 06:00:59 pm
@ Baldur
fixed:
(http://img241.imageshack.us/img241/1817/katamaran0038mf.th.jpg) (http://img241.imageshack.us/my.php?image=katamaran0038mf.jpg)

i hope that is clear enough :)

if anyone has anything else for me to model right no please say. i'm probably going to start on the Baku in a sec though  ;)

edit:
forgot to say it has 212 polys

edit2:
quick model of a young/growing Baku:
(http://img405.imageshack.us/img405/4556/baku0014nx.th.jpg) (http://img405.imageshack.us/my.php?image=baku0014nx.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 06:49:20 pm
That is a great Katamaran, cheers to you, mate ;)

The Baku looks good, just don't forget the the vines hang down. The vines are tentacle like "branches" which mostly consist of water, so no hard materias which make it spikey, also the stem continues within the shell of calcium so you will have to make that visible in some way, also with the arms but we'll take care of that later. Just focus on the arms to hang down :)

Add: Also read the info about the Baku, it will prolly get you some clues on how a young Baku should look ;)
Title: Re: Klyro's City Project
Post by: LARAGORN on May 31, 2006, 08:28:45 pm
   I am pleased that you may be able to use some of my ideas. :D
     Yes my idea was to keep the Baku rooted, it would be very cruel to do other wise. This way they can still purify the water so there will be an unlimited source of pure clean water. The stacking could also be used off shore asswell, giving the people a safe shelter in the event of storms or invation. when they are stacked, the iner Baku will act like a bomb shelter of sorts.
     I hope the idea of the vines being the same as the "pod" or top will come into play. This will, as i stated before, have the ability to make docks and walkways. I dont think Wood is easily found where they are so this would help them greatly.

     I like the idea of the boats being able to "fly" down water falls. maybe the leather section could be tight when not "flying" and when they are about to go off the edge they could release some claspse or harness so the leather will ballon much like a parasail. This would give much more control of the decent to the area below.

     Again you guys are great \\o// the creations are just fantastic :thumbup:  I just wish i could contribute in the art work, but i cant draw a straight line with a ruler lol
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 08:40:57 pm
Well, as we're coming back to the construction of the Katamaran/The Glider I was up to figuring out new ideas and thought the leather would be of a thin, yet strong textile being able to inflate more easly when it meets wind-resistance. As the leather/cloth is plain by default it could be used as a bed for the fishermen, though that would be a bit contradictory to my "light cloth inflate when meeting resistance" so i guess we'll have to put something under the cloth when it's used as a carpet or madrass.

Yep, I think we've talked about vines before. Zan mentioned it and since then many have told me of this great idea :) Vines is and would be of great use, yes :)
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 09:17:46 pm
ok...i'm not sure if this looks any better (yes, i know it looks odd ;)) :
(http://img315.imageshack.us/img315/2748/baku0021lm.th.jpg) (http://img315.imageshack.us/my.php?image=baku0021lm.jpg)

perhaps for gliding, the boat could have sails that usually push them along the river, which then fold out to form wings..... ::|

this is sounding more and more like sci-fi rather than post-medival  :)
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 10:01:35 pm
ok...i'm not sure if this looks any better (yes, i know it looks odd ;)) :
(http://img315.imageshack.us/img315/2748/baku0021lm.th.jpg) (http://img315.imageshack.us/my.php?image=baku0021lm.jpg)
Looks like a hacky-sack on a stick  ;D Use the original "round" model but add more dges to it or no more if it looks good smoothed. Making it irregular or look like a potato isn't essential :) It's floating but it's roots still drag it down so the Baku's posture is pretty straight. I think I'll add that in it's younger years it looks like a rock on roots^^ The stem hasn't become long enough to protrude from the shell.
Quote
perhaps for gliding, the boat could have sails that usually push them along the river, which then fold out to form wings..... ::|

this is sounding more and more like sci-fi rather than post-medival  :)
Easy now, mate ^^
 Inca talked about it but I believe it would be far too advanced for Klyros: Klyros are pretty weak as seamen and they're also not very keen on technology so advanced objects would prolly make them lose interest :)

Baldur's are pretty useless when it comes to slaving over a brand new sketch. Otherwise they become lightly irritated or highly defensive, crouching behind their paper with fangs made out of graphite '";...;'"
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 10:23:31 pm
Here a new Baku :) (it isn't completely finished so the top bit need to be scaled down etc....):
(http://img253.imageshack.us/img253/1702/baku0032gl.th.jpg) (http://img253.imageshack.us/my.php?image=baku0032gl.jpg)

i can smooth it in blender using subsurf, which will make it look smoother without inreasing the poly count (i think - correct me if i'm wrong inca)
The hanging down vines need to be changed because @ the moment they're hogging polys ;)

Baldur's are pretty useless when it comes to slaving over a brand new sketch. Otherwise they become lightly irritated or highly defensive, crouching behind their paper with fangs made out of graphite '";...;'"
Rasts get very irritated when there work is described as a "hacky-sack on a stick" and tend to hide behind there computer whirling the mouse above their heads....grrrrrr.... ;)
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 10:35:46 pm
Here a new Baku :) (it isn't completely finished so the top bit need to be scaled down etc....):
(http://img253.imageshack.us/img253/1702/baku0032gl.th.jpg) (http://img253.imageshack.us/my.php?image=baku0032gl.jpg)

i can smooth it in blender using subsurf, which will make it look smoother without inreasing the poly count (i think - correct me if i'm wrong inca)
The hanging down vines need to be changed because @ the moment they're hogging polys ;)

Baldur's are pretty useless when it comes to slaving over a brand new sketch. Otherwise they become lightly irritated or highly defensive, crouching behind their paper with fangs made out of graphite '";...;'"
Rasts get very irritated when there work is described as a "hacky-sack on a stick" and tend to hide behind there computer whirling the mouse above their heads....grrrrrr.... ;)
Touch'e ;)
Make it a bit rounder and the vines between half the height of the shell and below the shell, if there are fruits, they should be able to all be under water. Otherwise it's great! It's going good! :flowers:

/me pokes Rast to sit in front of his computer
Edit: God, gotta read entire posts ::)
Title: Re: Klyro's City Project
Post by: rast on May 31, 2006, 10:57:07 pm
*masages arm where baldur poked him*  X-/

new Baku (will look better once subsufed ;)):
(http://img179.imageshack.us/img179/9333/baku0043zz.th.jpg) (http://img179.imageshack.us/my.php?image=baku0043zz.jpg)

hope that's better :)....
Title: Re: Klyro's City Project
Post by: Baldur on May 31, 2006, 11:06:08 pm
*masages arm where baldur poked him*  X-/

new Baku (will look better once subsufed ;)):
(http://img179.imageshack.us/img179/9333/baku0043zz.th.jpg) (http://img179.imageshack.us/my.php?image=baku0043zz.jpg)

hope that's better :)....
That's precisely what i wanted :) Good job rast! \\o//
Guys, what do you think about what rast and I've done? Comments?
Title: Re: Klyro's City Project
Post by: LARAGORN on June 01, 2006, 07:55:47 am
     I think you guys are doing a great job  :thumbup:
   I hav a few Questions, if you please... 
How far from shore do the Baku grow ?  Is there a steep drop off or is it a slow slope from the beach ?
How close together are each Baku ?  Are they spred out kinda like a pumpkin patch, or are they tightly grouped like frogs eggs ?
What is the size of a full grown Baku ? are they 3 meters, or 30 meters ?

     
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 08:10:44 am
     I think you guys are doing a great job  :thumbup:
   I hav a few Questions, if you please... 
How far from shore do the Baku grow ?  Is there a steep drop off or is it a slow slope from the beach ?
How close together are each Baku ?  Are they spred out kinda like a pumpkin patch, or are they tightly grouped like frogs eggs ?
What is the size of a full grown Baku ? are they 3 meters, or 30 meters ?

     


Guess he meant me^^

As most plants grow on the local reef we are building the city on, it will probably across the reef. Depending on where they end up the Baku could be a dwarf(shallower waters) or a giant(deeper regions).

The Baku's roots often dig deeper as it grows so it'll probably depend on the age of the population. If a Baku is, let's say, is in it's mid years you will often have to use 3-4 metre long vines to connect the two. The younger the Baku is, the closer they can live, though at later years it is probably better to stay away from each other because stronger individuals will often strangle weaker individuals by "stealing" their groundwater.

A fully grown Baku is often assymetrical(looks like a round potato in form^^) so it might be difficult to measure the size of specimens. The closest measure someone have come to is 5 metres in diameter. It is isaid that extreme specimens can grow up to 7 metres.

Think that covered it :) In the edit I made tweaks to improve the logic and make it easier to understand, you're welcome :flowers:

Title: Re: Klyro's City Project
Post by: Inca Sator on June 01, 2006, 11:59:24 am
Katamaran concept. w~3,5m l~5m h~5m. The main idea was to make it looks like hang glider, or fighter (F-15 or something) from the top view.
(http://foto.mail.ru/mail/inca-sator/1/i-41.jpg)(http://foto.mail.ru/mail/inca-sator/1/i-42.jpg)
About sizes, few posts ago we discuss with Zan this problem and made some decisions - the smalest size 5*5*5m - to 15*15*15m - but i think 10m in diameter - for Baku it is tooooooooo overly. Maximum - 7 meters.  (but we could unite two or more Bakus). Big buildings got to be made by KLyroses hands.

Minetus, this small list your have pasted at the bottom not match it's purpose. No one will notice it at the bottom of such big post, no one will understand what's going on and what ideas are requested. This List got to be more complex and full. And the inscription should be like this Concept Progress  List

Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 12:54:08 pm
I fixed the info on Baku and that's a good sketch too, though i'm going to try on symbols soon. Atm i'm in a bit tired but i'll work as good as I can. Let's see, the sails are a good idea. two sheets would stabilize it, but what if a strong wind gave the other sheet more air? I think it's would be a bit instable as you only use one parachute cause several parachutes would make you "go with the wind" so to say.

How will the sail be maneuvered? Will, in any way, the sail contribute to balance in the air, otherwise I think it's good for sailing. What's steering it? Rudder, sail?

*Edit: I meant "sheet" as in leather sheet, not sail :) Sorry.*

When I look at the boat I can't help but think that's a great idea, though I do sketches you're able to take them to a new level. Ok, let me get this straight
--->The sail lies on the ropes, tied to the pole thingy holding up the the sail---> When you're out on the sea you "loosen" up the ropes a bit and make it a sail--->when you race down a cliff you simply make it a parachute by tightening the ropes, making the sail drawn towards the "front"---> When in water you rudder the Glider with a simple rudder---> Now, I want to know how you maneuver it in air, do you manipulate the ropes to pull the sail a different ways or is there something else you thought of?

Brilliant! \\o// How do you make these structures? I just can't believe I couldn't have added more detail to my works.(As i'm a sketcher I'm always curious on how to learn new techniques or methods :detective:). I don't want a tutorial, it's personal^^ I just want to know if you study in on your ideas cause I never do.

I still think the idea of having one sheet in the middle would be more stable, but that's just me ::)
Title: Re: Klyro's City Project
Post by: NzzR23 on June 01, 2006, 06:09:25 pm
Wow ... thats matching .... im working on the scetch "Klyros Ground Farm" for about one month .. and this is what turned out at the moment ...
not really a Farm but decide yourself ...


(http://img394.imageshack.us/img394/7467/shot067nf.th.jpg) (http://img394.imageshack.us/my.php?image=shot067nf.jpg)
(http://img483.imageshack.us/img483/4570/shot031pz.th.jpg) (http://img483.imageshack.us/my.php?image=shot031pz.jpg)
(http://img483.imageshack.us/img483/9514/shot058ym.th.jpg) (http://img483.imageshack.us/my.php?image=shot058ym.jpg)
(http://img178.imageshack.us/img178/121/shot070mb.th.jpg) (http://img178.imageshack.us/my.php?image=shot070mb.jpg)


i did it with blender and this was my first experience with 3D modelling ...

for questions or suggestions ask me at IRC

hopefully you like it ....
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 06:34:31 pm
That's sweet Nzz \\o// your work wasn't unmade. I like it alot, though it would be more useful as a fort cause it really looks like a fort with brides and watchtowers and what else. It's really cool! Really :lol:
This resembles very much Inca's earlier work with the fish cabin the community modelling is working on, same architecture :) You could try showing it to them cause it really resembles the cabin in many ways and they would need people like you when the 3Ding starts :)
If nothing turns completely wrong we will have great use of it cause I think it will look great with some swampy shaded textures! :D

Excellent work, mate :thumbup:

Title: Re: Klyro's City Project
Post by: NzzR23 on June 01, 2006, 06:37:31 pm
I sent this work to the devs .. but no reply so far ...  :'(

so i thought to show it the community in the forum ...
Title: Re: Klyro's City Project
Post by: Karyuu on June 01, 2006, 06:42:17 pm
That's really cool, Nzz! :} How did you send it, in what form and to what email address? Talad is flooded with emails a lot, so there usually isn't a lot of time to take a look at individual emails if they don't stand out - for example, if they aren't from applicants to the team on the Prospect Nexus.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 01, 2006, 06:45:02 pm
NzzR23, ...what a strange name.. Interesting work.
I think supporting pillarss must be much more (for example twice). Whith this blue texture the whole farm looks like solid stone building. Klyros don't have sufficient skills to  making such stone buildings. May be at first floor fundament we can has stone setting, but in all house are mainly wood and such materials... Also, the ceilling  too low. I design this farm (on sketch) with one big hall (5 meters height, can be separrated to 3 parts (kitchen, store, living room, bedroom - on the ceilling) and small room/garret  at the top with ledge on the roof  from which klyron can glide down (to the algae plantation :)
What is for this watchtower to the right?
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 06:48:10 pm
Hehe, well here's were ideas are born. This thread is dedicated to make concepts to a Klyros City from the dev team can pick ideas :) And it's great fun to see your work is appreciated by others instead of sending it directly to the devs.

Oh, and someone say "You must work on the symbols" or i'll never get my arse out of bed(to get my sketching block :-[)

Inca, good to have you on. Please read the post after your Katamaran-post.
Title: Re: Klyro's City Project
Post by: Gentar on June 01, 2006, 06:48:45 pm
Ok, this is a very old sketch that I did for one of my own ideas but I modified it a bit and thought it would be a great form of transportation in this klyros city. Do you like the soda stains on it? Anyway I think I will do some newer concepts of some blimp type vehicles for you. Its designed so that it can land in the water as well as special docks. The oars are for the water landing.

(http://www.geocities.com/lothgarv/Blimp.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on June 01, 2006, 07:33:07 pm
To Baldur: this katamaran will fly for only 5-10 seconds (at waterfalls), so, i think we don't need special controls to drive the boat in the air. Anyway, klyros will be able to correct it's falling/gliding by transfer the boat's centre of gravity with his/her body.
About your katamaran sketch which has leather sheet in the middle. Where are you suppose all fisherman's stuff will lie? In the middle?--> i think it will be some problems with gliding, cause then this sheet lost it's elasticity--> it will be simple falling. On the side netting?--> katamaran will roll down, cause it's centre of gravity will be unbalanced... can't find right words. I/m not a physicist and don/t know aerodynamics, but this was my thoughts:)

Gentar, very nice work. Do you think it can be built by klyros? I think not, but other race- CAN!!!! Try to match it to one of PS race and remodify it a little to match choosen race style. In PlaneShift we will have some transports to convey people and cargos amongst levels of Yliakim. This airship can be an alternative. So, we got to think of airport. Cause your vessel can sail sea, then it will be able to moor in oyr Klyros City seaport. Could you make some concepts of other-race-airport attached to klyros seaport?

.. Our City pick very important status of transport center... But i prefer to see it more provincial/suburban :D
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 07:48:29 pm
To Baldur: this katamaran will fly for only 5-10 seconds (at waterfalls), so, i think we don't need special controls to drive the boat in the air. Anyway, klyros will be able to correct it's falling/gliding by transfer the boat's centre of gravity with his/her body.
About your katamaran sketch which has leather sheet in the middle. Where are you suppose all fisherman's stuff will lie? In the middle?--> i think it will be some problems with gliding, cause then this sheet lost it's elasticity--> it will be simple falling. On the side netting?--> katamaran will roll down, cause it's centre of gravity will be unbalanced... can't find right words. I/m not a physicist and don/t know aerodynamics, but this was my thoughts:)

Yes, you're right about that. You will have to give me some tips. Are these rough ideas, made by you, or studies? Many say you have to study your object before you can picture it but i've never thought of that. Could it increase my detail-ability?

Title: Re: Klyro's City Project
Post by: Inca Sator on June 01, 2006, 08:18:18 pm
Don't 100%-understand your question, Baldur..(what is this "object" or "studies")...But i try ti answer.
I'm 27 years old, so i have some "life experience". I drew at the kindergarden, drew at school, drew at my univercity. I graduated children art-school (5 years) and Faculty of Graphic Design at high-school (5,5 years). Now i'm a teacher in Syktyvkar State Univercity in my town. A teacher of Computer Design. (not super-professional but..:D)
I'm  more graphic artist then painter, but some sad "it conversely". So, i have many years studied drawing and have some good art-skills - that's all.
If you try hard, keep fire in your eyes and have a gift from the God - you will become a master in your chosen way.
It's like in PlaneShift - you kill rats( or draw) -> gathered Progression Points-> found someone to teach/train you->increase your skill.
Whole our Life is A Big Plane Shift :D A MMORPG - Massively Multiplayer Offline Role Playing Game.
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 08:28:56 pm
Hehe, I will try to keep that in mind:) This is just a hobby atm but I want to get better at it cause it's the only thing I seem to be good at without learning, except tests. I hate'em but I always pass ;D

My first sketch was at, maybe 12 years of age and since then i've been off and on on sketching :) The only inspiration i've had is from my esthetic teachers and my mon, also my grandfather was leet at sketching, he inspired me to pick up my pen :)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 01, 2006, 09:46:38 pm
     @ Bladur
          Thanks for answering my  questions, it certanly cleared things up for me. :thumbup:
     I find it amazing the rate of wich everyone here works, just in your spare time. The concepts and scetches are fantastic. \\o//

     If you would like me to have a go at anything other than artwork, I would gladly dedicate some time to help in any way i can. Just let me know what i can do  :)
Title: Re: Klyro's City Project
Post by: Inca Sator on June 01, 2006, 10:12:00 pm
LARAGORN, check this part of topic http://hydlaa.com/smf/index.php?topic=23402.210,
find my post whith sentence The List of Requested Ideas/Concepts
and choose what you want :D Good Luck.
Come with us if you want to live.

P.S. Feedback, if you don/t understand what you can choose.
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 10:18:49 pm
* LARAGORN took the blue pill
Title: Re: Klyro's City Project
Post by: Gentar on June 01, 2006, 11:00:22 pm
I know a little about sailing as my family has been doing it for years. There are a few types of small boats. There are monohull with  weighted keel. The others are a monohull with a daggerboard (this is unwieghted but just acts as a fin to maintain balance.) A katamaran, Baldurs idea, actually makes a lot of sense. They use katamarans in areas with alot of reefs because the absence of a keel or daggerboard prevents the ship from gettting stuck and allows it to travel in shallow waters. However as you say, they woundt be prime fishing ships, and they usually lack storage space in the smaller vessles. Larger ones actually have cabins spanning the two hulls which might be an idea. The best option I think is a trimiran (three hulls) which is kind of what you have proposed (the difference is the actual prescence of pontoons on the sides rather than fins) however, you might consider removing the keel which isnt needed anyway because of the wide center of gravity produced by the stabilizing hulls on the two sides. If the community you are developing is in shallow reef areas, the keel might propose a problem. However I think that the keel makes it look much more asthetically pleasing so I wouldnt even bother changing it.

Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 11:08:57 pm
Gentar, could you work on on the Katamaran? You seem to know for more then most others when it comes to ships. Could you present to us a 3-hulled katamaran. Unlike normal katamaran this mat or sheet should be in the middle of the hulls, with the righ design it would look cool and be unique. also, as a bigger Katamaran will be able to float for a longer period of time create some sort of devices for steering in air, maybe some sort of sails.

Although I would like to see how that would look you have your hands free :)
Title: Re: Klyro's City Project
Post by: Gentar on June 01, 2006, 11:24:51 pm
Geesh I work with Inca on the 2d dev team, and quite frankly I would want to trade one of my designs for his in a million years, theyre absolutely beautiful and I think The ship hes got looks fantastic and functional. I might design one for you just for something different. Imn going to put another sailing idea out there for you two as well.

I was looking at Inca's sail which looks so cool. The only problem with it is that that type of sail design would only allow you to move efficiently with the wind right behind. Most sailing ships have both a main sail and a jib sail main in the back jib in the front. That can be rflown at certain angles to use the wind while moving in multiple directions. When the jib is flown to one side and the main to another that is called a run and is used when sailing with the wind at your back. A spinacher is another type of sail (its that large balloon type of sail) that you see especially on racing boats which catches a great amount of wind and is flown with the jib.
In other words I think you should keep these in mind when designing a sailing boat because a sailing ship has to be maneuverable in more than one direction otherwise...well you know.
Title: Re: Klyro's City Project
Post by: Baldur on June 01, 2006, 11:33:11 pm
Yeah, I know Inca's doing great :) But sometimes we need some new blood into ideas. I just want to see a sketch from you and then you two could fuse them together. I'm just saying that that's one idea(with exception for mine which was just a base sketch, I seem to always do base sketches :P ) and one idea might not be enough without some competition ;)

soon 12 AM here, going to bed. See you tomorrow :)

Edit: Just forget it :P NP, Gentar. You're doing good and I don't want you to get worked out :)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 02, 2006, 12:36:03 am
LARAGORN swollows the blue pill, his eyes bleed with fear !!


      I think i will try to tackle some names of the area. If i could get a larger pic of the main landscape it would really help, PM me for my Email or let me know where to download one. I tried  Minetus links from the first post but all images are too small.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 02, 2006, 07:31:45 am
Good morning.
Gentar, please remember that my last sketch called "Katamaran" and not "Ship", i think it no need such amount of sails. Anyway, Laragorn, can you help us with this: i made a list of ship types for our City - can you (or Gentar can help too?) make some descriptions/specifications to each?

-Ships (let they are all - klyros ships):
----Trimaran - one sail, can travel in shallow waters (no keel), fishing - using on river and sea-shore waters, can glide from waterfalls - 66,4% by Rast, Baldur, Inca, Laragorn;
----Boat - no sail, but oars, using on river, klyros algae-farms;
----Gondolas - no sail, but oars, using as city-transport in Klyros City for traveling along channels-streets;
----Cargo ship - multiply sails, oars, part of klyros shipping;
----Battle ship-?
+--Airship vessel (not klyros ship) - can sail on water and air, using for transfering big cargos and amount of people amongst different levels of Yiliakim. -70% by Gentar

Can anyone add/modify something? Of course, they all need klyros names... For example, trimaran - Trykat. :D
About map, Laragorn.. You should try to find the last Minetus post for landscape, for map--> continue your searching more deep to the thread.
Title: Re: Klyro's City Project
Post by: minetus on June 02, 2006, 11:18:49 am
hi guys  :D
updated the list in the first thread: http://hydlaa.com/smf/index.php?topic=23402.0
its still at the bottom because its still underway :sweatdrop:, if something needs to be added let me know, i may have skipped some/or/alot of stuff.

also i got the idea of making a post in the comunity RP forum, maybe someone there would like to make some stories/names for us  :D what you guys tink?
does anyone wanna go ahead and organize a story/name thread  >o) O--) , the thread would work on the side with this one, and we could make some concepts along with the ideas developed there
Title: Re: Klyro's City Project
Post by: Baldur on June 02, 2006, 11:55:39 am
Hey, Minetus. Sorry guys been a bit usy with symbols, i've come up with 5 "sign" symbols so far and maye some measurement symbols but i'm unsure if it should be a unit or a symbol.
I'm soon having vacation so i've got more time to do some work, this thread is mainly to help improve myself :)

That would be a great idea, to make the story-creators create our history and red thread :) We will need link'em to the page, show some concept art and tell them a bit in short terms about how it is and how it had or will be. I'm really happy to see how this ends :)

2nd June Update!

Some stilitized symbols i edited in MS paint, have fun ^^
(http://i45.photobucket.com/albums/f78/Belark/Symboles.jpg)

You can combine several symbols to meaning's like "fishing shop" by putting the "shop" symbol and the "fish" symbol together, and If you want to mark out a "seaweed plantage" you combine the "water" and "plant" symbol. 

Edit: @ minetus, I could do the thread always glad to help.
Title: Re: Klyro's City Project
Post by: Arangol on June 02, 2006, 12:30:12 pm
Somewhere rast got an idea of some symbols for the city, these could be included in that one.
Some other news form my side.

-Got somekind of rough 3d model of rope bridges who will connect the city
-some platforms have been  made
-satalagtites look much better
-etc..small updates
Title: Re: Klyro's City Project
Post by: rast on June 02, 2006, 12:34:04 pm
hi all :)

so much stuff to read through... perhaps we should have severall threads for different areas (e.g. maps/streets,ships,plants and a finall thread for finished work) that way everyone could concentrate on their individual area/s without having to sift out the irelevant information (not that any of this stuff is irelevant overall, but is if you are working on something else ;)).we could also start each post with:
Klyro's city project:
just to make everything clear :)

@ inca
earlier on in this thread i mentioned a surfboard type thing which the Klyros steer with their wings and by leaning side to side which can be used for single person transport (sort of like a klyro equivelant to a skateboard for water). Are we still using this idea???

@ baldur
nice symbols, you should find some more earlier in this thread which i did :)
Title: Re: Klyro's City Project
Post by: minetus on June 02, 2006, 01:00:12 pm
hey guys, i got the day off so i can be more active today :D
ive been reading some articles about scripting in 3ds max but ive found nothing usefull, i was tinking on making small plugins to do small stuff but it all looks much complicated for my knoledge in programing skills(that is almost none :'( )

today ill be working on the 3d map, and also ill try to make some sketches :D
Title: Re: Klyro's City Project
Post by: Baldur on June 02, 2006, 01:07:52 pm
hey guys, i got the day off so i can be more active today :D
ive been reading some articles about scripting in 3ds max but ive found nothing usefull, i was tinking on making small plugins to do small stuff but it all looks much complicated for my knoledge in programing skills(that is almost none :'( )

today ill be working on the 3d map, and also ill try to make some sketches :D


Made a topic: Klyro's City Project: City History/Story Request (http://hydlaa.com/smf/index.php?topic=23664.0)

Going to class now, see you later ;)
Title: Re: Klyro's City Project
Post by: NzzR23 on June 02, 2006, 01:34:21 pm
Its me again ....

thx that you liked my work.

how can i be usefull to this project?
give me some scetches and i'll try to 3D-modelling it. or are there other things i could do?
Title: Re: Klyro's City Project
Post by: Inca Sator on June 02, 2006, 02:27:14 pm
Rast, i don't forgotten your surf-board,but i think it got to be in "Misc" section, not in "Ship (vessel)". I change my Requested Ideas List, check it.
http://hydlaa.com/smf/index.php?topic=23402.msg259849#msg259849
About creating new threads in other PS-forums related to "Klyros City Project"... I think it is good to make our project more orderly, by dividing it to specific parts... BUT i think for that moment we don't have enough human/creative resources to manage such amount threads...BUT however we could start new thread in RP forum (Fan Art Roleplaying), as Minetus sugested - it will advertise our project in this forums and recruite more people to our squadron. Moreover, i think Concept Stories (history, legends, names, etc) - an important part of every serious project... so, if Baldur want to start whith this - Laanx bless you :) Don't forget that Laragorn already chose "names" section.

About symbols. You are creating graphems - skeleton of symbols (it's word from typographic). But finally you must to invite original art style of this graphems -> klyros symbols, ornaments etc. Check the difference:
(http://foto.mail.ru/mail/inca-sator/1/i-43.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on June 02, 2006, 02:30:46 pm
Its me again ....

thx that you liked my work.

how can i be usefull to this project?
give me some scetches and i'll try to 3D-modelling it. or are there other things i could do?


Well if it isn't too much you could begin with Inca Sator's Katamaran ;)
(http://foto.mail.ru/mail/inca-sator/1/i-41.jpg)
That might be a difficult project but who knows :) You did well on your last one.

@ Inca: Yep. I didn't know "graphems" existed and I considered I only did the skeleton of the symbols, those are just concepts which maybe become concepts to new concepts(Hmmm ::| Yeah ;D)
Title: Re: Klyro's City Project
Post by: minetus on June 02, 2006, 02:47:38 pm
haha you got it before i did, anyway heres something easier:
a rock formation in seector E2 - E3 , it is partially underwater around 6m from its base up
(http://img170.imageshack.us/img170/1380/sectore23rockformation0gu.th.jpg) (http://img170.imageshack.us/my.php?image=sectore23rockformation0gu.jpg)
Title: Re: Klyro's City Project
Post by: rast on June 02, 2006, 02:52:35 pm
i may start on some 3d concepts for the trimaran (they would be alot worse if i try to draw them ;)) if that's ok with everyone. i will use these as inspiration:
(http://www.latitude38.com/LectronicLat/2001/August2001/Aug30/trimaran.jpg)

(http://images.google.co.uk/url?q=http://www.lyngorseil.no/Img/trimaran.jpg)

Title: Re: Klyro's City Project
Post by: Inca Sator on June 02, 2006, 02:57:41 pm
About this trimaran, Rast... i think it too brad and large, width about15-20 meters. I was hoping these ***marans will be able to sail amongs city channel-streets... For this use it got to be more strait then from this foto... Anyway, it can used for sea sailing :)
Title: Re: Klyro's City Project
Post by: NzzR23 on June 02, 2006, 03:03:17 pm
then rast should try to modell the trimaran ...
talad told me to to go on with my project to expand it into a small village ...
hopefully we will see this small village in planeshift in the future ...
Title: Re: Klyro's City Project
Post by: Baldur on June 02, 2006, 03:19:33 pm
then rast should try to modell the trimaran ...
talad told me to to go on with my project to expand it into a small village ...
hopefully we will see this small village in planeshift in the future ...

Hehe, GL Nzz ^^

Sorry, been bit of a troll. Can't seem to find motivation :-\
Title: Re: Klyro's City Project
Post by: minetus on June 02, 2006, 03:31:49 pm
frogot to add the picture on last post, updated it.,... ::|

fixed the map somewhat :(
deleted the vertex and welded the empty space together :P not a very good solution but atleast it isnt as messy as it was before:
(http://img170.imageshack.us/img170/8792/temp13nq.th.jpg) (http://img170.imageshack.us/my.php?image=temp13nq.jpg)
note that isnt a final state for the map :-[

also im open to sugestions, like spliting the map into sectors(diferent objects) much like hydla is choped into several sectors/objects
Title: Re: Klyro's City Project
Post by: LARAGORN on June 02, 2006, 03:42:36 pm
     Greetings to all;
          I will get started on the Water vessel names right away.
     As for the trimaran, nothins says you cant have different sizes. One small enough to easily go through city channels, One large enough to be used for fishing and transport. The center hull could be used for the cargo hold as this will help the centre of gravity.
     Just some ideas  :)
Here are a few landscape name suggestions;
     Eptar's point
     The cliffs of Pltaro
     Eklato Bay
     Klypher Falls, and or river
     Baldurous Awhale like fish ;D

     Since this is KLYRO city, is Klyro the name of the founder ?  if so EPTAR KLYRO was the leared who envisioned a new way of life for his people and lead them on ther journey to find a new home.
     Skalimay - the wife of Eptar
     Pleptar - eldest son
     Ralvia - eldest daughter
     Zarg - Youngest son
     If we can use these Great if not let me know what direction i should go.
Title: Re: Klyro's City Project
Post by: Baldur on June 02, 2006, 03:54:38 pm
Quote
About this trimaran, Rast... i think it too brad and large, width about15-20 meters. I was hoping these ***marans will be able to sail amongs city channel-streets... For this use it got to be more strait then from this foto... Anyway, it can used for sea sailing

Ok, let's sum up the idea
As we are working on the city. We should focus on boats especially made for city-life- We either need small boats or we can use promes connected with vines easily maneuvering the city. If you're pretty unskilled you'll sooner or later bump into the canal walls so some kind of bump-shield or tougher materials, maybe even repellant rubber matierials. Sails are no problem. Currently our boats are so small it'll easily fit under a bridge.We could use rast's "wind glyph" idea and elevate the ships a couple of meters above the city streets. That would give room for bigger ships (and an option to "flee" the floating island ;)) Also, the farther in you come into the city the shallower the reef is, we will need to use a material or a new model to enable other ships then katamarans to sail the city channels. We will have to make our own laws because if you're a fishing race you will surely take your boat to work ;) That will need attention.

So for future use:
--->Small boats or trains of connected boats, maybe even floating boats
--->Resistant materials on sides and keel
--->Laws for sailing in City.

@Laragorn: Good point, we wont need huts other then on longer voyages.
Quote
Baldurous Awhale like fish ;D
/me slaps LARAGORN with a fin
Title: Re: Klyro's City Project
Post by: LARAGORN on June 02, 2006, 04:27:49 pm
     The Gondola can be made from the Baku, as in nature all things will die, so they were able to take the dead or dying Baku while still wet and place it in a mold they fashioned from light wood ( a balsm type wood). the wood by itself is not strong enough to use as a hull. they may even be able to use this method to create the boats for  traveling the rivers.


* wipes fish slime from his face

P.S. i started a names and places thread.http://hydlaa.com/smf/index.php?topic=23667.0
Title: Re: Klyro's City Project
Post by: minetus on June 02, 2006, 11:43:35 pm
hi every one,
added the new threads to the 1st post list(updated the links), if someone is currently assigned to somthing and i forgot to add your name please post here so i can update the list ty
also if someone is doing something that should be on that list id apreciate, so i can update it :P

lost taughts, klyros fishing tools made with light wood, algae nets/ropes, metal(need a metal that doesnt rust very well with sea water or alternatively fish bones), small bakus, light fungi, squama.
(http://img347.imageshack.us/img347/8724/klyrosfishingtools8ko.th.jpg) (http://img347.imageshack.us/my.php?image=klyrosfishingtools8ko.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 12:11:22 am
Hehe, coolio. I'm so bored atm ;P Not doing anything*sigh* I can't seem to sketch on how the symbols should look and I don't really feel like drawing buildings, what's happening to me ::|

Edit: Don't forget me on "Symbols" and "ships" :)
Title: Re: Klyro's City Project
Post by: minetus on June 03, 2006, 12:53:53 am
updated the list baldur and also advanced everything to 1% :P
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 01:23:57 am
Hey isnt this impotant enough to be in the important topics, or am I having delusions of grandger?  :-X
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 01:27:35 am
As we're making new threads, could you sort of "bind" them together by linking them to your first post? Here's a link to the topic you requested (stories and history) http://hydlaa.com/smf/index.php?topic=23664.0 I would as if you create a new list of linked topics so we can keep pretty good track of everything. So far we have 2 bi-threads.

@ Laragorn: Important topics? Isn't Minetus original post the best place or did I miss something.
Title: Re: Klyro's City Project
Post by: Karyuu on June 03, 2006, 01:30:10 am
Laragorn means stickies. We have too many things going on to sticky them all, and the amount of them in the Fan Art forum is already overflowing. I'd rather have things like guides and contests stickied only - and the Great Fan Fan-Art Project is something I don't want to see nudged down either.
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 01:42:43 am
     I was just kiddin around but thank you both for the info. As you know i am still very new here so i'm gonna be learnin for a while :surrender:

     I did as you sugested Bladur, the links are there. :thumbup:
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 01:51:36 am
Hehe, you'r doing good mate ;) I must admit I was like you described in the beginning. Minetus and the guys are the best cure it seems. And I meant Minetus, not you :P Though it's good to have links here and about.

/me pours up some Inca Brandy
Title: Re: Klyro's City Project
Post by: minetus on June 03, 2006, 02:09:33 am
hmm i did already put those links in the list  ;) 2-3 hours ago  :P
check the progress list in the bottom of the fist post
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 02:48:43 am
hmm i did already put those links in the list  ;) 2-3 hours ago  :P
check the progress list in the bottom of the fist post
Oh, you did? Good job, ol' chap ;)
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 12:32:15 pm
hi everyone :)

just anouther couple of ideas/questions about the boats:
-for small 1 or 2 people boats, punting might be a good idea (basically pushing the boat along with a long pole which reaches the riverbed)

-how wide exactly are the streets gonna be, 'cause at the moment the trimaran i'm moddeling is about 2.2 meters wide

-anyone got any idea what method of prepulsion i could use to power the trimaran  (probably an air glyth, but how would this work in itself without someone having to constently cast a spell::|)

comments/ideas anyone ;)?
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 12:43:44 pm

-anyone got any idea what method of prepulsion i could use to power the trimaran  (probably an air glyth, but how would this work in itself without someone having to constently cast a spell::|)

comments/ideas anyone ;)?

--->Well. we could always enchant the boat to say it, in that way we explain the logic.

hi everyone :)

just anouther couple of ideas/questions about the boats:
-for small 1 or 2 people boats, punting might be a good idea (basically pushing the boat along with a long pole which reaches the riverbed)

-how wide exactly are the streets gonna be, 'cause at the moment the trimaran i'm moddeling is about 2.2 meters wide

comments/ideas anyone ;)?
--->Punting boat, good idea. We had gondolas before, didn't we?
--->Well, the wideness would solely depend on houses if one sailed through Baku communities, younger Baku's would create 2 metres and older would strangle other Baku's withing 5 metres. They drink that much when they become old to either ventilate their bodies(just think of an oven) or support it or "it's family" with water.
Title: Re: Klyro's City Project
Post by: minetus on June 03, 2006, 12:50:10 pm
there will be all kinds of street, an avenue(big central street) would have around 12-16m wide, while on the other hand a alley would be 3-4m wide, this is my impression on it might have to be wider due to physics in PS.

hmm, a spell to start the glyth another to stop it.. turning would be manually, the bout would not move much faster then a running person.
adding wind engines would make the ship/boat too large i tink. maybe it can be a option to heavy sea ships.

the pole idea might be tricky to put in game, a alternative could be make it like a charriot pulled by some kinda of hybrid animal.
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 12:54:33 pm
there will be all kinds of street, an avenue(big central street) would have around 12-16m wide, while on the other hand a alley would be 3-4m wide, this is my impression on it might have to be wider due to physics in PS.

hmm, a spell to start the glyth another to stop it.. turning would be manually, the bout would not move much faster then a running person.
adding wind engines would make the ship/boat too large i tink. maybe it can be a option to heavy sea ships.

the pole idea might be tricky to put in game, a alternative could be make it like a charriot pulled by some kinda of hybrid animal.

Dang, it. Too fast...
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 12:56:44 pm
good ideas :)

@minetus
a start/stop spell would make it easier (and would save polys ;))

@baldur
sorry, i forgot about gondolas :-[. My bad.

anyone here heard of coracles though (we could use something similar to this as single person transport):
(http://www.hlf.org.uk/NR/rdonlyres/707F4273-3C01-48BD-B2BE-5DA9EE84D4CF/1800/coracles.jpg)

edit:
trimaran 3d concept:
(http://img101.imageshack.us/img101/2264/trimaranconcept0018nd.th.jpg) (http://img101.imageshack.us/my.php?image=trimaranconcept0018nd.jpg)

comments??
Title: Re: Klyro's City Project
Post by: Inca Sator on June 03, 2006, 02:24:37 pm
As for me i'm against enchanting all in all.
Enchanting boat to move it without any nature force, enchanting backpack to make it bottomless, enchanting spoon to make it stainless, enchanting bootlace to make it self-tying... I think it's very simple and ordinary to put magic everywhere where we still can't find more interesting design. If we continue so, the soon we "invent" automotive carts (car), automotive boats (motor boat), self-flying vessel (plane)-->and where to our fantasy medieval world come?
I think, magic - is an energy, and it has it magic physical principles. PlaneShift isn't a fairy tale where we could say "Abrakadabra" and in our hands appeared super-lazer jedy-sword. So, piscatorial boat is a just piscatorial boat, imho. Klyros are famous fishermen because their physical skill and not for their extraordinary magic skills.
Add to your model Sail, oars, etc. Make middle hul longer and, try to apply to whole model bird's wings silhouette... You have such good and well-detailed reference, Rast, try to modify it in klyros style.

The lesser width for street - 2m, the middle - 4+2m, the widest 8-+2m.
I think in-game we will not be able to travel by boats/gondolas/katamarans (for this moment, though), but... we got to model this stuff, cause... what it will be a sea-shore city-port whithout any ships? :O

..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 03:18:26 pm
As for me i'm against enchanting all in all.
Enchanting boat to move it without any nature force, enchanting backpack to make it bottomless, enchanting spoon to make it stainless, enchanting bootlace to make it self-tying... I think it's very simple and ordinary to put magic everywhere where we still can't find more interesting design. If we continue so, the soon we "invent" automotive carts (car), automotive boats (motor boat), self-flying vessel (plane)-->and where to our fantasy medieval world come?
I think, magic - is an energy, and it has it magic physical principles. PlaneShift isn't a fairy tale where we could say "Abrakadabra" and in our hands appeared super-lazer jedy-sword. So, piscatorial boat is a just piscatorial boat, imho. Klyros are famous fishermen because their physical skill and not for their extraordinary magic skills.
Add to your model Sail, oars, etc. Make middle hul longer and, try to apply to whole model bird's wings silhouette... You have such good and well-detailed reference, Rast, try to modify it in klyros style.
Hehe, I didn't know you were so much against enchanting, oh well then, but as Klyroses DO use magic for practical purposes i just found that logic. So it's a bit of an argument. If you don't want us to enchant then that's okey ;)
Quote
..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Self-drinking vodka? ;D

Oh we're so different, Inca and I :devil:
Title: Re: Klyro's City Project
Post by: minetus on June 03, 2006, 03:29:19 pm
good points every one :P

maybe magic isnt has pratical has it seems due to its cost.. magic is pretty expensive, a air glyth costs 5-6 months of hard working so a small ship like that would cost a small fortune for the fisherman..

updated the map, not perfect but is near ready for cutting poly's down i tink :-[ i tink is better someone revue it and check for errors:
(http://img411.imageshack.us/img411/9443/mapv6render2rr.th.jpg) (http://img411.imageshack.us/my.php?image=mapv6render2rr.jpg)(http://img488.imageshack.us/img488/6070/mapv6wire6wa.th.jpg) (http://img488.imageshack.us/my.php?image=mapv6wire6wa.jpg)

updated folder in esnips, files: map v6.max (3dsmax7), mapv6.obj
folder:  http://www.esnips.com/web/3d-landscape
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 03:33:06 pm
"birds wing silohete"??
new model:
(http://img227.imageshack.us/img227/3766/trimaranconcept0023lw.th.jpg) (http://img227.imageshack.us/my.php?image=trimaranconcept0023lw.jpg)

Is that what you meen inca???

Quote
..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Self-drinking vodka? ;D
Oh we're so different, Inca and I :devil:

but this raises another question - can Klyro drink alchohol :D
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 03:38:30 pm
I'll start working on some building as soon as i get a sketching board, it's really hard to sketch on the floor or in a kitchen with people yapping all the time :( ::)

@Rast: I think it's pretty cool ,actually, but it's Inca's idea so let's see what he thinks :)

Quote
..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Quote
Self-drinking vodka? ;D
Oh we're so different, Inca and I :devil:
Quote

but this raises another question - can Klyro drink alchohol :D
Guess they should, I mean every culture has it's drug, though because of their physical weakness they wont last for long ;)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 06:27:40 pm
     For the smaller in town boats you  could always use a paddle boat design, there are many different forms of this sort of boat.  The fishermen would have no prob building these because they are not that difficult. This way it would not matter on the depth of the water like the pole idea would.
     I agry with not enchanting every boat with magic, the larger ones yes, and for going down water falls yes. The transport ships for taking people to the floating island would have no other way but magic.
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 06:40:28 pm
     I agry with not enchanting every boat with magic, the larger ones yes, and for going down water falls yes. The transport ships for taking people to the floating island would have no other way but magic.
(http://members.chello.se/wivisel/tenerife/Tenerifebilder/Teide-linbana.JPG) Oh really? ;)

To be able to use these we will need the technique of(can't remember the name in english)  decreasing weight given to the user, and then easily pull them up with this priniciple. All i'm saying is we wont need an engine, just an oxen or some people spinning the wheel to make the carriers go up/down.

I'm with you on enchanting, there wont be much to see if all we use is magic, only glowing effects and no special inventions.
(http://www.dalhems.com/nyheter/nyhetsbilder/domkr.jpg)
To pull the "elevators" we will use a tool similar to this(can't remember it's name, i'm not a car phantast!)
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 06:45:30 pm
pulleys??
is this what you mean:
(http://www.miniscience.com/projects/pulley/pulleys.gif)
(with an oxen attached :))
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 06:46:10 pm
     Exellent idea Baldur, i wasnt eventhinking on those lines. The fishemen would be master rope makes so a "cable car" with a pully system makes total sence :thumbup:
     
     Thats agood diagram Rast with that design it would only take a few people or a couple of ox like vreatures to raise the compartment. This could even be powerd by a wind mill, since it is a city in the sky, they must be able to harness the wind power.
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 07:04:35 pm
@Laragorn
like this?:
(http://img318.imageshack.us/img318/7932/pulleys8mr.th.jpg) (http://img318.imageshack.us/my.php?image=pulleys8mr.jpg)

 :)
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 07:36:16 pm
Updated the Story page.

I was thinking it'd be more like it went all the way to the city to you didn't have to go by boat to the elevator on the island down below. More like something you would have at a ski resort.
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 07:40:04 pm
@Laragorn
like this?:
(http://img318.imageshack.us/img318/7932/pulleys8mr.th.jpg) (http://img318.imageshack.us/my.php?image=pulleys8mr.jpg)

 :)

Thats what i was thinkin:)  but you would have to intergrate the multy pully system to reduce the Load to weight ratio.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 03, 2006, 08:56:58 pm
Heeeya!!Guys, we just crossed  Brendiduim and try to cast Anti-apiat Spell to my older brother Gorlum...But nobody saw All-seeing Eye :D
Rast, your trimaran obtained more interesting forms, develop it further. I insistently thinking that it got to  has a sail. And got to be more bigger (2,5 m wide for your vessel - too slightly...
Klyros evidently use to drink alcohols, especialy with crab morsel :)
About your ideas of those transports... KLYROS ARE NOT ENGINEERs OR CONSTRUCTORs - they are nomads, fishermans, sailors, amphibians etc. If no one remeber Zan's idea about vines then i remind you. At first stage we decide how main city will be connected with floating island, i suggested to connect it to cliff with bridges on stalagmites. But then Zan appeared and suggested to use for it vines that can hang down from floating island and formed vine's labyrinth, connected to main city or to those bridges. Understand?
You are now thinking about very specific things, try to think about simple things like chairs, tables, shoes,  clothing, etc.... the things we could meet in other klyros settlement.
IMHO.
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 09:10:53 pm
Heeeya!!Guys, we just crossed  Brendiduim and try to cas Anti-apiat Spell to my older brother Gorlum...But nobody saw All-seeing Eye :D
Are you pissed by any chance? ;D
/me buys tape for sublimal convincing
Title: Re: Klyro's City Project
Post by: rast on June 03, 2006, 10:52:29 pm
changed it a bit :):
(http://img308.imageshack.us/img308/8892/trimaranconcept0033cd.th.jpg) (http://img308.imageshack.us/my.php?image=trimaranconcept0033cd.jpg)

-rudder
-side sails
-oars on boat
-added/changed other stuff etc...

i agree with baldur.... u do seem a bit drunk inca :D
Title: Re: Klyro's City Project
Post by: LARAGORN on June 03, 2006, 11:11:26 pm
Kewl design :)

No vodka here but I always find 7 or 8 beer get me inspired  ;)
Title: Re: Klyro's City Project
Post by: Baldur on June 03, 2006, 11:14:43 pm
Hmm, interesting. How will the sails work? Will they be re- and extractable like in Inca's sketch? I think you should make a larger copy so we can see all the details.

Good Job! :)

Aww, I miss my sketching table :(
Title: Re: Klyro's City Project
Post by: Arangol on June 04, 2006, 11:51:05 am
Heh, this is coming along nicely, well not fast but still coming along.
Minetus: your half of the map is really doing great. I've just worked a bit on it, took down some unrealistic edges and then fine tuned so mine is nearly finished except for texture.
Everyone else: Keep on truckin'  8)
Title: Re: Klyro's City Project
Post by: Baldur on June 04, 2006, 11:55:48 am
Edit: nvm....

Currently working on a story that i'll be taking up in the "Story/History" section.

4 July[/b]: Sum-up
Hmm, it's going quite slow. Let's see what you're currently working on. If we have an inactive member, let's put him to work(example, me :-[)

Minetus last time I heard you worked on the Map model, how's it working out? Are you working on something else and if you are, i'm curious to see what you're making.
Arangol I wont put much pressure on you, I know you're working on that other project. Hope to see you back soon.
Laragorn Last time was your name-mission. Found any shorter names for individuals? Are you working on any other project as we speak.
rast Any models? Do you need work? :)
Kixie Our contributor to the jolly somg^^ What are you planning on after your epic story?

My story didn't quite turn out well once the computer rebooted all my unsaved material X-/
Title: Re: Klyro's City Project
Post by: rast on June 04, 2006, 07:10:40 pm
yeah, please set me something to do (models preffered, but i can do turn my hand/mouse to anything) :)
Title: Re: Klyro's City Project
Post by: Baldur on June 04, 2006, 07:20:43 pm
Aha! The missing link! Has anyone got any work for this worn out lad? I'd suggest you start working on the Klyros' furniture, chairs, tables, maybe even doors. Simple things.
Title: Re: Klyro's City Project
Post by: rast on June 04, 2006, 07:25:08 pm
sure.....

idea for chair - instead of having a wide back, perhaps just a single pole so the wings fit out ;)
Title: Re: Klyro's City Project
Post by: Baldur on June 04, 2006, 07:31:16 pm
Hmm, I sense you've already done that. Back to work! :devil:

Dang it. It pains me to not even come up with a proper beginning X-/
Title: Re: Klyro's City Project
Post by: Gentar on June 04, 2006, 10:29:12 pm
Trimaran.

(http://www.geocities.com/lothgarv/trimiran.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on June 04, 2006, 10:36:31 pm
Hmm, i like the right sail. It have evident "kyros" forms :D Can you try to color/decor it?
Title: Re: Klyro's City Project
Post by: Gentar on June 04, 2006, 10:46:46 pm
Reed boats anyone?

http://www.nagualwoman.com/Reed%20Boat.jpg
http://www.ladatco.com/Bolivia%20photos/BOL-reed-boat.jpg
Title: Re: Klyro's City Project
Post by: Baldur on June 04, 2006, 11:09:34 pm
Sure, why not ;)
Title: Re: Klyro's City Project
Post by: minetus on June 04, 2006, 11:28:58 pm
edit: holy cow missed the right thread  ::|
Title: Re: Klyro's City Project
Post by: Seytra on June 05, 2006, 01:17:17 am
While in general I appreciate efforts like this one, I think they should strive to comply with the settings as closely as possible.
Klyro's anatomy, physionomy & Psychology
    * Likes to hung upside down to sleep
For this I have never seen any reference, and it isn't likely on top of that. The Klyros model's foot doesn't look like it could allow hanging upside-down. The one from the races page might, though it still doesn't seem particularly suited to that, given that for this to work, one needs to tightly clamp a comparatively small (in diameter) item, like a branch. For that, you will need either a special clamp, which isn't seen on any Klyros rendering, or a hand-like structure that allows bending to a high degree.
Title: Re: Klyro's City Project
Post by: Baldur on June 05, 2006, 03:15:10 am
As i had no sketching-surface I decided to Rape MS paint
(http://i45.photobucket.com/albums/f78/Belark/Strool.jpg)...this is what came out.

The Sun-symbol stands for "wellfair" and is supposed to mean "welcome to our table, help yourselves".

@ Minetus : I missed a flying cow?! :o

5 June 3 AM Add:
Yeah. I don't know where my religion lies.  :sweatdrop:

I would imagine that a Klyros city would be near water of some source. One by a waterfall would be really cool. but I don't know. I've grown up in Hydlaa my whole life and don't know much about Klyran City. I always imagined it of having really artsy architecture. The houses would be made of very light material. No stone or brick. But that's all I every dreamed of. I don't know if a place like that even exists.  :-[

This quote awoke my thoughts of a chinese-like architecture. Not the towers or wobbled forms but "very light walls". This reminded me of the old china's paper-walls, what if we made a similar structure but out of seawead, I think that would be more natural to the klyros people cause they're not much for building but for skills that require dexterity.
(http://www.nvva.nl/renekrul/catalogs/china.temple.500.gods.jpg)
I was thinking something like this, but instead think seaweed.
Title: Re: Klyro's City Project
Post by: Arangol on June 05, 2006, 08:30:22 am
Edit: nvm....

Currently working on a story that i'll be taking up in the "Story/History" section.

4 July[/b]: Sum-up
Hmm, it's going quite slow. Let's see what you're currently working on. If we have an inactive member, let's put him to work(example, me :-[)

Minetus last time I heard you worked on the Map model, how's it working out? Are you working on something else and if you are, i'm curious to see what you're making.
Arangol I wont put much pressure on you, I know you're working on that other project. Hope to see you back soon.
Laragorn Last time was your name-mission. Found any shorter names for individuals? Are you working on any other project as we speak.
rast Any models? Do you need work? :)
Kixie Our contributor to the jolly somg^^ What are you planning on after your epic story?

My story didn't quite turn out well once the computer rebooted all my unsaved material X-/


Nice summary Baldur!
But if you haven't read the whole thread, I and Minetus split the map model in half so we could make it faster/better.
And my project is soon finished so I can work better on this one.

How far are you on the map, Minetus?
Just a quick up-to-date info.

This thread is really big, I think one of the biggest here on the forums?

Flying cow, where????  :o
Title: Re: Klyro's City Project
Post by: minetus on June 05, 2006, 09:16:48 am
seytra that was discussed before in our old thread:
http://hydlaa.com/smf/index.php?topic=23164.msg256339#msg256339

arangol check this post  ;)
http://hydlaa.com/smf/index.php?topic=23402.msg260373#msg260373
Title: Re: Klyro's City Project
Post by: Arangol on June 05, 2006, 10:12:02 am
Ok thanks minetus. I'm already taking down some polys and making the all flat areas a little bit more bumpier.
Should I start on the city? I have some good basic things ready but not included in the map or should we first finish the main land?
Title: Re: Klyro's City Project
Post by: Inca Sator on June 05, 2006, 10:26:54 am
Baldur that was discussed before in our old thread:
http://hydlaa.com/smf/index.php?topic=23164.msg256171#msg256171

But, we need to assign a style to artificial klyros buildings, so... try in that direction.
Title: Re: Klyro's City Project
Post by: Baldur on June 05, 2006, 10:45:02 am
Baldur that was discussed before in our old thread:
http://hydlaa.com/smf/index.php?topic=23164.msg256171#msg256171

But, we need to assign a style to artificial klyros buildings, so... try in that direction.

I did not speak of their architecture in general, of course we should have a unique archtiecture. I was only mentioning Paper-walls cause they'd fit well into the nomadic race(easy to lift and carry with)once again, see only the seaweed, or sail-sheet walls with wavy ranks binding them. That could also symbolize the race's fragile but yet beautiful qualities.
The art of making paper once again i'm not talking about paper, i'm talking about common materials where the Klyro's live.

Once again, it's nothing about Chinese architecture in general, just an invention they made.
Title: Re: Klyro's City Project
Post by: rast on June 05, 2006, 07:11:06 pm
got bored - opened up wings :)

(http://img181.imageshack.us/img181/6007/chairtablewok6kc.th.jpg) (http://img181.imageshack.us/my.php?image=chairtablewok6kc.jpg)

wok scaled up - doesn't have to be 2 meter squared ;) though it could be - how about scrapping the table/chairs and get the Klyro to sit on the floor around the wok ;) thhe klyros nation are fishermen - why would they need chairs :)

just ideas....
Title: Re: Klyro's City Project
Post by: Baldur on June 05, 2006, 07:19:57 pm
Maybe. What would you feel if your 1m wings scraped the floor everytime you sat down ;)
Now let's not take too much of the chinese(or was it japanese?*headache*), they're both different races(Humans and Klyros', k?) If we HAVE to be so close to the floor, why not construct shorter chairs or stools or simply make it a buffet :D

That's my...hrrm, Rast's chair...
Title: Re: Klyro's City Project
Post by: minetus on June 05, 2006, 10:27:55 pm
hi guys i need your advice :D

what you guys think about this for the cliff side of the landscape, note that you only see half of the rock formation(didnt finish yet)

(http://img197.imageshack.us/img197/2697/drycon019aw.th.jpg) (http://img197.imageshack.us/my.php?image=drycon019aw.jpg)(http://img350.imageshack.us/img350/1600/drycon024sd.th.jpg) (http://img350.imageshack.us/my.php?image=drycon024sd.jpg)
Title: Re: Klyro's City Project
Post by: Seytra on June 05, 2006, 10:41:11 pm
seytra that was discussed before in our old thread:
http://hydlaa.com/smf/index.php?topic=23164.msg256339#msg256339
I see, thanks for the pointer. The way illustrated could be made to work, I suppose, though I'm still not convinced if it's wise to go that route w/o official statements on this (not sure that Karyuu's comments classify as "official response" in that case.). Even if, I wonder when the devs are going to implement that. :)
I don't mind, but I won't put that into RP unless it is official.

Given that, it is even more likely for Klyros to prefer chairs or other elevated sitting posts to the plain ground, as, as noted, the wings (for which I think 1m is already fairly small) would keep touching the ground. Apart from the chair (which is a design that I also envisioned), they might simply prefer rearless posts, given that they necessarily have well-developed muscles to straighten the body while flying / gliding.

About the cliff... not sure. It certainly is possible, though unlikely, for such a thing to form. Would make for some nice legends.
Title: Re: Klyro's City Project
Post by: Baldur on June 06, 2006, 03:49:57 am
So Minetus cheered me up I took the pen, as I had no direct picture of what I made it beacme something else, as always. I realized that i'd created the first Klyran window shader :P It's very simple but i guess it'll due AND NOT MADE IN PAIN-T!(point taken, i guess)

What yuo're not getting is the picture cause i have 2 days left of holiday and i'm going to use them to rest, then we'll see if I can catch a scanner ;)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 06, 2006, 04:48:18 am
     Hey guys >o)
I like the idea of light material walls, and agree about the sybolic-ness of a fragile race.
As for the furniture; I was thinking after reading the responces to somewhat "normal" design( the demensions not the style ) that "normal" just doesnt fit. I think high tables and tall stools would be more in characture for the Klyron. An average table hight is 28-30 inches (71-76 cm), if they were made to be 45 inches (114cm) it would be chest high, and the stools could be 30-31 inches ( 76-79cm). This would keep their wings of the floor, or they could just stand and not be uncomfortable while eating or drinking.
 For sleeping they could fashion a harness, much like the old wooden restaints that were used to punish prisoners( i forget what they are called ). Basicly just 2 pieces of wood with nothes to fit around the ankles. umm umm ? maybe ?? :-\

@ Baldur- yes i have started working on shorter words, and will post them in the morning. My brain isnt working well after a day of driving. so tonight I'm gonna get drunk and relax :devil:
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 09:12:34 am
Minetus, that looks really nice. As someone said, good for some legends. And isn't that on my side of the map, lol?  :)
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 10:12:36 am
yes.. :-[ arangol hehehe, but im doing it outside of the map has a diferent object so i tink it wont affect your work ::) (not trying to step on your toes, but kinda rushing things a lill)

1. from now the 3d map needs: to get its polys reduced.
2. begin working on rock formations.
3. the rivers have to be personalized, they are with 10m deep every were, must be deeper in some places, other places not so deep. id assume ponds would go to 15-18m deep and be a lill more rounder bottom.
4. caves have to be made around the rocky cliffs
5. the flying island.
6. the trees, 10+ diferent kind of tree species.
7. fungis, 10+ diferent kinds of fungi.
8. algae, 10+ diferent kinds of algae.
9. baku, ...
10. animal life...

10 things that need be done, and more missing.
well this is just what comes in mind right now. comments,criticism welcome.
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 10:42:49 am
11. All the other islands.
12. The city...
13. Many kinds of houses.

I'm working on number one right now.
My plan: We'll go step by step 1-2-3-4 etc.. And say to the other one when you've completed one stage, ok for you?

What is the max poly amount for the map, I mean the map without trees, city ,plants, just the basic landscape without islands.
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 12:25:03 pm
im not sure around 6000 polys i presume, maybe inca can awser this better then me :whistling:
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 01:05:25 pm
LOL! 6000 polys. You're going crazy...
I tought along the lines of 60 000 polys  :o
Maybe even 100 000. Yes, maybe I got used to many polygons when i wrote my own game...  ::|

 X-/
Arangol

EDIT: Minetus, your side of my map (huh?) looks different than mine, mine looks like this:
(http://img99.imageshack.us/img99/5278/image0015jr.th.jpg) (http://img99.imageshack.us/my.php?image=image0015jr.jpg)

While your looks like this (cut of the right side):
http://img350.imageshack.us/my.php?image=drycon024sd.jpg
Title: Re: Klyro's City Project
Post by: Xordan on June 06, 2006, 01:09:05 pm
Big areas can be between 100,000 and 200,000 poly fairly easily. Medium 50,000 - 100,000. Small <50,000. Hydlaa (the whole city) probably falls under 'big'.

Maps in the newest games can be well over 1,000,000 poly sometimes. :) (But that's too many for us, unless the area is _huge_)
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 01:15:48 pm
hmm xordan thats full maps with all objects? inca told us around 90 000 polys the whole map scene (including houses, trees, etc etc)

thats why i was presuming 6 000 polys for the basic map scene (no trees, no rock formations, no other objects)
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 01:24:23 pm
Hmmm, that's not much...
Minetus check my last post, the edit.
My map is right now 40k faces so it's quite heavy. I think I'll try to get it down to 4k. Hmm quite a lot of work.
Title: Re: Klyro's City Project
Post by: Baldur on June 06, 2006, 01:29:43 pm
I believe in you, mate :) You can do it!
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 01:45:55 pm
how come you have the double of the faces i got?
the original had 20000 poly's
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 01:53:01 pm
Whattaa?!?
Btw it was a miscalculation, it was 70k faces. But now fixed. Got it down to 10k faces.
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 03:15:12 pm
update on the rock formation:
(http://img370.imageshack.us/img370/7857/drycon068on.th.jpg) (http://img370.imageshack.us/my.php?image=drycon068on.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 03:41:06 pm
Here too:
(http://img473.imageshack.us/img473/8233/image0062yf.th.jpg) (http://img473.imageshack.us/my.php?image=image0062yf.jpg)

Still in early stages. And bad light setup, sorry for bad render.
Title: Re: Klyro's City Project
Post by: minetus on June 06, 2006, 04:49:08 pm
almost done,
(http://img429.imageshack.us/img429/4116/drycon077oz.th.jpg) (http://img429.imageshack.us/my.php?image=drycon077oz.jpg)(http://img297.imageshack.us/img297/7474/drycon087jg.th.jpg) (http://img297.imageshack.us/my.php?image=drycon087jg.jpg)

arangol ? ;D :P
Title: Re: Klyro's City Project
Post by: Baldur on June 06, 2006, 05:31:07 pm
So I decided to plan another assault on paint, I made a "wall"(more of a panel) used for indoors. The Seaweed fibers in the back are put so that they cover the holes, the front panels create, when seen straight in front of it and a bit to the sides. The distance between both the front and the back fibers create a an area when air can pass without being stopped leaving little need for doors. This furniture is used indoors and can also be connected to other panels as you see in the cutout.
(http://i45.photobucket.com/albums/f78/Belark/WallModel-pain-T.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 06, 2006, 05:42:41 pm
I like it Baldur :thumbup:
     Would the seaweed be soft or would they use "Klesstron" (A glue like thing the klyros use for yeah, glue. Found in Rangorstyll), if left to drie this becomes hard.
Title: Re: Klyro's City Project
Post by: Arangol on June 06, 2006, 05:48:34 pm
(http://img477.imageshack.us/img477/7463/image0068bg.th.jpg) (http://img477.imageshack.us/my.php?image=image0068bg.jpg)

Soon..

EDIT: Small update:
(http://img470.imageshack.us/img470/2694/image0075hu.th.jpg) (http://img470.imageshack.us/my.php?image=image0075hu.jpg)

Title: Re: Klyro's City Project
Post by: Baldur on June 06, 2006, 06:54:13 pm
I like it Baldur :thumbup:
     Would the seaweed be soft or would they use "Klesstron" (A glue like thing the klyros use for yeah, glue. Found in Rangorstyll), if left to drie this becomes hard.

Well, I hadn't thought of that. I thought they should be out of soft fibers, easy to put up and away(Hardened Objects have a higher density/weight, don't they?) The fibers could also be used for the "Klyro's Window Shaders" i've been working on as they don't let through light that easily but can still let through acceptable amounts of air, ventilating most "off-screen" parts of the house. Coming back to the "Klesstron", that would be more like a fence if we put steady materials between each other ;)
Title: Re: Klyro's City Project
Post by: Inca Sator on June 06, 2006, 08:32:24 pm
Hi, guys. I talked with Xordan and other developers. So they assure me that you can use more than 300 000 polycounts...!!!!!!!!!!!
BUT. The main task for real professional game-developer - to make a high quality picture with less polycount. Keep this in your minds and spend your faces wisely. And don't misunderstand - other limitations (for houses, trees etc) are still true. Also, i think if you limit yourself in polycount this would be a nice practice for you.

P.S. if anyone get bored and don' know what to do--->drop in Klyros City...Names, Places, find a word you like and draw/model it. For example, i wonder what this "Choria" fish looks like? :)
Title: Re: Klyro's City Project
Post by: Baldur on June 06, 2006, 10:48:03 pm
Hi, guys. I talked with Xordan and other developers. So they assure me that you can use more than 300 000 polycounts...!!!!!!!!!!!
BUT. The main task for real professional game-developer - to make a high quality picture with less polycount. Keep this in your minds and spend your faces wisely.
Also, i think if you limit yourself in polycount this would be a nice practice for you.

P.S. if anyone get bored and don' know what to do--->drop in Klyros City...Names, Places, find a word you like and draw/model it. For example, i wonder what this "Choria" fish looks like? :)

I have no idea, please show me ;)
Title: Re: Klyro's City Project
Post by: Arangol on June 07, 2006, 08:14:28 am
Updated the name list int he name thread. Choria is on it.
Title: Re: Klyro's City Project
Post by: Xordan on June 07, 2006, 01:58:27 pm
Yes, that includes all objects in the area as well. :) The aim as Inca said is to produce a map with the smallest poly count possible while having a good quality image. Remember, the lower the poly count the better the performance. 300,000 is acceptable if that's the smallest poly count you can possibly get, because that size map would be very big, bigger than the whole hydlaa area most likely, and can be split into zones.
Title: Re: Klyro's City Project
Post by: Baldur on June 07, 2006, 11:17:13 pm
The rapeist strikes again!! ;D

Here's a cutout from my earlier concept, the Gerhana:(http://i45.photobucket.com/albums/f78/Belark/Seawall-cutout.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on June 08, 2006, 07:06:53 pm
*Bump* For informal purposes.

It seems as as long as Minetus and Arangol are still working on the terrain we won't get any concepts unless more join in. Please, you are welcome to show your ideas. We're always open to new points of views as the project is still in development. Right now we're in a slope so this is your big chance before it starts getting steep.

I, and I'm sure the rest of us would like to see your works and ideas cause right now we're only 5 people working on this idea and we would love to have more members join in.
Title: Re: Klyro's City Project
Post by: ThomPhoenix on June 08, 2006, 07:44:00 pm
I'd love to join, but I won't have time for about a month (exams, sigh), so I'll check on you around that time.
Title: Re: Klyro's City Project
Post by: Baldur on June 08, 2006, 08:42:09 pm
Very good, send us your ideas when you're ready, glad to have you onboard AP
Anyone else brave enough to try their luck on new ideas?
Title: Re: Klyro's City Project
Post by: LARAGORN on June 08, 2006, 08:47:06 pm
Just an idea,
    Because of Laanx's anger at the Klyo's for not being devoted to her/him, Laanx could have thrown down a fist in anger to create the large bay.
Title: Re: Klyro's City Project
Post by: Baldur on June 08, 2006, 08:58:48 pm
Splendid idea, we will have to explain that her fistprints formed the islands, no? The first tribe that settled was discovered by Laanx and destroyed in her fury. The following tribes thereafter found a place they could call home and unite once more.

Edit: Laragorn, I would like to hear you describe how Laanx once more struck the Klyro's race but created harmony in the aftertoes, that would make a great story.
Title: Re: Klyro's City Project
Post by: LARAGORN on June 08, 2006, 09:07:05 pm
Good idea.
As Laanx hit the ground large pieces of rock flew everywhere. Some created the small island in the sea, some created the reefs, but on large piece stayed in the air. This could be how the floating island came to be.

Me likes, Me likes, look below for a great idea  :thumbup:
Title: Re: Klyro's City Project
Post by: Baldur on June 08, 2006, 09:11:25 pm
Because of the great impact, a spark of Laanx eternal power flew onto a piece of mountain which then distorted the sole matter of gravitation. Since then, people have made pilgrimages to the floating island to take part in it's curing abilities.
Title: Re: Klyro's City Project
Post by: Arangol on June 09, 2006, 07:02:35 am
Ok, now you are refering to the flying island as a "curing place". We discussed before what it should be and I think we came to that it should be like the place where all the important buildings were and you got there by some vine ranks.
Inca,Minetus, you remember or is it just me getting crazy ideas  ::| .
About the fist, good idea but I think we should hear about what Inca has to say about that, but it sound very good.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 09, 2006, 10:13:10 am
An interesting ideas... And it explained the floating island features as well...
Just show to us on the map where Laanx struck the land by her fist and how did  it changed the landscape. What was the form of this "fist"? Sphere, cone, cylinder or something else?
And don't forget the physics: if somwhere the land pressed down--> then somewhere  (in neighbor , i guess) the land come out.
Title: Re: Klyro's City Project
Post by: Arangol on June 09, 2006, 10:24:48 am
The thing that would be "COOL" would be if the bay would be shaped like a human fist with the knuckles and every detail shown in the ground. But I think that we then first would have to create a fist and then  model the bay after it.
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 10:45:01 am
I've spoken to Minetus and didn't Laanx leave them alone after she failed in converting the Klyro's. Otherwise we still can get somethign out of this idea.
Title: Re: Klyro's City Project
Post by: Arangol on June 09, 2006, 10:55:47 am
Yes, it can be that Laanx left them.
But we can still make it that some other thing punched the bay.
Maybe an Ulber? Not.
Maybe a giant? Somekind of demon?

Heh.
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 11:09:31 am
What if a demon, who had hated them for eons for something they did, followed their tracks through the vortex-portals, tracked them down and with a slap of great power he destroyed the coast burrying a deep mark into the coast. We could work on the power-of-spark idea here too.
,
This feels so much like a deja vu...
Title: Re: Klyro's City Project
Post by: Arangol on June 09, 2006, 11:55:28 am
I still think that it would be a good idea if the bay would be formed as a fist. But the mark thing would be cool. We could make that the demon hit the ground with the spell he made a bay who is formed like the demons dark mark. Got ideas, scetches?
Anyone want to write the whole story for the demon chase?
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 12:39:49 pm
Earlier I assigned Kixie to the earlier idea. Though, he couldn't work with it he'd be glad to do another try and I sense he's got some ideas also.

By symbols
Maybe something similar to this?
(http://i45.photobucket.com/albums/f78/Belark/DemonSymbol.jpg)
The eye symbolizes his eternal hunt and the darts would tell us he'd go anywhere to deal his doom.

I would bet we'd call him in ways of "The Avenger" or "The Punisher". Perhaps something mighty in Klyrosian. Try find/coming up with something, Arangol and Laragorn.
Long ago a curse had been set. If he failed in avenging his master's enemies he'd be teleported back to his homerealm where his sould would catch fire and burn the little that was left of his home.

I suggest the demons originally came from the Diaboli's realm. Once pretty peaceful elemental creatures, they were corrupted by the Dark Gods. That would also be an able explanation to why the Diaboli fled their realm.

Title: Re: Klyro's City Project
Post by: Inca Sator on June 09, 2006, 03:00:56 pm
"...An interesting ideas... And it explained the floating island features as well...And don't forget the physics: if somwhere the land pressed down--> then somewhere  (in neighbor , i guess) the land come out..."

Huh, i tell the idea myself :D If Laanx struck the Klyros Setllement with a Magic Fist, then this magic energy don't lost in nowhere-->it lifted to the air a huge rock, a whole island! Then what we have in this case:
1. We need a huge quarry that match floating island scales;
2. The history of Klyros City divided on two periods: Before Strike, After Strike (and Episode III - Klyron strikes back :D);
3. This is the Talad and Laanx realm, i don't think they allow other gods and even demons to make their activities;argue with me if i'm wrong;
4. We need Minetus (and Arangol), what they thinking about it, because they are making the landscape.
Baldur, what was this sign for? Or whose?
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 03:36:01 pm

2. The history of Klyros City divided on two periods: Before Strike, After Strike (and Episode III - Klyron strikes back :D);
3. This is the Talad and Laanx realm, i don't think they allow other gods and even demons to make their activities;argue with me if i'm wrong;
4. We need Minetus (and Arangol), what they thinking about it, because they are making the landscape.
Baldur, what was this sign for? Or whose?
2. Excellent idea, and I know just who to ask.
3 and 4.
I still think that it would be a good idea if the bay would be formed as a fist. But the mark thing would be cool. We could make that the demon hit the ground with the spell he made a bay who is formed like the demons dark mark. Got ideas, scetches?
Anyone want to write the whole story for the demon chase?
We spoke of demons, I made one.
Talad wasn't aware of Laanx entering Yliakum for a short time, why shouldn't demons be undetected if they're the servants of distant gods from another realm. They don't allow gods within their realm, I know that. This demon has been sent from other gods through the portals to go after the Klyro's after somehow, some time ago, angering them. We coud speculate it's their atheist point of view.

So, Gods don't go in, they send an assassin> Talad and Laanx have a limited span of view, even though they're gods> Somehow the distant gods were enraged by the travelling fishermen, it could well be they travelled to one realm and denied their existence as what they did with Laanx.

Title: Re: Klyro's City Project
Post by: Inca Sator on June 09, 2006, 04:31:02 pm
Ok. Check the Klyros Lore thread, i posted some basics of Klyros Past (how they left their homeworld. One important thing about klyros atheism: they are  not denied Gods existence - Gods are common/obvious thing for PlaneShift universe (as magic), everybody knows that they exist and they can rule the world, BUT... So, Klyron know that Gods exist, but they don't want to obey no one of them because of klyros exaggerated Pride. They can easily choose to die then to knock under...
Don't sure with that demon-assassin... Why he don't completeв his task? How he supposed to wipe out Klyros race: by simple phisical annihilation (fire magic, demons force, etc) - then demon get enormous magic-physics skills, strained for demon (or i'm mistaken?); or he suppose to send on klyros plague, pestilence, persuade other Yliakim race to drive out klyros for their non-human looking/traditions - then demon get artful mind, middle magic skill, clever secret manner of acting - this match demon's "assassin" mission, but don,t allow this demon to make those "Magic fist"...
Or may be firstly he supposed to make this "Shadow War" with klyros race, but then he was revealed by some Klyros and other race heros--> there was a famous Great Battle where many of klyroses die for their Freedome and Future of Klyros nation, Demon skittled away all of his furioku (:D)--->Eklato bay was the place of Battle, Floating Island was the result of demon's and klyros simultaneous magic stikes... So, Demon-Assassin was defeated and klyron avouched their rights for living in Yliakim...  \\o// \\o// \\o//

...i'm crying, somebody give me a hankie...  :'(
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 06:21:24 pm
Ok. Check the Klyros Lore thread, i posted some basics of Klyros Past (how they left their homeworld. One important thing about klyros atheism: they are  not denied Gods existence - Gods are common/obvious thing for PlaneShift universe (as magic), everybody knows that they exist and they can rule the world, BUT... So, Klyron know that Gods exist, but they don't want to obey no one of them because of klyros exaggerated Pride. They can easily choose to die then to knock under...
Don't sure with that demon-assassin... Why he don't completeв his task? How he supposed to wipe out Klyros race: by simple phisical annihilation (fire magic, demons force, etc) - then demon get enormous magic-physics skills, strained for demon (or i'm mistaken?); or he suppose to send on klyros plague, pestilence, persuade other Yliakim race to drive out klyros for their non-human looking/traditions - then demon get artful mind, middle magic skill, clever secret manner of acting - this match demon's "assassin" mission, but don,t allow this demon to make those "Magic fist"...
Or may be firstly he supposed to make this "Shadow War" with klyros race, but then he was revealed by some Klyros and other race heros--> there was a famous Great Battle where many of klyroses die for their Freedome and Future of Klyros nation, Demon skittled away all of his furioku (:D)--->Eklato bay was the place of Battle, Floating Island was the result of demon's and klyros simultaneous magic stikes... So, Demon-Assassin was defeated and klyron avouched their rights for living in Yliakim...  \\o// \\o// \\o//

...i'm crying, somebody give me a hankie...  :'(
Exactly!

>Inca, I didn't mention the demon KILLED the entire race, I was just giving you a hint to how it could be, simply starting from the basics.
>We need to know where this Demon came from. I think the battle's a great idea and we could scatter some old rusty weapons and armor across the seafloor. We can't make it into "Klryo's weapons" cause they're not that skilled smiths, rather some old dwarven design. Maybe some abnormal stones or cliffblocks that doesn't seem to have come there through a natural event.
>The demon's soul is selfconscious. It's afraid of what would happen to it's homeworld, and itself.
>Coming up with the demons power, as it's harmless because of its curse(at least towards it's master) the gods imbued it with certain abilities, abnormal strength, shapeshifting, that stuff. This creature is solely made(and then I mean psychologically, not physically) to do the gods bidding.
>I should've been more cautious when it came to it's description, it's not an assassin, more of a Lion using stealth to hide from it's victims and strike with all it's force once the time is right. I should have mentioned that when it's soul catches fire it burns throughout a century so this isn't an ordinary death-penalty.
>Many say the demons are cursed ancestors of the Diaboli. A ancient race that hasn't evolved since it first set foot.

/me feels sick. He hands over the hankie to Inca
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 07:11:42 pm
Assigned Kixie to the lorist-position. He should've gotten my message by now. If you haven't read the lore-section this guy is a great writer.

Dang it! Double post. I told'em it wouldn't happen trice X-/
Title: Re: Klyro's City Project
Post by: LARAGORN on June 09, 2006, 07:50:03 pm
 \\o// \\o//   Great ideas guys  :thumbup: :thumbup:
Title: Re: Klyro's City Project
Post by: minetus on June 09, 2006, 08:17:23 pm
hi guys,  :D

the laanx idea i tought it was a lill exagerated has i told baldur on msn yesterday..

but the demon idea sounds much better, about the fists bay, i dont like it that much, and i tink you guys should take special care to what is done, sure small changes to the map is ok, but making a complete change in the map? please take note to those circumstances.  :-\

the demon could be a (demon race) from klyros world wich was enemy of the klyros, both could be at war because both races have big big pride on themselfs, and our map could be the place  were the final battle had happen. just an idea.
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 08:25:09 pm
Hmm, i've already told Kixie my story, it's a bit extended. I've also asked him to keep an eye on this thread whether we or he gets new ideas.
I think the demon race-idea's cool too.
Title: Re: Klyro's City Project
Post by: LARAGORN on June 09, 2006, 09:10:48 pm
I agree, Eklato Bay is already big enogh to have been the area from which the floating island came. I dont think any adjusting to current landscapes has to be done, just in the history and lore development.
Title: Re: Klyro's City Project
Post by: Baldur on June 09, 2006, 09:33:05 pm
Oh, you're soo wimping out;P
Title: Re: Klyro's City Project
Post by: LARAGORN on June 09, 2006, 10:33:59 pm
(http://i68.photobucket.com/albums/i10/LARAGORN/bignotlisten.gif)
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 08:21:12 am
Ok. Check the Klyros Lore thread, i posted some basics of Klyros Past (how they left their homeworld. One important thing about klyros atheism: they are  not denied Gods existence - Gods are common/obvious thing for PlaneShift universe (as magic), everybody knows that they exist and they can rule the world, BUT... So, Klyron know that Gods exist, but they don't want to obey no one of them because of klyros exaggerated Pride. They can easily choose to die then to knock under...
Don't sure with that demon-assassin... Why he don't completeв his task? How he supposed to wipe out Klyros race: by simple phisical annihilation (fire magic, demons force, etc) - then demon get enormous magic-physics skills, strained for demon (or i'm mistaken?); or he suppose to send on klyros plague, pestilence, persuade other Yliakim race to drive out klyros for their non-human looking/traditions - then demon get artful mind, middle magic skill, clever secret manner of acting - this match demon's "assassin" mission, but don,t allow this demon to make those "Magic fist"...
Or may be firstly he supposed to make this "Shadow War" with klyros race, but then he was revealed by some Klyros and other race heros--> there was a famous Great Battle where many of klyroses die for their Freedome and Future of Klyros nation, Demon skittled away all of his furioku (:D)--->Eklato bay was the place of Battle, Floating Island was the result of demon's and klyros simultaneous magic stikes... So, Demon-Assassin was defeated and klyron avouched their rights for living in Yliakim...  \\o// \\o// \\o//

...i'm crying, somebody give me a hankie...  :'(
Exactly!

>Inca, I didn't mention the demon KILLED the entire race, I was just giving you a hint to how it could be, simply starting from the basics.
>We need to know where this Demon came from. I think the battle's a great idea and we could scatter some old rusty weapons and armor across the seafloor. We can't make it into "Klryo's weapons" cause they're not that skilled smiths, rather some old dwarven design. Maybe some abnormal stones or cliffblocks that doesn't seem to have come there through a natural event.
>The demon's soul is selfconscious. It's afraid of what would happen to it's homeworld, and itself.
>Coming up with the demons power, as it's harmless because of its curse(at least towards it's master) the gods imbued it with certain abilities, abnormal strength, shapeshifting, that stuff. This creature is solely made(and then I mean psychologically, not physically) to do the gods bidding.
>I should've been more cautious when it came to it's description, it's not an assassin, more of a Lion using stealth to hide from it's victims and strike with all it's force once the time is right. I should have mentioned that when it's soul catches fire it burns throughout a century so this isn't an ordinary death-penalty.
>Many say the demons are cursed ancestors of the Diaboli. A ancient race that hasn't evolved since it first set foot.

/me feels sick. He hands over the hankie to Inca
<Nothing to say here...

<YES! That's what I'm talking about. Very nice idea Baldur. I have some nice swords in my "library" that we could use, I don't use them for anything else.

<Good, good...

<Hmmm, that's the old story about demons, why not try something new? Like the demon has 2 minds ín it, one obeys the god's one obeys it self? Ying, Yang, lol.

< ^;

<Agree.

Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 01:32:11 pm
hi guys, i got good news for all  :D
turbo squid got the Gmax again for download, for those of you that dont know it Gmax is a lighter free version of 3d studio max but it has alot of modeling functions still:
http://www.turbosquid.com/gmax
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 01:58:43 pm
Thanks...but I don't like 3ds so much, I use Blender and I'll buy Maya, but I'll test gmax.
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 06:03:19 pm
Quote
<Hmmm, that's the old story about demons, why not try something new? Like the demon has 2 minds ín it, one obeys the god's one obeys it self? Ying, Yang, lol.

GOLLUM! doesn't like his fishes fried, GOLLUM!
That would fit to the crazed demon story but wouldn't the gods have destroyed an unstable entity. I mean with it's powers it poses a certain threat to the gods. I think they would've seen it as it's failed their bidding and set it on fire already.

If the split-personality and curse of humbleness doesn't work we could simply say "during eons the twisted mind of the gods infected their servants through their close contact. They became vile, foul creatures and obeyed none but their masters."
Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 06:10:54 pm
map update, still working in it :
(http://img149.imageshack.us/img149/829/mapv7render5jp.th.jpg) (http://img149.imageshack.us/my.php?image=mapv7render5jp.jpg)

what about we just  use basic landscape created by erasion over time...
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 06:16:30 pm
At least we need rusty swords and some trampled ground. Aha! And there's were Inundium comes in ;D The demon was defeated there and since then nothing has been able to grow there.

We'll need words and shields halfdugs into the ground, that can Arangol or Rast fix. Inundium was already decided to exist so that'll either be Minetus or Arangol on it. Do we need sign that the demon's been there once, maybe a couple of elephant tusk-horns and some scattered bones. How about that?

And I know, this is just an idea. Minetus, Arangol you go on with your work, it's time will come.
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 06:36:41 pm
Baldur, got already the rusty swords and half shields finished. I can make the graveyard if minetus now does alone the map.
Minetus, you seem to be working much on my side of the map but no problem, what about this, you work on whole map while I make the graveyard and the you give it to me for refinement and to place the graveyard?
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 06:40:44 pm
Easy there, boy ;)
Let's first see how the rest like it. I've had too much of an experience getting my ideas remade after assigning people.
Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 06:55:53 pm
ok... i do the map...
i only jumped over because the other side was done n ready for poly reduction, and you showed no improvements at all (understoodable because you were away from this for a while), and i decided to give a hand ;).  but if you still want to help with the map, i believe we can get to a midle point..
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 07:03:11 pm
I've made some small improvements, had problem with the poly count, small problems getting blender to work but now alll fixed. I got the poly count down to about 4k.
But you take it now. But please give it to me just before you start texturing and I can make the last few modifications, ok?
And btw, I've made the basic mesh for the graveyard. Can I add crosses for it?
Title: Re: Klyro's City Project
Post by: Inca Sator on June 10, 2006, 07:38:27 pm
About graveyard in PlanShift. Check this url http://www.planeshift.it/setting_overview.html - section "Waste" at the bottom.
There are no any graveyards or cemeteries in Yiliakim, the dead bodies are throw down (with special ceremony) into the Burial wells. So, Arangol, i suggest you to project Klyros Burial well location. It can be surrounded by number of tombstones and obelisks.
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 08:03:15 pm
Once again, excuse me for not being thorough enough we'll of course skip the horns and weapons, though...
Once the demon was killed it's body was sent back to its homerealm, many still feel a chill everytime they enter as a could hand touched them. It's said that the Demon's severed soul still haunt the landscapes in it's twisted hatred against all living beings that dare to enter the grounds. The area is a dark and arid place and many do not even wish to dream about them, nor would they enter. Something seems to be lurking under the surface...
What if something happened, what if none dared to enter the grounds after the Demon had been sent back to where they belong, WHAT if the people we're scared enough to leave the grounds before they could clean up, I mean, is there a special cleaning squad? Either way we could make that an easter egg^^

*Here lies Ms Blossom, may she rest in peace.*
Title: Re: Klyro's City Project
Post by: LARAGORN on June 10, 2006, 08:15:01 pm
I was thinking along the same lines Baldur. It could be a Huanted area with the dead souls of the fierce battle. If one dares to enter this place, they may see an occational Spirit(ghost), or even be attacted by one  ::|


Another idea;
     Is it possible to have an area on the floating island for a breeding ground for the "Pterosaurs". This would be the perfect Habitat for these creatures.

3.2.8. Flying Animals
3.2.8.1. Pterosaurs

The Pterosaurs are reptiles with organs adapted to flight, such as their membranous wings and long tails, which they use as a rudder. The Pterosaurs' dimensions vary from three to six meters, not including their tails, and their wingspan is directly proportionate to their bodies. From the moment they are born, Pterosaurs begin training to carry a person sitting in a saddle buckled between the animal's shoulder blades. Pterosaurs must be at least three years old and fully trained before they can actually carry a person, which makes them precious, coveted, and very expensive to keep. Only extremely wealthy people can afford these lizards, but no matter how wealthy a family is they may only legally own a single Pterosaur. The law forbids owning more than one of these animals in order to avoid dangerously crowding the limited air space.
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 09:03:31 pm
Ok, I stopped the graveyard and I'm starting to make the "well". I will make 2, one who is under the river and one who is the one the Klyros use now.

Baldur: You mean that for the whole landscape, if so then I'm against it. I picture this more like a little happy fisher town with great history and great ancient kings, no a horror town of evil. But if it's just, say the place near the river with the death place then it's ok.

Inca (Maybe everyone): I'll make the Burial Well under water to be very grand and a bit darkness-like, with big obelisks and statues. And the one on ground will be more plain.
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 09:07:56 pm
Nope, i'm not, Arangol. Dang it, I must learn how to cover it all up. I spoke of inundium, didn't I?
Title: Re: Klyro's City Project
Post by: Arangol on June 10, 2006, 09:11:01 pm
Heh, tought so, I just wanted to go sure so you don't go around and mess it up.  ;D
Ok for me.
Title: Re: Klyro's City Project
Post by: Baldur on June 10, 2006, 09:14:24 pm
Yep, I keep messing it up, don't I.
Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 09:38:29 pm
I was thinking along the same lines Baldur. It could be a Huanted area with the dead souls of the fierce battle. If one dares to enter this place, they may see an occational Spirit(ghost), or even be attacted by one  ::|


Another idea;
     Is it possible to have an area on the floating island for a breeding ground for the "Pterosaurs". This would be the perfect Habitat for these creatures.

3.2.8. Flying Animals
3.2.8.1. Pterosaurs

The Pterosaurs are reptiles with organs adapted to flight, such as their membranous wings and long tails, which they use as a rudder. The Pterosaurs' dimensions vary from three to six meters, not including their tails, and their wingspan is directly proportionate to their bodies. From the moment they are born, Pterosaurs begin training to carry a person sitting in a saddle buckled between the animal's shoulder blades. Pterosaurs must be at least three years old and fully trained before they can actually carry a person, which makes them precious, coveted, and very expensive to keep. Only extremely wealthy people can afford these lizards, but no matter how wealthy a family is they may only legally own a single Pterosaur. The law forbids owning more than one of these animals in order to avoid dangerously crowding the limited air space.

 \\o// great idea , not only the klyros found a good place to be with the nature around them, but they found a excelent place for breading / training pterossaurs  \\o//

the flying island could be like, a pterossaur ranch with 1-2 houses, this will solve the access to the island as well "pterossaurs"
about the flying island creation heres my sugestion:
talad made few experiences after creating the kran, one of them was the atempt to create a dragon like creature but the dragon came to live with too much power, talad farseeing the greatness of this dragon's power he cursed him to confinment in a giant island along the shores of the 6th level "our map" but the great magic within the dragons heart still was alive after the curse talad issued the dragon making the island to raise from the water into the sky's.

what you guys think?
Title: Re: Klyro's City Project
Post by: Inca Sator on June 10, 2006, 10:04:24 pm
(http://foto.mail.ru/mail/inca-sator/1/i-46.jpg)

Baldur, what this "Inundium" suppose to be? We already modified this word (check "Names" thread, Arangol's List).

Cursed battlefield, airvessels and port, two burial wells, waterfalls, floating island, dragon ranch (you know, Talad(Luca Pancallo) didn't like this creatures in PlaneShift), pterosaurus stables.... Guys, we approaching right to the Holy Capital of Klyros Nation :D. I think soon you will decide to place there a couple of teleporters, underwater fleet port, sluices, weir with engines for algae mills...  :devil:
Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 10:11:19 pm
underwater fleet port:  :thumbup:

...
...

 :lol:
hmm what about if we removed the flying island.. ?
Title: Re: Klyro's City Project
Post by: LARAGORN on June 10, 2006, 10:14:04 pm
Exellent breakdown of the map, things are much clearer.  :thumbup:

I am not sure if you like the idea or not for the  Pterosaurs ?


P.S. I still like "Inundium"
Title: Re: Klyro's City Project
Post by: minetus on June 10, 2006, 11:16:39 pm
updating some pics  :D
(http://img103.imageshack.us/img103/6213/mapv7render028cp.th.jpg) (http://img103.imageshack.us/my.php?image=mapv7render028cp.jpg)(http://img227.imageshack.us/img227/4889/mapv7render032sq.th.jpg) (http://img227.imageshack.us/my.php?image=mapv7render032sq.jpg)(http://img227.imageshack.us/img227/8444/mapv7render051vo.th.jpg) (http://img227.imageshack.us/my.php?image=mapv7render051vo.jpg)(http://img56.imageshack.us/img56/1598/mapv7render012gm.th.jpg) (http://img56.imageshack.us/my.php?image=mapv7render012gm.jpg)(http://img77.imageshack.us/img77/7548/mapv7render047en.th.jpg) (http://img77.imageshack.us/my.php?image=mapv7render047en.jpg)(http://img58.imageshack.us/img58/1740/mapv7render068io.th.jpg) (http://img58.imageshack.us/my.php?image=mapv7render068io.jpg)(http://img77.imageshack.us/img77/5647/mapv7render070mp.th.jpg) (http://img77.imageshack.us/my.php?image=mapv7render070mp.jpg)(http://img58.imageshack.us/img58/1166/mapv7viewfromacaverender0yd.th.jpg) (http://img58.imageshack.us/my.php?image=mapv7viewfromacaverender0yd.jpg)(http://img58.imageshack.us/img58/2094/mapv7wire5lh.th.jpg) (http://img58.imageshack.us/my.php?image=mapv7wire5lh.jpg)

edit:
on this one i added a box with 1m x 1m x 2m to see scale size  :P were is carmen santiago?
(http://img57.imageshack.us/img57/1059/mapv7renderscale2uo.th.jpg) (http://img57.imageshack.us/my.php?image=mapv7renderscale2uo.jpg)
Title: Re: Klyro's City Project
Post by: Inca Sator on June 10, 2006, 11:51:06 pm
About pterosaurs and other ideas: if they match PlaneShift Settings - they all can be implemented. I just afraid that your creation grows like a snowball, and soon we could be overladen by multitude of great ideas and some of them can contradict to others. It is like searching somthing in internet: you start your search, then you find some links to other interesting sites, on this sites you find another interesting links and so on... at the end you can't remember why you enter the internet :D
No doubt, i'm little bit overshooted with this issue, but i think there is a grain of truth in that.
I see one of the main task: explaining the existence of floating island. And as Minetus suggested, we can refuse from this island, or make it just a huge strange Rock with a strait bottom and large top.
Minetus, i analyzed Arangol's map (http://img80.imageshack.us/my.php?image=map31cy.jpg)and found one important thing (imho): there are two rivers(Sitarin, Ontarvyon) flow into Port harbor (Eklato bay), but they are mostly don't seem like a rivers - they represented as a chains of lakes. Can you distinguish the river's watercourse and make lakes more detach-placed from their channel? Also, i noticed that the Diriadion lake are separated from any water source - it's unnatural.

I don't like words with such suffixes: -dion, -zion, -nion, -inuin,-anuin, -onoin, -auruin...etc. They are pronouncedly Elven words , don't disturb Tolkien's sleep :)
Title: Re: Klyro's City Project
Post by: minetus on June 11, 2006, 12:22:47 am
actually thats all branchs of the same river, or its suposed to be, much like the amazonas splits in alot of branchs(small rivers).
(http://img98.imageshack.us/img98/9965/mapv7rende08r6ll.th.jpg) (http://img98.imageshack.us/my.php?image=mapv7rende08r6ll.jpg)

the diriadon lake(i spelled it wrong in the picture) is linked to sytarin with a waterfall and linked to astuto lake with a underground cave :flowers:
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 12:35:46 am
Bare with me yet, people. Me and Kixie have yet to write about the floating Island.
Title: Re: Klyro's City Project
Post by: Arangol on June 11, 2006, 08:00:17 am
Huh, now I'm happy I gave the map to minetus, much faster work there  :D Keep it up.

I agree with Inca that we soon have so much work that we can't finish it before the developers have made their own Klyros village (10 years...).
Inca, if we didn't take any elvens words or elven like words we wouldn't even nearly enough words.

No, I'm against taking away the flying island.

Some progress on the well, pictures in some hours.
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 10:14:50 am
Inca, ealrier in the topic you mentioned most of the terrains names being taken, couldn't this place have been named by the elves before the battle took place?
Title: Re: Klyro's City Project
Post by: Arangol on June 11, 2006, 10:32:31 am
Update on the burial well:
(http://img107.imageshack.us/img107/6979/burialwell5rp.th.jpg) (http://img107.imageshack.us/my.php?image=burialwell5rp.jpg)

I have some obelisks that I can put there and I'm currently working on a statue for it (the statue will be like a demon-dragon-dark rider kind of thing, all mixed together).
Title: Re: Klyro's City Project
Post by: Inca Sator on June 11, 2006, 01:07:15 pm
About "Inundium": as i sad, we already have this word modified to "Inuarion", and i much prefer that version, don't you? I still don't know what you suppose to call "Inundium"? We have a huge lists of names in "Name" thread, try to choose one.
About burial wells: this wells aren't artificial, so if we place this well right on battlefield this will be far-fetched thing. /In future, i hope, this wells will be places for players respawn players from Deathrealm/ I like the idea of two wells (one underwater), i think the using one can be  placed in the middle of shallow pond, this pond got to be decorated in memorial style. Also i suggested to attach stairs to the well.

P.S. Tomorrow we celebrate the Birthday of my town Syktyvkar. The web-camera on Stephanov's Square - the center of my town :
http://camera.pokomi.ru/
Title: Re: Klyro's City Project
Post by: Arangol on June 11, 2006, 01:51:29 pm
Ok, I can make some stair sto this one if you want.

I tought about making the obelisks a little transparent and adding some particle effects in there, with 4 obelisks we could have one with red particles, one with blue,one with white and one with brown or green. Then the statue could be black. I'm not talking about some super-nova effects, but small flame like particles with no more than 100 particles in one.

What do you think?

On the bottom of Inuarion we could have some rusty swords, spears, banners and shields and then we could use the character models and place them down there so they would be like corpses, instead of making the graveyard.
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 02:13:10 pm
About "Inundium": as i sad, we already have this word modified to "Inuarion", and i much prefer that version, don't you? I still don't know what you suppose to call "Inundium"? We have a huge lists of names in "Name" thread, try to choose one.
About burial wells: this wells aren't artificial, so if we place this well right on battlefield this will be far-fetched thing. /In future, i hope, this wells will be places for players respawn players from Deathrealm/ I like the idea of two wells (one underwater), i think the using one can be  placed in the middle of shallow pond, this pond got to be decorated in memorial style. Also i suggested to attach stairs to the well.

P.S. Tomorrow we celebrate the Birthday of my town Syktyvkar. The web-camera on Stephanov's Square - the center of my town :
http://camera.pokomi.ru/
Yes, I agree on Inuarion. I thought you'd changed the description leaving me with an area without a name. As long as we have a fitting name for the area i'm prepared to follow you on that.

I've recently posted something in the names area which might be of importance for the Inuarion-area.
Edit: Alot'a people, and what a beautiful square :woot:
Title: Re: Klyro's City Project
Post by: Arangol on June 11, 2006, 03:28:22 pm
P.S. Tomorrow we celebrate the Birthday of my town Syktyvkar. The web-camera on Stephanov's Square - the center of my town :
http://camera.pokomi.ru/

Heh, happy birthday town  O--)

Sorry Baldur, I tought you'd checked it  :-[

I've nearly finished the statue and I will post some pictures of it and the well in a few hours.

Darn Blender with it's stupid camera...hard to use....damn it....stay there camera...I'll getcha...you little...aaaaarghhh...render buttom "click"..."Please wait, remaining time in render: 5h 45min..
 :@#\

This is render is wrong...The right one is below the bottom less thing...
(http://img119.imageshack.us/img119/3828/burialwell26ut.th.jpg) (http://img119.imageshack.us/my.php?image=burialwell26ut.jpg)

The statue is not finished yet and the well and obelisks need fine tuning.

EDIT: Inca, you said that the Diriadion lake doesn't connect to another river lake but, it could get water from under ground, like a river under water that connects to it.

EDIT 2: The well is "Bottom less"!
(http://img157.imageshack.us/img157/8162/lol17id.th.jpg) (http://img157.imageshack.us/my.php?image=lol17id.jpg)

EDIT 3: Updated the well, Made the stairs smaller so you could see how big it is:
(http://img109.imageshack.us/img109/9269/untitled2238ro.th.jpg) (http://img109.imageshack.us/my.php?image=untitled2238ro.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 11, 2006, 08:47:57 pm
I guess the under water well is enchanted, or gravity as we know it on earth is different there. Otherwise the water would drain out through the well  :o
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 09:07:41 pm
There's flowing water mate, somewhere it's got to come back. Don't forget the eternal renewal process all over the globe has been doing for years. I'm sure it could be explainable though it would create a mighty...whirlpool! Let's put up a whirlpool. The streaming water creates a whirlpool which you throw things into. Could make the area even more dangerous.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 11, 2006, 10:05:27 pm
Yes, i noticed that problem with underwater well too. I think whirlpool isn't necessary. I suggest this well was broken during the Finall Battle--> it's chocked up by stones and rocks.
Arangol, try not to render with those shadows effect. If you could make a render/screenshot with edges - this is what we needed now. And place in scene a red box with klyros proportions (2*1,5*1.5m) so we could imagine the scales of models.
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 10:26:40 pm
I see, I thought we were going to use that well.
Title: Re: Klyro's City Project
Post by: Baldur on June 11, 2006, 11:39:31 pm
Here's a link to a concept art-overview i've been working on for this project. Tell me if you need file-formats other then .doc
Cl-ink (http://esnips.com/doc/8d316365-6ad4-4e64-aa56-bd6ac06221a0/Concept-Art-Overview(1).doc)
Title: Re: Klyro's City Project
Post by: Arangol on June 12, 2006, 08:49:26 am
It's not yet in the right scale but I tried to scale the cube right (If you didn't notice, it's the cyan one):
(http://img157.imageshack.us/img157/7826/untitledlol6ta.th.jpg) (http://img157.imageshack.us/my.php?image=untitledlol6ta.jpg)
Title: Re: Klyro's City Project
Post by: minetus on June 12, 2006, 07:23:59 pm
new map look  :D woot woot 25% poly reduction missing the rest of the map
(http://img149.imageshack.us/img149/184/mapv8wiress3eu.th.jpg) (http://img149.imageshack.us/my.php?image=mapv8wiress3eu.jpg)
Title: Re: Klyro's City Project
Post by: rast on June 12, 2006, 07:27:35 pm
wow arangol and minetus :D very nice.

u guys have been really busy lately and there is so much to read through.....if anyone has something to model yell - i read through the posts even if i don't have time to post anything ;)
Title: Re: Klyro's City Project
Post by: minetus on June 12, 2006, 07:35:15 pm
hey rast, theres allways something  to do :D

why dont you start in the harbor, erm i mean the harbor platform not the houses because we dont have a precise architecture style yet..
some wood polles, and wooden platforms.. sec i get you SS's from the area and ill get you a terrain model to work with..
Title: Re: Klyro's City Project
Post by: Baldur on June 12, 2006, 07:38:48 pm
Here's a link to a concept art-overview i've been working on for this project. Tell me if you need file-formats other then .doc
Cl-ink (http://esnips.com/doc/8d316365-6ad4-4e64-aa56-bd6ac06221a0/Concept-Art-Overview(1).doc)
See me! Baldur cries out desperately :o
Title: Re: Klyro's City Project
Post by: minetus on June 12, 2006, 07:47:55 pm
here you go:
(http://img201.imageshack.us/img201/7285/mapv8harborarea016kr.th.jpg) (http://img201.imageshack.us/my.php?image=mapv8harborarea016kr.jpg)(http://img201.imageshack.us/img201/5856/mapv8harborarea024pq.th.jpg) (http://img201.imageshack.us/my.php?image=mapv8harborarea024pq.jpg)(http://img206.imageshack.us/img206/7961/mapv8harborarea039iv.th.jpg) (http://img206.imageshack.us/my.php?image=mapv8harborarea039iv.jpg)

.obj file to import into blender:
http://esnips.com/doc/5b531128-f537-418a-a6d2-f6fea3efc636/harbor-area.obj

didnt test it in blender but should be ok, let me know if you got problems importing

oh and this is missing there :P yellow=beach , blue=river/waterfall, gray=stone formations
(http://img226.imageshack.us/img226/5586/mapv8harborarea03copy2ed.th.jpg) (http://img226.imageshack.us/my.php?image=mapv8harborarea03copy2ed.jpg)
Title: Re: Klyro's City Project
Post by: rast on June 12, 2006, 08:13:46 pm
it's all imported ok....
just looking at it from a diff angle:
(http://img476.imageshack.us/img476/8258/harbourconcept3ci.th.jpg) (http://img476.imageshack.us/my.php?image=harbourconcept3ci.jpg)

let me get this straight - yellow = beach   blue/green = harbour/docks

is that right??? :)
Title: Re: Klyro's City Project
Post by: minetus on June 12, 2006, 08:19:04 pm
more like this i tink :D
(http://img152.imageshack.us/img152/1781/untitled1copy1tl.th.jpg) (http://img152.imageshack.us/my.php?image=untitled1copy1tl.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on June 12, 2006, 08:27:36 pm
/me waggles back and forth
Title: Re: Klyro's City Project
Post by: minetus on June 12, 2006, 09:19:34 pm
poor baldur... :-\

here take a flower  :flowers:
Title: Re: Klyro's City Project
Post by: Arangol on June 13, 2006, 09:02:49 am
Baldur, something wrong? Better get some sleep.

Baldur I read through it and there are some points I think you should add there:

- You could add the Klyros history by Kixie there, copy paste
- A name list, just copy paste Laragorn's or mine.
- Burial Well's

Otherwise I tought it was perfect. You are really good in making a... yeah what you just did.

Add in the credits:

Baldur
For keeping this project up to date and posting every single second so our eyes are bleeding and then he forces us to go and make some new art

Some progress on the well but it's 10 am here so I'm off to bed.

Keep on truckin'   
Title: Re: Klyro's City Project
Post by: Inca Sator on June 13, 2006, 02:30:34 pm
...the statue will be like a demon-dragon-dark rider kind of thing, all mixed together...
 Hmm, Arangol, i didn't see anything looks like "demon-dragon-dark rider" in your sculpture. It's looks like vault ghost in ordinary shroud with strange pose (it's similar to zombie's pose from Resident Evil 2)... Because it's mainly klyros i think that statue can represents mournful klyros-female in sorrowful pose. Wings could be a little bit exaggerated. Also, i think it would be more interesting, if klyros sculptures will be in another style, non realistic. And as i see last screenshot it has a huge amount of polygons (What is polycount?). I suggest you first to draw a sculpture on paper: front view, side view, may be rear view...
More over, if it called "Well" it is not mean that it got to looks like common well (looks like well from film "The Ring" :>O.....
Title: Re: Klyro's City Project
Post by: Arangol on June 13, 2006, 02:55:21 pm
Sorry Inca, it isn't finished and I just added it there so I could see where to place it.
I can change the well too, I know it looks a bit dull, but I can remake the whole thing.

I have an idea about the Statue, I'll add to it some wings and add to it a klyros head(Is there a game model that's not in .CAF format? Maybe .3ds? Or do I have to make an own Klyros head?).
And then make it so it's leaning forward. Maybe it can be so big that it's head is above the well so it looks down in to the well and mourns all the dead down there?

Title: Re: Klyro's City Project
Post by: Raedin on June 13, 2006, 04:57:39 pm
You CAN have an underwater well of "heavy" water.  This is nothing more than deuterated water which exists in vast pockets in places like lake beds and ocean floors.  You can even drink it (as we do all the time) without ill effects.  But maybe this also does something to the Klyro's physiology if they drink primarily heavy water?
Title: Re: Klyro's City Project
Post by: Baldur on June 13, 2006, 05:16:22 pm
They stay on the ground...?
I feel that's good Input, though no one but the 3D moddelers know what to do with it.
Title: Re: Klyro's City Project
Post by: Baldur on June 13, 2006, 05:38:05 pm
Update: Added Kixie's story in new lore-section. To me that is art ;)
 This updated document I knew... (http://esnips.com/doc/d9d43c37-7483-4bdc-bf23-97950d8ffc92/Concept-Art-Overview.doc)
Doh! X-/ Double post :sweatdrop:
Title: Re: Klyro's City Project
Post by: minetus on June 15, 2006, 07:49:20 pm
update on the map progress:
cutted map poly's down to around 6500 poly's, this is just a basic stucture of the map i will drop them as much as it keeps it original form.
fixed a problem were the 2 sides of the map had been joined back were the joining polygons stacked up to 14 poly's were it should had been only 1.
rounded some hard edges map looks more smooth now :D

current map version: V.9
(http://img188.imageshack.us/img188/9125/mapv9render018nz.th.jpg) (http://img188.imageshack.us/my.php?image=mapv9render018nz.jpg)(http://img62.imageshack.us/img62/3347/mapv9wiress8wx.th.jpg) (http://img62.imageshack.us/my.php?image=mapv9wiress8wx.jpg)

Title: Re: Klyro's City Project
Post by: Baldur on June 15, 2006, 08:15:07 pm
It looks good, what sector? Or is it the main map zoomed out cause it looks quite small  :whistling:
Title: Re: Klyro's City Project
Post by: Arangol on June 16, 2006, 07:29:16 am
Think about it Baldur. Think one pixel on that map is a cube 1x1x1  ;D

Title: Re: Klyro's City Project
Post by: Baldur on June 16, 2006, 07:32:24 am
-.-
/me dislikes his newfound dumbness
Title: Re: Klyro's City Project
Post by: minetus on June 16, 2006, 05:49:45 pm
moving on to the next step :D

map version V.10: begun dissecation on the map ;D, from the original map im starting to make objects for rock formations,green areas, river beds, etc..
(http://img57.imageshack.us/img57/925/mapv10render017mm.th.jpg) (http://img57.imageshack.us/my.php?image=mapv10render017mm.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on June 16, 2006, 05:52:45 pm
moving on to the next step :D

map version V.10: begun dissecation on the map ;D, from the original map im starting to make objects for rock formations,green areas, river beds, etc..
(http://img57.imageshack.us/img57/925/mapv10render017mm.th.jpg) (http://img57.imageshack.us/my.php?image=mapv10render017mm.jpg)
D00d r00xx0rzz!!1oneoneexpresson-mark

Good Luck, and may Inca fly by with some tips.
Title: Re: Klyro's City Project
Post by: Arangol on June 17, 2006, 09:12:54 am
He always does.


Very Good and clean.

d0000d U r000xxxX00rzzz8 1111111111
w000t!
Title: Re: Klyro's City Project
Post by: minetus on June 17, 2006, 05:16:52 pm
hi guys i got a question:
how is going to work or does work the water in PS / CS?

right now im tinking a plane object to simulate surface and a 2nd object a volume(box) for ambient.
following that, does CS render shadows based on alpha chanel image maps? (this would be usefull for rendering shadows inside the water, from the surface map plane)

just some nubcake questions >o)

edit: update on the map progress:
(http://img149.imageshack.us/img149/7248/mapv10render039jv.th.jpg) (http://img149.imageshack.us/my.php?image=mapv10render039jv.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on June 18, 2006, 08:25:00 am
I have another idea.

This is how I would do it in Maya:

Create -> Plane
Right-Click -> Materials -> Movie
Add a sequense of pictures/textures
A bit transparency added and vóila.
We have moving water, with just one polygon.

But then the CS engine comes in. I'm not sure if it can handle sequense-materials.
Devs? Hellooo?

And if this idea doesn't work I think your idea is good enough.

Let me check some tutorials.

Map looking goo0d.
Title: Re: Klyro's City Project
Post by: minetus on June 18, 2006, 11:00:09 pm
well, moving on.. :-[
map update:
(http://img189.imageshack.us/img189/8839/mapv10render047dc.th.jpg) (http://img189.imageshack.us/my.php?image=mapv10render047dc.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on June 19, 2006, 01:30:58 am
 \\o//
Really lookin good !
Great work guys
Title: Re: Klyro's City Project
Post by: Arangol on June 19, 2006, 11:14:00 am
Good progress on the map.
I will post some pics of the new Burial well later today.
Title: Re: Klyro's City Project
Post by: NzzR23 on June 19, 2006, 12:12:04 pm
Quote
hi guys i got a question:
how is going to work or does work the water in PS / CS?

would also be interesting for me to know what properties are necessary for water in CS/PS
Title: Re: Klyro's City Project
Post by: Arangol on June 21, 2006, 04:03:10 pm
Sorry for not posting the pics, my computer got a shutdown just when I'd nearly finished the changes so you'll have to wait maybe one more day  :'(

Another thing, I'm going to my familys summer-place for about 2-3 weeks with no internet connection, so I can't post anything.
But I'm still taking my laptop with me so I can get some work done on this project. I'm leaving on Saturday.  \\o//  8)
Title: Re: Klyro's City Project
Post by: Baldur on June 21, 2006, 04:27:50 pm
Guys, I feel we need a vacation to charge up our batteries, let's say one month then get back here and we'll discuss what we've found out during the summer. Do some research about areas as trees, architecture and seastructures if you've got the time and get back here on the 21st of July.

I'll need a vacation but i'll peak in in case new ideas show up.
Title: Re: Klyro's City Project
Post by: minetus on June 27, 2006, 11:08:49 pm
map update :)
finished splitting the map or atleast most of it, meanwhile i found some real bad polys around and from now on im gona focus on fixing those, from now on it should be easier to edit the map since its split into much smaller zone's or atleast i hope 8)

(http://img339.imageshack.us/img339/5499/mapv10wiress2ym.th.jpg) (http://img339.imageshack.us/my.php?image=mapv10wiress2ym.jpg)(http://img356.imageshack.us/img356/7117/mapv10render052nc.th.jpg) (http://img356.imageshack.us/my.php?image=mapv10render052nc.jpg)

not bad so far for someone that didnt model anything for almost 10 years :-[
Title: Re: Klyro's City Project
Post by: Constrabus Gegami on June 27, 2006, 11:12:07 pm
 \\o// \\o// \\o//
Its beautiful!
Can't wait to get my wings wet!
Title: Re: Klyro's City Project
Post by: LARAGORN on June 27, 2006, 11:12:38 pm
Man that is lookin awsome Minetus.
Title: Re: Klyro's City Project
Post by: minetus on June 27, 2006, 11:23:45 pm
thx, but i tink thats around 15-20% done X-/ much work still to be done, hehehe around 2050 ill be done with it :devil:
Title: Re: Klyro's City Project
Post by: Baldur on June 28, 2006, 07:38:08 am
map update :)
finished splitting the map or atleast most of it, meanwhile i found some real bad polys around and from now on im gona focus on fixing those, from now on it should be easier to edit the map since its split into much smaller zone's or atleast i hope 8)

(http://img339.imageshack.us/img339/5499/mapv10wiress2ym.th.jpg) (http://img339.imageshack.us/my.php?image=mapv10wiress2ym.jpg)(http://img356.imageshack.us/img356/7117/mapv10render052nc.th.jpg) (http://img356.imageshack.us/my.php?image=mapv10render052nc.jpg)

not bad so far for someone that didnt model anything for almost 10 years :-[
Dude, you da man.
I guess those who need a vacation go, others stay. I guess i'll have to get these sketches scanned then...
Title: Re: Klyro's City Project
Post by: Inca Sator on June 29, 2006, 01:12:35 pm
Hello. Minetus, i want to discuss the reef relief. Right now it looks like underwater table land - too flat and straight--> too monotonous. I suggest to make the relief more vary: near shore it can be 1 meter sea level (for reef), at the farther point reef can have 3 meter sea level. Also, in some place it can be above sea level. Understand? So, don't change the plan of the reef, try change it's profile.

So, after that, can you do the top view of City Area and mark zones with different sea levels (on sea area): for example - 1 meter under sea level... 3 meters under sea level... 7 meter sea level. I think it would be usefull to make more considered plan of CIty districts. For example: 1m under sea level - place for Sea Algae farm, Fisherman houses; 3m under sea level - place for Fish farms, channels; 7meters -place for big houses with underwater floors, Baku.

About Baku - the smallest sizes of this plant available for klyron living - 8m diameter (X and Y axis) and =>6 meters height. Also, it has long roots---> so we need about =>4 meters of water height under baku's bottom to let'em float. So, to Baku houses are avilable in =>6m unders sea level zone. I suggest to place them around shore of those three pond inside reef....I remeber, we have ideas of Baku lying on the ground/sea bed - can someone develope this idea?
Title: Re: Klyro's City Project
Post by: minetus on June 29, 2006, 02:34:22 pm
hi, as i said earlier 15-20% done, so far ive been only trying to get to a basic state on the map, from now on it will start poping up some rock formation here and there, ill have to make a inset for most objects so the border line can be adjusted between them and for better adjustment when needed to change the objects.

about the reef: yes you are right my initial intention from the begining was to make it not so flat, but for now it will have to stay like that, since im changing thing from top to bottom, not only my idea was not to make it flat but under the reef it could have a huge labyrint of underwater caves, usually common in giant reefs naturaly formed by the reefs growth over the ages.

deep zones, ill work on it as soon as i can  :D but it will be a generalized analize since i only have a clue of around values as of yet, and values will be aproximations.

about the baku's, much planning still will have to be done i tink, so we wont get ex:. wealthy klyros house on the side with poor klyros house

thx for comments and sugestions.
Title: Re: Klyro's City Project
Post by: Baldur on June 29, 2006, 04:39:30 pm
As no one's having vacation, why should I :lol:

(http://i45.photobucket.com/albums/f78/Belark/Shazzer.jpg)
Shazzer [My idea of a Shazzer] : A baraccuda-like fish with spikey finsprotruding from it's sides and back. The Shazzer is of great agility and can maneuvere easily in water, it's only weakness is it's sight. It often localizes a possible prey through ultrasonic sounds which it creates from a special bone in it's throat, listening as it's sounds return from it's destination, It uses it's speed to rush and quickly nib it's victim mean time returning back to it's hide out. Shazzer's prefer hollow and dark places as it's a night-animal and works in secret, a fullgrown Shazzer can grow up to nearly 1m. Shazzers are lonewolves and do only mass up when it's time to mate, in (spring).
(http://i45.photobucket.com/albums/f78/Belark/Ialnor.jpg)
 Ialnor[Haven't got a proper name yet]: The Ialnor is a herbivourous fish, graising on seaweed and algeas. Becuse of it's eating habits farmers often see the Ialnor as vermin, as it thrives in the seaplant-fields. The Ialnor's boneplate skeleton is of now unique, many wonder how this freak of evolution ever has come to exist. Many discussions are still put to this matter. Finding the Ialnor's origin is a quest among scientists.

Too many "it's", ey
Title: Re: Klyro's City Project
Post by: minetus on June 29, 2006, 10:08:53 pm
i started on the sea height map, but got to the point were it isnt much relevant to make at this stage, maybe once the underwater area is done it can be more usefull ? ? ?
inca if you wanna know current sea heigh, i can upload the current max or 3ds to esnips so you can analize it, sea level is at 0 in the z-axis you just need to select polys in the sea bed to check its deep.

im using 3ds max 7.0 if you need a previous version let me know, or if you need a export format
Title: Re: Klyro's City Project
Post by: Baldur on June 29, 2006, 10:25:26 pm
Epilogue:Kond asked me earlier whether how to do with the events and he needed a bit info about what the certain threads stand for. This was My conclusion.

As this is a dilemma as events are both part of the lore and a place to be celebrated at, or mourned, I feel we need another topic. Would you do us the honor and create a topic which you will lead? You seem to be on fire about this so i'm giving you the torch :)

Names and places: for fresh ideas about the geography which we later instil in the main thread "Klyro's City Project"(In my opinion this should belong to the main thread or be further discussed through a new topic). The main subject in this thread is grammatics, how to develop Klyro's Language. I wasn't prepared for the name as I was only thinking we'd discuss grammatics. A way would be to create threads, cathegorized with short and easily understandable phrases like "Klyro's City Project: Grammatics". A word which sums up and explains the main reason to this thread.

Klyro's City Project Lore Request: for stories concerning the history and present in the city as was presented on the first post.

Klyro's City Project(Main): Is for finally presenting our conclusions and put them in a useful format, it's also used by concept artists using 3D and 2D. 'til now the topic has been used to discuss common ideas concerning the city architecture and wildlife.

So to sum it up
Klyro's Name's Thread> Grammatics, Areas(For now)
Klyro's Lore Thread> Stories, History
Klyro's Main Thread> Sum up of accepted ideas
Klyro's Events/Feasts> Possible thread for Local Klyro's Ceremonies

A way would be to create threads, cathegorized with short and easily understandable phrases like "Klyro's City Project: Grammatics". A word which sums up and explains the main reason to this thread.
Title: Re: Klyro's City Project
Post by: Inca Sator on June 30, 2006, 09:12:32 am
Baldur,i agree with modification "Grammatics, Areas". About "Lore" thread - i like the first name of it "Klyro's City History/Story telling". Also, each thread of this fan art project must begins from "Klyros City Project: ...", to it's clear purpose. (We made a good PR-company for Klyros race, so i see an amount of "klyros" threads appeared - we must to separate from them.)
"Events/Feasts" thread - i think it is not necessary. Such themes Kond can posts in "Lore" thread.

(http://foto.mail.ru/mail/inca-sator/1/i-50.jpg)

Minetus, yes i have 3dMax 7, so, please, upload file. Can you make  it in this evening? Then i'll try to analyze it and make possible city plan on this holyday (in Corel Draw_12).
Title: Re: Klyro's City Project
Post by: minetus on June 30, 2006, 02:20:50 pm
upload'd the file: http://www.esnips.com/doc/23abd13b-434a-4605-8866-40fbbd9b12e9/map-v10.max
or
http://www.esnips.com/web/3d-landscape
file: map-v10.max
Title: Re: Klyro's City Project
Post by: Baldur on June 30, 2006, 02:53:31 pm
Changed "Klyro's City Project: Lore request" into "Klyro's City Project: Story Telling"
Title: Re: Klyro's City Project
Post by: Inca Sator on June 30, 2006, 04:31:20 pm
This is depths of existent city landscape:
(http://foto.mail.ru/mail/inca-sator/1/i-51.jpg)

My suggestion - decrease the depth of pools:
1 pool - 10 meters, 2 pool - 15 meters, 3 pool - 5 meters, 4 pool - 2,5 meters.
About reef platform, i guess you need the motivation to change it -  you need the plan of city. I try to make it tomorrow.
Title: Re: Klyro's City Project
Post by: kondrakier on June 30, 2006, 09:19:23 pm
I'm on it.
In addition I am making a wiki for this whole project so we can have a catagorizable, searchable, object oriented home for the usefull data we have come across. I will post a link either today or tomorrow when I'm ready to have people hack away at it.
k-
Title: Re: Klyro's City Project
Post by: Baldur on June 30, 2006, 09:21:50 pm
I'm on it.
In addition I am making a wiki for this whole project so we can have a catagorizable, searchable, object oriented home for the usefull data we have come across. I will post a link either today or tomorrow when I'm ready to have people hack away at it.
k-
This could be of some help: http://esnips.com/doc/d9d43c37-7483-4bdc-bf23-97950d8ffc92/Concept-Art-Overview.doc
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 01:20:43 am
I just read the first 5 pages ... and the 33 page. I don't have the time (and don't want to...) read all those 28 pages in between.

So I was wondering if it was possible to make the main thread THE reference for the post.

Quote
concept progress list
Title/link: Progress: by:
Landscape
2d & 3d Map 1% minetus,arangol,inca sator,
Cityscape: 
City/street names 1% rast,minetus,inca sator,haanz,laragorn
2d & 3d City/street concept 1% inca sator,
Other Stuff:
Klyro's Symbols & Alphabet 1% rast,baldur
Klyro's ship concept 1% rast,inca sator,baldur
2d & 3d fauna concepts 1% rast,minetus,
klyro's Lore Concept 1% baldur

This should be much more detailed, and it is still at 1% (same thing as the first time I saw it). I think we should do something like that:

Quote
Klyro's Buildings

Here are some of the main buildings developped/in developement in this thread:

<image>
<link to download the file, link to the post, etc.>

Here are the main people contributing to the project and what they proposed:

<person>
<quotes>

<images>

<other contributions>

It would be good having a similar thing for each category (objects, landscape, etc.)


If this was possible, it would help GREATLY for the people just like me starting to contribute to the game or just giving ideas. For now, I am TOTALLY lost in what to do and I don't have the time to read everything.


Also, I find that having 4 threads for a big project isn't enough, so I am proposing to make my site available to host the whole project. It will have its own things and will be very customisable (just ask, and its done). I will also be able to put the main contributers to the forum as moderators of the section
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 01:38:53 am
Dang boomerang! That's very Kind of you Josellis :lol:
So kind of you to offer us space in the Vault :)

Currently, imo, more threads would make it even more complicated cause then we would have the project shattered acros several parts of the forum, I just don't see that as effective, maybe if we had our own thread, otherwise that would be mildly said "stringy".

A forum would help alot, threads would be of great support.

The latter and the first pages are of concept art and we consider it our history ;) I've compiled the fan-art part into a document I wrote one late night, it should be of pretty good help for those who haven't been clinging on to this thread since the beginning of time :P
To find it check for a link on this page I posted, it should be right above yours.
Title: Re: Klyro's City Project
Post by: minetus on July 01, 2006, 01:42:36 am
oh yeah i was suposed to keep that first post updated  :oops:
ive been using esnips, for hosting the files, and i tried to give access to the folders but esnips lacks alot of functions to get things organized ??? (lack of folder multi user support, subfolders, external linkage problems )
about moving the project to your site is a idea, and i like it, but will bring a problem :-\ that we will drive a lill off the comunity
since this project allows to be able to perfect current skills or learn a few more :)
Title: Re: Klyro's City Project
Post by: kondrakier on July 01, 2006, 02:06:11 am
Hey everyone.
Well I have made some progress with the project wiki.
I would just like to make clear that this wiki is in no way competing with the collective threads know as the Klyro's City Project. Instead, once ideas have been hashed, it can be used as a respository of information for easy access. I think this will be VERY usefull for first time contributers as they can skim the projects core information, structure and be able to effectivly contribute to it. All discussions of said material is to be held on this forum so as not to dilute the wiki's information. However, notes in certain cases are very handy.
There is no logging in, just find a page, add your stuff, or add to others. use curly brackets to make wiki links, you will see when you edit a page.

Don't mind the domain name either.
http://www.flaggrab.com

Let me know if you think this will help. BTW it does not currently have all of the information in the threads. Getting that is what I want to do.
k-
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 02:25:29 am
Thank you, Kond. I'll be spending some ime helping you save as much as we can.

Ok, so we have Wikipedia and a Homepage made by Kond and a Forum by Josellis(an offer) The webpage seems to be fine so i'll help Kond work on that, gathering info so he'll have an easier time arranging the info he needs for Wikipedia, Josellis we're always grateful for your support and will use it the best we can, with your permission of course :)

Bacu added, Shazzer, Ialnor edited. Minetus, be sure to edit Kond's homepage on the first post.
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 02:39:12 am
I guess it would isolate the project a little bit of PlanreShift's official forum, but we can always put a link at the very start of each of the klyros-related topcis going to my forums.

so if you're happy with it, you can start posting now on my website, I already created a whole section just for the Klyros project, and if you want anything to be changed, just say it :)

My website is here (http://psvault.hiya-host.com)
Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 07:44:56 am
Hello, guys. So much attractive propositions in one night. Here what i'm thinking about this.

Kondrakier wiki site - i see it as a store for all completed ideas to let contributors easy surf inside project ideas. I remeber Minetus try do such thing on Eships, but as he sad - he had some problems with it. In future it can become a Home Site for Klyros City project (can it, Kondrakier?)

Josellis site - as you see PlaneShift Vault - a set of different forums dedicated to PS. WE ARE ALREADY IN SUCH FORUM, i don't see why we have move to another forums - or we want our project die? You want to make new forum threads - make it here in PS forum. DO NOT SHATTER KLYROS CITY PROJECT TO PIECES. Also, do you noticed this thing at the bottom of page - "All content is copyright © PlaneShift Vault and its original authors"? If you realy want in future propose this City to be implemented in game - take care of your rights. I HOPE THAT EVERYBODY REMEMBER THAT THIS IS NOT A PROJECT TO BE IMPLEMENTED IN GAME. For that moment, but who knows?

Yes, we need to organize our project threads, and we discussed this 15 pages ago, don't you remeber Minetus ;)? Cause it's a damn clerk's work - nobody want to do it to the last. But if someone want to do it, i think we can make it even here, in our 3 main threads.

And finnaly, guys - our main task to make a Klyros City; and making sites, new forums, designs for this sources - it's a subordinate thing. DO NOT SPLIT YOUR INSPIRATION.
Title: Re: Klyro's City Project
Post by: dying_inside on July 01, 2006, 09:15:12 am
Seems like there is quite alot of going on. Maybe this is the reason  for people wanting to move to another forum, just to find some sort of 'space'. However I do not think its about space. I think its more about sticking to your guns. This is a big project and is evolving over time. You guys need to pretty much decide now what your doing at this moment in time, organise a sort of milestone list as it where. And then stick to that list like flies on....

Otherwise this could start to go downhill. Inca is extremely right in the fact that if you divide your inspiration, its going to die. Look back at the first pages of this thread and you can see what he means. You guys were thriving then, because you were feeding from each other and the newness and excitement was keeping you afloat. Now that you have done quite a fair bit its not so new, its evolving and your getting used to it. But you need to now have focus. You need to decide who is doing what, and whats being done in which order, otherwise its chaotic and anarchy doesnt work.

I realise that there are alot of idea's still flying aorund so maybe you could pass them around to the most organised and thoughtfull person privatly and get them to judge weather it would be a wise choice to have it put into the project.  Seriously, I still think that you guys are doing an amazing job, stay focused and I think that harniquest is going to find himself with a whole lot less customers.
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 09:34:48 am
... WE ARE ALREADY IN SUCH FORUM...

Not exactly, this forum is the official forum, and you need to have the moderators/administrators to do any change (like a sub-forum for this project). That's why I was proposing to host the project on my website, because I am much more open to create sub-forums. I can also make the organisers of the forum as moderators of the section on my site.


You want to make new forum threads [...] DO NOT SHATTER KLYROS CITY PROJECT TO PIECES.

I am not asking to brake the project into peices, I am proposing a bigger dedicated place for the project (3 threads isn't very big, a whole section a bigger)


Also, do you noticed this thing at the bottom of page - "All content is copyright © PlaneShift Vault"

I actually didn't notice that. It was in the main package and didn't bother to remove it, but now it is removed.


Yes, we need to organize our project threads, and we discussed this 15 pages ago

well you better organise it quickly and I didn't read all that because it isn't organised: passing from the mushroom creation to something else TOTALLY different. This also a reason why I am proposing to host the project, you would have an ocasion to put everything in order.


And finnaly, guys - our main task to make a Klyros City, and making sites, new forums, designs for this sources - it's a subordinate thing. DO NOT SPLIT YOUR INSPIRATION.

I think that making a wiki site for everything which has been decided is great, and it is only a site. I did say that I am proposing to host THE project, not PART of the project. We can always keep the main threads here, but let's make a link to my website (if it gets hosted on it) like that, people who want to join can see that link and find my website very easily.
Title: Re: Klyro's City Project
Post by: minetus on July 01, 2006, 12:09:57 pm
hi everyone.
first off all i want to ask you guys to keep your grip up, no need to take things so harsh :P
ok..

in my opinion, the best solution would be to stay in this forums, just under another subforum.
and i have a proposition for the dev's, it might not be a great idea but i tink it could work.

creation of a section in the "development" area, named development contribution, this section would require registred forum user to view, and every time a user click'd to enter it would splash a term's and conditions agreement, this for making every content in there copyright of planeshift (not sure this would work).

what could be posted there: projects like this, scripts of code for PS, 2d art work, 3d models, skins, etc..

there could be a list of usefull things but simple that could help development: example:  (simple 3d models(ex:rocks,trees,vegetation))

in addition, a webspace for hosting this files could be arranged with restrict access or through a moderator (original files)
Title: Re: Klyro's City Project
Post by: Karyuu on July 01, 2006, 12:11:27 pm
We don't take public work, so there is no point to such a subforum. And we are not going to create separate sections for all the separate community projects. Please try to handle this on your own without involving forum staff :)
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 01:05:05 pm
Minetus, I already asked to create a sub-forum for the Klyros prject, only, I got that same answer from that same person (lol)

We don't take public work, so there is no point to such a subforum. And we are not going to create separate sections for all the separate community projects. Please try to handle this on your own without involving forum staff :)

That's another reason why I am proposing to host the project, and please note that I sad PROPOSING. If you don't want to accept that offer, well too bad.
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 01:11:38 pm
Lol, no worries. I guess the others misunderstood and heard you WANTED to make a forum either way. Don't take it too seriously.

Guys, Josellis just wanted to help. If we didn't need his help we could've asked him, telling him "we don't need a forum atm", cause he wouldn't have created a subforum without our permission, that's simply it, being harsh to him is totally unnecessary.

Now all chill out
Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 01:46:46 pm
..Hmm, sorry, guys, if i was harsh (i'm a teacher, so sometime i have to be a severe :)) Josellis, i of course respect your wish to help this project, and i want to thank you for your initiative, BUT - you already know my opinion :D
Kondrakier, i suggest you to take almost all text from first page of this thread - it contain important theses of this Fan-Art priject.
Title: Re: Klyro's City Project
Post by: minetus on July 01, 2006, 01:47:48 pm
i was proposing that solution because: altho the map might/will never be used on PS as a whole, if given enought effort on what we make, im pretty sure there would be separate things that could be usefull for the game reducing the spoiler effect, thus excluding the reworking(or atleast reducing some of the work) by the devs.

reducing some of the distance from the developers to the player comunity.

allowing the comunnity to participate with a limited access to some aspects of the game development, giving practice oportunity's to those that arent skillfull enought for joining the team, but wish to contribute, giving incentivation to those to keep practicing. and maybe at a later step they could join the team(proven skills are at that level) improving development in the long run.

there was something else but slipped my mind of it ::)

as a sidenote: i wasnt proposing a subforum for this project, i was proposing a subforum for all/any comunity projects. so copyright would stay under PS team, and giving full access to them by the dev team to make whatever they wished with such projects may have to offer.

to josellis im sorry but my own opinion to just switch forums is no, what we need is a place were we can host files and manage them, with multi user access, and possibly a blog or something like that. esnips has alot of the capabilitys we could use but lacks important ones. till we find a place like that has the functionality we need its a no go. right now to move the project to another forum would be a death sentence to the project.
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 02:09:26 pm
I think you didn't visit my website yet. You actually CAN upload files to the forum. The only restriction there is, is that you need to register. for now, the total amount you can upload on the server is of "only" 150 megs ... which is enough space. I am looking to upgrade it so the people can but 650 megs, but it won't come before a few weeks.
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 02:16:31 pm
On the side note: Very good idea, Minetus. I would like that. It would make it easier for beginners to browse our work, though we already have a Klyro's Wiki, the raw information would be more easily browsed and thereafter discussed.

@ Josellis I don't think we need a forum cause as I see it our thread would die as other people, as newbies haven't found your forum yet and the full right of the Dev team to our work would be dimnished. It's very good that you have so muh space in your imagehosting though this work has to be done on this forum, maybe in the future there will be another project with the same crew and determination.

Maybe you could help us in completing the project in other parts.
Title: Re: Klyro's City Project
Post by: Josellis on July 01, 2006, 03:01:03 pm
The forum wasn't created FOR the project, I only know about this project when I browsed through it, but I got totally lost. That's where I came with the idea of having a dedicated section to the project.

I fully understand that you don't want to become isolated. But this shouldn't happen if we keep some clear topics in the fan art section.

Anyway, it comes to you with what you (active people in this project) want, and I only proposed to help by giving a chance to clean up pretty much everything and have a bigger dedicated space where you can upload files as much as you want.

I also understand that you have issues with a previous file sharer/hoster, I guess my website would help greatly for that.


but like I said, it is a proposition, and it is still valid and will always be valid.
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 03:46:33 pm
I know you didn't create the forum for the Project, I know you use it as a fun place for temporary PS "exiles", and what I DO know is you're willing to create a section to us. I thank you for keeping a space for us whenever we need to.

Edit: When you update "Klyiki" be sure to write it down in the Update Logs (http://www.flaggrab.com/?page=Updates_Logs)
Title: Re: Klyro's City Project
Post by: kondrakier on July 01, 2006, 05:05:15 pm
I don't mean to drasticly change the subject to... well... the topic but we have had some really hard questions come up about the nature of the klyro, what seems like some backtracking, and then a little bit of stagnation in the progress.
So here it is my proposition:
Everyone take a river, a street and a monument/place of interest in thier area and transform it just a little bit and submit it for this project. If you can't think of a description, don't worry, someone will. Its that simple. It will be compiled and we can build this thing. If it gets to the point where we need a whole dedicated server (We should need such a problem) then that will be broached at that time.

Here are mine:

River:
Moor's River (A long winding river that leads from the marsh lands all the way through the fishing district and across the city just to the south of it)

Street:
Ceedar Walk (A pathway that leads out into the seaweed beds. A common place for fledgling fishermen to hone thier skills on small game)

Monument:
Sharprock Sanctuary (Dedicated to a group female Klyro that survived at the mouth of Sharprock Cave for 10 nights as storms raged. Four of the nine women gave birth while in the cave. From then on it was seen as a sacred place for young mothers pilgrimidge to be blessed with a safe and healthy birth.)


k-
Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 05:34:13 pm
Kondrakier :D why are you so sadistic? What 9 pregnant women tried to find in that cave? Do you know that klyros children - the most vulnerable and unprotected children all over yliakim? No one klyron man let pregnant females go anyway. There is special care of posterity in klyron race. Prove your concept.

About Moor's river: guys we definatly must to care of our best ideas and don't forget to place'em in first post of each thread.
Kondrakier, Arangol already made some work with names, check it:
http://hydlaa.com/smf/index.php?topic=23667.msg261547#msg261547
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 05:42:46 pm
What if we make it a fan-art contest? We've been on the forums for pretty long so people would know what this is all about. This could be for the people who want to participate but not on full time as few people have come to the conclusion that they can contribute whenever and leave whenever they'd like to.

I don't know what you think about it, though other projects have arranged contests where "outsiders"  help them do the work they don't have time to do but is yet essential.

I propose we choose a few names and short descriptions to the names(which the "contestants" later can develop), the animal section would be a good pick cause we still have many "untaken" names. This would develop our point of view of the project (from contesting people's point of view) and develop the fan art's interest in just this matter, to create fan-art for the dev-team.

What do you think?
*Oh noes, Inca's entered the building!*
Title: Re: Klyro's City Project
Post by: .:ZEN:. on July 01, 2006, 05:54:38 pm
Well I think a fan art conteset is a good Idea..... Its used a lot on puzzle pirates... and it generally has really good prizes
Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 06:22:05 pm
Baldur, hmm, may be this is a good idea. Fan-art of the fan-art project... :detective: You can try to start new thread "Klyros City Project: Art Contest", but i don't know what prizes you can promise the winners... I remember Laragorn and Arangol try to offer about 100 000 trias for such purposes... As a main theme of this Art Contest i suggest - Klyros Architecture and Ships, others themes are secondary. (don't you remeber, this is my dev-mission of participating this project).
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 07:04:45 pm
B-but, aw crap it. I'll just do it...
Baldur, hmm, may be this is a good idea. Fan-art of the fan-art project... :detective: You can try to start new thread "Klyros City Project: Art Contest", but i don't know what prizes you can promise the winners... I remember Laragorn and Arangol try to offer about 100 000 trias for such purposes... As a main theme of this Art Contest i suggest - Klyros Architecture and Ships, others themes are secondary.
Hmm, i'll do it, but I don't like it. I'd suggest Minetus or Arangol, to me they're more famous and known for posting interesting and serious posts. 

Quote
(don't you remeber, this is my dev-mission of participating this project).
Inca, I had no idea this was your dev-mission. How is the project going from a professional view?

Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 07:36:03 pm
I don't have a professional view, nobody give it to me yet :D Do you know, Baldur, any e-shop where i can buy it? How it looks, what is it for? He-he, we are all just learning. Whole our life - is Great MMORPG - and some of us have higher level, some  - lower level. Ekeelatojujusmee.
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 08:36:21 pm
/me puts on his dumbhat again

Dang it! X-/

Edit: You heard the man, have you promised 100k trias to a winner of a fan-art challenge you would have made?Arangol? Laragorn? You know you have the same letters in your names, only made up in another order?
Title: Re: Klyro's City Project
Post by: Inca Sator on July 01, 2006, 09:53:57 pm
Check this
http://hydlaa.com/smf/index.php?topic=23667.msg260985#msg260985
http://hydlaa.com/smf/index.php?topic=23667.msg261032#msg261032
So, it isn't 100 000 trias, but something ;D Anyway, before offer something, we must ask Arangol and Laragorn (i noticed that thing with their nicks too :D long ago :)
Title: Re: Klyro's City Project
Post by: Baldur on July 01, 2006, 10:45:23 pm
You do it, I don't feel like begging ;)
Title: Re: Klyro's City Project
Post by: .:ZEN:. on July 02, 2006, 04:36:45 am
BEEEEEEEEGGGGGGGGGGGGGGGGGGGGG!!!
Title: Re: Klyro's City Project
Post by: Josellis on July 02, 2006, 05:44:11 am
I know you're new ZEN, but it isn't a reason to post replies which give nothing new to the discussion
Title: Re: Klyro's City Project
Post by: LARAGORN on July 02, 2006, 09:59:46 am
Ok you beggards  ???
I think i can come up with about 40K, maybe more at time of contest ending.

But, I was thinking...... I have been here less than 2 months and i'm putting up my tria, which i had to kill and loot for, soooo.........
All the other active members here should be able to at least double my donation ;D  dont ya think  \\o// :thumbup:

So all you vetrans, open up your tria bags and SHOW ME THE MONEY !!!
Title: Re: Klyro's City Project
Post by: Inca Sator on July 02, 2006, 10:49:11 am
Money, money - an evil spawn. As for me i don't have any trias, cause i don't play the game enough (hmm... i remeber i bought shield and axe...). Half year ago i was a weak enkidukai with best long sword, 2 best axes, 13 level of sword skill and about 1500 trias, but then was a wipe coming... After that i don't try to play game (but i have it installed) - i use it for my developer needs (sometime). Hmm... may be we can meet in Yliakim oneday, guys :D?
So, i think that 1000 trias - is enought for prize (for 3rd place imho). Don't get me wrong, Laragorn, i just remeber your words about prize and suggested it as prize for "Art Contest". You are the person who will made a finnal decision.
If we realy need such contest (i think it would be good), we must have something to offer as prize. What it can be? (Fame,Medal,Aureole ... Elder Scrolls of The Old Republic: Warrior Within - in Jewel Box..:)

We are digressed.
Title: Re: Klyro's City Project
Post by: Baldur on July 02, 2006, 10:52:39 am
Well, i'm not really an active vet, so that'll leave me with the job to arrange that thread, though I know a certain dev who can CREATE money :P
K, I know Minetus plays alot, Arangol I haven't seen for weeks, being on his vacation....
...!
Kixieeee! Come out, come out wherever you are... ;D

@ Inca: A common gathering in Yliakum would be a great plan.
Title: Re: Klyro's City Project
Post by: .:ZEN:. on July 02, 2006, 10:56:16 am
I know you're new ZEN, but it isn't a reason to post replies which give nothing new to the discussion

ok... I geuss I got a bit carried away
Title: Re: Klyro's City Project
Post by: Baldur on July 02, 2006, 11:04:41 am
COMMON ANNOUNCEMENT!

We now have a Wikipedia on the Main Thread's[ Klyro's City Project (http://hydlaa.com/smf/index.php?topic=23402.0)] first post, containing all the info you need about the Klyro's City Project easily accessed through a search tool or browsable links, check it out!


I'm going to broadcast this across our topics, better to inform those interested and viewing then keeping them from an even more easily browsed tool.
Title: Re: Klyro's City Project
Post by: minetus on July 02, 2006, 11:36:06 am
/me looks at his characters pockets
well no tria there!!but i can donate a energy glyth for the cause ;D
Title: Re: Klyro's City Project
Post by: Gentar on July 02, 2006, 06:16:26 pm
It might be a good idea to contact Arcane Falcon and see of he cant focus the next Unofficial Fanart Contest around your klyros city project. Although with the lack of participation in #3 I wouldnt doubt if hes given up on them. It still wouldnt be a bad Idea to contact him though since people are already quite familiar with the contests.
Title: Re: Klyro's City Project
Post by: Baldur on July 02, 2006, 06:57:50 pm
Good idea, we'll throw in Laragorn's 40K and call it a cake. And i'll contact everyone as usual as Minetus haven't got the powers to move out of his chair other then on lunch :whistling:

3rd JulyUpdate
Sent a pm to ol' AP, and i'm going to try fix my old scanner lying somewhere to scan the "Ba", an algae i'm currently working on, more info can be viewed in our wikipedia which link is stationed on this topic's first post.
Title: Re: Klyro's City Project
Post by: kondrakier on July 04, 2006, 06:10:04 am
i've read through most of this thread on the matter of the Baku and the method in which to read the main floating island. Please let me know if this information has already been decided on, becuase I have not found it.

Klryo learn to "train" the Baku with magic.
By this i mean that they are able to manipulate the way it grows and its rate of growth. They could make stairways and/or bridges that do not grow after reaching a maturity level that is pre-programmed. They could make platforms that grow and/or move at a command or a device (crystal?) interaction. This could solve the issue of a method in which people reach the floating island. This could also be the means in witch they make bridges, instead of the proposition of stalactites/stalagmites. This could also be the means in which they construct large buildings (lighthouse, watch tower...), adding to the "materials" question asked early in this thread by Inca.

Synopsis:
Baku used as transportation device.
Baku as buiding material.

I would appreciate any feedback, suggestions for this concept.

k-


Title: Re: Klyro's City Project
Post by: Baldur on July 04, 2006, 11:04:09 am
Already be reading the first rows I find it a bit repellant. If you've read the whole thread(unaccounted for because you were only looking for the Baku) you should have seen that Inca and us took distance from all that has to do with enchanting, maniplating with magic etc etc. so I highly doubt this will be used to any good.
Kondrakier, we know you can manipulate a plant without using magic(sheering, cutting, placing, replacing) could you find out a less magic and more natural way of manipulating the plant?

Also, until further notice we're keeping away from any kind of magic, it's such a shortcut and I know we can find out better ways of dealing with it.

Good Luck
Title: Re: Klyro's City Project
Post by: Josellis on July 04, 2006, 11:41:06 am
Here is my very first published 3D model. Hope that it is good :D

Here are some pics of it

(http://img136.imageshack.us/img136/8268/lighthouse1jv.th.jpg) (http://img136.imageshack.us/my.php?image=lighthouse1jv.jpg)(http://img228.imageshack.us/img228/3647/lighthouse2md.th.jpg) (http://img228.imageshack.us/my.php?image=lighthouse2md.jpg)

Is you have guessed (or I hope) it is a lighthouse. I am still working on it, if there is any thing I should remove/add/change, please tell me.


I used 3ds max, and I am trying to created a raytrace effect on the windows, only it makes a total mirror. When I set the transparacy, instead of creating a transparent window, only some of them are transparent. I included a picture to show you what it does and hopefully, you can tell me what is wrong.

(http://img228.imageshack.us/img228/8895/lighthouse0vg.th.jpg) (http://img228.imageshack.us/my.php?image=lighthouse0vg.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 04, 2006, 03:13:18 pm
Josellis, I am not sure if you know this but, there have been some lighthouse ideas posted already.
http://hydlaa.com/smf/index.php?topic=23402.msg257871#msg257871

Someone could work on this,
http://hydlaa.com/smf/index.php?topic=23460.0

PS. My name has that very special extra R  ;D
Title: Re: Klyro's City Project
Post by: Baldur on July 04, 2006, 04:15:20 pm
Just as a sidenote: I can't access the Klyiki, any explanation to that, Kond?
Title: Re: Klyro's City Project
Post by: Inca Sator on July 04, 2006, 06:28:45 pm
me 2   :(
Title: Re: Klyro's City Project
Post by: Baldur on July 04, 2006, 08:59:09 pm
I'll post the pictures here then
(http://i45.photobucket.com/albums/f78/Belark/Ba.jpg)
There we go
Title: Re: Klyro's City Project
Post by: LARAGORN on July 04, 2006, 09:01:27 pm
Kewl concept Baldur.
But i thought that the Ba, where small like plancton or something.
Title: Re: Klyro's City Project
Post by: Baldur on July 04, 2006, 09:07:35 pm
I knew i'd missed something :(
(http://www.nicertutor.com/doc/class/bio100/Locked/media/ch03/algae.jpg)
They can actually be bigger, though now i'm bugging myself on the anathomy :(
Title: Re: Klyro's City Project
Post by: Josellis on July 05, 2006, 08:57:46 am
Well, I didn't know a lighthouse has already been proposed because this thread is such a mess. I am getting really annoyed of this thread. Can't we make a new CLEAN one!!! otherwise, I guess I'll just stop trying to make models. And I am not gonna rea ALL the 36 pages! It will take me 6 hours and I don't have that time!!!
Title: Re: Klyro's City Project
Post by: Baldur on July 05, 2006, 11:33:59 am
It took me about 2h's to read'em through, though at that time they were only 26.
Have youchecked out the Klyiki? Most of our info's in there, i've said it before and i'm going to say it again: The Wiki's on this topic's first post.
Title: Re: Klyro's City Project
Post by: minetus on July 05, 2006, 02:51:40 pm
joselis: about the alpha problems, can you check if you used the same textures on all the windows, and check the alpha % too, you might have to check them individually or re-aply texture/alpha again, i never used raytracing tho so cant be big help there.
Title: Re: Klyro's City Project
Post by: kondrakier on July 05, 2006, 09:01:30 pm
Wiki is back up. A lightning bolt actually struck our building and blew up a main box. And by blew up I mean, melted metal and charred walls. Yeah it was fun. All back up now.

Baldur,
Sorry I missed the distance from magic concept. Here is my second volley.

Klyron train the Baku with heavy cut-outs of salt-mineral (stalagmite/stalaktite) of various sizes by suppressing its growth (I will supply a sketch at request). This process will be as manual and as architectually advanced/sound as mansonry. As the Baku grows around the salt-mineral and begins to overtake it, the building-salt is moved to the next position in the seqence. Hand tools are also used to weave branches for more detailed work. A large work force maintains and develops the baku constructions. Baku training will be a academic and philisophical trade as well as a physical mastery. Only the ones who have passed extensive training are graduated to baku-masters that take part in designing and constructing baku architechture.

Feed me seymore, feed me!
k-
Title: Re: Klyro's City Project
Post by: Baldur on July 05, 2006, 09:54:47 pm
Go on, Kondrakier. I didn't really get your idea so please sketch for us! :) I feel I wont be let down, GL! :flowers:
Title: Re: Klyro's City Project
Post by: kondrakier on July 05, 2006, 11:52:35 pm
Ok. First off I apologise for the crudness of this sketch. I don't have a scanner where im at so I had to do it on my computer.
Let me explain a little about what your looking at from square one.
This example is for steps, the easiest one to explain.
As the baku begins to grow, heavy salt-mineral blocks are laid and strapped to the stalk. As the baku grows under the stress of the block it forms around the block creating a step shape. After the previous block has been grown around, the next block is laid and strapped to form the second step. The block from the first step is then removed and moved to the third location. At the same time support baku are grown in sturdy shapes to meet the architectual baku at critical points. This support baku is also used to form supports for a second story or a roof if needed. Now since the baku is alive it is assumed that it will continue growing even after the design has been completed. To circumvent the malformation of the architecture the baku is allowed to grow at the end of its shoot to allow the main stalk to nearly come to a stand still. Still, the baku needs to be maintained so as not to become a large bush, which is delegated to a group of workers dedicated to that sole purpose. Theoretically, if a baku was maintained properly and given the right care, it could grow on and on allowing it to grow and be formed into new platforms, buildings, roofs etc.. over time even after the intended architecture has been completed.

(http://www.flaggrab.com/uploads/arch_baku.gif)

Make more sense?
k-
Title: Re: Klyro's City Project
Post by: Baldur on July 05, 2006, 11:59:36 pm
Very clever, very clever indeed!
I'm awaiting more ideas on your side :)
Title: Re: Klyro's City Project
Post by: minetus on July 06, 2006, 12:05:52 am
hi, 1st sorry for some criticism :-[
i tink the baku were calcium based, let me find the post, here it is:
That is a great Katamaran, cheers to you, mate ;)

The Baku looks good, just don't forget the the vines hang down. The vines are tentacle like "branches" which mostly consist of water, so no hard materias which make it spikey, also the stem continues within the shell of calcium so you will have to make that visible in some way, also with the arms but we'll take care of that later. Just focus on the arms to hang down :)

Add: Also read the info about the Baku, it will prolly get you some clues on how a young Baku should look ;)
regardless the salt material is a idea, but then it wouldnt be a healthy environment for klyros(correct me if im wrong)?

and about pressure straps they should be focused in a general way to support the whole structure not a individual step or else it would crumble in the spot (depending in structure strenght and weight)
Title: Re: Klyro's City Project
Post by: Baldur on July 06, 2006, 12:27:06 am
hi, 1st sorry for some criticism :-[
i tink the baku were calcium based, let me find the post, here it is:
That is a great Katamaran, cheers to you, mate ;)

The Baku looks good, just don't forget the the vines hang down. The vines are tentacle like "branches" which mostly consist of water, so no hard materias which make it spikey, also the stem continues within the shell of calcium so you will have to make that visible in some way, also with the arms but we'll take care of that later. Just focus on the arms to hang down :)

Add: Also read the info about the Baku, it will prolly get you some clues on how a young Baku should look ;)
regardless the salt material is a idea, but then it wouldnt be a healthy environment for klyros(correct me if im wrong)?

and about pressure straps they should be focused in a general way to support the whole structure not a individual step or else it would crumble in the spot (depending in structure strenght and weight)
Yes, but this breaks the rule. The Baku Is soft, on some places. The wet spots are still soft and can be softened by wet materials, therefore bent. Maybe a wet rock?
Title: Re: Klyro's City Project
Post by: kondrakier on July 06, 2006, 12:29:41 am
Even better, a calcium baed material could be used to make the steps, instead of forming the baku to the stone, use the calcium based stone as the actuall step. They could be fused together by getting them both wet.

k-
Title: Re: Klyro's City Project
Post by: Baldur on July 06, 2006, 12:35:40 am
Rigt, thuogh a normal calcium rock can't soften...But there is "calcium-dough", grinded calcium powder worked inyo a mass. We still don't really know what the Baku can do ??? it is a mystery in itself :detective:
Title: Re: Klyro's City Project
Post by: kondrakier on July 06, 2006, 01:21:23 am
If we can harvest lime (from the cliffs?),  and then cook it in big ovens to 900C we can make quicklime. The major advantage of this over hydraulic lime would be that quicklime is much more porous and would allow the baku to adjust and breath, while passing moisture to it at the same time.

This is very interesting:
http://en.wikipedia.org/wiki/Mortar_(masonry)#Lime_mortar

k-
Title: Re: Klyro's City Project
Post by: LARAGORN on July 06, 2006, 06:22:00 pm
iT WAS MY UNDERSTANDING THAT THE bAKU, ONCE TAKEN FROM THE WATER(oops sory for the caps) the outer shell would harden. The inner core if you will of the shell continuse to curculate water, and remove the salt. thats how they get fresh water.
Baldurs description http://hydlaa.com/smf/index.php?topic=23402.msg259326#msg259326

I am really impressed with the ideas and art work you all have been doing. \\o//  After reading through this thread i guess it made me start imagining a BAKU based city or village.
So here are a few of my ideas.
   The vine like stems of the BAKU are very elastic as to withstand the waves and storms from the sea. The vines are so elastic that they can be stretched around 20 meters or so. They have the same principals of the top pod like section, where as when raised above the water they also harden. Any portion left under water will remain soft.
   The fishermen found this to be a valuble quality of the BAKU. They were able to pull the top right onto the beach to make their dwellings and the vine was slowly fashoned as steps. The fishermen found they could stack the BAKU in a pile (like a stack of apples) and still have the vines roots atached to the sea bed. In front of this stack of BAKU they were able to raise portions of the vines to the surface and fashiond docks for their boats and pathways to eachothers dwellings.

Just some ideas take them or leave them,  ::)

The on the beach thing is definatly thrown out, but the method can be the same.

   I am pleased that you may be able to use some of my ideas. :D
   
     I hope the idea of the vines being the same as the "pod" or top will come into play. This will, as i stated before, have the ability to make docks and walkways. I dont think Wood is easily found where they are so this would help them greatly.       
Another idea
     The Gondola can be made from the Baku, as in nature all things will die, so they were able to take the dead or dying Baku while still wet and place it in a mold they fashioned from light wood ( a balsm type wood). the wood by itself is not strong enough to use as a hull. they may even be able to use this method to create the boats for  traveling the rivers.


Title: Re: Klyro's City Project
Post by: Baldur on July 06, 2006, 07:44:00 pm
Hmm, i'm thinking we could actually use that last one, but only from "natural" Baku's.
Title: Re: Klyro's City Project
Post by: Arangol on July 09, 2006, 02:14:47 pm
Back again from my vacation  \\o//

Ok so I read like trough 5 pages of posts so don't think I can answer everyone. Don't even think I can answer anyone.

If anyone can give me a quick up-to-date what's happening I would be thankful.

What I saw mostly was about the money payment thing for the challenge. Right now I can bring up 20k, energy glyph, some (REALLY BAD) good swords. And if this thing was already made up, sorry.

Good work on the map Minetus. As always.

EDIT: Another thing, if you never see me ingame, nothing is wrong, I don't play much anymore, I'm just here on the forums. Somedays I just pop in to PS for a few min or maybe an hour.
Title: Re: Klyro's City Project
Post by: Baldur on July 09, 2006, 02:51:24 pm
We've recently been talking about the Baku and a Wiki over our Project has been created by Kondrakier(Ty again, Kond) which now seems tyo be a part of the team, he has alot of good ideas to share. welcome to the team Kond.

Let's see, i've made a new sketch about a flower called "Almon", you should find it by searching the Wiki, it's link is on this thread's first page. Be sure to check it out. We have had many offers from other sites who want to host our project but we came to the conclusion that it would, or might, split up the project. Sort of pressing out the juice.

I've seen minetu's been practicing on some rocks, he's even showed me then, he's still working on our beautiful bay where the city will lie. Josellis, a prospect, made a 3D model of a light house, she was, too, one of the webhosts interesting in hosting our project on a private forum, the have fun-forum she and Karyuu's running.

I've spoken to Karyuu after getting pepped by a couple of, nowadays, close friends to apply fo the team. I'm still contributing as a prospect as I feel my artistic skills aren't developed enougj to join the real hot-shots. As we speak, I am buty a fly among giants :)

GL, Arangol and hope to see some 3D works soon :)

Peace
Title: Re: Klyro's City Project
Post by: Arangol on July 09, 2006, 03:44:34 pm
So you're trying to join the PS-dev team? Good luck.
Or are you just talking about our "team" working on KCP?

3d work coming in some days.
Title: Re: Klyro's City Project
Post by: Baldur on July 10, 2006, 12:47:40 pm
Roughlly, yes. Right now i'm only doodling as a prospect for them. I*m keeping constant contact to some of the WTB in order to improve my skills before I make a serious attempt to join the dev-team.
Title: Re: Klyro's City Project
Post by: minetus on July 11, 2006, 09:19:24 pm
welcome back arangol :D

finaly got my digi cam \\o// took 2 weeks to get here :lol:
and started working on my mini rock lab :P here's the only pic that didnt got blury from the initial experience test  :(
(http://img159.imageshack.us/img159/3668/10000398dx.th.jpg) (http://img159.imageshack.us/my.php?image=10000398dx.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 11, 2006, 09:24:00 pm
Kewl ROCK on :D
Title: Re: Klyro's City Project
Post by: Arangol on July 12, 2006, 09:36:25 am
What can I say; keep on  ROCKIN'
Title: Re: Klyro's City Project
Post by: Baldur on July 12, 2006, 10:02:49 pm
A visit
Just checking in to see how you're doing :) I agree with Arangol, I hope you're going to make the pictured stones more squared, otherwise that'll feel a bit unrealistic unless It is an unrealistic view you're looking for as we do play in Planeshift :)
I'm currently training, i've had many great advices from the WTB's and also some less important suggestions on my side(It's all right, Inca :lol: I wont need lessons on how to draw)
Ok, so i've assimilated some of their suggestions, hopefully they will work and make me better *shiver* I don't know cause my arrogance (sadly) has forced me to take distance from my drawings and like getting constructive criticism by others, as I try new ideas. (sadly) I do know i'm not the greatest artist alive :lol:
Oh, and didI tell you about my arrogance? ;D

Peace, bro's. GL, see you in 2 weeks :)
 :-\ :'(
Title: Re: Klyro's City Project
Post by: Arangol on July 13, 2006, 09:52:38 am
Hmm, it's still not self-hatred but you're on a good way to it Baldur.
What you say about your arrogance makes me think you walk around with your head high and sniff at people.

A visit
I agree with Arangol, I hope you're going to make the pictured stones more squared, otherwise that'll feel a bit unrealistic unless It is an unrealistic view you're looking for as we do play in Planeshift :)

I thought it was a photo?
Yes, change stones to a bit more squaer(ish) if that was what Baldur meant.

See ya in 2 weeks. (Couldn't find a nice smiley so I just picked one)  :@#\  (<---Hey that's a good one) 
:@#\
Title: Re: Klyro's City Project
Post by: minetus on July 13, 2006, 04:45:47 pm
a small scene for the landscape:
anything you guys would like to see here let me know.. :)
(http://img384.imageshack.us/img384/1612/untitled1copy2sk.th.jpg) (http://img384.imageshack.us/my.php?image=untitled1copy2sk.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on July 13, 2006, 05:33:20 pm
I deffinetly like the cave/tunnel like thing on it.
Minetus, could you post a view of your map. From above and then from persp. view, thanks, so I could start making objects, like, for example, caves, bridges, stones with runes, etc...
The view so i could imagine where they should go and how.
Title: Re: Klyro's City Project
Post by: minetus on July 13, 2006, 06:49:07 pm
here you go :) :
(http://img103.imageshack.us/img103/1554/topview2zs.th.jpg) (http://img103.imageshack.us/my.php?image=topview2zs.jpg)(http://img45.imageshack.us/img45/9616/right45view8kp.th.jpg) (http://img45.imageshack.us/my.php?image=right45view8kp.jpg)(http://img258.imageshack.us/img258/8297/left45view3or.th.jpg) (http://img258.imageshack.us/my.php?image=left45view3or.jpg)(http://img333.imageshack.us/img333/7165/frontt45view6aa.th.jpg) (http://img333.imageshack.us/my.php?image=frontt45view6aa.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 13, 2006, 07:59:24 pm
 \\o//
That is totaly awsome  :thumbup:
Fantasic work.

Things are comming together very nicley. I am still amazed at the work all of you do  :woot:
Title: Re: Klyro's City Project
Post by: Arangol on July 14, 2006, 12:22:45 pm
Thanks, bud.

I'm going to start making some smaller objects like things that have names but doesn't have a 3d model. Fishes, boats, bacu, animals, buildings, small tools, weapons for the battle ground, vegetation, etc...

One more thing, Minetus, the map has to be more HIGH poly. With this amount of polys, the area would run with very high fps but, it wouldn't look good, even if we put all those normal,bump,lightning and shadow maps on it. So you're now in 2k polys? If so I would say it would be just fine to make it 5k.

This is what I think would be good amounts of polys (not sure, ask Inca but this seems to be good amounts):

Area name    Amount of polygons
Basic map        5-7k
City                20-30k
Vegetation      10-15k
Other             5-10k

Now with lowest amount we would have 40k wich for me seems a very good amount for an area this big.
And with highest we would have 62k wich doesn't seem that much with all the small stuff and vegetations and houses.

Then if in the area there are say 100 players, everyone 2k polys, we would have 240k polys.
Sounds much but as the devs said earlier we could have a map with 100k polys without players and this is just half of it.
Then we add some nice normal, bump and lightning maps and vóila. Award for best game graphics 2007.

This is what I think would be alright, but as I don't know much of the CS engine, this can be all wrong.

And if this was your plan all along, sorry, my bad.
Title: Re: Klyro's City Project
Post by: Inca Sator on July 14, 2006, 04:58:23 pm
Hello guys, let me introduce Shazzer - a Big klyron Battleship.
I like Gentar's idea of sails (see Trimaran on Klyki). It has obvious shapes of chinese junk boat sails, so i took the ideas of this vessel to  Shazzer. See next references:
--picture: http://www.ship-model-club.dp.ua/jpg/dzhonka1.jpg
--3d model (!): http://cyberprogramming.narod.ru/3ds/transport/ship/JUNK.rar

This battle vessel took it's name from predatory seafish shazzer (see Shazzer info on Klyki by Baldur).
What do you think?

(http://foto.mail.ru/mail/inca-sator/1/i-52.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 14, 2006, 05:24:23 pm
@Inca
Looks good, I cant wait to see a 3D model :) Looks like there is going to be a lot of detail.
Title: Re: Klyro's City Project
Post by: Inca Sator on July 14, 2006, 06:35:06 pm
Hey, guys, let me introduce my version of lighthouse.
It looks like big narrow boot :D Previous 3d versions of lighthouse had lack of originality (imho), so i tried to create mine variant.
What do you think?

(http://foto.mail.ru/mail/inca-sator/1/i-53.jpg)
Title: Re: Klyro's City Project
Post by: minetus on July 14, 2006, 07:26:04 pm
inca those look great :D,
and if i may? propose a lill chalenge ;D for the light house

bamboo like tower with a "turned" wind mill on the horizontal plane (oposite to traditional vertical wind mills, like the helice of a helicopter) maybe it could have more then 1 mill.
materialls: bamboo sticks(10-15m long), light woods, rope, leather, corals, sea things, etc

here a small example ::|
(http://img443.imageshack.us/img443/4295/lighthouseidea4pn.th.jpg) (http://img443.imageshack.us/my.php?image=lighthouseidea4pn.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on July 15, 2006, 09:46:18 am
Got my next model! The Shazzer!

@Inca: Shazzer looks good, but I need to know how big it is. For the lighthouse, IT could have been a giant's boot, the Klyros just ...transformed it.

@Minetus: So those " Blades" are the mill, huh, really looks cool. And all those stick collections should turn too? But this shouldn't bee the lighthouse Minetus! It's a Windmill!
This could be a windmill to some sort of "Klyros food".

@Inca again: Could you post a bigger image of the Shazzer, for better reference.
Title: Re: Klyro's City Project
Post by: minetus on July 15, 2006, 02:44:46 pm
its a decorative wind mill ;D so it can be a light house too, to be honest it was inspired in a time travel movie that i dont remenber its name, there was this guy that lost hes future bride so he decides to make a time travel machine and he after several atempts to save her in no sussess end up in the year 3000+ if only i could remenber the movies name... i could give you guys a better example. but it really look awsome and it would fit in with klyros style very well
Title: Re: Klyro's City Project
Post by: LARAGORN on July 15, 2006, 05:05:33 pm
its a decorative wind mill ;D so it can be a light house too, to be honest it was inspired in a time travel movie that i dont remenber its name, there was this guy that lost hes future bride so he decides to make a time travel machine and he after several atempts to save her in no sussess end up in the year 3000+ if only i could remenber the movies name... i could give you guys a better example. but it really look awsome and it would fit in with klyros style very well
It is called "time machine" (http://www.imdb.com/title/tt0268695/) I enjoyed the movie very much :)
Title: Re: Klyro's City Project
Post by: minetus on July 16, 2006, 12:03:46 pm
thanx lara :D now to find a picture of it.. hehehe
meanwhile, im uploading right now to:  http://www.esnips.com/web/coastresearch
new photos for coast research, lots of rock formations beach area, some good pictures to extract textures etc :sorcerer:
big files, lots of detail.

and for all of you who participate in this project:  here's :flowers:
(http://img291.imageshack.us/img291/8459/1000048mh9.th.jpg) (http://img291.imageshack.us/my.php?image=1000048mh9.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on July 16, 2006, 02:11:32 pm
Thanks for the flower, you sure like them.

Now where is Inca? I need a greater picture of the Shazzer!
This one is too small for any reference except for basic model.
Title: Re: Klyro's City Project
Post by: Inca Sator on July 16, 2006, 07:25:10 pm
Especially for Arangol.

http://www.esnips.com/web/IncasOtherStuff  (http://www.esnips.com/web/IncasOtherStuff) <-- see Shazzer picture.

I suggest you not to start model Shazzer, but try to model one of our katamarans - it will be more easy and it will be a good practice for you before making complex models.
Anyway, here a principle of Shazzer v.01. I suggest you to download a junk .3ds model (only 500kb) from link i posted earlier - you will recieve the better understanding how the vessel model could be. OK?

Technical details: Junk boat - chinese cargo boat:
--lenght - 20-40m
--speed ~30 km/h
--cargo ~ up to 600 tonn
--people capacity - up to 300-1000 men

This is all good, but even in my last drawing Shazzer more looks like a cargo ship - but it got to be a Battleship. It got to be more slim and long then junk boat. I thinking about placing some cannons/catapults on it.. but it might break PS medieval setting...
Title: Re: Klyro's City Project
Post by: minetus on July 16, 2006, 07:39:53 pm
about long ranged weapons, klyros could use a klyron shooting catapult like (hand elastic gun) to throw klyros up high in the sky and then they could fly over the target and bombard them :D

edit: by the way i couldnt find a picture of the tower :(
Title: Re: Klyro's City Project
Post by: Arangol on July 17, 2006, 10:58:34 am
Thanks, Inca.
I will then start with one of the katamarans, you have any pictures, or do I have to search the thread for them?

EDIT: Downloaded the Junk model.

Can I ask about the poly amount for both katamaran and Shazzer?

About guns/catapults/cannons. I think we can have catapults, ballistas and trebuchéts but no cannons.

Maybe one of our own inventions?

And Minetus that sounds really cool. Think thousands of catapulted Klyros attack an enemy from above  ;D
That could be somekind of mini game too.
And we could blast some dwarves up and see how far they got.  X-/
Title: Re: Klyro's City Project
Post by: Inca Sator on July 17, 2006, 11:11:43 am
Ha-ha-ha-ha, Arangol, good joke   ;D \\o//
I think they should shave off their beards to have more serious aerodynamics  :D
Katamaran pictures you can find in Klyki in "Vessel" section. For my katamaran i have one more picture - but you got to search through this topic. (from the middle to start i guess...)

For katamaran - i suggest to keep polycount betwin 1000-1500 polys:
for Shazzer - up to 4000. You should aim on less polycount with better visualisation. But you could always add some hundreds of faces if you need - keep it in your mind.
Title: Re: Klyro's City Project
Post by: Arangol on July 17, 2006, 11:31:10 am
Shave off their beards, hmm, when krans start flying. (Of course we could blast some krans too).

Thanks for the rest.
Title: Re: Klyro's City Project
Post by: LARAGORN on July 17, 2006, 04:43:02 pm
You can use a type of cannon (http://en.wikipedia.org/wiki/Bombard_(weapon))

Id like to see a Kran fly  ;D
Title: Re: Klyro's City Project
Post by: Inca Sator on July 17, 2006, 08:00:31 pm
Hmm, i found in Wikipedia that powder appeared in Chinese in 11 century, so may be cannons match PS-setting? More over, it seems that klyros culture in many aspects similar to Chinese/Japan culture...
I remember a topic about ranged weapons in Fan art section....
Idea: In flight klyros using crossbow, imho, not bow. It is more convenient for flight condition...
Title: Re: Klyro's City Project
Post by: Arangol on July 18, 2006, 09:03:08 am
Yup, it would be better if Klyros would use the crossbow in flight, but they would need an special twinge/hatcht/whatever, so that they could load and fire faster, but it would be easier broken.
When they are in the air, they could release with this thing 5-7 arrows in a minute. But it would broke in say 100 shots.
When they are in the air, they can't stop and reload the crossbow fast enough with a normal twinge/whatever it's called.
Just and idea.

For me the gun powder, cannons and nuclear weapons would ruin the game.
Title: Re: Klyro's City Project
Post by: Inca Sator on July 18, 2006, 11:17:29 am
I searched through the "Invent a new ranged weapon" thread in Wish section and found da next concepts:

Spitter - throwing acid balls from insect - by Zinder
http://hydlaa.com/smf/index.php?topic=8664.msg100047#msg100047

Slingshot - by Lardhoc Aewheros
http://hydlaa.com/smf/index.php?topic=8664.msg128175#msg128175

I like the second idea - slingshot - it more mobile then crossbow. Klyros bomber can put the bag with slingshot's pellets (luckily they are small) on his/her chest (or some bags with different pellets - for sail arson, for killing...).. or he even can put it on his forearm or shoulder - this will provide the good speed of firing. Then we got to invent a "caoutchouc tree" - i think it's not difficult :D
Ok, i leave powder cannons for this time. But we definitely will have mangonel and catapults in PlaneShift. And don't forget that klyros - are  inveterate fishermen - so they got to have big harpoon for big fishes like whale (well it's not a fish, but you understand me :D)

So, we can put on shazzer some small catapults (for stone/metall balls) and big battle harpoon cannon on the bows. About catapults that will throw klyros bombers in the air i think they will be too big for battleship and there is a danger that bomber will tangle in cordage.

..hmm, we can attach'em to the broadsides in that case... Arangol, what twinge/hatcht means - can't find it in vocabulary  ::|
Title: Re: Klyro's City Project
Post by: Arangol on July 18, 2006, 12:34:36 pm
Yes, slingshot is a very good weapon for that.
The Klyros throwing catapults will have to be on ground or on some kind of floating platform in the water.

The twinge/hatch is the thing that when you reload the crossbow, it's the part you roll when you reload it.
The new hatch/twinge should be a invention that would reload it with just 3 rolls, when a normal one should reload with about 5-10 rolls (not sure).

The crossbow would be heavier, but it would fire faster.
Title: Re: Klyro's City Project
Post by: LARAGORN on July 18, 2006, 06:50:22 pm
For launching the Klyro into the air, it wouldnt have to be a large catapult. The high sailing masts are good enough.

The Klyro Launch

A series of pullies and ropes, attached to the top of the sailing masts.
A small foot loop attached to a rope, that accends to the top mast.
A heavy wieght is on the other end of the rope.
A leaver is pulled to let the wieght fall, and the Klyro is sent into the sky :)

The klyro is sent straight up, but once in the air, they can direct their flight to where ever they choose.
It would take either 4 shipmates to raise the wieght, or a large wheel, that can be turned by one.
This is not a rapid fire system. there could be many of these systems, depending on the amount of masts on the Shazzer.


Just an idea :P
Title: Re: Klyro's City Project
Post by: Baldur on July 18, 2006, 07:39:08 pm
Hey guys, really good work. Atm i'm sitting up in a student's appartment belonging to my cousin, soon going to go celebrate him 'n' get dizzy :devil:

Inca: Really great concepts, just remember to not make them too chinese-like, anyway I like your concepts. The lighthouse is also cool, maybe we could fuse them together with the mill as they're both needed and klyros live close to the coast. I must say chinese culture fits the klyros very much.

Arangol: Even if I haven't had any schooling in 3D I must say Incas ideas the best way, start easy and work yourself up, you've got the concepts :)

Minetus: Great landscape pic, it very much looks like the pic you showed me a week ago and I think it is turning out nice :) As said before, your windmill and Inca's lighthouse would look good together, it would fit in to the amphibic feel, sort. Of...

Mkay, guess i'll go! You're doing fine and i'm a depressed how well you do without me :-\ :P
Have a good one, I'm going to sweep in the finnish way! :lol:

Peace
Title: Re: Klyro's City Project
Post by: Gentar on July 19, 2006, 02:59:09 am
The sails are composed in a similar fashion to Inca's first klyros ship concept, so there are two sides to them, almost balloon like.

(http://img155.imageshack.us/img155/5576/blockaderunnergj7.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on July 19, 2006, 08:34:39 am
LARAGORN: I'm not sure if that has enough power to launch a klyros up in the air, if you could show a quick scetch then it would really help.

Baldur: The crossbow doesn't have to be made to the klyros in particular, we (we, devs, anyone) can use it later for other races and stuff. And Baldur Finnish way, yes that's a good way. See you soon.

Gentar: Looks very good and clean. But if you want it to have speed then it should be more long and not so tall. Right now I think it would fall over if there would be many klyros on one side of it. Not sure about it.
Title: Re: Klyro's City Project
Post by: LARAGORN on July 19, 2006, 08:10:38 pm
Ok now dont laugh, well not to much ok.
As i have said before I am no artist :)

(http://i68.photobucket.com/albums/i10/LARAGORN/KlyronLaunch5.jpg)

The funny looking wheel at the bottom is the crank.
The balast doesnt have to be rocks it kan be anything heavy :)

/me looks down and smiles

I guess i could have explained better.
When the Balast is dropped, the Klyro is shot up into the sky.
The more weight in the balast bag the faster and higher the Klyron can go.

It was just an idea to replace the catapult idea. as it takes very little room, other than the space for the Balast drop and the Crank wheel.
Title: Re: Klyro's City Project
Post by: Gentar on July 19, 2006, 09:22:18 pm
laragorn, is that to transport klyros to the top of the mast?
Title: Re: Klyro's City Project
Post by: dying_inside on July 20, 2006, 06:24:24 pm
Why have a bag of rocks when you could could just strap a boulder there?
Title: Re: Klyro's City Project
Post by: LARAGORN on July 20, 2006, 08:36:52 pm
Why have a bag of rocks when you could could just strap a boulder there?

Like i said anything heavy  will do :)
it was just the first thing that came to mind when i drew it.
Title: Re: Klyro's City Project
Post by: Arangol on July 21, 2006, 09:07:52 am
I'm not still sure that it would be enough power to throw the klyros more than a few meters up in the air.
But otherwise it seems a good idea to me.
Title: Re: Klyro's City Project
Post by: miadon on July 21, 2006, 10:45:23 am
all of you very nice work so far, I havn't seen any images of what the city looks like during low tide tough (which to my understanding would infact mean that there would be no water there at all, as at low tide the water gets as low as filling half of level 7. (guess I dont really have to imagine it then, but surely that would kind of mess up the docks abit)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 21, 2006, 05:32:40 pm
I'm not still sure that it would be enough power to throw the klyros more than a few meters up in the air.
But otherwise it seems a good idea to me.

Well I guess an easy way to give the extra boost to the flyers would be to have a section of the rope to be elastic.
A short section of lets say 3 meters, could strech for the extra boost.
For this to work without ripping their hands and leggs off, they could have a harness of sorts made as part of thier armour.
On the rope would be an open hook that attaches to the harness.

How high do you think they should go ?
Title: Re: Klyro's City Project
Post by: Arangol on July 22, 2006, 08:50:25 am
I think that they should go about 20-30 meters up if there's an attack by land, and nearly 100 meter if it was above an ocean. So that that machine of yours would be good for the land battles. We would need a catapult for the ocean battles.


Hmm, Miadon, I hadn't thought about that. Right now I don't have a good solution, so I have to start working my brain cells  ::|  X-/


Title: Re: Klyro's City Project
Post by: miadon on July 22, 2006, 02:43:23 pm
It is tricky as when the tide is low due to lack of rainfall, the docks would be dry and boats would either be stuck or not able to go anywhere.

Badly Drawn Diagram, but it makes the point.
(http://img291.imageshack.us/img291/3416/lowhightidepd4.png)

MY guess estimate would be 30% of the time it would be high enough for big boats, but the rest of the time its either to shallow or way below the line of level 6, which means some map changes would ahve to be made, taking into account that this happens.
Title: Re: Klyro's City Project
Post by: LARAGORN on July 22, 2006, 08:12:34 pm
Good point Miadon.
There are areas (http://i68.photobucket.com/albums/i10/LARAGORN/Klyro/frontt45view6aa.jpg) that will be ok at low tide.
I dont know how hard it will be to make more areas like that, but I think i would be a good idea :)
Title: Re: Klyro's City Project
Post by: minetus on July 22, 2006, 08:31:29 pm
yes indeed this bring into discussion a very important thing, since low tide in the stalagtite swings a big distance in altitude, the map will eventually dry up in low tide, except for ponds and river paths.

this brings a problem in the map since i never thought about it. the current rivers stop at sea level and they should have underwater valleys (currently not in map) to simbollyze the path of the rivers at low tide.

a solution for this we can make ponds/lakes along the river paths(underwater, low tide rivers) and this will grant enought amount of water for klyros to stay there during low tide.
another solution is a huge rock wall(naturally formed) in the 6th/7th lvl frontier cliff making the 6th level "U" shaped or just part of it, making a huge lake in the 6th level, keeping water level stable at that lake
Title: Re: Klyro's City Project
Post by: miadon on July 22, 2006, 08:35:02 pm
yes there would be large rock pools but most of it would be gone, also to my knowledge its not a high\low tide as we know it, it all depends on the ammount of rain the surface is having that leaks into "our" rivers which controls the ammount of water in the "great lake", but then to me it seems to screw with the harbour a bit as the harbour maps show what it looks like when  there has been alot of rain and the "great lake" has reached is usual highest. Not considering that average rainfall would cause the lake to be much lower, and then very low rainfull to be not even be anywhere near it.

:\ All I can think is during periods of low tides the land is used for farming perhaps, as i would expect it to be more a seasonal thing, lots of rain during winter, not so much in summer.

EDIT: minetus, I would think that the Klyros would make artificial valleys for low tide made out of stone to control the river (would support the farming idea), also if the tides are seasonal valleys would change alot, as the "great lake" would alter them during high tide.
Title: Re: Klyro's City Project
Post by: Gentar on July 22, 2006, 09:07:48 pm
There wouldnt be a tide at all so there isnt much use in contemplating it. Look, on earth the reason we have a tide is a result of the gravitational pulls of the moon and the sun. Being that we are in an enclosed stalagtite and that the lack at the bottom wouldnt be nearly as large as one of earths oceans, we would have little tide at all, at least not anything drastic. If anyone wants to create another reason for the tide it would make the situation more likely
Title: Re: Klyro's City Project
Post by: miadon on July 22, 2006, 09:16:53 pm
Gentar, if you read the setting in the main site it quite clearly states that the lake at the bottom rises and falls due to the river levels.

Quote
3.2.3. Streams and Lakes

Many different underground streams spring from the walls of the first and second levels, some of which were formed from time immemorial, and join together at the bottom of the stalactite, where they form a lake that submerges the two lower levels. Somehow the water gets out, since Yliakum hasn't been flooded once in recorded history. The flow of the streams varies as times goes by, and the level of the lake changes accordingly. Sometimes the lake level is so low that almost half of the seventh level is revealed, but other times the level is so high it almost reaches the edge of the sixth level. The springs here supply a constant source of drinking water for Yliakum.

Yes its not the same type of TIde we have, but its the best word to use for it here (i think)


Also according to that description thats what the current maps show, the tide almost reaching the edge of the 6th level, as most of the 6th level is slighly higher up, than the klyros city is at the moment. (probably due to erosion)
Title: Re: Klyro's City Project
Post by: Arangol on July 23, 2006, 06:19:21 pm
Minetus idea about a giant rock wall might work, naturally formed or made by Klyros to prevent the tide. From it they would too lead water in to the city canals.
Title: Re: Klyro's City Project
Post by: miadon on July 23, 2006, 06:35:35 pm
maybe, but i think it would be made by klyros, but the description of klyros states they are nomads and adapt to changing situations, so one assumption would be that they simply would go wih the tide, as it gets lower they would head for maybe cities closer to the edge.
Title: Re: Klyro's City Project
Post by: Arangol on July 23, 2006, 06:40:10 pm
Cities closer to the edge, how do you mean, if they are closer, then they would be under water when the high tide comes and that wouldn't be so good.
And if they would just move on, what would happen to all the boats there, would they just be taken and sailed with the tide?

The rock wall sounds best to me.
Title: Re: Klyro's City Project
Post by: miadon on July 23, 2006, 06:44:11 pm
well it all depends on how far the great lake comes in to the 6th level and wether the lake bed for the 6th level is at an angle of straight. (if straight then the whole level 6 water level is the same hieght, if its at an angle places closer to the edge would have a higher waterlevel than in land)

Cities can be closer to the edge, whos to say they are not built like piers? whos to say klyros cant build towns under water (after all they can breath in it). whos to say there are not some small "islands"?

Title: Re: Klyro's City Project
Post by: Baldur on July 24, 2006, 06:46:23 pm
Added Gentar's Ship along with Inca Sator's most charming Lighthouse to the project wikipedia ( www.flaggrab.com )
Title: Re: Klyro's City Project
Post by: dying_inside on July 25, 2006, 09:39:12 am
I noticed on that small sketch of the town, it showed a floating island.
If you did that, I was wondering how you would go about that. Would it all be part of this map or would you cut it off and keep it as another sector, or sub sector?
Maybe a kind of obscure question, but I'm curiouse.
Title: Re: Klyro's City Project
Post by: minetus on July 25, 2006, 10:30:34 am
to be honest till now ive been working on the complete map, but ultimately it will be split into sectors for convenience i tink..
the floating island isnt 100% in the map because (of the reason why it floats we want to add it but we got to find a good reason to why it floats)
about your question i believe it to be like a sector on the map a problem with this is it wont render till you load it (like it happens with jayose area when you look at it from some distance)

as a side note : im not much of a 3d modeler (i did learn very basic 3d studio on school while every one was messing with autocad i was messing with 3ds ;D) and i did a animation for a colegue final graduation presentation but this was like 8-9 years ago. and im having really alot of trouble on editing the map right now things are goin really really slow.

about game mechanics i dont know much to notting but i guess im learning  :devil:
Title: Re: Klyro's City Project
Post by: Arangol on July 26, 2006, 09:08:21 am
About the rendering, have anyone of you looked at the bronze doors from just after the loading. For me the great wall is gone until I move about 10 meter forward and then it pops up.

Well, as you said earlier, why can't they have towns under water? Yes, why not.

We had some ideas about the flying island, like it was blasted up by a demon or some other stories.
Title: Re: Klyro's City Project
Post by: Baldur on July 26, 2006, 10:38:39 pm
And they still hold true, though not in high regard to Inca, the project has very much aimed on being humble, making a small merchant town. "Unfortunately" it sprouted out in to the "Holy City of Klyro's" which Inca is most thrilled to point out whenever we get some new crazy ideas :P

At now the floating island is tied to a distant legend bound to a field I call Inundium but the other guys do not, it is often call the "Field" or "Place of Battle" pointed out on the main "area-map" shown on our most pleasent Klyros City Dictionary in the "Areas" section.

Good Browsing and be sure to write back if you have any more questions or perhaps and offer to join our project :)

Peace.
Title: Re: Klyro's City Project
Post by: Inca Sator on July 27, 2006, 05:20:07 pm
I guess everybody little bit discountenanced with Miadon's comments. I don't think this peculiarity of PShift tide somehow destructed the concept of our Klyros City - it make it more interesting and serious. (i don't know will this tide be implemented in game, but it got to).
So, here my ideas:
The Klyros city will have double status - one season it will be just a big town (1st condition), at second season it get also the meaning of sea port (2nd condition);

1st condition:  we must surround our city with dike or by complex of dikes-->we need to leave streets-channels, algae-fish farms etc; also, don't forget that our city isn't only sea port - it is also a RIVER PORT; so inhabitants will keep the opportunity to travel through the town streets to docks, to algae farms, to swamps, to rivers-->to lakes/ponds and further in deep areas on their BOATS/KATAMARANS/SHIPS.
 Also we got to place the seabed path from docks to the new shore area in the sea - to save the meaning of sea merchant's roads.

2nd condition:  there are no any special issues about this condition of town.

Next:
-all types of architecture we discussed before are still true (in fact we don't have anithing except Baku concept :D); I think we must add houses-ships, or houses-on-ships which will be able to travel with tide.

-i think we can invent new type of vessel: submarine and super-vessels which will be able to travel underwater, on water and in the air (remember Gentar's airship?) - it will be the second alternative how cargos from distant dock will reach our city;

-also we could tame some animals to help klyroses in transportation cargos along seabed path. Can you imagine - giant Crabs or Pangolins?!

What do you think, friends?
Title: Re: Klyro's City Project
Post by: LARAGORN on July 27, 2006, 05:36:34 pm
Good ideas Inca :)

An idea for Houses, or buildings that move with the tide-
Since the Baku floats, a rich merchant or someone wealthy could have, lets say 6 Baku for the foundation of their house, or shop.
The Baku would have the boyancy to support the weight of the structure. the larger the structure, the larger amount of Baku used.
It would be compairable to a houseboat.
Title: Re: Klyro's City Project
Post by: Baldur on July 27, 2006, 05:54:52 pm
@Inca
How about tame seal-like animals? They could help with pulling wares in water.

Fishes will hardly ever be tamed, most are too dumb and those who are intelligent are often too independent, we will have to turn to mammals or reptiles, maybe even huge insectoids. Giant Dragonflies serving as companions on the surface and in the air. 2 meter tall toads which serve as a fast connection between the closer island, it can either swim or jump to another island if it's close enough

What with the both condition, that is a fairly well thought plan, many towns in our world do change with the weather, maybe someone could find an example. We could have a sort of siesta like the mexicans, but when the tide is low, not when it's the warmest, as I see it it'll be rather humid and not enough light will reach the city to make it any big deal to sleep past the worst"humidity", or maybe it is, that leaves to be seen.

An idea and maybe a problem is to tie the season to the many conditions in the region, should we tie the conditions to the weather or the events that follow it(harvest, seed). Maybe add some local traditions to the region(Humidity-siesta?Tide-siesta)

@Laragorn
 Hmm, a floating part of the city. I have seen cities in the Victoria lake so it is possible, maybe we should start with some concepts.
Title: Re: Klyro's City Project
Post by: Dahoma on July 27, 2006, 11:14:47 pm
Hello, i've been keeping up with the as much as I can. I can't help out with it because my blender talents are...well...lets just say they couldn't be worse  ;). But I think this is great, and once it's put into the game everybody will be singing your praises. I just want to say that this is gonna be kick ass and I hope it works out well  :D
Title: Re: Klyro's City Project
Post by: Baldur on July 27, 2006, 11:37:08 pm
On behalf of the team, thanks Dahoma :flowers:

Well, I couldn't rule out the rest of the team by saying thanks myself, who do you take me for :sweatdrop:
Title: Re: Klyro's City Project
Post by: Myrthe on July 27, 2006, 11:53:12 pm
okay, like miadon said, since Klyros can breathe underwater, why not have some houses underwater also? not necissarily filled with water, but you have to go underwater to get there. it wouldnt bother them because they can breathe. then, the 'tide' would not be a problem because you're on the bottom. there would be an easy reason of why they would want to also: it saves space above-water for other, larger buildings. i will try to get some sort of picture, but, as im not much of an artist, any drawings would be awesome.
Title: Re: Klyro's City Project
Post by: Baldur on July 28, 2006, 12:28:33 am
Well, there are some possibilities to that though that would more fit the water elves, can't think of what they're called now. Also Klyro's aren't only amphibian, they're also airlving creatures so somewhere in between sky and water would be a-o-k.

Maybe some buildings could be underwater but not all too many, they do live near the coast, they're fishermen and enjoy the salty blue, arrr!
Title: Re: Klyro's City Project
Post by: Myrthe on July 28, 2006, 12:35:03 am
i said:
Quote
some
Title: Re: Klyro's City Project
Post by: Baldur on July 28, 2006, 12:37:09 am
i said:
Quote
some
Yes you did, and I think that sounds cool. Sketch away, brother

Peace.
Title: Re: Klyro's City Project
Post by: Myrthe on July 28, 2006, 02:49:10 am
dangit. after all that, photobucket doesnt accept TIF images. what do i do?
Title: Re: Klyro's City Project
Post by: minetus on July 28, 2006, 09:10:46 am
open you image in a image editor and go file>>save as. then save it as .jpg or .gif
Title: Re: Klyro's City Project
Post by: Myrthe on July 28, 2006, 06:00:03 pm
man i feel stupid now. thanks.

well, here goes: http://i24.photobucket.com/albums/c45/assassin2906/KlyrosCitySketch.jpg

its crazy hige and i cant select all of it in Paint to size it down. and its nothing compared to what some of you draw but whatever.

 :thumbup: or :thumbdown:?
Title: Re: Klyro's City Project
Post by: Baldur on July 28, 2006, 06:09:27 pm
man i feel stupid now. thanks.

well, here goes: http://i24.photobucket.com/albums/c45/assassin2906/KlyrosCitySketch.jpg

its crazy hige and i cant select all of it in Paint to size it down.

 :thumbup: or :thumbdown:?
So it's some sort of a coral. Well, as It is a reef we live by it's very much possible, it looks alot like a Baku too :) Maybe something that connects with the surface, like an exit?
Title: Re: Klyro's City Project
Post by: LARAGORN on July 28, 2006, 06:16:24 pm
Myrthe Has an interesting idea, I think it is definatly worth exploring further :)
As was said before there would only be a few of these under water buildings.

Maybe one could be a fish market, with a holding tank of sorts to keep the fish fresh ;)
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on July 28, 2006, 06:51:47 pm
Just want to applaud you all read this thread wonderful work going on here. . .

If you need anything at all writing wise send me msg.
Title: Re: Klyro's City Project
Post by: LARAGORN on July 28, 2006, 06:56:46 pm
Just want to applaud you all read this thread wonderful work going on here. . .

If you need anything at all writing wise send me msg.

I agree Xillix, there is a lot of awsome work here :)

If you want to help out, check the links in my sig.
we can use help with names and there is a story thread (http://hydlaa.com/smf/index.php?topic=24021.0) aswell.

Look forward to working with you :)
Title: Re: Klyro's City Project
Post by: Myrthe on July 28, 2006, 07:43:22 pm
yup, its like coral. idk whether it a house or other building, its just a building, but definately a good idea.

thanks :D
Title: Re: Klyro's City Project
Post by: miadon on July 28, 2006, 07:49:58 pm
I would think during "low tide season" the land would be used for farming.
Title: Re: Klyro's City Project
Post by: Myrthe on July 29, 2006, 01:20:24 am
good idea. there would be a part of the year that the water would be so low that most of the low-water areas would be exposed. we would have to farm something that could be harvested quickly, though.

im going to be gone to the beach again until a week from next tuesday. so have fun and dont kill yourselves while im gone! ;)
Title: Re: Klyro's City Project
Post by: Baldur on July 29, 2006, 02:13:30 am
So I wont die trying? Hmpf, bummer...
/me dyed his hair black today
 (not true! don't listen to the voices! X-/ )
Title: Re: Klyro's City Project
Post by: rast on July 29, 2006, 02:53:11 pm
hi all - sorry i haven't been around for a while...

it looks like i've got alot of catching up to do :)
Title: Re: Klyro's City Project
Post by: Arangol on July 29, 2006, 04:07:55 pm
I'm currently working on as scetch for some of these ship-houses Inca mentioned. I think it will be completed tomorrow ...or something...
Coral would be great for buildings and such.

Nice to see you again Rast and welcome back  :)




Title: Re: Klyro's City Project
Post by: minetus on July 30, 2006, 12:31:21 am
basic form study for corner hanging klyros sleeping poles :detective:
(http://img141.imageshack.us/img141/7516/klyrossleepinghangshape06vg1.th.jpg) (http://img141.imageshack.us/my.php?image=klyrossleepinghangshape06vg1.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on July 30, 2006, 03:13:31 am
Let the laughter start
here (http://i68.photobucket.com/albums/i10/LARAGORN/Klyro/Klyrosleep.jpg) is my attempt at a sleep system.

The proportions are off but i think you can get the idea. This can be moved anywhere in the house.

My fiance had a great idea for sleeping in the Baku. While the Baku is being formed for windows and doors, molds of the owners feet could be put in the cieling of the still soft Baku.  :woot:  Custom fit foot holds  :thumbup:
Title: Re: Klyro's City Project
Post by: Baldur on July 30, 2006, 11:31:37 am
basic form study for corner hanging klyros sleeping poles :detective:
(http://img141.imageshack.us/img141/7516/klyrossleepinghangshape06vg1.th.jpg) (http://img141.imageshack.us/my.php?image=klyrossleepinghangshape06vg1.jpg)
Could you make some more choices, amybe some poles which resemble masts or flags, I guess that would fit the klyro too :)
Title: Re: Klyro's City Project
Post by: rast on July 30, 2006, 06:33:40 pm
i have read bits of the thread but my knowledge is still slightly gappy :sweatdrop:

here is my idea for a sleeping system presuming that the klyros tuck their wings in like a bat (or similarly at least):
(http://img79.imageshack.us/img79/8083/klyrosleepingideamm4.th.jpg) (http://img79.imageshack.us/my.php?image=klyrosleepingideamm4.jpg)

ok... the blue is the bit the klyros hang on, which is suported by a joist. The joist is connected to a piece of wood which is braced between the floor and ceiling of the baku. This also helps prevent the baku caving in on itself if it becomes old,dry and brittle (just an idea). The cooking pot in the middle is just to show where a fire could go - so on cold nights the klyros are near enough to the flames to keep warm (but not close enough to get burnt).
this is obviously intended for a small baku and a poor familly, but for rich famillies they could each have seperate "beds"

1 more thought - wat about young baby Klyros, surely they wouldn't be able to hang upside down when they are born - perhaps they could be held by their parents like bats:
(http://img115.imageshack.us/img115/5872/batok4.th.jpg) (http://img115.imageshack.us/my.php?image=batok4.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on July 31, 2006, 12:45:48 pm
Alright, so I made my scetch of the klyros house boat but I don't have a scanner so I improvised, I made a 5 minute 3d model of it:
Klyros House Boat v0.0.01 (http://img422.imageshack.us/img422/2605/houseboattc4.jpg)

Between the two poles in front you can set a sail for movement.

Very good idea about a fire in the middle of the "bed", Rast.
I agree with you that the small Klyros babies can't hang just when they are born, so that the parents hold them is a good idea.
Title: Re: Klyro's City Project
Post by: rast on July 31, 2006, 03:05:41 pm
Good ideas but how would you steer it if u wanted to move it :). Alternatively we could just have floating houses which stay in the same place, so when the tide comes in, they float up (i hope that hasn't been mentioned before - sorry if it has).Also,maybe a counterwait at the pole end of the boat which can be slid up and down to even out the weight distribution depending on the amount of stores and equipment are in the house.

Perhaps if you made it more like a barge rather than a raft:
(http://www.sallyboats.ltd.uk/images/sallyboats-main-picture.jpg)
(obviously it would need to be "klyrosified")

just ideas and sugestions

edit: I read wat inca said about animal transport earlier and i came up with this:
(http://img421.imageshack.us/img421/8017/dragonflyboatyx2.th.jpg) (http://img421.imageshack.us/my.php?image=dragonflyboatyx2.jpg)

Basicaly the klyro would sit (or stand if they were adventurous ;)) in the small boat on the right, where they would place their feet into groves in the wooden floor and hold on with their claws. They would then be pulled along by the *insert name of big insect thing here* at the end of their reigns.
comments??

edit2: Spent all day moddeling this coz' i was bored ;):
(http://img327.imageshack.us/img327/9876/shazzermodelaz1.th.jpg) (http://img327.imageshack.us/my.php?image=shazzermodelaz1.jpg)
(http://img402.imageshack.us/img402/2720/shazzermodel2bp3.th.jpg) (http://img402.imageshack.us/my.php?image=shazzermodel2bp3.jpg)

The "Shazzer" battle ship
1129 faces
2334 edges
Everything finished except for the spare boat by its side. Going to texture it next.....

Hope y'all like it :)


That's probably all models for today.....this post is getting to long.....
Title: Re: Klyro's City Project
Post by: minetus on July 31, 2006, 09:09:48 pm
 :thumbup: rast sure that shazzer its starting to look awsome \\o// i feal excited to see it finished :D .

about floating houses they would be more of that floating type i agree with you, but lets hear from the others what they think.
as for me it sounds a good idea and a way of migrating all or part of the city to were the water goes.
ofcoarse the tide effect probably will never/or will be the last thing/ or something like that to be implemented in the game.

Title: Re: Klyro's City Project
Post by: Inca Sator on July 31, 2006, 09:29:07 pm
Rast!!! You are well done! You realy surprise me :D
[EDIT] I want to ask you not hurry to texture it. I see (on first pucture) your model have only one SMOOTHING group for all faces- it's wrong.
Also can you examine internet and research for ship's cordage, ropes etc?

Arangol
, i don' see any particular in your house-ship. It's looks like somebody took common house from land settlement and placed it on raft - this is the crude concept of collocation "house-ship'. My suggest: don't make ship from house - make house from ship. Do you play Oblivion? - in one of outside district of Imperial City you could find a tavern made in ship - there 70% ship and 30% house. I think you must aim on 50/50.
Title: Re: Klyro's City Project
Post by: rast on July 31, 2006, 10:54:10 pm
thx both of you :)

@inca
how do you meen by texture group?? do you mean the whole model is 1 object??
Title: Re: Klyro's City Project
Post by: Arangol on August 01, 2006, 11:50:58 am
Very good, Rast. That model looks really impressive. Thumbs up  :thumbup:
Have you made the inside of it? If you haven't, do it.

Inca, I said it was a 5 minute 3d model, my picture had more detail, a 2 story house with some nice stuff all around. Yes I know it looks really plain but I think we can evolve it in to something. And sorry, I don't play Oblivion, when I tried, my computer nealy blew up. Can you give me a screenie of it?

Title: Re: Klyro's City Project
Post by: rast on August 01, 2006, 12:44:56 pm
thx arangol. i haven't put an inside in the shipbut i will do that next (i swear your trying to make my life harder ;)).

any ideas for sale patterns any1. i sorta thought white with blue patterns on like in incas picture....
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 01, 2006, 04:26:22 pm
Here are some google images for house boats I dont do much design but i hope i at least have a good eye . . .

http://www.andrew.cmu.edu/user/achander/kerala.jpg

http://www.keralabackwater.com/images/kerala-backwaters-travel/house-boat.jpg

http://www.valben.com/sixmois/images/inde/backwaters/house_boat_01.jpg

http://keralatourpackages.com/Pages/HouseboatHolidays/upper%20deck%20boat.jpg

http://www.india-vacation-package.com/gifs/houseboat-kerala.jpg

here are some alternative images:

http://le-guide.com/boats/houseboat/photos/houseboat-g.jpg

http://www.hotelskumarakom.com/lakshmi/LakshmiResorts-11.jpg
Title: Re: Klyro's City Project
Post by: rast on August 01, 2006, 07:04:37 pm
Most recent model + inside - is this how you meant inca - i cleared up the bottom "fin" a bit and tweaked some other stuff (sorry but i still don't quite understand wat u mean by only having 1 smoothing group ::| edit: my bad - reading it wrong):
(http://img482.imageshack.us/img482/2219/ship001xv5.th.jpg) (http://img482.imageshack.us/my.php?image=ship001xv5.jpg)
(http://img366.imageshack.us/img366/9049/insideshazzerom4.th.jpg) (http://img366.imageshack.us/my.php?image=insideshazzerom4.jpg)

and yes, i did put a few textures on (i haven't even attempted the main body yet ;)):
(http://img480.imageshack.us/img480/3451/shippic001de6.th.jpg) (http://img480.imageshack.us/my.php?image=shippic001de6.jpg)
just to give an idea of wat it might look like finished (excluding the bad lighting)......

comment,sugestions??

edit:as mentioned before, has anyone spoken to arcane falcon about a klyro related unoficial fanart challenge??
Title: Re: Klyro's City Project
Post by: Inca Sator on August 01, 2006, 07:40:05 pm
Arangol, please, take some inspiration from references found by Xilix. I especially like, for examle:

(http://www.india-vacation-package.com/gifs/houseboat-kerala.jpg)(http://www.hotelskumarakom.com/lakshmi/LakshmiResorts-11.jpg)
Title: Re: Klyro's City Project
Post by: Baldur on August 01, 2006, 08:13:19 pm
edit:as mentioned before, has anyone spoken to arcane falcon about a klyro related unoficial fanart challenge??

I sent him a letter before but he hasn't answered yet.
Title: Re: Klyro's City Project
Post by: Arangol on August 02, 2006, 09:54:31 am
Thanks Xillix for references.
I'll try to model it, but as I don't have as much time as Rast  :'(  ::) I don't think it will be completed today, or even tomorrow.

Rast, the inside is forming out well, and don't hurry on the textures, better to finish it first and then do the textures. And sure, I'm trying to make life harder for you  ;D .

EDIT: Anyone have a bigger picture of the first picture in Incas post? From the side would be the best, but any picture with that boat that is bigger would be great. I can't find one myself  :o
Title: Re: Klyro's City Project
Post by: rast on August 02, 2006, 01:14:26 pm
shame arcane hasn't responded.....

I can't really find a picture of that particular boat either arangol, sorry X-/. I did find a very large pic that may give more inspiration for windows and other features though:
http://tblogs.bootsnall.com/miss//archives/111504%20Kerala%20Trip%20020.jpg


done a bit more on boat (added rigging(ish), escape boats, better barrels, etc):
(http://img144.imageshack.us/img144/6237/shazzermodel3nr0.th.jpg) (http://img144.imageshack.us/my.php?image=shazzermodel3nr0.jpg)(http://img93.imageshack.us/img93/2162/shazzermodel4xu4.th.jpg) (http://img93.imageshack.us/my.php?image=shazzermodel4xu4.jpg)
(http://img144.imageshack.us/img144/2917/shazzermodel5qh1.th.jpg) (http://img144.imageshack.us/my.php?image=shazzermodel5qh1.jpg)(http://img145.imageshack.us/img145/8132/insideshazzer2re3.th.jpg) (http://img145.imageshack.us/my.php?image=insideshazzer2re3.jpg)

i need some inspiration concerning the inside and the outside of the ship - i have no idea what else to put on it ::|

Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 02, 2006, 04:07:46 pm
Rast, I really dig the ship!

Exterior:

crow's nest

http://www.jerryhugphoto.com/gallery1/moble_forms/images/The%20Crow's%20Nest.jpg

perhaps some design on the sails --like a town symbol?--

http://metamedia.stanford.edu/traumwerk/index.php/Medieval%20Ships

perhaps some writing carved there into the railings [like sailors graphitti] or just ornating, carvings elsewhere maybe?

http://www.searchfit.us/scart/public/generated/user2/images_products/wood_carving_work_b360.jpg

http://intangiblenet.freenet.uz/en/uzb/images/uzb_carving1.jpg

http://www.the-wood.com/pictures/glossary/teak-01.jpg

oars for the life raft

some manner of figurehead

http://www.kcl.ac.uk/depsta/iss/library/speccoll/exhibitions/skilsail/fhead.jpg

http://pmsa.cch.kcl.ac.uk/images/nrpCL/clsk25.jpg

http://imagesource.allposters.com/images/pic/ARC/MS2~Medieval-Ships-Posters.jpg

ship name on side? or some manner of markings

perhaps have the woodwork show some more on the sides?

http://www.dsm.de/MA/medieval_fleet.htm

an anchor?

http://www.nls.uk/collections/rarebooks/collections/img/anchor.jpg

interior:

again carvings or wall hangings, perhaps maps (a map of the bay might be cool)

perhaps floors and wall have polished wood grain ?

furniture:

http://www.thaifurniture.biz/images/reclaimed%20teak%20dinner%20table%20and%20chairs.jpg

Just some thought to help inspire
Title: Re: Klyro's City Project
Post by: Robinmagus on August 02, 2006, 04:49:29 pm
The interior of the ship looks somewhat like the interior of the ship you start on in Morrowind. Minus the hammocks. Add hammocks  \\o//
Title: Re: Klyro's City Project
Post by: LARAGORN on August 02, 2006, 06:29:44 pm
you might get some inspiration here
http://www.crafts123.com/ebay/Handicrafts/ShipFelipe000.html

I have a lot more links to others if you want. I'll be back later today.


EDIT: Xillix was faster
Title: Re: Klyro's City Project
Post by: Inca Sator on August 03, 2006, 01:52:03 am
OK, here you can find my comments to your model.
http://www.esnips.com/doc/e580cb1c-5065-43eb-ae51-ceed3fdf8dfb/Comments-to-Rasts-Shazzer.jpg
Also, the "smooth groups" theme are still opened - we discuss it later.
Title: Re: Klyro's City Project
Post by: Arangol on August 03, 2006, 08:25:47 am
I have done the Boat and the basic shape of the house for the HouseBoat. I'm too lazy to post any pictures (8 am here).  :sleeping:
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 03, 2006, 08:20:28 pm
I wanna see ! :)
Title: Re: Klyro's City Project
Post by: rast on August 03, 2006, 08:42:32 pm
thanks for all the stuff guys :) you are certainley going to keep me busy (how many polys should i be aiming for btw??)

can't wait to see your boat arangol
Title: Re: Klyro's City Project
Post by: Arangol on August 04, 2006, 10:03:01 am
Alright, this is just the basic shape, just blocking it out. All the finer detail is still missing.

House Boat

725 Polygons ( I haven't done any cutting down on them)

Side view
(http://img76.imageshack.us/img76/2989/houseboatrendersu9.th.jpg) (http://img76.imageshack.us/my.php?image=houseboatrendersu9.jpg)

Front view
(http://img129.imageshack.us/img129/1378/houseboatfrontrenderiw7.th.jpg) (http://img129.imageshack.us/my.php?image=houseboatfrontrenderiw7.jpg)

Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 04, 2006, 04:40:40 pm
Looking good so far Arangol  :thumbup:

I just had a concept for a craft, since the klyros can glide they would have an advantage in sea battles. If they had a ship type with platforms that either were or could be raised up high these platforms could be raised with Klyros on them for early landing parties or boarding enemy vessels to attack their rigging and sails . . .

Title: Re: Klyro's City Project
Post by: Baldur on August 04, 2006, 05:23:06 pm
Hmm, i'd guess that if they were or had been a flying species then they'd be more knowledgable in aerodynamics. Airships wouldn't fit into it yet gliding bridges might be a possibility. You know, to board ships. Or we could have floating bridges? Ships entirely made as a bridge...

Good idea, Xillix. We could have extra sails on the sides that will serves as wings for gliding. That could both easen the load for the klyros and make the glidings longer.
Title: Re: Klyro's City Project
Post by: Arangol on August 04, 2006, 05:34:19 pm
A little while ago, we had an idea about catapults that throw klyros in the air. But this is another good idea.

A question about the house boat, you want it to have sails or some other metod of moving?
Title: Re: Klyro's City Project
Post by: LARAGORN on August 04, 2006, 05:52:07 pm
A little while ago, we had an idea about catapults that throw klyros in the air. But this is another good idea.

A question about the house boat, you want it to have sails or some other metod of moving?

I think most house boats would be used near shore, so a rudder paddle would work for them (the same as gaundelas or oriental small fishing boats)
A single sail, could be used for the rare open sea voyage.
Title: Re: Klyro's City Project
Post by: Baldur on August 04, 2006, 08:47:35 pm
Yes, but the pole will need to be a more bowl like form. At least it's tip...They live in swamplike areas, the bowl-tip will increase the resistance against sinking through whatever is wet and muddy.

Maybe something like this
http://i45.photobucket.com/albums/f78/Belark/Alternatepole.jpg
It's a crude, but it shows what needs explaining.
Title: Re: Klyro's City Project
Post by: LARAGORN on August 05, 2006, 07:42:24 am
Yes, but the pole will need to be a more bowl like form. At least it's tip...They live in swamplike areas, the bowl-tip will increase the resistance against sinking through whatever is wet and muddy.

Maybe something like this
http://i45.photobucket.com/albums/f78/Belark/Alternatepole.jpg
It's a crude, but it shows what needs explaining.

A common mistake about Gondolas (http://en.wikipedia.org/wiki/Gondola) is that they are pushed with a pole, however they are driven by the power of a single oar.
This paddle or oar, is a long pole with a 1 metre flat area that is in the water. The side to side motion propells the Watercraft forward.

This is what I had in mind for the house boat.
Title: Re: Klyro's City Project
Post by: Arangol on August 05, 2006, 08:12:13 am
That's about the same as I thought, Lara. I think I could add a mast and sail somewhere in the boat too, maybe in a storage room.
But as this boat is about 5-10 meter long and weights pretty much, we would need more than one paddle. 
Title: Re: Klyro's City Project
Post by: LARAGORN on August 05, 2006, 10:41:47 am
That's about the same as I thought, Lara. I think I could add a mast and sail somewhere in the boat too, maybe in a storage room.
But as this boat is about 5-10 meter long and weights pretty much, we would need more than one paddle. 


Absolutly, a craft that size would need more than one for control alone.
You could have as many as you like but i think 4 large ones would work.
Title: Re: Klyro's City Project
Post by: Baldur on August 05, 2006, 04:22:21 pm
Good job, everybody. All we need is Kixie, I think I found him. Only in a new "form" ^^
Earlier someone asked about ArcaneFalcon. I'll sen him a new PM, I mean. He can't be that shy ;D

Just a sum up of what i think and wonder of everyone
Inca Glad you approved of Xillix's story. You're number one when it comes to feedback ;)
Minetus how are you doing with the terrain. Might we have any report on how it's turning out?
Arangol keep working on the houseboat. It's still a bit crude and we need to know where to put hard edges and soft edges, just to make it nicer :)
Xillix once again i'm glad you joined the team. One day hasn't passed without a hint to what can be improved, stay that way :flowers: . As was told before I have and am going to try, contacting Kixie. I have a slight idea at where he's at.
Laragorn always new fresh ideas, and your pictures aren't that bad either. You will just have to be more careful with what you draw and through that you will gain selfconfidence and maybe draw some more :)
Kondrakier how are  you doing? Haven't seen you for long.

Title: Re: Klyro's City Project
Post by: minetus on August 05, 2006, 04:57:12 pm
i didnt update here yet because there is nothing new :-X
Title: Re: Klyro's City Project
Post by: rast on August 05, 2006, 05:46:09 pm
hi all - srry i haven't posted for a day or 2.
i got all of the sugestions that inca made done and i added a crows nest.i will try to get more of your sugestions done next xilla. i also made an anchor but i didn't fix it on when i made these screenies (btw - i didn't add hamoks coz'  klyros sleep upside down sorry ;)):
(http://img518.imageshack.us/img518/8651/shazzermodel6cl5.th.jpg) (http://img518.imageshack.us/my.php?image=shazzermodel6cl5.jpg)
(http://img322.imageshack.us/img322/1763/insideshazzer3ia2.th.jpg) (http://img322.imageshack.us/my.php?image=insideshazzer3ia2.jpg)


also - if anyone can make a nice concept of a ship mounted cross bow, i can improve the current versions :)

@arangol
looks good, but how about a chain/rope conected to a heavy piece of something (rock?) ,on the sea bed, to stop it floating away?
Title: Re: Klyro's City Project
Post by: Baldur on August 05, 2006, 07:10:39 pm
nvm
Title: Re: Klyro's City Project
Post by: minetus on August 10, 2006, 01:02:55 am
rast that ship looking better day by day :D
ill try scketching a catapult as soon has i can, the heat wave in my ccountry is frying my brain ::|

about the map ive came up with the river path ways on low tide..
(http://img161.imageshack.us/img161/5274/12bk2.th.jpg) (http://img161.imageshack.us/my.php?image=12bk2.jpg)

in the coral zone: there are caves beneath it that let the water flow creating some fresh water lakes ::)
open for discussion and improvements
Title: Re: Klyro's City Project
Post by: Arangol on August 10, 2006, 07:50:30 am
I'm quite enjoying the last days of my vacation, so I won't do any work on the boat for some days  :'(

Looks good Minetus, I'm in a hurry, my computer is restarting in 10 sec.
Title: Re: Klyro's City Project
Post by: Gentar on August 11, 2006, 10:18:43 pm
This ship is for ramming other warships at the lower base of thier hulls so that they in turn take in water and begin to sink. The ram is a solid timber that travels the entire length of the ship and is attached to the mast in the stern. The exposed part of the ram is metal capped and is just above the water. The ship is steered by its 10 ores, which, along with its ballon like sail, give it a large amount of speed in order to deeply penetrate into the enemy ship. The Captain makes calls from the rear deck which would then travel below deck to the oresmen via a pipe (not shown). there is an observation tower at the head of the mast that can be climbed op to from a ladder on the rear of the mast (not shown). this tower can also be used for gliding klyros to other ships for raiding.

(http://img126.imageshack.us/img126/1215/klyronramshipch7.jpg)
Title: Re: Klyro's City Project
Post by: LARAGORN on August 11, 2006, 10:38:35 pm
That looks awsome Gentar  \\o//

exellent work  :thumbup:
Title: Re: Klyro's City Project
Post by: Baldur on August 11, 2006, 11:02:41 pm
This ship is for ramming other warships at the lower base of thier hulls so that they in turn take in water and begin to sink. The ram is a solid timber that travels the entire length of the ship and is attached to the mast in the stern. The exposed part of the ram is metal capped and is just above the water. The ship is steered by its 10 ores, which, along with its ballon like sail, give it a large amount of speed in order to deeply penetrate into the enemy ship. The Captain makes calls from the rear deck which would then travel below deck to the oresmen via a pipe (not shown). there is an observation tower at the head of the mast that can be climbed op to from a ladder on the rear of the mast (not shown). this tower can also be used for gliding klyros to other ships for raiding.

(http://img126.imageshack.us/img126/1215/klyronramshipch7.jpg)
Good work, that almost looks like the Shazzer, style-wise. What did you use to fill in the lines?
Title: Re: Klyro's City Project
Post by: Gentar on August 12, 2006, 02:12:59 am
a pen :)
Title: Re: Klyro's City Project
Post by: Baldur on August 12, 2006, 02:22:02 am
Was to write you a very long message until I realized my poor english.
A pen, you say...
/me wanders off

@Rast: Perhaps something like this?
(http://www.red4.co.uk/gallery/wye&usk/chepstow/crossbow.jpg)
Title: Re: Klyro's City Project
Post by: Arangol on August 12, 2006, 08:22:59 am
Looks good Gentar, nearly the same ship and design as the Klyron Blockade Runner you drew here earlier. The mast needs to be tougher in the thinnest part, otherwise the sail can't take much air.
Title: Re: Klyro's City Project
Post by: Inca Sator on August 12, 2006, 09:38:00 am
I agree with Arangol about the size of sail. Also one serious weak thing in concept: it's ram. When your ship rammed the enemy vessel then it will jammed in it's broadside--> so, when enemy vessel start to go under - your ship will probably sank with it too :( What do you think, Gentar, about it... and about my last letter i sent you a week ago?
Title: Re: Klyro's City Project
Post by: Baldur on August 12, 2006, 10:20:59 am
A solution to that would be a disposable ram, one who can easily by chopped off and replaced. This means this boat will only serve as a one timer or until they've had the ram replaced. We could have a special lock mechanism for easily strapping on and disreplacing it.

Perhaps a concept would be this sail(one on the front)
(http://www.sail-race.com/ecsa/images/FallL28-2005.JPG)
It looks kinda like it, already, just make it bigger and let it loosen up.
It is used for fast travelling, often in competitions like Davi's cup. The first time one invented this they won a groundbreaking victory and everyone started using this.

I'm all ears of what you other's think :)

Also, 2 weeks late news: ArcaneFalcon is ready for our ideas and he is eager to know what, and how we want to do it. Should I PM him personally after a discussion with you, or do you want to send him one?

This discussion should probably  resemble a meeting where the members, us, add suggestions and personal viewpoints. These are later scribbled down by a secretary who, later on does a sum up for sending in.

What do you think?
Title: Re: Klyro's City Project
Post by: Gentar on August 14, 2006, 02:57:43 am
Inca, early ships such as the greek trireme's main offensive attack was a ram situated simlar to the one on my concept. But the use of the ram on my boat is wrong as you say. In the greek triremes they would ram the enemy ship in order for it to be inmaneuverabvle so that it could easily be boarded. So, my ram ship could be used for this tactic; however, I think that if you were to ram a ship and then have all of the oresmen row in the reverse direction while haveing klyros on the bow of the ship pushing away form the enemy with long poles, it could be used for the the purpose of sinking
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 14, 2006, 03:26:39 am
I say saw-like blades to cut the ship in twain through wave motion as the two are locked.
Title: Re: Klyro's City Project
Post by: Baldur on August 14, 2006, 01:43:55 pm
It seems we've slowed down. How are you guys making it? What have you done the last days?

My excuse is i'm working on getting better on anatomy and have been with my father 20, european, miles away from home partying with my realtives.
Title: Re: Klyro's City Project
Post by: Arangol on August 14, 2006, 04:41:30 pm
Enjoying the last vacation days on the beach  :innocent:

I haven't been working so much on my house boat, just some inside and outside smoothing and some small stuff.
Have been improving my 3d skills by making various different stuff like a human, some rock-human guy and clothes to both of them.

Now that school started again, I try to get better grades, so I wont have as much time to post on forums as usual, but more time to do 3d. ;)
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 15, 2006, 10:20:53 am
if you all would like this to move to private as developement continues i offer use of my webspace for that purpose . . .let me know it'd take a few days to implement but i have room.
Title: Re: Klyro's City Project
Post by: LARAGORN on August 15, 2006, 04:22:31 pm
if you all would like this to move to private as developement continues i offer use of my webspace for that purpose . . .let me know it'd take a few days to implement but i have room.

I know this has been suggested before; however, I would like all of you to reconcider.
If this city is ever to be accepted and used, it cannot be on a public forum.
Talad will not use anything that has been viewed and critiqued by the public.

What do the rest of you think ?
Title: Re: Klyro's City Project
Post by: Baldur on August 15, 2006, 05:06:59 pm
If anyone of us want credit for what we have done, make this real then that would be a good idea. The Treecastle-project did move and is still operative, we simply need more space in order to make it easier to browse and through that enable a much easier overview. What has been done and what needs to be done.

The choice is if we want to keep this a training-tool or actually make something and, perhaps, add a few ideas to the developer team in time for the real "Klyro's City" Project.

I'd like to move out. We could use This(this page) as a place for recruiting if one doesn't find our forums/sites. This migration would enable our chances of getting things implemented, meantime continuing with our training.

Ladies, and gentlemen. What do you think?
Title: Re: Klyro's City Project
Post by: minetus on August 15, 2006, 07:08:57 pm
as inca would say, i tink we are tinking too much on the grand klyron city, and along this last month(s) we had been ever so forth deviant towards our initial objectives, this including my self too, as ive been making the 3d terrain, perhaps ive added too much importance to it.

too every one id like to remenber the purpose of this project, that is to discuss, and sugest, the klyros way of living, the architecture and habits(artistic, hunting, fishing etc etc).

about moving the project, hmm for me i stand as i standed before when joselis proposed the very same thing.
Title: Re: Klyro's City Project
Post by: Baldur on August 15, 2006, 07:22:41 pm
We do discuss this, but the project has developed more into something bigger then a city. We do have space for the old city bit also much more. Oh well, I always forget the main point :-\

/me wanders off, getting the point but not really understanding how it could develop.
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 15, 2006, 07:43:58 pm
I know the idea of moving has been suggested before. If this project is meant just for practicing skills etc that is cool. I want to make clear though that i dont think of this as a -grand Klyros city- or anything of the like. I think of the project as originally intended as a small fishing community but I also see that imaginations are hard to reign in. When I came aboard the history of the Klyros was very rich, and some rather epic things had happened to the Klyros of this area. Therefore when I wanted to justify a name offered for the city, that story mimicked the established tone of writing, it had to make sense. I think as per the title of this thread the guiding priciples moved from villiage to city and that is where it is at. There can be little denying that the city as it is now is actually imaginatively grand, you have  a floating area of the city and a sentinel who fought Talad himself here. If all of you (who have been doing this longer and are more invested in the project) think of this largely as a place to work out ideas and sharpen skills i will happily continue to aid in that mode. My point really is that even if you were making a single hut with the hope of it being included in the game eventually it would be best done privately.

I do not mean to be contentious and i am not arguing one way or the other for it to be moved just weighing in on previous arguments-
 
Title: Re: Klyro's City Project
Post by: Inca Sator on August 15, 2006, 08:48:41 pm
For my opinion, Minetus proclaimed the main tasks of KCP project very rightly. As i sad before, if we want this city be implemented in game the great work must be done - it got to be 150% originality and quality. We must prove that this project unique and worthy to be implemented. We must conquer the favor from Community and Team (Everybody - vote for KCP!!!)...also some of KCP team members can join the PS team during this processing.
As for me, i think we all invented many great ideas for klyron way of living, better understanding the PS-universe - i think this is toppingly. After reading Klyron History from Kixie and Xilix i can't regard to PlaneShift as to game anymore ->it's a New World, an entire Universe with very complex structure and concept - our Final Fantasy :)
... But, let's make some architecture for klyros, a? :D

P.S. If everybody approved Xilix story - then why our city still nameless? Adraax -Klyron City Project  or just Adraax City Project.
One more thing - i suggest to take out all 3d content (.3ds,.obj) from open sources.
Title: Re: Klyro's City Project
Post by: Baldur on August 15, 2006, 08:53:06 pm
I'm sticking to Adraax...City
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 15, 2006, 09:15:14 pm
I ask again if there are any writing needs the rest of you see that I could fill?

Has anyone approached the Klyros of Fury to see if they would like a role in city creation?
Title: Re: Klyro's City Project
Post by: Baldur on August 16, 2006, 11:07:41 am
Xillix: Do you really think Klyros of Fury are so happy with storytelling? Ah. Well, we Could give it a try. I've had contact with the leader before.

Laragorn: Do you mind changing your name of the thread to "Adraax City Project"?
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 16, 2006, 12:18:13 pm
perhaps we could speak to them of learning the KCP lore and forming some of the initial inhabitants [testers] etc, perhaps in time something like this . . .. it is late 
Title: Re: Klyro's City Project
Post by: Baldur on August 16, 2006, 01:45:27 pm
Hmm, it's a good idea, but aren't there any other Klyros guilds before we haste into things.
Title: Re: Klyro's City Project
Post by: LARAGORN on August 16, 2006, 03:59:57 pm
Laragorn: Do you mind changing your name of the thread to "Adraax City Project"?

Already changed to "Adraax the Klyro's city.....Names and Places"  :D
Title: Re: Klyro's City Project
Post by: minetus on August 16, 2006, 04:18:30 pm
i supose i got to rename too :P
Title: Re: Klyro's City Project
Post by: Baldur on August 16, 2006, 06:01:03 pm
Laragorn: Do you mind changing your name of the thread to "Adraax City Project"?

Already changed to "Adraax the Klyro's city.....Names and Places"  :D
Hmm, rings nice.
/me goes off to change the title of the lore thread.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 16, 2006, 11:34:23 pm
baku docks...
(http://img20.imageshack.us/img20/7803/klyrosbakudock01nk5.th.jpg) (http://img20.imageshack.us/my.php?image=klyrosbakudock01nk5.jpg)

not much to say, bakus float even after the organism dies, here is a extension of 3 bakus :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 16, 2006, 11:39:37 pm
*Excuses his immensse stupidity and edits the post*
Good idea. Continue on the Baku concept. I think we need arthifical buildings too.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 17, 2006, 12:27:22 am
if anyone needs anything in terms of suggestions etc please post i will hellp everyone in any way i can. I may start to work on some npcs . . .for the area
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 17, 2006, 12:37:27 am
NPC's are goood, we will need alot of'em :P

We'll still need someone to assist you...
Laragorn, you're good with coming up with things and we've got enough names. Wanna play? :]
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 17, 2006, 12:51:06 am
NPC's are goood, we will need alot of'em :P

We'll still need someone to assist you...
Laragorn, you're good with coming up with things and we've got enough names. Wanna play? :]

Anything I can do :)
let me know what sort of things you have in mind and i will be happy to help.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 17, 2006, 12:56:54 am
Got that settled. Laragorn and Xillix work on the Npc logs and history.

Start pm'ing!
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 17, 2006, 02:27:16 pm
hmm... guys... shouldnt we get a description layout of the city areas(districts) first then the npc's?

how will you know were to put the npc's...?
Title: Re: Adraax: Klyro's City Project
Post by: Arangol on August 17, 2006, 04:56:12 pm
Yes, plan it befor rushing into things.

Start of with, for example take one of our city maps made by Inca or someone else and put the Npc's in place, then start working of the storys made by Xillix and Kixie. Build a main concept of the story (legens, myths, stories, whatever) with the Npc's in them. Remember to put things like Shops, quests, trainers, story tellers and other types of Npc's there. Then you can start working on the logs. I think it would be great if you could get each others msn or skype, because this will be a very big task.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 17, 2006, 05:54:00 pm
I was going to write that (which Minetus mentioned just recently) but it slipped my mind(or I wanted Xillix to have something to do). W/E it's good we're several people or this would've gone bad : P

My bad day started early this morning, so I excuse myself. I'll cool down today.

So we need a concept artist for the city-sketch, or a normal computer freak, your choice, and a dreamer.
I'll...let you take care of the rest :-/
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 17, 2006, 07:24:05 pm
actually... i was talking about a text layout description of the city, like a "descritive memory" (i dont know the english name for it, i tink this it) like a documentaire text of the city, what can be found there, the people that live there, the buildings, city art etc...

i know this is rather complicated task, but will help alot on the npc creation after
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 17, 2006, 07:34:14 pm
That kind of description. I see, we've already got a bit of layout on the various areas and some in the city, but nothing impressive. A descriptive tale of how a Klyro's, or a visitor walks the city could be something, what do you others have in mind.
Title: Re: Adraax: Klyro's City Project
Post by: kondrakier on August 17, 2006, 08:13:57 pm
Yeah ive been out of the loop. Tons of life going on. Klyron wiki will be going down but I will be posting a link soon to let you know when its back up. It will be back up at a different address. Will let you know.
Kond-
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 17, 2006, 08:34:59 pm
Later Kond.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 18, 2006, 05:31:24 am
A descriptive documentation of the city is a very good idea. My descriptive writing leaves much to be desired. Xillix and Kixie are far more qualified, and pefectly suited to this task.

Once the text based documentary is complete i will be happy to start with NPC placement, and logs.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 18, 2006, 07:26:43 am
what do you mean by documentary? exactly
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 18, 2006, 07:43:48 am
what do you mean by documentary? exactly


I meant a descriptive narrative of the cityscape and surroundings.
Such as street layout, architectural feel, ambiance, pathways and countryside.

I guess Documentary wasn’t the right word, but I hope you understand what I mean. We have great concepts and an awesome map to start with. Now we need you creative writers to give us a visual of what is being built. With a mental visual, I believe, our imagination will flourish.
Title: Re: Klyro's City Project
Post by: Xillix Queen of Fools on August 18, 2006, 10:10:58 pm
(http://foto.mail.ru/mail/inca-sator/1/i-46.jpg)

Inca can i possibly ask for a version of this top map updated, and larger, with the names of rivers and places you have already settled on put in? I would then use this map, and the names list, to place and label roads, and help me come up with the documentation  of locations and road names needed before attempting to layout npc's.

I eread the whole thread to find this and i think i am ready to start.

my skype and aim Identity is braineel read me there
Title: Re: Adraax: Klyro's City Project
Post by: Myrthe on August 18, 2006, 11:07:42 pm
I'm sorry if this has already been answered, but i really dont feel like sifting through 40-some pages. i have already searched for it with no luck so:

Who are the Klyros fighting is said "Battle Area"?


Also, i have been keeping up with the Art Thread and it has made enough references to know what is going on, for the most part. And i have to say that this is just plain brilliant. Keep it up guys.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 18, 2006, 11:26:07 pm
xilix how big you want the renders? :D
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 18, 2006, 11:32:23 pm

Who are the Klyros fighting is said "Battle Area"?


If you go to the Lore thread and read Kixie's and Xillix's stories, you will see what is being referred to.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 18, 2006, 11:45:14 pm
this ones should be enought :)
(http://img223.imageshack.us/img223/9210/tempzs9.th.jpg) (http://img223.imageshack.us/my.php?image=tempzs9.jpg)(http://img234.imageshack.us/img234/7228/temp1lq5.th.jpg) (http://img234.imageshack.us/my.php?image=temp1lq5.jpg)(http://img63.imageshack.us/img63/5022/temp2rr2.th.jpg) (http://img63.imageshack.us/my.php?image=temp2rr2.jpg)


@ myrthe:
kixies story: http://hydlaa.com/smf/index.php?topic=23739.0

xillix story: http://hydlaa.com/smf/index.php?topic=24021.msg274670#msg274670
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 19, 2006, 12:32:44 am
Minetus- i don't know what a render is :(

I found some pics of reefs to share:

(http://www.coral.noaa.gov/reef_maps/volume1/bermuda.jpg)

(http://www.hawaii.edu/glass/Mills,Rick/Public_Commission_Work/Reef_Map-detail-area_I-coral_head.jpg)

and some flora:

(http://plants.usda.gov/gallery/pubs/tadi2_002_php.jpg)

(http://www.audubonart.com/images/catalog/BUR/BUR_030_01.jpg)

(http://www.timbolton.freeserve.co.uk/star_wars_area/mmor/media/story_page_nyork.jpg)

(http://www.fotosearch.com/comp/Corbis/DGT371/NTS0033.jpg)

(http://www.sarracenia.com/photos/dionaea/dmusc61.jpg)

(http://www.thescarymonkeyshow.com/encyclopedias/aliens/plants2.jpg)

(http://www.plantstogrow.com/images/plants/00000300/383888550231481Rudbeckia_maxima-13cm.jpg)

(http://www.apalachicolaamericantreasure.com/APR_Treasure_content/ApalachicolaRiverImages/WebImagesPhotos/Spider-Lily-2.jpg)

(http://www.calm.wa.gov.au/national_parks/photos/avon_enamelflower.jpg)

(http://www.soonerplantfarm.com/_ccLib/image/plants/THUM-94.jpg)

(http://www.xs4all.nl/~steurh/planten/noordikl.jpg)

(http://static.flickr.com/11/89336975_c69df9ce15_m.jpg)

commom houses, i like the feel of this for the lower income folks of Adraax, the farmers:

http://images.google.com/imgres?imgurl=http://www.palettesofvision.com/landscapes_nature/Sunny_Afternoon_on_the_Canal.jpg&imgrefurl=http://palettesofvision.com/landscapes_nature/Sunny_Afternoon_on_the_Canal.html&h=1000&w=828&sz=133&hl=en&start=28&tbnid=JojYar2IimnKIM:&tbnh=149&tbnw=123&prev=/images%3Fq%3Dcanal%2Barchitecture%26start%3D20%26imgsz%3Dxxlarge%26ndsp%3D20%26svnum%3D10%26hl%3Den%26lr%3D%26safe%3Doff%26rls%3DDVFC,DVFC:1970--2,DVFC:en%26sa%3DN

(http://www.awish.net/NA/images/bamboo1.jpg)

(http://z.about.com/d/travelwithkids/1/0/B/-/bamboo1.jpg)

(http://www.robinsloan.com/msu/dhaka/pix/wildnorth/mud-hut.jpg)

(http://mizushiro.net/s-hut.L.jpg)

Here is a concept for how the island floats by magnetism. An area of the battle perhaps happened near a huge iron deposit . . .

(http://www.vlf.it/looptheo7/Image6.gif)

the swamp beneath could be petrified in part.

hopefully some of this is useful.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 19, 2006, 02:28:05 am
xillix: http://hydlaa.com/smf/index.php?topic=23402.msg278547#msg278547

i like the magnetic field idea :)
Title: Re: Adraax: Klyro's City Project
Post by: Fayodin on August 19, 2006, 02:35:20 am
were those nickolodeon plants from "AHHH real monsters?"
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 19, 2006, 02:46:06 am
Might be. They're just references.
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on August 19, 2006, 09:24:03 am
WOW. I like the idea of magnetic anomaly...but what will be with other metall things in thi area (daggers, swords, nails, harpoons etc...)? But the idea was cool, Xillix.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 19, 2006, 03:12:19 pm
WOW. I like the idea of magnetic anomaly...but what will be with other metall things in thi area (daggers, swords, nails, harpoons etc...)? But the idea was cool, Xillix.

Good point Inca;
     This could be explained as follows.

In the one area of Adraax, there can be found a unique metalic compound called -------- . The mystical propperties of ------ remain somewhat of a mystery. All that is known, is that ------- is the opposite polarization of non-metalic geological substances found in Yliakum. This polarization enables ------- to float or levitate. This compound is verry difficult to extract being that it is found in such small amounts. 5000 metric tons of minned matter would yield less than half of one ounce, of --------. Even if extracted no one has the ability to contain -------, as it would float away. One miligram has the ability to keep 3.6 metric tons floating.

The power of this substance is unmatched, even by spells cast from the most learned magic practitioner. Scientists cannot explain how or why ------ floats, this is why it is included in folklore, and tales of great battles with the gods.


Just an idea :)

Any comments ?


Edit: still trying to find the right name for the substance, suggestions welcome :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 19, 2006, 03:47:31 pm
Levitora
Flotorium
Levitorium

Let's see what the others think. I think it's a good idea but it needs to common critique to see how this will hold.

Btw, what hinders the "island" from floating away?

Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 19, 2006, 04:06:24 pm
The centre core of the island has a high consentration of -------. A large stalagtite from above, drops down to the centre of the island. Beneath the island is a bowl shaped hollow. These two formations give the island a equal balance of force, creating a very stable opposition to the polarization.

Pharosium ?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 19, 2006, 04:09:29 pm
Why would you call it Pharosium?
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 19, 2006, 04:11:57 pm
No reason, just sounded kewl :)

I know your busy  minetus, but...
I think a change or two is in order here (http://hydlaa.com/smf/index.php?topic=23402.msg256826#msg256826)  ;D
Title: Re: Adraax: Klyro's City Project
Post by: Arangol on August 19, 2006, 06:15:16 pm
Lerioum
Flironium
...?

One thing Laragorn, this metal, why don't the races pulverize it, drink it, and then they can fly  ;D
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 19, 2006, 06:37:09 pm
@Arangol

First you have to mold it, you take a chunk and in an instant it flies away. Remember only a couple of milligrams can lift an entire boulder. If you, against all odds, make it to the pulverizing it will be even harder as normal pulver has a habit of floating away just think of the consequences when you let ....? into pulverized form!

If you, by any chance, believe it or not, manage to drink it, it's sole mass, let's take 1mg for example. 1(!) milligram can lift a ton , now what happens if you attach a boat to an inflatable helium baloon, the boat uncontrollably floats upwards until it hits the surface, or in this case, the ceiling. now, imagine the excruciating pain of meeting this spiky-stalactitous cave ceiling in a raging speed.

Still wanna fly?
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on August 19, 2006, 07:33:07 pm
Hmm :) guys. How do you think this amaizing metal was found in the middle-age settings? 5000 tonns of different minerals to produce only about 14 gramms of "Pharosium" ? Can you imagine the technology of producing it? Very weak interpretation, imho... Something called "drag in by the head and shoulders", sorry..
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 19, 2006, 08:03:02 pm
The Pharosium is surely a rare metal. By coincidence this metal could have had residence in the native grounds, natural gas has it, why shouldn't Pharosium?

So, there's an air pocket and just enough dirt to keep it grounded, the war of Talad could be real but a god smiting a piece of rock into holding just there could be a myth, a legend.

The great god, or colossus, could throw it up there but the cliff can uphold itself and, who knows, people talk and talk and the story changes past the years until it is made to legend and folklore.

Levian, is created by a coincidence in a war between giants.
Title: Re: Adraax: Klyro's City Project
Post by: Myrthe on August 19, 2006, 08:16:44 pm

Who are the Klyros fighting is said "Battle Area"?


If you go to the Lore thread and read Kixie's and Xillix's stories, you will see what is being referred to.

thank you Laragorn and sorry for laziness :D
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 19, 2006, 11:43:12 pm
The possibilities of Pharosium are totaly amazing, however, because of this I had no intention of having it minned or used at all by any beings.
To many what-ifs, thats why I tried to make the concentration so small it would be impossible to use.

to address some of the already posted "what-ifs"

If you did manage to drink a liquid that contained even a microGram, you would float up and then just stay halfway between top and bottom. You would be stuck in a equal pressure zone, top force and bottom force. With no food or drink you would have a slow painfull death.       NOT a good idea

For ships, well... it would just be too difficult....   If you really want me to explain why, just let me know. It is a long explanation  ;D  but    NOT a good idea


thank you Laragorn and sorry for laziness :D

No prob  ;) I know there is a lot of matereal to go over.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 20, 2006, 12:24:42 am
http://www.physlink.com/Education/AskExperts/ae512.cfm

http://www.lessemf.com/faq-shie.html#Lead-Copper

it can be done with magnetics. If i am forced to i can tell a story of its origins. Think about it like this: you are klyros you have a newly created floating island caused by god clash, you make your way up soon you realize you cant have metal on the island so some people establish a life without metals and live there. The city grows in time visitors come and eventually these visitors discover the unique properties of the island (you must imagine it is a tourist attraction), eventually a Xacha engineer with the aid of some hammerweilder workers devise a means to redirect the magnetic lines of force. I am now thinking of large iron "ribs" that draw the magnetic field away from the buildings etc.

The only "magic" needed here is the initial magic of the clash between Talad and the sentinel.

(http://www.lessemf.com/images/faq10.gif)
Title: Re: Adraax: Klyro's City Project
Post by: Induane on August 20, 2006, 12:57:32 am
Sorry to interject. I noticed that there were somewhere around 45 pages of this and I simply havn't had the time to read through all trillion posts in this very active and lively discussion.  That said I noticed that early on I saw some nice looking screenshots.  I was wondering with all the discussion how is the actual stuff going? :D  Can we see the progress ;)
Title: Re: Adraax: Klyro's City Project
Post by: Arangol on August 20, 2006, 08:51:20 am
We have:

-Landscape ~ 20-30% ready
-Shazzer (Klyros battle ship) - 50%?
-House boat - 25%
-Bacu - 5%
-A few houses - what I estimate we would need about 30-50 different houses
-2 very good stories for the place
-We are working on settings and Npc's
-Nearly 100 names for different things

I don't know how far the landscape is, I think Minetus is taking somekind of break from it.
You have to look for screenshots yourself, I'm not crawling trugh 50 pages of thread.
I think this is about it, what we have.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 20, 2006, 11:41:21 am
Baku's close to 90% because of small discussions between me and Inca. They should be somehow put together and categorized because it has been discussed alot in the past and there are many split ideas. I guess i'll have to take care of that -.-

Other buildings like the Okto-building hasn't been done yet, because I haven't had the time or I forgot it :innocent: make your pick.

Title: Re: Adraax: Klyro's City Project
Post by: Arangol on August 20, 2006, 01:06:51 pm
Where's the bacu 3d model? Haven't seen it. Sorry if I missed it.  :P
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 20, 2006, 01:39:19 pm
Graah! Sifting through 30 pages is not a good experience, but I made it :thumbup:

http://img179.imageshack.us/img179/9333/baku0043zz.jpg
Here's the "latest" accepted attempt rast made of a Baku, I suppose he will work on it once important enough.
I'm going to have to make a pic dump somewhere next time the Klyiki comes up.
Title: Re: Adraax: Klyro's City Project
Post by: Gentar on August 20, 2006, 06:12:18 pm
I doubt anybody knows the answer to this but... If you had to estimate, how far is this project from developing an early compilation of the finished 3d models on the landscape. Im just curious.

Also, without a focus towards architecture, Adraax will be a very empty world. Buildings are much of what make up a city.
Title: Re: Adraax: Klyro's City Project
Post by: NzzR23 on August 20, 2006, 07:15:59 pm
need buildings?

so finally i decided to contribute my stuff to this project.

at the moment its this building and some piers/roads. hopefully this fits to Adraax...

(http://img394.imageshack.us/img394/7467/shot067nf.th.jpg) (http://img394.imageshack.us/my.php?image=shot067nf.jpg)(http://img483.imageshack.us/img483/4570/shot031pz.th.jpg) (http://img483.imageshack.us/my.php?image=shot031pz.jpg)(http://img483.imageshack.us/img483/9514/shot058ym.th.jpg) (http://img483.imageshack.us/my.php?image=shot058ym.jpg)(http://img178.imageshack.us/img178/121/shot070mb.th.jpg) (http://img178.imageshack.us/my.php?image=shot070mb.jpg)

(http://img237.imageshack.us/img237/5067/shot18kr9.th.jpg) (http://img237.imageshack.us/my.php?image=shot18kr9.jpg)(http://img237.imageshack.us/img237/55/shot19mz5.th.jpg) (http://img237.imageshack.us/my.php?image=shot19mz5.jpg)

ok .. the building could be textured a little bit better - but for now i hope this will help this project a bit.


if there is anything elso to do - im glad to help. but for now only smaller things, cause i mainly want to concentrate on my cave.
so feel free to assign...
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 20, 2006, 07:30:00 pm
 :thumbup: Too kewl

I love the docking layout you created. :)

Your building, has some realy cool, design concepts.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 20, 2006, 07:36:19 pm
As we have no concepts for Klyran architecture feel free to give us any ideas you might have regarding this, 3D models are also warmly welcome.

I remember i've seen this building before, somewhere in this thread and I'm glad we have another 3D modeller. Even if he's half on half engaged we Always have space for new people, repeat: Always :]

Welcome to the KCP, community. Again ;]
Title: Re: Adraax: Klyro's City Project
Post by: NzzR23 on August 20, 2006, 08:04:55 pm
is there any pool where to sent the models? or how is this project managed?
are there any "roadmaps" or smaller projects which need to be finished or is the KCP only a big pool for all kind of ideas?
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 20, 2006, 08:48:05 pm
@gentar: hmm estimating basic landscape completion around 9 months to 1 year (basic landscape: i mean just the floor relief to be bug free, no fauna models, animal life models,) there is still alot i need to learn about modeling =_=.

@NzzR23: hosting, ive been using www.esnips.com for 3d files, research, and some 2d files, but about finnished stuff i supose you would be rather of trying to join the team if you are able to.
about what we do, on the project each one choses what they want to do (pretty much anarchy :P) if you want to draw you draw if you want to model you model if you want to make stories you make... no time limits, no pressure, and you are free to stop at anytime. just keep us updated of progress i guess so we know you still around.

the 3d model of the house / docks looks pretty good :D.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 20, 2006, 08:59:29 pm
If you read on the first page this project is for training only. The pictures and data are scattered across the thread and 2 more threads. We had a Wiki before which we stored the work that was needed, but I don't know if it's down or not. Our webmanager, Kondrakier was going for a little vacation and last time we heard of him our "Klyiki" was going down, to be brought up somewhere later.
The address can be found our first post :] Just search the thread and model something you find interesting.

For example Gentar's Trimaran :]
http://www.geocities.com/lothgarv/trimiran.jpg

Otherwise, Inca and Minetus are those who mainly steer the development, Inca's best at assigning things and answer what needs answering,  maybe you can squeeze something out of him.

Hmm, Minetus got here first ???
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 21, 2006, 09:10:58 pm
Here's a proposal for the KCP soundtrack. It's still undone, my composer left me :\

Proposal for KCP background-music by "Baldur", "Moekii"
http://www.sheezyart.com/view/884441/


Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 21, 2006, 10:04:13 pm
wow baldur, that soundtrack owns \\o//
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on August 21, 2006, 10:08:56 pm
IMHO, too sad and enigmatic. I hope to hear one day some dance and rhythmical music in PlaneShift. As for me - Mattafix "Big City Life" ") Joke.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 21, 2006, 10:14:26 pm
it would be a good theme for the flying island i tink, it kinda symbolizes a big battle were a good ammount of klyros fallen, and after all it is a flying island :D eaven in yiliakum its not a every days sight :whistling:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 21, 2006, 10:26:52 pm
I wanted to reflect the sadness when the Klyros left their world and the pride they achieved when they "defeated" their opressor. The drip sounds symbolize the the wet atmosphere. A careful tone is present that symbolizes the waryness of the swamp.

I wouldn't want to change this tune, other then enhance it's message. To me, this is Klyro's history. The Klyro's have always met oppressors but they push on. I wanted this song to be a reminder of the past, never forget the pain that once was Klyros, a tombstone for the fallen and lost ones.

Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 21, 2006, 11:29:28 pm
I would love to hear it after you tweak it. :)

Title: Re: Adraax: Klyro's City Project
Post by: Gentar on August 22, 2006, 01:15:04 am
I do like the sound of it, but it doesnt really strike me as a noice that would compliment a stroll through the city. its a little too conspicuous I think and it doesnt really remind me of the sea.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 22, 2006, 07:14:01 am
Baldur I geniunely enjoy the sounds, maybe for your critics, just add a little wave slapping the beach sound. I agree that a somber sound of quiet triumph is appropriate . . .
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 22, 2006, 07:23:16 am
I do like the sound of it, but it doesnt really strike me as a noice that would compliment a stroll through the city. its a little too conspicuous I think and it doesnt really remind me of the sea.
True, Gentar. Very true. I mainly focused on the swamp and there fore the song became lonelier, i'd like to have this when people enter the battlegrounds, they're a part of the wetlands and the song will fit right into the mournful, yet proud atmosphereof the land so much alike the land they fled.

18:50 (22nd August 2006)
I'm going to look for a composer easy enough for me and cheap, maybe even free(?). I'll give it a go and see if I'm good at this, I enjoyed composing. Before I ramble out in the stores i'm going to do a search on the internet for samples and promising clients.

Any tips on freeware are welcome.
Title: Re: Adraax: Klyro's City Project
Post by: rast on August 23, 2006, 06:29:41 pm
hi all - sorry i have been away for a week and i forgot to post about it before hand :-[

now comes the daunting task of finishing off the shazzer model ;)

@baldur
love the music, but like the others say it would not be good for the main busy streets of the klyros city :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 23, 2006, 06:42:43 pm
@baldur
love the music, but like the others say it would not be good for the main busy streets of the klyros city :)
I'd designate it for the wetlands, but it's your choice :] Mokeii's been heard form again and he's asked me for a complete description of how I want it, cross your fingers!
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 28, 2006, 07:46:05 pm
heres a map if you guys need to make references, i made it from Inca's city plan, its color tagged and number tagged.
i also added a small village and some houses near the lakes for river fisherman and algae farmers.

edit:

(http://img57.imageshack.us/img57/4953/incasmapuh3.th.jpg) (http://img57.imageshack.us/my.php?image=incasmapuh3.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 28, 2006, 08:11:48 pm
Please tell if it's on the "frontpage" or anywhere else cause I can't see it :P
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 28, 2006, 08:23:46 pm
duh!! forgot to paste in the link  :surrender:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 28, 2006, 08:26:54 pm
What do the colors and numbers stand for? A list, perhaps? I'm very curious about that leopard pattern between the 2 and 4 by the ponds (lakes?) ;]
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 28, 2006, 08:29:06 pm
if someone needs to make references for a location it can use this map..

i was tinking the colors for defining the city areas.. merchant area etc etc
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 29, 2006, 08:13:50 pm
after reading some tutorials on low poly, i found something that could solve some of my problems with the map, i removed all the edges that were scrambled around the right side and now im starting to layout the river bads zones on low tide, the down side on this is that i might have to RE-attach every thing back so that the vertices in the conection with the diferent mesh's are placed in the same place, one option tho i have to this is to grab every thing and place under a edit poly modifier.

(http://img67.imageshack.us/img67/5531/temptw9.th.jpg) (http://img67.imageshack.us/my.php?image=temptw9.jpg)

edit: 1st glance looks ok  :D
(http://img126.imageshack.us/img126/7735/mapv11wiresscopyga0.th.jpg) (http://img126.imageshack.us/my.php?image=mapv11wiresscopyga0.jpg)

edit2:
 :sweatdrop: did some cleaning in the underwater part of the map, much to be done still...
(http://img182.imageshack.us/img182/4431/mapv11wiress01copybw2.th.jpg) (http://img182.imageshack.us/my.php?image=mapv11wiress01copybw2.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 30, 2006, 01:11:39 am
You're doing great :]
Title: Re: Adraax: Klyro's City Project
Post by: Capprion on August 30, 2006, 08:42:25 am
coming along nice.   

 :offtopic:  think this topic has nuff replies lol 50 pages wow
Title: Re: Adraax: Klyro's City Project
Post by: Arangol on August 30, 2006, 07:27:43 pm
Sorry guys that I haven't been active these last days, had some problems with my computer after taking it apart... now I wonder why I did that.

I'll see if I can do something nice now when my computer is *cougfixedcough*.

Good working on that map, Minetus, still much detail, tweaking and headach before you're finished  :P .
Title: Re: Adraax: Klyro's City Project
Post by: rast on August 30, 2006, 08:45:00 pm
looks great minetus :)

thought you guys should see what i have added to the ship (just to prove i haven't given up yet ;)). there are more tweaks and additional stuff than is labled, but i didn't have time to put it on:

(http://img243.imageshack.us/img243/6018/shazzerlablednb6.th.jpg) (http://img243.imageshack.us/my.php?image=shazzerlablednb6.jpg)
(o the joys of 2 screens)

please say any radical changes or additions that i should make :) (anyone good at texturing objects and items who wants to try texturing some of this moddel - just say and i'll post a download link)
Title: Re: Adraax: Klyro's City Project
Post by: Karyuu on August 30, 2006, 08:49:33 pm
I am super impressed with this :}
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 30, 2006, 09:25:31 pm
If I had your skills i'd submit my portfolio to the dev-team. Now! :lol:
Title: Re: Adraax: Klyro's City Project
Post by: rast on August 30, 2006, 09:32:05 pm
thx both of you :)

i'm not sure i could join the dev team just yet though..
Title: Re: Adraax: Klyro's City Project
Post by: minetus on August 30, 2006, 09:33:15 pm
looks great rast :thumbup:

/me speechless
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on August 30, 2006, 10:44:42 pm
Awsome work Rast :)
Title: Re: Adraax: Klyro's City Project
Post by: .:ZEN:. on August 31, 2006, 01:34:42 pm
Are you really supposed to sail the boat in-game???   *sorry* i haven't been following this thread... and i dont wanna read it from the biginning*
(http://img243.imageshack.us/img243/6018/shazzerlablednb6.th.jpg) (http://img243.imageshack.us/my.php?image=shazzerlablednb6.jpg)
I can make music on garage band...  but i am not sure how to make it compatible...
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 31, 2006, 04:10:49 pm
Are you really supposed to sail the boat in-game???   *sorry* i haven't been following this thread...
Sail? Pretty much. Ingame? No. Read the first post. All info's there about the purpose of this project.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 02, 2006, 09:52:05 pm
I think it is wonderful that people wont read the fifty pages it mean most people are not seeing the work lol. I am not being Ironic either.

Anyhow Nice damn work Rast.

I do not think any of us should give up on the possibility of the work here being used at some point . . .

And regardless it is true that skills are being honed. This thread acts a contribution to the lore and history of one race, it is fun for its own sake. Demonstrated here is the willingness and capability of fans of ps to not only make random stuff, but also to organize and systematize and show dedication to a project related to ps. Good things happen here in the project regardless of its future.

Perhaps now would be a decent time to list what we need to do as a team to start putting things together . . .

Perhaps we could try to set up a private server in the near(TM) future to be able to look at and walk through and lay out what we now have . . . even if the map was sparse to the point of being barren being able to see it all in a 3-d configuration might give us all ideas and help us see problems we could not otherwise envision.
Title: Re: Adraax: Klyro's City Project
Post by: Suno_Regin on September 02, 2006, 10:05:08 pm
rast, you should be a dev...50 pages of this...it'd better be used ingame, and the people who are spending time on this should become devs and help out with developement. =P
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 03, 2006, 12:53:37 am
zen we would welcome music contributions making it compatible should not be that hard search this thread for others' music submissions, I am pretty good with adobe audition, converting or altering audio would not be that difficult.

on another note i could offer some items (high value) for a contest for best architecture if you adraax folks wanted to help me come up with rules etc. I would really like to see some rejuvenation of the project. I might have enough if i give up all i own and lean on some allies to do both an architecture and a flora contest.
Title: Re: Adraax: Klyro's City Project
Post by: Under the moon on September 03, 2006, 08:24:51 am
Just a pointer on that boat. In Talad's own words, he said there is little to no wind on the first level, and no wind at all on lower levels. All boats would be muscle powered.

One other thing that has been bothering the back of my mind. This city is meant to be on the large lake, right? The lake that rises and falls several Levels daily? Just wondering if that has been taken into consideration.

Nice work all.

*will read more later*
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 03, 2006, 11:12:50 am
If magic alone is all we have to work with down here, i prefer it . . . (level 6)
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 03, 2006, 01:45:48 pm
zen....see if u can come up with any music u can along the theme of anything klyro related (rain,sea,boats,etc..) and we'll give comments and feedback :)

thanks for all the comments and encouragment on my boat everyone :)

@Under the moon
o.......about that......sugestions anyone?? (maybe some kind of giant squid could pull it, magic wind,huge fans on top of cliff blowing out to sea or something ::|)

@xilla
a private server sounds good....
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 03, 2006, 02:13:53 pm
If the main soure of the water streams down here, isn't it logic that there must be streams? We could create a tool to ride the water currents and use them. Won't be that hard.
Title: Re: Adraax: Klyro's City Project
Post by: Gentar on September 03, 2006, 05:48:04 pm
if that lake rises/falls several levels daily, then there needs to be a settings change because that little natural phenomenom limits the development of anything on those lower levels where there are so many interesting things that could be done. There is even an official rendering of a city on the lower level that would be flooded if the lake were to rise that much.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 03, 2006, 06:32:30 pm
It depends on the crystal, though my opinion is not even the sun can hoist that amount of water on many coasts.
Title: Re: Adraax: Klyro's City Project
Post by: Under the moon on September 03, 2006, 06:57:20 pm
Rast: Man power oars or water wheels could be an option. Some sort of creature propeled ship would be interesting as well.

Gentar: Quote from the Settings: Many different underground streams spring from the walls of the first and second levels, some of which were formed from time immemorial, and join together at the bottom of the stalactite, where they form a lake that submerges the two lower levels. Somehow the water gets out, since Yliakum hasn't been flooded once in recorded history. The flow of the streams varies as times goes by, and the level of the lake changes accordingly. Sometimes the lake level is so low that almost half of the seventh level is revealed, but other times the level is so high it almost reaches the edge of the sixth level.

So, there is a problem if there is a city already planned. Unless, of course, it is designed to be completely flooded daily, or has a magic 'bubble' protecting it from high watters.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 03, 2006, 07:03:28 pm
UTM/Rast: Just take in consideration that Klyros are not an egineering race, possibly with ships, but not with machines.
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 03, 2006, 07:21:16 pm
@Utm
like baldur said, they should not have any kind of machine/mechanism, so a water wheel seems unlikely (unless of course they bought the technology off another race), and the klyros themselves are not particularly strong, so rowing may be dificult. i think a creature may be the best option at the moment. i will try to draw a quick concept now.

edit:
sorry about quality-still don't have scanner and didn't have a rubber handy when drawing (it took about 2 minutes ;)) :
(http://img530.imageshack.us/img530/5875/fishpulledshipdg2.th.jpg) (http://img530.imageshack.us/my.php?image=fishpulledshipdg2.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 03, 2006, 09:53:35 pm
Here from settings:

Many different underground streams spring from the walls of the first and second levels, some of which were formed from time immemorial, and join together at the bottom of the stalactite, where they form a lake that submerges the two lower levels. Somehow the water gets out, since Yliakum hasn't been flooded once in recorded history. The flow of the streams varies as times goes by, and the level of the lake changes accordingly. Sometimes the lake level is so low that almost half of the seventh level is revealed, but other times the level is so high it almost reaches the edge of the sixth level. The springs here supply a constant source of drinking water for Yliakum.

The seventh and eight level, both usually submerged, host the Nolthrir, an Elven race who have been attending the seaweed for thousands of years. With the influence of time and the Crystal, the Nolthrir evolved into an amphibious species, which enabled them to remain under water for long periods of time. After centuries of crossbreeding, the seaweeds grown with such skill as the Nolthrir possess boast different qualities. Some of these varieties are used as food, while others are tanned and woven to make clothing. Still others have medicinal properties, but most of the seaweed is dried and used as fodder for Pterosaurs, Megaras, and cattle bred on the first level.

end.

from this explaination having the city at the upward limit of "high tide" on the 6th level seems resonable. The tides might not be daily but seasonal, and the city could simply be on a spring fed resevoir type lake.

for the sails, wind is kinda hard to get around even in here . . .

wind is caused by changes in air pressure

http://eo.ucar.edu/basics/wx_2_c.html

this is due to the weight of air itself

http://eo.ucar.edu/basics/wx_2.html

if there is rain . . .there is atmosphere and likely, wind.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 03, 2006, 10:06:50 pm
Aha, then the wind issue isn't ruled out yet. UTM came up with the idea of a floating city. To me that sounds plausible, and we don't really need to changes as the "islands" could made out of pimpstone, or maybe simply "floating" cities like rafts. I'be hard they have that in the world's biggest lake, the Victoria Lake.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 03, 2006, 10:45:29 pm
what do you all think of hosting a contest?
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on September 04, 2006, 06:22:02 am
if there is rain . . .there is atmosphere and likely, wind.

    Since we are in a stalagtite, I dont think we have an atmosphere; we do however have pressure zones. with the rising and falling of the water, the pressure throughout the entire staligtite would change. Higher pressure closer to the crystal, and lower near the water. the pressure zones would changer accordingly, to hot and cold zones. This will create the winds needed for many Klyron vessels.

    I hope this wont kill the Baku idea. Instead of a 30 - 40 metre stem, it could be 300 - 400, depending on the distance between levels. :)

@Xillix, what kind of contest ?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 04, 2006, 07:32:54 am
    I hope this wont kill the Baku idea. Instead of a 30 - 40 metre stem, it could be 300 - 400, depending on the distance between levels. :)
I don't really know about the stems. The Baku could become selfsufficient after a certain age. It could let go of it's stem and float up like a bubble. The problem is, what will it eat to sustain itelf.
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 04, 2006, 10:41:01 am
Or possibly the stem of the baku could stretch like rubber,making it thinner, but longer. A Baku being up to high for to long will gradually become brittle as if it had been cut off from its roots, because of the increased dificulty of getting nutrients up the stem.
 :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 04, 2006, 11:23:58 am
Rast: So you are saying the higher the tide gets, the more increases the risk of the Baku "breaking free"?
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 04, 2006, 11:36:42 am
i suppose so ;) though young baku i gueuse would have stretchier stems than older baku
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 04, 2006, 12:18:44 pm
True, but the grown Baku would be more important, who wants a drifting city-hall?
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 04, 2006, 12:20:09 pm
point taken ;)
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 05, 2006, 11:24:10 am
back from my 3 day vacation.. wa 2 pages of new posts ;D

about the rising/lowering tide we discussed it a few pages back and the city is located at the highest tide point so there is no floods, at low tide there is a few rivers that cross town and can be used for transport up/down river :D
reference picture:(http://img161.imageshack.us/img161/5274/12bk2.th.jpg) (http://img161.imageshack.us/my.php?image=12bk2.jpg)

theres possibility for part of the town to be nomad with the tide height floating up and down with the tide, making the city very populated at high tide and less at low tide.
this same nomad part of the city could meet a nolthir camp at a lower level and open a merchant way between both races, if this was the case klyro architecture in this city would have some influences of nolthir architecture
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 06, 2006, 05:02:22 am
I meantioned the contest in earlier posts in the thread

the two things most needed

Flora

and

Architechture

I will give every item i possess to this cause and i can make it worthwhile in game for artist to contribute to the contest, i would need unilateral support from other members of the adraax community to want to open a contest to the fine folks of yliakum. Xillix is bored enough that material gains have no meaning anymore. I would much rather enable this project than retain my material wealth.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 06, 2006, 08:34:19 am
We could wait until everyone's rested out from the Texture contest. No haste.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 07, 2006, 01:58:55 am
sounds good but beggining the debate and discussing rules is not too soon
Title: Re: Adraax: Klyro's City Project
Post by: RayvenD on September 07, 2006, 02:38:06 am
Just a question is this city going to be implemented in game?
Title: Re: Adraax: Klyro's City Project
Post by: Karyuu on September 07, 2006, 02:39:38 am
Read the first post :]
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 07, 2006, 07:27:38 am
sounds good but beggining the debate and discussing rules is not too soon
Of course. Just warning in advance.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 09, 2006, 10:52:07 pm
have not seen inca in a while . .. where is Inca?
Title: Re: Adraax: Klyro's City Project
Post by: .:ZEN:. on September 10, 2006, 05:36:34 am
A good album i know is the

Yoshida Brothers (1&2)
it will go very well with PS...

here is a site where you can listen to their songs for free:

YB 1:     http://www.jukeboxalive.com/album.php?album=255317
YB 2:     http://www.jukeboxalive.com/album.php?album=255298

 :D
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 10, 2006, 11:31:08 am
sounds ok - but remember everything for planeshift has to be specificly made for planeshift...though if someone could make something like this it would go well with the algae farms and streets of klyro city :)
Title: Re: Adraax: Klyro's City Project
Post by: .:ZEN:. on September 11, 2006, 05:57:47 am
oh ok   :D
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 14, 2006, 05:18:14 pm
i would like to start a discussion about possible construction materials involved in:

• house building (includes anything that may be inhabited by klyros or animal, also fences and other military fortifications in case of need)
• roads and city walk ways
• outdoor artistic decorations (includes statues, decorative tissues, plants etc)

example:
*insert name here* - bamboo type wood - commonly used in small houses, stables and fences
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 14, 2006, 05:39:53 pm
*As we have cliffs and obviously limestone(judging from the Baku) minerals will be easy to find to build roads and walk ways.
*Houses can not consist of limestone if they are to be underwater, neither can a Baku host a family subdue. I would suggest a rubber material both applied to houses subsurface and above it, Klesstron perhaps.
*Wave-inspired art, possibly air and earth influenced too.

Possible building materials
Klestron - Rubbery material used to cover buildings beneath and above surface.
Limestone[Bakla(Bak-la:Baku-stone)] - A very common mineral in Eklato Bay. Used for making pavement and complicated structures*once wet*
Deggu - Mangrove-like swamp tree. Used for furniture and structure skeletons because of rubber qualities when wet.

Personally, I think we should dig through what we already instead of making new materials which we forget along with the old materials. Keep old ideas alive. Klestron was a good and original idea, so was the high values of Limestone in Eklato Bay making it possible for the Baku to live.

I hope that helped some, i'm not sure it did.
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 14, 2006, 05:41:44 pm
Houses
hmmmm......earlier in this thread (somewhere), there was a sugestion that some kind of seaweed could be put in a frame and left to dry until it formed a weak but moveable wall like they have in japan (i think that was the idea - sorry if i dreamed that up). These could be put inside baku as dividers (especially for rich families).

Roads
-2 or more long beams with slats of wood running between them
-canals (as sugested before)

Outdoor artistic decorations
-statues made of large fish/whale bones
-statues carved of a large lump of wood imported from the forest near by, comemorating famous klyro

just some ideas...

edit:
you posted while i was typing baldur..perhaps klesstron could be made from seaweed or something like that. Also - are you sugesting limestone/other mineral walkways on land or in the sea part of the city. Maybe the mineral could be sort of like pumice (so it was very light compared to other rocks/minerals), or even could float altogether.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 14, 2006, 08:35:09 pm
the reason for this is to ince we got a seemless aproved material list we can start figuring out how the buildings and street would look :)

@baldur ofcoarse not forgeting the ones that were discussed before ;)

/me gets hes diving suit to go for a swim on the countless posts!!
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 14, 2006, 08:55:35 pm
Houses
hmmmm......earlier in this thread (somewhere), there was a sugestion that some kind of seaweed could be put in a frame and left to dry until it formed a weak but moveable wall like they have in japan (i think that was the idea - sorry if i dreamed that up). These could be put inside baku as dividers (especially for rich families).
Ah, you mentioned my Gerhana. Those are only used indoors to shield off areas :]
Quote
edit:
you posted while i was typing baldur..perhaps klesstron could be made from seaweed or something like that. Also - are you sugesting limestone/other mineral walkways on land or in the sea part of the city. Maybe the mineral could be sort of like pumice (so it was very light compared to other rocks/minerals), or even could float altogether.
What I meant was roads can be made of the most common minerals(on land...) among them Limestone.
Title: Re: Adraax: Klyro's City Project
Post by: Jauffre Martin on September 14, 2006, 09:21:14 pm
Jeez, 55 pages! (65 including the 10 from the other post)  :thumbup:
Also, as I'm slightly disinclined to search through 55 pages of postage, I'm going to go this alone without searching the posting depths, so if I remark on something already done you can slap me  :-X
Just my 2 cents here, and I dont' know how easy this'll be as I'm not a modeler, but it would be cool (seeing as how other races will be coming to this city) to have a glass underwater viewing area, sort of like a bubble with a stem and ladder going up to the building above it. OR expanding on this view, you could have an underwater walkway/transportation to different parts of the city. It'd be more fun than just the usual wooden steps and the like.
Also, some respectable Klyros fogies won't be able to fish for their food. What if they still want to be independent? Simple: fisheries! Make something akin to a lobster trap only about 10 ft by 10 ft by 4 ft with steps all around the top. The top's open, and the oldsters can grab their guppies and gulp the guts.  :lol:
Jauffre
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 14, 2006, 09:25:36 pm
sounds a good idea, left to know how would klyros be good at glass/crystal working :)
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on September 14, 2006, 10:34:07 pm
If I remember corectly wood was not an ubundant source, making the Baku the dominant building material. We did have some Bamboo type wood, we had Klesstron(seeweed based pannels), we had many ideas on the total use of the Baku.
I will try to get a list together of discussed building material, and post it soon.

You can also scan the Names and places thread for definitions on some material :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 15, 2006, 12:09:53 am
Jeez, 55 pages! (65 including the 10 from the other post)  :thumbup:
Also, as I'm slightly disinclined to search through 55 pages of postage.
It isn't that bad if you've been here (too) long :P
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on September 16, 2006, 02:31:44 pm
Here is a list of trees and other things that can be used. I will add more items when I find them.


Alava (An oak like tree, it's always hollow inside, inside it there are always many animals)
Alder Gorn- thin branched bare trees
Almon - Plant Plant
Bacu (The Klyros house, giant breathing, living thing, ask Inca/Baldur)
Gerhana (Special seaweed walls Klyros use to screen off different zones indoor) Gerhana
Harzer (Bone like material, very hard)
Kryptaro (big swamp tree)
Lorigon ( A tree that is very hard, like Iron wood)
Quorka- long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]
Rangoroi (A light tree, a bit like bambo)
Sta (small tree with very long branches)
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 16, 2006, 03:06:01 pm
those are great entry's :) im gona work on making a listing format to add to the first post

but we need more materials then wood ;)

• pasta like materials for building solid walls (because of the klyros anatomy they would have a big problem working stone)
• stone for klyros would be reduced to already broken rocks 20-50kg weight average, they could use this rocks to make house structures. i tink those weights would be pratical for klyros to carry without severe repercutions. soft rock could be worked by klyros (granite amd others)
• sea materials
• river materials, clay or mud, sand..

• decorative materials, this arent very pratical for contruction but they look neat :p
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 16, 2006, 03:59:54 pm
listing done you can check it here : http://hydlaa.com/smf/index.php?topic=23402.msg256836#msg256836
 its the 3rd post from the begin of the thread, i didnt put it in the 1st one to not pile up too much information in there that wouldnt be needed at first look, and im gona update the first post now with hopefully a better format
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 17, 2006, 03:35:55 pm
HEEEYYY!!! hah I'm back!! hurrayy!!...  \\o//...

yes well... I was away for a good couple of months but I'm back now and ready to help again!... you guys have been doing ALOT fo work on this... I only red this last page and reviewed the first post though... so I might need to be filled in on things that aren't here or on the first post?... (i'll keep reading too)

uumm... what else... OH! I stopped modelling for a while too...( please don't hate me! :-[) so I might have to preactice a  bit for I contribute any models... I have been drawing a bunch ( I'm no match for minetus of course) aaannd... yea that's basically it... Oh! I was using wings ( :-[) and blender before... but I'm thinking of buying 3DS Studios max... but only thinking of it for now!!

Anyways! I gotta work on that rat texture!! :P
peace!
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 17, 2006, 04:31:01 pm
welcome back haanz  :D

if you need anything just ask, as usually..
well the 3d landscape is going slowly, we got a big list of names now and a history of the place :D

we are working on making a list of possible materials for the houses and decorations of the streets, so we can start getting some ideas out how the buildings could look..

and i dont draw that good, im just a simple electrician •.•  :flowers:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 17, 2006, 04:59:50 pm
welcome back haanz  :D

if you need anything just ask, as usually..
well the 3d landscape is going slowly, we got a big list of names now and a history of the place :D

we are working on making a list of possible materials for the houses and decorations of the streets, so we can start getting some ideas out how the buildings could look..

and i dont draw that good, im just a simple electrician •.•  :flowers:
Shut your mouth, you draw better then me, laanx dang it :P Ok, not that hard to surpass me but w/e.
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 17, 2006, 05:45:55 pm
hahah!

Baldur, I don't belive we've met yet! I'm haanz... as you've most likely guessed I used to be a part of this project then sort of slipped away in the night when no one was looking! ;)

(and hey! My name is still on the first post!!! hah :D :D)

ALSO! I just came up with a quick stroke of genious! street lamps!... has anyone though of this yet?... of course not electrical or antyhing.. and infact I wasn'[t even thinking of big poles sticking out of the ground... something natural and florecent hanging...on long strings going down only the most popular roads/streets... but I donno... maybe this doesn't quite fit with the style you guys had in mind?...
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 17, 2006, 06:37:23 pm
the 6th lvl is the glowing fungi forest ;) maybe we can use those :detective:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 17, 2006, 06:38:34 pm
I was work on one of those...i'll brb after i've colored it!
Hmm, I don't think this would fit as a glowing mushroom. It's simply a drawn picture of a mushroom...
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 18, 2006, 11:02:54 am
ok! so following along with the current trend in PS and using only REAL minerals, I did a BIT of research and I thought that Alluminum might be a good choice to put in the materials list under metals?... it's shiny, light and maleable. the perfect metal for kylros'... I couldn't find anything about how easily mined it is though? so... I donno? maybe that doesn't really matter??

I just left the wood section, as it's got alot in it already... but the stone/rock section... I thought we could also use sand stone?... I don't really know but I get the impression it's alot like lime stone? like and easy to work with. Oh! and if we're looking for like things... volcanic rock is filled with air!! and therfore very light! the only problem is it's pretty brittle and I don't think there will be any volcanos in PS... atleast not untill the stone labyrnth opens up! :D

and finally for other materials, I'm just recalling old ideas here... Fish bones/fish membranes, kelp/seaweed, the obvious mud...

oh and I think we should also add a "Decorative Materials" section to that list. some entries could be: Sea Shells, Flourescent(is this the right word?? I mean glow in the dark!...) plants (mainly fungus), Flourescent insects (the ol' fireflies in a glass jar routine, y'know?), different minerals (local gems of course... I was thinking maybe even flourescent minerals!! [hah so much flourescence!!]), and finally decorative magic!

ok, I'm done!

Edit: the wiki link on the first post isn't working either...
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 18, 2006, 03:06:19 pm
haanz your right i forgot a decorative section,.. adding it next.. :D

oh.. kondrakier disapeared and the wiki gone with him, i dont know what happened
Title: Re: Adraax: Klyro's City Project
Post by: RayvenD on September 18, 2006, 04:55:56 pm
For decoration you could have coral gardens, like underwater gardens with coral reefs rather than plants, don't know if this idea is any good, but it'd be pretty unique.
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 18, 2006, 05:29:22 pm
@RayvenD
love the idea of underwater gardens and stuff ;)

@haanz
i can't remember if u know me or not - i think u were mostly active wen i wasn't on here alot :) like all your ideas in your last post except aluminium....i think that for the klyros, aluminium would probably not be easy to get access to. the klyros are a fisherman/nomad race - for them mining would not come naturally to them. I can imagine drawfs maybe having access to aluminium, but maybe it is still not "planeshift" enough for the game.

@minetus
yeah....i saw the wiki page had dissapeared too.... ::|
Title: Re: Adraax: Klyro's City Project
Post by: KiHToG on September 18, 2006, 07:50:38 pm
ok! so following along with the current trend in PS and using only REAL minerals, I did a BIT of research and I thought that Alluminum might be a good choice to put in the materials list under metals?... it's shiny, light and maleable. the perfect metal for kylros'... I couldn't find anything about how easily mined it is though? so... I donno? maybe that doesn't really matter?

I don't think that aluminium is a good idea:
1: The Production of Alumnium is very difficult (chemical reactions) and needs a lot of energy
2: Even in our World Aluminium wasn't discovered before 1808, which is a long time after the middle ages...
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 19, 2006, 10:03:32 am
Haanz gives a chuckle

ok well I'm glad you liked my ideas, and as for the aluminum, I just suggested it because the metal section of our materials list was... well it was empty! Aluminium, however inappropriate, in the case that a metal material was needed, seemed to be the most appropraite for the kylros' build!

uumm... thats it!

oh and what's the plan after we get a nice looking list of materials?
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 19, 2006, 08:15:23 pm
id assume klyros would use some orichalc in near water buildings due to its non rusting propertys
Title: Re: Adraax: Klyro's City Project
Post by: RayvenD on September 19, 2006, 11:53:42 pm
i thought of them maybe having natural buildings, for example tall reeds which are manipulated to grow into the framework for a building, then fabric stretched round the frame almost like a wigwam, except it would be living, just an idea inspired by robin hobb.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 19, 2006, 11:58:28 pm
maybe a lill too much on dermorian style?
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 26, 2006, 09:36:40 pm
Back guys - been busy recently.

bump....
co'mon guys - where is everyone. how are you all with all the different stuff? (The shazzer is in about the same place development wise as it was when i last showed it - i will post a download link to it on demand if some 1 wants to try texturing it)

@RayvenD
hmm..... like minetus said, it sounds a bit dermorian - though i like the reed idea. Perhaps staying dermorians gave the idea to the klyro or something ::|

Rast
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 26, 2006, 10:43:12 pm
I'm very sory, I haven't been active lately :] What can I say, i'll start on that art as soon as I can :S
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 27, 2006, 12:11:18 pm
I've been active in the forums... but I don't know what I can work on yet so... hah some one tell meee!!!!

also rast, I'd gladly try texturing that! although you or someone would have to teach me/ show me a good tutorial on UV mapping... :-[... I never learned...
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 27, 2006, 04:27:48 pm
here is your alternative building material

http://www.coralcastle.com/home.asp

condensed Coral is a light and absorbant building material and abundant anywhere there are reefs
Title: Re: Adraax: Klyro's City Project
Post by: Kymizer on September 27, 2006, 05:05:33 pm
@Hanzz

Just research free 3ds max tutorials, and you'll eventually find one...and a hint...get a vid tutorial helps out a lot better, and is really easy.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 27, 2006, 08:23:49 pm
here is your alternative building material

http://www.coralcastle.com/home.asp

condensed Coral is a light and absorbant building material and abundant anywhere there are reefs
Ah, great Xillix.
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 27, 2006, 08:39:46 pm
@haanz
i will post the model as soon as i transfer it from my other computer (no internet on it :'() to the one i'm on now. texturing wise, eveything should be quite easy to texture , except the main body, which has a large number of polys and distributes them oddly when i UV map them (in blender).

infact, if anyone else wants to try texturing the ship, say the parts you want to texture, then you can split it between yourselves, as long as you don't mind haanz :). (there are quite a few below deck objects aswell). To be honest, some areas aren't that brilliant in terms of oddly shaped faces, if anyone can sort them out in 3ds max or something, that would be great ;)

feeling quite tired...i think that made sense..
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on September 28, 2006, 01:10:34 am
thanks Kymizer! I use blender, but I get what your saying! ...of course

and yea, I'll split the work with people! oh and... are there any designated materials for the ship?...
Title: Re: Adraax: Klyro's City Project
Post by: minetus on September 28, 2006, 10:18:03 pm
adding condensed coral to the list :D
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 29, 2006, 06:28:44 pm
ok guys, here is the file:
shazzer (http://www.filefactory.com/file/9ab2d0/)

enjoy ;)
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on September 29, 2006, 09:15:06 pm
the building material for the ship is kind of dependant on the types of trees and minerals in this area so perhaps we should consider that?
Title: Re: Adraax: Klyro's City Project
Post by: rast on September 30, 2006, 08:44:43 pm
i guesse that most materials will be similar to there real life counterparts, but maybe specific bits could be made out of more klyro styled materials. i s'pose the hull could be made out of/ covered in a coral of some kind, preferably a hard durable 1. The harpoon thing could be made out of a *insert name of sharp mineral stuff here* covered shard of wood to penetrate the sides of other ships.

Title: Re: Adraax: Klyro's City Project
Post by: Haanz on October 01, 2006, 01:07:30 am
sorry... I'm not sure how to download that file?? :-[
Title: Re: Adraax: Klyro's City Project
Post by: RayvenD on October 01, 2006, 04:37:34 am
for the ship materials (just suggestions) you could have woven seaweed sails. sea creature bones for the framework (ie a whale or ps equivalent.) and for spears/harpoons you could use shark teeth etc.
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on October 01, 2006, 08:30:35 am
how big is this boat? perhaps you could post a screen shot rast?... I still ahven't figured out how to download that file, by the way...

umm... yea if it's a large boat... 'round 40 ft then I'd think it'd be cool to have bones from some large sea dweller as... the frame work... it could turn out looking like some from the death realm though..

As for sails... why couldn't they use clothe??  and if it comes to using seaweed then I think it'd have to be cat-rigged (one sail) and have the style of a chinese junk... I don't think a sail made of seaweed could support the force of the wind unless it had multiple booms... like the chinese junks (I think that's what they are??) for the actual hull of the boat...and cabin, depending on the size, I'd just say they could use wooden planks! however we'd have to add another species of tree to the materials lst because right now I don't see anything that sutiable for the job!... and what is "plant plant"??

Now if we want this to be a very cultured boat we could make the rudder some sort of bone... the shoulder plate or something?? I'd suggest we use the same thing we used for the rudder as the dagger board too.

for lines... just normal rope.

The boom(s) and mast(s) could be made from that Iron wood... they need to be strong or else they'll bend and you'll spill wind.

that's all I can think of now!
Title: Re: Adraax: Klyro's City Project
Post by: rast on October 01, 2006, 02:59:08 pm
@haanz
click on the link i gave scroll down and click on "Download for free with FileFactory Basic". then scroll down again and click on "Click here to begin your download".

in terms of size, it should be relatively obvious when you open the model file (o btw - try opening in wings 3d first and exporting it as ".obj" or something - sometimes blender doesn't open all the ".wings" file components.)

I think some bones would work well, but not ecsesive amounts of them, otherwise like you said, it would look like sdomething out of the death realm :D

I think i might try texturing some of the (extremly low poly) spears on there to see what i can do with them in terms of shark teeth on the end and stuff.
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on October 01, 2006, 03:41:01 pm
Oh my!!! That's amazing!!! Rast, if I were a women I'd be inlove with you!! :love: hahah

no but really!! that's a nice boat!! all of those cross bows seem mighty violent though... for a race living in peace... I donno if they'd carry things like that to go hunting/ fishing either?...

but all in all it's a nice one!  hah and the sails are just what I was talking about! ... alot of things texture though! but finally work!! hah I'll get to work right away! :D :D

Edit: I'm sort of confused what the harpoon bits at the front ar for too... remember ships made of wood atleast can't take too much pressure on their frames and hull...
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on October 02, 2006, 04:28:35 pm
How about if people could make descriptive suggestions & the synopsis of background for mythological creatures... Not to have them exist in game, but to make art of them & to tell the tales in rp etc..

I so far have only thought of basic silliness as ideas;
like the 9 tailed Giant Enki with tails going all up its spine whose legend says he saw since infancy that people were entranced by the hypnotic swaying of his tail, so he killed the rest of his litter, ripping holes in his own back to attach their tails before the nerves died... if you had seen him his tails would control your mind--and he could make you forget you ever saw him-- or remember but never be able to let anyone become aware that you had...
ok more an urban legend than a myth
how about Talad's Frankenkran of justice?--with one deady tef claw for an arm & one deadly ulber claw for an arm-- enki legs, klyros wings, elfish ears, ynwynn horns, (Nolthriir dorsal fin), rat tail and a dwarf's head...each part except the claws & tail fully loyal to talad in their life--cobbled together by a mad talad priest, brought to life by his mad quest thru deathrealm, where he slayed each again, then carried the bits together thru the portal... as they passed thru the portal it animated, and ate the insane priest, carrying out its own skewed image of talad's justice. Now it soars the skies of yliakkum looking for its next victim...


I know of at least one mentionned in klyros city thread --the seaweed something, it snatches babies

Saw this in a thread recently made by Krann Omins
Have we ever snatched babies? :P
Title: Re: Adraax: Klyro's City Project
Post by: Haanz on October 03, 2006, 11:12:41 am
hah I saw that thread too... and I swear if there was baby snatching going on, I was no part of it!! I just re-joined the team...
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on October 03, 2006, 12:48:56 pm
This must be somewhere between I joined and you left, Haanz. This calls for an investigation :detective:

6th Octobre 2006

With the ideas of Xillix and the very much appreciated help of Peacer the #ps-KCP is now open! Welcome in, ladies and gentlemen.
(As I didn't want an enlongated discussion I cut to the case and got things working, I just hope it keeps working :D)

Welcome in :)

 
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on October 08, 2006, 04:29:16 am
I return to what do we need written?

Minetus you have the lists right list our for me the npc's we have from the stories and such.

Then if everyone else will take some time to propose npcs for AKCP I will begin a list of them with dialogues etc

everyone also list your skype names so we can transfer files and thoughts in real time

I am braineel on aim skype gmail etc . . .
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on October 08, 2006, 09:13:25 am
I think i'll be a bit distant during the project. I have no motivation and that leaves me with nothing to do, so i'll leave you for a while and drop in every now and then. Peacer's managing the irc channel and we have a chanserv so that'll fix it by itself.

See you later, and good luck :)

"I'll be back" :)
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on October 09, 2006, 06:31:30 am
[12:49] <xillix> hail
[15:33] <Minetus> hi killix
[15:33] <Minetus> *xillix x_X
[15:37] <xillix> hi hi
[15:47] * Baldur (n=Thor@c-61c4e455.47-86-64736c10.cust.bredbandsbolaget.se) has joined #ps-kcp
[15:47] * ChanServ sets mode +o Baldur for #ps-KCP
[15:49] <xillix> hail
[15:49] <Baldur> Greetings, Xillix.
[15:50] <Baldur> I noticed you'd drunk something this morning   
[15:52] <Baldur> At least it showed on Skype   
[15:56] * Baldur is now known as BaldurBeGone
[15:56] * BaldurBeGone (n=Thor@c-61c4e455.47-86-64736c10.cust.bredbandsbolaget.se) Quit ("User pushed the X - because it's Xtra, baby")
[18:50] <xillix> lol
[19:12] <Minetus> off to sleep
[19:13] * Minetus (n=chatzill@82.155.162.234) Quit ("Good Night")
[00:28] <xillix> there can be only one
[00:28] <xillix>   Baldur must not leave!

Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on October 22, 2006, 10:39:41 pm
rast please repost the shazzer i will permalink your material for you whenever you wish
Title: Re: Adraax: Klyro's City Project
Post by: rast on October 29, 2006, 07:46:32 pm
ok, cheers. i will post it in a few minutes :)

edit:
Download shazzer (http://www.filecrunch.com/file/0e0)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 16, 2006, 06:20:04 pm
(http://i45.photobucket.com/albums/f78/Belark/KlyrosMushroom-camouflagedklesst-3.jpg)
Lara tipped me to post this as it is part of the project specifically.
Aaand we needed a res anyway :)

Critisize and discuss away.

Oh, and i've recently reveived some inside info. Mind reading it?

/me gives you a tattered arc, sprinkled with dried mud and ale

"From what i've found just this hut is mainly used for storage, it's located somewhere in the swamplands, couldn't read from the treetop I dangled from. Huts are mainly built by Klyro's but rumours have been heard of mystic thefts of property lately. There could be some other creature too using the huts. Further info can be told that the inhabitants use it for sailing aswell. Many see it and sign of harvest when the huts exit the swamp regions to sell various herbs and animals. Although their suspicious by nature the swamp people care and love their fellow neighbours as relatives. It's a strong bond within the small communities of the several spread out tribes in the Marshlands."

/me hands you another paper. quickly sketched drawings littering the paper. With much difficulty you manage to read the text

"Now to the hut. The ceiling and most of the construction consists of the substance Klesstron, which the natives call this glous substance which slowly dries in the sun but mysteriously hardens in water. Hmm...[Some extra facts. I'm unsure if they're true. The Baku's could be built up by Klesstron otherwise].
The swampous structure appears to be a protection against something. What? I do not know. Century old stories of a beast with 10 mouths flourish among the denizens. Scientific facts are left to be discussed. Though, mark my words, if there's something out there, it's frightening the tribes to piece. Only daring to keep to themselves except for summer seasons when the sun sets later.

From my research i've found that the huts resemble a certain native mushroom species. A carnivorous kind. Apparently this cover works as I have yet to see any major assault on mentioned village.

Well, i'm off to my treehut. It's been quite a few mysterious weeks following hoarse howls scaring the townsfolk to pieces. I'll have to scout on.

-Regional Surveyor Tipsy Half'runk"[/color]

/me nicks the documents right after you've read the last line, leaning over with a questioning glance on his face
Care to comment?

Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on November 16, 2006, 08:32:30 pm
Hello. This is me at last :) I found a new job few months ago in my town, so i have for now 2 jobs and no enought time to spare to PlaneShift. :...(
Hope one day i will come back. Hallalujah.

Baldur, you once again invented something new, something very original - and this one is once again an architecture. Well, the idea to use mashrooms as buildings isn't very innovative, but the shape and form you found in your sketch - very original, i didn't saw anything like this :) This is good. And for me it's looks more like apple stub\stump -very interesting association. May be this buildings will overhang from the heavy branches of the giant swamp trees like a strange fruits, or they will be attached to tree tunk like a tree mushrooms..

Very original and atmospheric drawing.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 16, 2006, 09:00:17 pm
Thanks Inca. Why not :] I originally invented it to be a floating building, an airborna hut used above the water to connect both air and water together, in the end it got to uniting Earth and Water together. I also used the carnivorous fungi which I can't remember the name of but will be revealed as the "Klyiki" opens up.

Perhaps we could connect the elements through making them into tree huts as the local population's afraid of the mythic monster which is rumored to reside on the ground. A Klesstronic tree cabin would be more rational as the Klyros tend to live in areas connected with the three elements, elements which they're almost equally agile in.

Miadon told me it resembled something like a melted-down smurf building. It sort of is, but it's a modern version in my eyes, with flotees :D

So, i'm going to make the "enchanted" house some day, I know you hate that ;)
I'm going to make them even better.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on November 16, 2006, 09:48:57 pm
You both have given me an idea :)
I like the hanging from a swamp tree idea, but it can be detatched when the tide rises. This way it is ideal storage for non water proof items and materials.
Once the water levels return to the lower levels, it is re-atatched to its location on the tree.

Yes ?   no ?
what do you think ?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 16, 2006, 10:53:12 pm
How can it be reattached, what is the construction, and how will it be reattached after the tide is low?
Title: Re: Adraax: Klyro's City Project
Post by: Laris on November 17, 2006, 03:31:30 am
I made a mesh of this swamp house and thought I would share!

Image 1 (http://img244.imageshack.us/img244/2737/hutrenderoi0.png)
Image 2 (http://img136.imageshack.us/img136/278/hutrender2jj1.png)

[PNG formats, roughly 1400x800]

EDIT: Note that the main thing was the hut, and I didn't have time to make all the grasses and pretty things that would appear in a swamp. Maybe later? :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 17, 2006, 08:06:39 am
Haha, looks great :D

Though needs more detailing, but you've covered the basic picture, all right :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 17, 2006, 10:00:44 pm
How can it be reattached, what is the construction, and how will it be reattached after the tide is low?
You both have given me an idea :)
I like the hanging from a swamp tree idea, but it can be detatched when the tide rises. This way it is ideal storage for non water proof items and materials.
Once the water levels return to the lower levels, it is re-atatched to its location on the tree.

Yes ?   no ?
what do you think ?



Why I was asking these questions, Lara, is because I didn't have a complete picture of it, how it worked :)
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on November 17, 2006, 11:48:33 pm
the pic is great it is evocative of the smurfs perhaps something can be done to make the roof more ribbed or rougher looking.

i see it as largely organic in appearance, perhaps it could just float, a large lillie pad for stabilization might be an idea

Laragorn i am not seeing what you meant either

Cheers Baldur great pic  :sorcerer:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 18, 2006, 12:19:51 am
Thanks for the feedback Xillix, i'm ill-motivated, though. Killiy has been trying furiously to get me to draw but to no avail  :lol:
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on November 18, 2006, 02:14:55 am
Was away for a day , jusr got back :)

What i had thought of was from what Inca asked
May be this buildings will overhang from the heavy branches of the giant swamp trees like a strange fruits,
This made me imagine the hut having a hook or a loop at the peak of the roof that can be attached to a large limb of a swamp tree. When the tide starts to rise, either the owner un-ties it or the rising water will lift the hook off the limb.
Once the water returns to its lower level, the owner will re-tie it, or it must be in its place when the water levels go down, so the hook will drop on the limb.

I hope this is clearer, if not let me know and i will try  ??? to draw a pic.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 18, 2006, 03:28:22 am
Ok, I see pretty much what you mean. A hook or a system of hooks. The big tides would have to take longer then earthly tides judging by it's magitude so they'd just might have the time to untie and retie. Good idea.
Title: Re: Adraax: Klyro's City Project
Post by: Datruth on November 18, 2006, 12:10:25 pm
This is great, i can't wait for another city!

Great job everyone :thumbup:
Title: Re: Adraax: Klyro's City Project
Post by: rast on November 18, 2006, 12:46:37 pm
@baldur
looks awesome and origional :D
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 18, 2006, 01:14:32 pm
Thanks rast :)
What are you doing these days?

Edit: Also do not forget our IRC channel #ps-kcp, could be and is useful for real time discussions and conversation
Title: Re: Adraax: Klyro's City Project
Post by: rast on November 19, 2006, 11:25:49 am
I'm not doing a whole at the moment to do with the kcp tbh. I have done alot of drawings though and i'll try and post them as soon as i get access to a scanner :).

*rast puts on best noob voice*
About the irc thing, i think i mssed the whole conversation about that. How do i access it/get it/download it ???
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 19, 2006, 11:49:27 am
http://www.visualirc.net/download.php try this. I's good and easy to manage if you don't have Firefox.
If you do, https://addons.mozilla.org/extensions/16/ chatzilla's a good choice.
Title: Re: Adraax: Klyro's City Project
Post by: rast on November 19, 2006, 12:08:20 pm
ok i got chatzilla, which channels and stuff?
Title: Re: Adraax: Klyro's City Project
Post by: miadon on November 19, 2006, 12:13:21 pm
irc://irc.freenode.net/ps-klc <-in browser bar

/join #roomname once your logged into the server
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 19, 2006, 12:43:16 pm
When you've logged in on the irc.freenode.net server(try "/join irc.freenode.net" in your chat bar) type "/join ps-kcp" to join the channel. Hope to see you soon :)
Title: Re: Adraax: Klyro's City Project
Post by: devillo on November 19, 2006, 01:21:53 pm
I just came across this thread and frankly... Im amazed.

You have some amazing ideas here folks. I'd love to contribute to the designs etc, time permitting. However, Ive yet to even read the whole thread yet. lol. But from what Ive seen so far, here are a few things which you may find relevant.

Portmeirion is the name of a village in Wales, which is best know as 'The Village' in the 60's serise The Prisoner.
http://www.portmeirion-village.com/graphics/homepic01.jpg
http://frankmazuca.tripod.com/portmeirion.jpg
http://www.beautifulbritain.co.uk/htm/outandabout/portmeirion.htm
http://www.ilike.org.uk/images/portmeirion-sign.jpg

The reason I love this place is because the architecture is such a unique landscape, with many different twists and turns, hidden nooks and crannies. Your rewarded for exploring, and I think that philosophy is part of the whole appeal of Planeshift. Another stylistic influence I reccomend is the Clibe Barker book Abarat. The location, Yebba Dim Day is a sea town, with buildings made from broken boats, sea shells and old wrecks built on top of each other.
http://harpercollins.com/books/9780060280925/Abarat/excerpt.aspx

Also what Ive seen of the Mushrooms so far remind me alot of the level design in American McGee's Alice, another great example of imaginative level design. I hope some of these help out with ideas and inspiration. If I can I'll contribute to this project in the future. Good luck guys.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 19, 2006, 01:55:34 pm
Anyone's welcome to join this team, always has!
It's been a long time since  we last saw a new member(well,, ok, Xillix's rather recent.)

Hmm, quite european measures. We could combine them with the chinese/japanese theme being worked on right now. Chinese architectural influences with several european bends and turns would seriously be something to delve into further.

Welcome, and we hope to see more from you soon :)
Title: Re: Adraax: Klyro's City Project
Post by: rast on November 19, 2006, 02:22:49 pm
hi again!

@baldur
I think i kinda got it working. I'm in the room/channel thing at the moment.

@devillo
haven't read all of it but that looks awesome
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 19, 2006, 03:31:14 pm
@rast
I'll be there :)

Edit
Can't see you :l

do what Miadon says but change the message you write in the browser to: irc://irc.freenode.net/#ps-kcp
That should probably take you directly to the KCP channel :)
Title: Re: Adraax: Klyro's City Project
Post by: rast on November 19, 2006, 10:45:19 pm
yeah sorry, i had to go. I'll try and go on as much over the next few days :)
Title: Re: Adraax: Klyro's City Project
Post by: Datruth on November 23, 2006, 12:09:21 pm
So when is this city going to be finished?

Edit:

Have the devs noted how far they are in their work, as well as a planned arrival?

This year, next year? Maybe year after that?
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on November 23, 2006, 12:25:44 pm
Quote
This Project mainly goal is for the creation of alternatives for Klyros architecture, its not supose to be to create a actual city to implement ingame due to the rules of non disclosure set for artwork to be implemented, in other words if the public see's it before being implemented it wont be..

From the introduction on page one, looks like it wont actually be in game.

If something has been changed since then, maybe it would be an idea to edit the 1st post  ;)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 23, 2006, 12:32:16 pm
It's a training ground for WTB-WTB Members :) That's what I would call it.

People train themselves while making something together, it gives alot of selfconfidence when working united against a certain goal. An ingame launch might even be a future possibility..

Anyone can join, this is a playground as it is a training ground.
The project requires nothing special, just fresh ideas, so you're welcome to be part of it :)

Minetus' been gone from the forum for a long time, he's the original poster and one of the leading forces within the project. The project's still unable to be put ingame, but it might change. You never know...
Title: Re: Adraax: Klyro's City Project
Post by: minetus on November 23, 2006, 01:08:46 pm
hi guy's im still around :) just somewhat distant from the project.. for now :P

if something needs to be changed with the first post, leave me a PM or just post here, i still come and look around here in the forums just not so often as i used to :innocent:
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on November 23, 2006, 01:12:19 pm
Quote
Minetus' been gone from the forum for a long time, he's the original poster and one of the leading forces within the project.

And 30 minutes later he arrives lol

That was some impressive timing  ;D
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 23, 2006, 02:07:40 pm
The telepathic connection still remains!
Title: Re: Adraax: Klyro's City Project
Post by: Datruth on November 24, 2006, 01:48:34 am
The telepathic connection still remains!

LOL :lol: :woot:, I was laughing really hard when i read that.

This thread is really nice I'd have to say.

The best Art i'm good at is My photoshop Skills, but i believe you all use blender, so i don't really know if i'm any use to you.

If you've seen the beginning of my vids, those are the pics that i make, but that's basically my best Computer art.

Who knows, maybe i'll pic up blender and try it out.

I'll keep an eye on this thread, Hopefully some of this work will be featured ingame.

I've been wishing for another city for some time.

~~Datruth
Title: Re: Adraax: Klyro's City Project
Post by: Faldurai on December 28, 2006, 01:33:04 pm
I think it is very important to have more people focusing on textures (with both photoshop and gimp), too. That's da truth!
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 28, 2006, 08:58:36 pm
Truth be told, Faldurai's rite. I'm a bum at blender and I don't touch it unless I have to. The Devs and Minetus have been among those i've seen as texturers, we have about 12 members and at least 3 have been up to some texturing.

Frankly, we need any help we can get from the community, and that includes you, Datruth. Right now we don't seem to be active. Prolly the project will be soon. This is not a private project, this is as much a communal project as the CMP(Community Modeling Project). We need fresh ideas and optimistic minds to keep this project floating.

Like i've said before, anyone can join. No matter what you are you're always welcome to join :)
Let's try getting this project up. I don't like empty halls, they tend to collect alot of dust :)

What'd ya think guys? Shall we give it a go?

Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on December 29, 2006, 02:21:29 pm
It would be great to see some activity again.

For all who are interested in joining, I would strongly sugest reading over all Adraax related threads. It doesent matter what you would like to contribute, I think it is important for everyone to know what each department is doing. I know there is a heck of a lot of stuff to go over but it is worth it IMHO.

All related links are in the first post.
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on December 29, 2006, 02:53:23 pm
I really doubt many people would be up for readin through all 50-ish pages of this thread so could you just tell me if this is just a discussion thread or is this where the magic happens. also could you give us a clue as to where we could see what has been achieved so far please.


[Edit] OK I see, the links in the 1st post are to what has been achieved ;)

[Edit-2] I notice that there is nothing in the 3D - Cityscape directory. If I was to try and model one of the buildings in the 2D folder would that be OK? Do people have to use blender? that always scares me lol
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 29, 2006, 03:22:01 pm
Use whatever 3D program you'd like, Idoru ;) As long as it is satisfactory to you.
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on December 29, 2006, 08:07:06 pm
Could I please pose a question?

I will ;)

(http://i56.photobucket.com/albums/g199/im_idoru/klyros-critique.jpg)

The areas I have circled on this picture, what are those outcrops?

In Tudor designs for houses they would be used to support an extended upper floor that was bigger than the lower floor (I forget the technical term). On this building the upper floor isnt bigger. The use for the upper one on the right hand side could easily be explained by adding a hook as this method was often used in buildings to allow for large items of furniture to enter the house through a top floor window beacause the stairs were not wide enough (think old comedies with a piano dropping on some guy).

I'm just curious because if I were to model a building it would be this one.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 29, 2006, 11:49:18 pm
Never noticed it, actually.

As with the apparent "outskirts" on Inca's original concept of a Klyro's squama fishing hut(picture can be found beside the racial facts of the Klyros on the main page) it's simply for decoration, or easy water removal off the roofs.

You could add a hook. Klyros aren't widely known for their strength but somehow they must've gotten that couch, gerhana (whatever fits your mind) to the second floor.

Good thinking Idoru.
Title: Re: Adraax: Klyro's City Project
Post by: Datruth on December 30, 2006, 08:38:18 am
The best way to get better in anything, is to practice and have projects.

I'd be fine about joining the team, but do we have a central office somewhere, like a website that includes a forum of projects?

One where i could look through things needing to be made and say, i could do this, and that and finish this.

I don't know of what use i can be, but i'll do my best.

I can't really do much though if i don't know what needs to be done, i'll look through the thread way more as i've hardly read anything, see if i can get a better understanding about adraax.

~~Datruth
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 30, 2006, 01:47:31 pm
We had one, sadly Kondrakier found no time to host it and the "Klyiki" was closed.
If you tell me which area you'd want to work in I could give you an assignment.

These are some of the areas, at least, I enjoy working in
Animals
Plants
Houses

We also have a great list of names and descriptions in our Names Thread (http://hydlaa.com/smf/index.php?topic=23667.0) if you want to do something on your own.
One example:
Quote from: Name's Thread
Choria ( Fish, It' scales are coral like and it's about as big as a fat cat. It has small teeth but hundreds of them, it has got red and blue dots all over and it shines in the dark. It is very strong)
Minetus's working on most of the terrain so that's his area.
Title: Re: Adraax: Klyro's City Project
Post by: Datruth on December 30, 2006, 03:09:06 pm
Well i could help out with homes.

But what exactly do you need from me? To draw them up in cs2?

Or use blender... never used that before.

~~Datruth
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on December 30, 2006, 11:36:03 pm
Well i could help out with homes.

But what exactly do you need from me? To draw them up in cs2?

Or use blender... never used that before.

~~Datruth

Give it a try and see how ya do :)

We are still looking at concepts so lets see what ya got :D
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 30, 2006, 11:37:04 pm
3D models are in short stock, or even 2D concepts :)

I'd suggest you first use paper to plan everything before you start the lard arse work in CS 2. Furniture, like the "strool"(which I call it, don't know about the others). Later, or even now(by picking from the imprinted 2D work spread out over the thread) start working on the 3D models.

If you want to use blender i'd suggest you read Cherppow's school.
http://hydlaa.com/smf/index.php?topic=26870.0

One project we've been furiously working on is to get the animals and architecture done. Long we've discused the look of Klyran architecture. We've had many projects but now we need to focus on something. Best is to start on the animal and plant life as we yet have no complete mold of Klyron architecture.

All animals that've been approved by many are on the current list in the "Name's Thread", tagged "Animals". I'll start working on the  Choria as I have a fetish for fish concepts :D And to give you working space.

Idoru how is your work on that Klyran building coming along? I'm curious :)

Well i could help out with homes.

But what exactly do you need from me? To draw them up in cs2?

Or use blender... never used that before.

~~Datruth

Give it a try and see how ya do :)

We are still looking at concepts so lets see what ya got :D
I agree. The project is your oyster ;)
 
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on December 30, 2006, 11:58:29 pm
Quote
Idoru how is your work on that Klyran building coming along? I'm curious


Slowly, 1st I had to make the decision of whether to use 3DS Max or Maya..... I settled for 3DS in the end because that required the least Re-learning ;) (its been ages since ive done anything like this)

I have started it today and have the basic primitives sorted, just need to keep at it and see what appears ;)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 31, 2006, 12:28:15 am
Great. Seems to be running along well. Can't wait to see the result.
Title: Re: Adraax: Klyro's City Project
Post by: Induane on December 31, 2006, 02:35:18 am
I had a project running a while ago and we had a krylos house modeled if anyone is interested. PM me and I can send you a shot.

Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 31, 2006, 03:29:36 am
Could you post them in this thread. I, and probably many more, would be curious to what you've accomplished. I've heard of the project but never actually seen the hut. A few screenshots of it would be more then welcome in this thread.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on December 31, 2006, 08:26:50 am
I have made an Adraax forum : http://adraax.19.forumer.com/
We can use it or not, it is up to the rest of you :)
Title: Re: Adraax: Klyro's City Project
Post by: Faldurai on December 31, 2006, 01:21:55 pm
I think a wiki would be also good or even more important.
Title: Re: Adraax: Klyro's City Project
Post by: rast on December 31, 2006, 02:59:24 pm
Wow - great to see some action round here ;)

The forum's ok, but again we're splitting off from the main planeshift thread and forum. tbh, i don't mind, it's up to u guys.

@ Faldurai
we did have one (kinda) at one stage. I agree it would be great to get it running again (i haven't checked it recently so appologies if it is up and running)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 31, 2006, 03:26:55 pm
Welcome back, rast.

It's a great idea, though i'm thorn between the material we've got here and the info being lost after moving, and the moderate cleaning up of the KCP.

And no, rast. Kondrakier had a few setbacks and had to close it over an undecided amount of time. Hopefully it'll be back.
A Wiki's probably what we need, I agree. Cold facts go to the wikibank while still hot cases land in the main thread where we will, and always have shared our ideas be they insane or overly optimistic.

I'm going to thank Rast and Laragorn for once again showing up and take part in the project as with any new people as optmistic as we are. Hope everyone's stay will be pleasant ;)
/me leans back "I better start on that fish..."
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on December 31, 2006, 05:13:05 pm
Just would like to say I cant get access to that forum..... My dear ISP has decided its 18+ content ??? (dont ask)

I did notice a slight problem I may have while moddeling that building, I lack a front and rear view so I will have to use my imagination I guess.

Oh, also, what are the materials that would be used in a klyros building.... I was thinking that fish scales or something like that would be used on the roofs, provided there is a big placid fish that was in easy supply..... although, how resilient are fish scales over time :-/
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on December 31, 2006, 05:40:24 pm
Fist page of this thread, there is a building material list :)
http://hydlaa.com/smf/index.php?topic=23402.msg256836#msg256836
Title: Re: Adraax: Klyro's City Project
Post by: Idoru on December 31, 2006, 05:48:44 pm
Looking at that list I see that:

Other:
 • Condensed Coral : ?
 • Klestron : Rubbery material used to cover buildings beneath and above surface
 • Quorka : long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]

So, a rubbery material or tortoise/turtle shells, im now wondering what kind of visual texture the rubbery material would be, where does it come from? would it be in sheets or small tile like sections (this would make it hard to distinguish from slate visually). What colour would both be?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 31, 2006, 06:30:28 pm
Klesstron
The rubbery material you mention as Klesstron comes from the indigenous plant Klesstret, grown in the wetlands by the nomadic swamptribes. The material Klesstron contains several chemical compunds which creates a rubbery matter, stiffening through contact with water.

Because of it's peculiar qualities, the substance often takes over it's creator. Klesstrets can often be seen as big complexes of solid strings stretching over the once naked branches. Klesstron is grey by default, but when stiffened turns ivory white.

The texture of Klesstronl resembles corny marble when stiffened.

Condensed Coral
Grinded coral mixed with water and various secret substances to create a rigid material fit for heavy labour and extreme pressures. Often used in underwater structures to build up the construction.

Quorka
Only the most elite warriors receive this as a shield. It is brought from child to child through traditions that have gone on for generations. Quorkas are very resilient ,once cornered, and shy. A trophy, like a quorka shell, is the sign of a great warrior.

Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 01, 2007, 05:42:15 pm
There are a few good reasons to start a new forum or Wiki(Iknow nothing about setting up a Wiki) and the last question was one of them. Having the project divided into catagories and sub-catagories will help with navigationg threw all the data we now have. It wont be a small task transfering all the info but with a little help I am willing to spend the time doing it.

I would like some feedback on this Forum (http://adraax.19.forumer.com/). I need to know how the rest of you feel about it. If it can be usefull and how it should be set up. OR If it is a bad idea and why.

I have no talent as an artist or using any of the programs being used. My imagination and this forum are the only ways i can contribute to this project.

Awaiting feedback, good or bad  :sweatdrop:
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 01, 2007, 08:31:01 pm
Hello, everybody! Happy New Year!!!
http://camera.pokomi.ru/camera_1.html (http://camera.pokomi.ru/camera_1.html)
1. First, about that things ("outcrops") on klyros architecture (Igoru asked about'em in past year). I invented them as an edges from wich klyroses could jump and glide down. So, in that case, they attached to the higher places of the building. But, through the ages, this purely functional edges could transform into specific klyron architectural  decorative details.
2. Guys, i see one more interesting area to develop: PlaneShift ships. We all saw that splendid Shazzer made by Rast, also there was few sketches from others. I think this theme  conceals a big amount of interesting ideas and will be great polygon for your fantasy. But!
In fact, the ocean that merge 7th and 8th levels isn't big enough to be called "an ocean" - only about 15-20 km in diameter. So, i think, there no enough premises there for "nautical romantic" reveal. But! This big LAKE has an enormous depth - 10 km! - so, the main idea of my reasoning, we could make these ships able to travel on-the and under- water. And even - in the air. What do you think, guys?
Title: Re: Adraax: Klyro's City Project
Post by: rast on January 01, 2007, 08:34:29 pm
Right...
was bored....
made this...

(http://img474.imageshack.us/img474/8403/klyranbridgekt4.th.jpg) (http://img474.imageshack.us/my.php?image=klyranbridgekt4.jpg)
(http://img76.imageshack.us/img76/976/klyranbridge2yv6.th.jpg) (http://img76.imageshack.us/my.php?image=klyranbridge2yv6.jpg)
Just a general floating bridge thing, made quicky and stuck somewhere. Basically made up of 4 long planks of <insert name> wood, covered by klesstron with more short planks nailed over the top with spine needles from another tree. The blue fire in the lanterns is formed from the bark of the <insert name> tree

made in blender in about an hour :)

in a rush - hope that made sense

@laragorn
i'll register when i get a chance

Edit:

@inca
1.sounds interesting, have to see how we can develop them
2. a)thanks b)maybe floating and underwater, but i think flying maybe too advanced for the klyros. They themselves can only glide.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 01, 2007, 11:18:26 pm
Sadly, Minetus couldn't continue his work on the landscape.

Here are the last versions of the landscape he began on when the project was young.
http://www.filefactory.com/file/40b738/

May we draw benefit from his tireless work.
Title: Re: Adraax: Klyro's City Project
Post by: rast on January 02, 2007, 12:29:23 pm
Cheers baldur, just downloaded it :)
Title: ATTN: LARAGORN
Post by: elapid on January 03, 2007, 07:48:23 am
LARAGORN,
for some reasons, i cant reply to your message.
yeah my son has really enjoyed playing this game. I would love to help out.
Please let me know what needed to be done. I will work around my schedule here.

(using my son's game-name btw)
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 03, 2007, 01:22:02 pm
LARAGORN,
for some reasons, i cant reply to your message.
yeah my son has really enjoyed playing this game. I would love to help out.
Please let me know what needed to be done. I will work around my schedule here.

(using my son's game-name btw)
ah yes the 10 post forum limit thingy :D
I forgot there is a spam filter here only allowing PM's after a member makes ten posts.

@elapid
We would welcome anything you can contribute, just take a look at the first post of this thread. There is a breakdown of this project, it shows the Introduction and Objectives. There is also the Names and Places (http://hydlaa.com/smf/index.php?topic=23667.msg260237#msg260237) thread, the Klyros Tale (http://hydlaa.com/smf/index.php?topic=23739.msg261611#msg261611) and Story telling (http://hydlaa.com/smf/index.php?topic=24021.msg260208#msg260208) threads which will give you all the background info.

Baldur and I are trying to organize all the info in an easier to find manner but untill then there is a lot of pages to sort through.

We still need models for many items in the Names and Places thread, you could pick something out of there to get started on.
We still need some buildings and furniture fitting to Adraax.
we still need for a lot of the animals, vegitation and small watercraft, and much much more. :)

I look forward to seeing some of you work,

Laragorn

EDIT: Link to new forum http://adraax.19.forumer.com/
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 03, 2007, 02:22:54 pm
A discussion has been started in the "General Discussion" thread on our forum about what the region of Adraax looks like. Be sure to join.
Title: Re: Adraax: Klyro's City Project
Post by: elapid on January 03, 2007, 03:52:55 pm
awesome!! I will get started on as soon as I get back home earlier next week. I should have loaded 3dmax on my laptop on this business trip .. *bah*
Title: Re: Adraax: Klyro's City Project
Post by: rast on January 03, 2007, 10:11:11 pm
urmmm....is it possible to have my confirmation email sent again on the forum. The email acount i sent it to wasn't activated when i registered  :oops:
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 04, 2007, 12:53:25 am
I could delete the current forum account if you want me to, rast.

Edit: Better, I can change your email info and send it to the right account this time.

What's your address?
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 04, 2007, 01:12:14 am
I could delete the current forum account if you want me to, rast.

Edit: Better, I can change your email info and send it to the right account this time.

What's your address?

Its done Baldur :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 04, 2007, 01:51:16 am
All right.

*sigh*

Can I have that bottle? Thanks./me looms away.

Edit: Now get busy!
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 04, 2007, 02:00:26 pm
Hello, everybody! Happy New Year!!!

2. Guys, i see one more interesting area to develop: PlaneShift ships. We all saw that splendid Shazzer made by Rast, also there was few sketches from others. I think this theme  conceals a big amount of interesting ideas and will be great polygon for your fantasy. But!
In fact, the ocean that merge 7th and 8th levels isn't big enough to be called "an ocean" - only about 15-20 km in diameter. So, i think, there no enough premises there for "nautical romantic" reveal. But! This big LAKE has an enormous depth - 10 km! - so, the main idea of my reasoning, we could make these ships able to travel on-the and under- water. And even - in the air. What do you think, guys?

I think there are some great possibilities here. The airships or craft could be as simple as hot air balloons, as we know the Klyros are not tech savy so any design will have to be very basic.

For the subs.... there could be a couple different designs. We know the Klyros are very much at home in the water, so an individual vessel dosent make sence, it would have to be a minemum of 2-3 passangers. This could be made from a modified Baku even. (I know I love the Baku and want to use it everywhere :P ) Another type could be a larger craft to transport supplies and other races that are not so comffy in the water.

We need some artists to draw up some concepts.

Question:  Do we know if the Klyros have the ability to create strong enough glass for submarines, or will they have to be windowless?



Edited to add: I have gatherd all the posted concepts, models and maps posted in this forum (a 4 hour task :P ) and put them in an online storage folder. The only drawback I can see is that there are no descriptions along with the images. oh well you can find it here (http://my.inbox.com/photos/lmc_loawealth)
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 04, 2007, 04:29:50 pm
Wow, Laragorn!!  :woot: You made a great work! You are appreciated :) :thumbup:
Descriptions would be very usefull but anyway such photo album will be very helpful.
About ships - your reasoning are very good, i agree with them. But let's turn on our imagination and invent some incredible transports (like pack crabs, fish-riders, squid floaters ...) wich can be built by  klyron and other race (nolthrir, dermorians, xacha..). Hmm... may be we should try to disable our logic and make some incredible and beautifull images :)
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 04, 2007, 04:40:41 pm
Sounds like a good idea, sometimes logic really screws up creativity :P
Title: Re: Adraax: Klyro's City Project
Post by: rast on January 04, 2007, 06:34:37 pm
Sounds like a good idea, sometimes logic really screws up creativity :P

agreed (both bits) :P

@laragon (and baldur)
thanks for sorting out the forum acount :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 04, 2007, 07:04:55 pm
@laragon (and baldur)
thanks for sorting out the forum acount :)
Oh, he did it. All the way ;)
Title: Re: Adraax: Klyro's City Project
Post by: Rekhyt on January 05, 2007, 08:15:02 pm
Hi everyone
is there anyway to help out. Im good with story lines, culture and strange ideas ;)

Sorry would write more but rushed

Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 05, 2007, 08:33:57 pm
Visit the Forum (http://adraax.19.forumer.com/). We set it up for a more structured discussion and somewhere to categorize our concepts. You're welcome to join :)
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 06, 2007, 11:48:31 am
About new Forum.
1. If it will be like an alternative wiki - i like it. But, as we discussed long time ago, i find it very difficult to contemporize this new forum with our original PS-forum.. But, as the most active members of KCP-squad, you have right to decide to create a new forum-site for project.
2. Don't know how you register on the forum. Do you realy sent a fax ot signed letter to Adraax_city_centre Forums? Please, help me with that.
Merry Russian Christmas!
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 06, 2007, 03:08:59 pm
Register > add username, pass and email among other information > send in the accountinfomation you've written and an activation email will be sent to your inbox > click the activation link and all should be set > log in with your username and password > done!

It is to be used as a wiki and if found useful a forum for a more structured, more easily browsed discussion for newer members and, hopefully, for the older members. Also, this forum would give us an overview of what has been done and what needs to be worked on further.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 07, 2007, 04:31:07 pm
About new Forum.
1. If it will be like an alternative wiki - i like it. But, as we discussed long time ago, i find it very difficult to contemporize this new forum with our original PS-forum.. But, as the most active members of KCP-squad, you have right to decide to create a new forum-site for project.

My main goal for creating the forum was to make it an easily navigated cataloge of all Adraax content. Baldur has seperated the content into specific threads for each respective catagories. Any newcomers and anyone who has been around for a while, are now able to find exactly what they are looking for with relative ease. It may take a little time to get things totaly organized, but even now it is much better than sifting threw 65 pages of content.

With the approval of the Moderators and Administrators of the PS forum, I would like to be able to link everything back and forth so that anyone from the PS forum will be able to see what is happening at any given time.
Title: Re: Adraax: Klyro's City Project
Post by: Kymizer on January 08, 2007, 05:04:59 pm
agreed, though its blocked at school  :(

i'm Kyzer on the forum btw.


where might the wiki page be located?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 08, 2007, 07:07:27 pm
No Wiki, look in the "Finished Concepts" cathegory on the forum, should be right below the "Introduction and Objective" forum :)

We're using the forum as a wiki. More easy to post thoughts to changes and almost as easy to browse.
Title: Re: Adraax: Klyro's City Project
Post by: Kymizer on January 08, 2007, 09:32:39 pm
yes, i'm glad i came along when the forum came up!

but i still never saw the finished concepts, i guess i'll have to go there tonight and try to look at it.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 08, 2007, 10:04:23 pm
Many areas to be filled. The discussion's gone hot but still many concepts are needed. Mainly 2D for the 3D.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 09, 2007, 02:03:08 am
Check out the work started on the Trellta ( A Klyros nomad tent) (http://adraax.19.forumer.com/viewtopic.php?t=37)

I am very happy things are moving again here :D and it is good to have some new members joining the team.

Welcome and thanks guys  :thumbup:
Title: Re: Adraax: Klyro's City Project
Post by: Kymizer on January 09, 2007, 05:09:48 pm
its no problem here, if i can get some sketches of what you need, i'll try my best to get it as close as possible!


i'm having a problem getting to the other forum though, since its using a free website thing, its blocked at my school.  So if you have any orders or have anything you want done, post it on the forum and if you could, pm me on this forum.

Thanks
Title: Re: Adraax: Klyro's City Project
Post by: Rekhyt on January 10, 2007, 07:46:58 pm
 Hey soz i havent been around for awhile but the Adraax server wont let me join :(. Any idea why? But i was reading through and had a suggestion about beach animals. Reading the tidal plant descripton i came up with a concept i think works well. I havent got a name yet but it is around 2-3 meters in length and has two short legs; its body is an oblonic shape and has 3 claws coming out where the head is, it uses this to rip out the plants and eat them. In high tide times it will close the 3 claws and stick its head into the ground so it looks like a common beach boulder. :) of cours its skin colour is grey and it has a rough bumpy hide. As for the actual head perhaps a snapping turtle style head but grey and with teeth?             Rekhyt :devil:

okay will use modify cheers

 :) Finaly got onto the wiki forum  :)
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 10, 2007, 08:01:29 pm
I always wonder why you are all every time  imagine horrible monsters.... Don't you wanna to create something good and beautifull animal like a squirrel or elephant or lion...?
Title: Re: Adraax: Klyro's City Project
Post by: Rekhyt on January 10, 2007, 08:46:42 pm
  :o A cute lion??? ill work on it :)

*edit*
 I lost my Smurfle idea so will have to repeat. Small furry ball 2-3 inches in diameter, can be brown,black,white,or green has 4 sucker dart legs uses to climb trees and suck nutrients out of trees. can be trained to talk and is used as a pet. when in danger screams and climbs to high place to the annoyance of owners. Live 4-5 years matures at 1 and has litters in small eggsacks of about 8-12. gestation period is 1 month (time baby spends in eggs) lays eggs in hollowed tree trunks. Sees by touch fur is like rabit whiskers? at birth lives by itself by attaching to branches this is when there caught to be pets as during the next month or 2 they do nothing all you have to do is cut the branch off.

That okay?                                                :devil: Rekhyt  :devil:
Title: Re: Adraax: Klyro's City Project
Post by: ThomPhoenix on January 10, 2007, 08:56:02 pm
Use the (http://hydlaa.com/smf/Themes/PlaneShift/images/english/modify.gif) button, please.
Title: Re: Adraax: Klyro's City Project
Post by: Dahoma on June 26, 2007, 10:28:33 pm
I'm wondering, is there some place where any information on the city is posted and regularly updated, as in a summary of everything that has been done up until now or something.

If you do the link would be great appreciated, if you don't, it's just an idea as of now.
Title: Re: Adraax: Klyro's City Project
Post by: Faldurai on June 27, 2007, 03:59:11 pm
Just wondering, too. There is nothing special here neither in the special forum about stopping or something like that. So were is the development?
Title: Re: Adraax: Klyro's City Project
Post by: rast on June 27, 2007, 06:06:08 pm
@dahoma:
do you meen like here: http://adraax.19.forumer.com/ (http://adraax.19.forumer.com/)

mind you, "regularly updated" doesn't really apply here X-/

@Faldurai:
Good question really. We kinda just hit a bit of a "road block"....

I check the forum quite regularly though... :)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on June 30, 2007, 10:05:56 pm
Updates to the projects forum will soon be made, i promise you :)
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on July 05, 2007, 08:14:08 pm
Hello.
I think that you can try to make an Adraax City Saga in other (more easy) way. I found very interesting programm called RPG Maker XP - it allow you to make your own story dedicated to PlaneShift universe and, in particular - to Klyros City Project.
This is the most usefull link:
www.rmxp.org (http://www.rmxp.org)
What do you think, Baldur? ;)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on July 06, 2007, 12:39:00 pm
Worth a peak :]
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 29, 2007, 09:24:57 am
Common announcement

The KCP aka Adraax project is as of late in lethargic sleep due to real life circumstances. Anyone who wishes to take up the challenge may do so. This to inform you that there will not be any expected updates or no updates at all from the original members. Enthusiasts may take over this project and run it if they so wish.

Create your own updates, make us proud.

http://adraax.19.forumer.com/

Title: Re: Adraax: Klyro's City Project
Post by: Otcho on August 30, 2007, 12:56:31 am
hmmm....I hope more people will take interest in this..I have no skill whatsoever in 3d modeling or textures >.> maybe I'll come up with some things...
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on August 30, 2007, 01:59:55 am
i'm trying to learn blender. maybe i could help a little (just started learning a few days ago so not too much).
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on August 30, 2007, 02:25:28 am
Developement is somewhat hindered by a couple of the regular participants of this fan project moving to prospects or devs. Carry on in good spirits brave creators. I would still love to see all this put together in a way that it could be dled and walked through to help envision the needs etc.

Rast! APPLY!
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on August 30, 2007, 07:54:38 am
*chuckle*
That boy is as stubborn as an old boot.

Otcho: Welcome inside, back in the days when I first joined the project I knew nothing of textures and shadows :)
Dihenis: have you read Cherppow's Simple Modeling School (http://hydlaa.com/smf/index.php?topic=26870.0) if not, then t'was good help for me :) I advice you to look at it too, Otcho.
Title: Re: Adraax: Klyro's City Project
Post by: Otcho on August 31, 2007, 01:57:41 am
I'll Check it out  :)
Title: Re: Adraax: Klyro's City Project
Post by: rast on August 31, 2007, 12:40:28 pm
Rast! APPLY!

*chuckle*
That boy is as stubborn as an old boot.

I'll take that as a complement I guess :D

Once I've finished my exams and stuff, I may apply....  :sweatdrop:
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on September 04, 2007, 05:02:18 am
well i've finished one model. this is actually my first model i've ever done for 3d programs so no doubt i have lots of precision problems,but i also want any other criticism. pictures of the model is at www.adraax.byethost9.com/boathouse. i'll see what i can do about downloading the file, but my html's a little rusty. and don't complain about how the site looks now, i just threw it up so y'all could see my beautiful model
Title: Re: Adraax: Klyro's City Project
Post by: Karyuu on September 04, 2007, 07:58:24 am
A few tips right from the start:

1) Set smoothing on your faces so you lose the harsh polygonal shading, or "faceting," that occurs at the top elements.
2) Watch your triangle count - depending on the scale and final complexity of this object, it can be between 1k to 5k triangles (and would include interior assets). 5k would be for a fully decorated and rather large architectural model with several props.
3) Make sure you're using reference photos or drawings for a realistic construction - those stairs for example have to be held up by something. Also make sure that they are fully touching the ground planes and no section is floating in the air.
4) PlaneShift doesn't get along too well with double-sided faces, so make sure that you don't have them in your model. If this is something that only has to be changed when you use the exporter, then don't worry about it - I'm not sure how it works in Blender. Otherwise, just make sure that if something is flat but needs both sides viewable, both sides have a separate set of polygons.
Title: Re: Adraax: Klyro's City Project
Post by: Durwyn on September 04, 2007, 11:49:30 am
this is actually my first model i've ever done for 3d programs so no doubt i have lots of precision problems,but i also want any other criticism. pictures of the model is at www.adraax.byethost9.com/boathouse. i'll see what i can do about downloading the file, but my html's a little rusty. and don't complain about how the site looks now, i just threw it up so y'all could see my beautiful model

i like the boat :) for the downloading you have many freewebhosting for that..i use mainly uploadingit.com and my dudu.110mb.com . i can host it for you if you want once you corrected the things that needs to ;o pm or email me.

Good work  ;D

Note : i wont criticism i know nothing about 3d and stuff..lol   :oops:
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on September 10, 2007, 03:11:43 am
I've touched up the model some. still some precision problems but i'm working on those. still at adraax.byethost9.com/boathouse (http://adraax.byethost9.com/boathouse) I redid the roof and the stairs. Karyuu that roof was intentional (Quorka : long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]). i toned down the sharpness of it though.

i made a banner just for fun. its pretty simple.

http://adraax.byethost9.com/finalbanner.jpg (http://adraax.byethost9.com/finalbanner.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Ver on September 10, 2007, 03:54:51 am
Is this actually going to be put into the game?
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on September 10, 2007, 04:14:25 am
no, its just a player-run project that right now doesn't have many contributors

Quote
This Project mainly goal is for the creation of alternatives for Klyros architecture, its not supose to be to create a actual city to implement ingame due to the rules of non disclosure set for artwork to be implemented, in other words if the public see's it before being implemented it wont be..
We also use this project to better ourselves training and maybe one day if we are ready we can help with the game design in a more direct way Cheesy
this project is open to anyone who wants to participate. eaven if is just to give your opinion or sugestions
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 10, 2007, 07:40:27 pm
i made a banner just for fun. its pretty simple.
http://adraax.byethost9.com/finalbanner.jpg
404 Not found

Put it up in free4up (http://free4up.com), longer lasting effect ;]
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on September 11, 2007, 02:22:10 am
well its at the top of http://adraax.byethost9.com/ (http://adraax.byethost9.com/). i don't know why the link didn't work.

edit: wow, i forgot to make it a hyperlink. well i'll fix that now, but it should still be in both places (at the top of the main page and the direct link.)

edit2: i don't get this is doesn't like me putting a direct link. its still at http://adraax.byethost9.com/finalbanner.jpg but it doesn't like being a linky 'cause copying and pasting works
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on September 11, 2007, 08:06:46 am
well its at the top of http://adraax.byethost9.com/ (http://adraax.byethost9.com/). i don't know why the link didn't work.
Bit too ordinary, try a boat theme. Also, try to include the text too, make it snazzier.
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on November 26, 2007, 12:34:31 pm
Okay, I just sat here and read through this entire topic. If any 2d artists are still working on this, I might be able to model some simple things if I had some pictures for different views. It's cool if you don't want me to, but I'd like to improve and this seems like a good way to do so.


I realize this hasn't been posted into for a while, but I figured posting was easier than pm everyone who posted in this thread.
Title: Re: Adraax: Klyro's City Project
Post by: Xillix Queen of Fools on November 26, 2007, 03:31:40 pm
This project always continues, albeit it slowly. For many here this is a kind of training ground, and a chance to get some good feedback. Several folks have gone on from this project to become devs and when that happens it slows down some.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 26, 2007, 04:05:45 pm
Let's call it Dev-kindergarten. This is practically a project which, in lighter terms, simulates a frame in gamedeveloping. You try your hands out in this project, you train, perhaps you discover your talent and even join the dev-squad through the friends you've made.

I agree with Xillix. We've had a bit of a brain drain these past months due to members finding new goals and joining the prospect's team, even developers.

Welcome in, Keldrena. You may check our Forums (http://adraax.19.forumer.com/index.php?sid=b0145560e613e2b86642406dd9cd7d25) for further inspiration :)

Title: Re: Adraax: Klyro's City Project
Post by: rast on November 26, 2007, 07:30:25 pm
Wow..Looked under most recent post and there was the kcp =) how's everyone doing?

@Keldrena
there's a list of stuff on the other forum somewhere of what *needs* to be moddeled...

*searches*
Quote
ITEMS

Eplytaro ( A small knife)

Esquil (Dish-food)

Esorta (lance or Klyros clothing (shirt))

Gerhana (Special seaweed walls Klyros use to screen off different zones indoor) Gerhana

Gardion(A rock who is nicely shaped, with symbols)

Niraga (Well that spits out "transformed" crystals)

Sauurka (distilled version of the "mercury" that the runners or glider's used to fly?)

Shegenriz ( Sharp weapon)

Searban (katamaran)

Trellta ( A Klyros nomad tent)

Xalkaro ( Something the Klyros use to get the bones away from the fish they catch)

If you need a concept i might be able to make a quick one for you if you give me a shout, but see how you can do anyway :)

Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 26, 2007, 07:38:58 pm
rast, mate. Long time since last :)
Very good, rast. That is basically what I use when I create concepts. They're really good because they support you with a purpose and alot of freedom in between :)
Title: Re: Adraax: Klyro's City Project
Post by: Dihenis on November 27, 2007, 02:14:40 am
I was/am working on a guard tower for this project. So it's not completely dead. well that list should give me some kind of direction, thanks rast.

 \\o// Keldrena, just don't forget to try to have fun, texturing buildings can be a pain in the $#4#@#$.
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on November 27, 2007, 03:34:37 am
Right now, I'm working on some of the smaller objects from the list that was provided.
I'm working on:

Quote
Eplytaro ( A small knife)

Esquil (Dish-food)

Xalkaro ( Something the Klyros use to get the bones away from the fish they catch)

Girahna (A very big flower, usually over 3 meter tall)

This should keep me busy for a while
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on November 28, 2007, 12:48:41 am
This is my form of an Eplytaro. If you hold it vertically it cuts and diagonally it scrapes. I need to fix the handle to be lower poly but I like it. And of course I need to texture.
(http://farm3.static.flickr.com/2241/2070090902_bc367a56f7.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on November 28, 2007, 08:51:32 am
It looks good, keep at it :)
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on November 29, 2007, 10:09:46 pm
If anyone feels like drawing up concepts for the items below, that would be great. I'm al most done texturing the
Eplytaro and I'm having trouble coming up with a concept for the others.

Esquil (Dish-food)

Xalkaro ( Something the Klyros use to get the bones away from the fish they catch)

Girahna (A very big flower, usually over 3 meter tall)
Title: Re: Adraax: Klyro's City Project
Post by: minetus on November 30, 2007, 12:22:05 am
well maybe not a girahna  :lol: thats what came out, ill try again tomorrow...
(http://img145.imageshack.us/img145/510/maybegirahnacopyml4.th.jpg) (http://img145.imageshack.us/my.php?image=maybegirahnacopyml4.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on November 30, 2007, 12:40:59 am
Very nice, thank you. It may not work as a girahna, but I still want to try modeling it.
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on December 02, 2007, 10:58:23 pm
I've got a slight issue. I have the body of the fungus( At least that's what it looks like to me) modeled, bout I don't know how to add the growths on top while keeping the mesh low poly. Any one have a suggestion?
Title: Re: Adraax: Klyro's City Project
Post by: minetus on December 02, 2007, 11:02:52 pm
you can model them as separate meshes seems the best way :-\
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 03, 2007, 01:59:03 pm
If you're dealing with blender, I always prefer to create seperate pieces, for example add a cylinder and a cube, in the same model, model them the way I want both then merge both the way I want them.

When you merge both you can do the easy-to-uv-but-difficult-to-keep-triangles-down-way by merging the object by adding faces between them(ctrl+f or perhaps f), or the-not-so-easy-to-uv-but-more-easily-appliable-way by merging one piece straight into the model without adding faces.

Both work as models.
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on December 03, 2007, 07:40:09 pm
Okay, thank you both, I'll try that out.
Title: Re: Adraax: Klyro's City Project
Post by: rast on December 04, 2007, 08:09:08 pm
It's been so long since i've posted a model on this forum....(i'm a bit out of practise, as evident below :P)

The Gerhana wall deviders (there's a topic on the other forum on this one i think):
(http://img150.imageshack.us/img150/2543/gerhanna04tg6.th.jpg) (http://img150.imageshack.us/my.php?image=gerhanna04tg6.jpg)

Well ok....the texture needs work...

I'll post a pic with a new texture in a bit if i get enough time to update it :)
Title: Re: Adraax: Klyro's City Project
Post by: minetus on December 04, 2007, 11:15:06 pm
looks good, the texture is good also maybe just need more detail i guess  :P
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on December 05, 2007, 01:30:13 am
Two questions that I have not been able to find an answer to by googling.

1. Where do you guys find your textures for plants and such?

2. How do you make parts of a mesh translucent or reflective?
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 05, 2007, 09:09:41 am
1.  CG-Textures (http://www.cgtextures.com/) , Mayang Textures (http://mayang.com/textures/) try these, or bug Karyuu :>
2.You change the opacity of the layer you want translucent in a graphical program(Photosho, Gimp)(At least that's what I do) when you create the textures.
Title: Re: Adraax: Klyro's City Project
Post by: rast on December 05, 2007, 09:02:32 pm
I have never come across CG-textures before =S It seems to be a good site :) I sorta gave up on texturing the Gerhana...


dug up something i did a while back too...
Esorta:
(http://img232.imageshack.us/img232/923/esortack2.th.jpg) (http://img232.imageshack.us/my.php?image=esortack2.jpg)

i'm might get round to texturing this as well....

 :P
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on December 17, 2007, 02:38:41 am
(http://farm3.static.flickr.com/2079/2116789484_346c145705.jpg)

I've been working on the concept from minetus' previous pot. I don't really like it and it's not finished yet. Thoughts?

Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 17, 2007, 08:15:03 am
You need to variate the texture, right now you have one part repeating itself. YOu need several parts which look different and alot more details :) Try to work on the details as much as you can.
I think you've done a good job manufacturing that texture, just make sure you balance the strong cyanide colors with something that's easier for the eyes.

That's all I have to say :)
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on December 22, 2007, 03:34:57 am
Hello everybody,
I just finished reading this whole thread. It took a while but it was worth it.  :thumbup: I did some drawings as I went along and they're posted below. I'd love to help out however I can, time permitting.

(http://img254.imageshack.us/img254/2506/portkydrilsmallfb9.jpg)
Port Kydril
Main port which handles goods transported by sea, land, and air.

(http://img254.imageshack.us/img254/668/portkydrilrender1fi4.jpg)
Port Kydril render 1
Modeled with Lightwave 3D 8.0.

(http://img254.imageshack.us/img254/8671/joelkinetavernsmallkm7.jpg)
Joelkine Tavern
A warm building with a rich atmosphere. Favorite place of fishermen, sailors, and travelers to rest and share stories.

(http://img254.imageshack.us/img254/2637/bacusmallzl3.jpg)
Bacu
A small Bacu housing a fisherman's family of four.

(http://img254.imageshack.us/img254/1693/klyrosbuildingthirdsmaldl6.jpg)
Building 1
Just an idea...

(http://img521.imageshack.us/img521/535/klyrosbuildingfourthsmabx1.jpg)
Building 3
Another idea...

(http://img254.imageshack.us/img254/7838/airwatersubmarineshipxe8.jpg)
Triumbrae

(http://img254.imageshack.us/img254/2985/airlizarduw6.jpg)
Air lizard
Small relative of the Pterosaur, these animals roost primarily on the cliffs of the Floating Island. Their diet consists primarily of fish.

(http://img254.imageshack.us/img254/7467/bigbirdxe3.jpg)
Krytoble
A large, flightless bird known to live throughout the swampy moors which lie in the rich Klyron floodplains. Mates for life. Omnivore.

(http://img254.imageshack.us/img254/8027/swordpe4.jpg)
Recurve sword (Shegenriz?)
A design renowned for it's strength and graceful fluidity, forged in the ancient technique which was passed down by the Klyron for generations.

More pictures can be found at http://www.freewebs.com/zweitholou/adraaxklyrosproject.htm (http://www.freewebs.com/zweitholou/adraaxklyrosproject.htm).
Sorry if anything is wrong with the post... this is my first.
Title: Re: Adraax: Klyro's City Project
Post by: minetus on December 22, 2007, 01:37:31 pm
hi zweitholou, and welcome  :D

i like your drawing style lots of potential  :woot: keep up with the good work
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on December 22, 2007, 04:28:08 pm
/me has an eye-gasm

I'm... very glad you found us :D
Title: Re: Adraax: Klyro's City Project
Post by: rast on December 22, 2007, 08:19:55 pm
*Rast is uber impressed*

these are awesome =)
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on December 23, 2007, 03:13:53 am
Thank you!   :D

Here are some pictures I added today...

(http://img254.imageshack.us/img254/5968/girhana001kp0.jpg)
Girhana
A sinister monstrosity which towers over the surrounding foliage at an impressive 3 meters tall, the Girhana is a carnivorous, flowering plant which snares its prey with its cleverly constructed "leaves". These "leaves" are covered in hairs which secrete a sticky' resinous enzyme adept at catching meals and absorbing the nutrients it obtains. However, this resin is also said to have advantageous medicinal uses and may cure such ailments as the oft fatal Ikthian blight. Many an adventurer has lost his life in pursuit of the precious liquid.

(http://img254.imageshack.us/img254/633/glestfargel001mv2.jpg)
Glest Fargel
A notoriously pesky swamp creature, the Glest Fargel is a member of the fish family, despite it's ability of flight. Some particularly infested neighborhoods invest in a Korbahd'zhoblae to keep the pests' population down. The Glest Fargel is, on average, the length of a Klyros' forearm, or 20 inches. It lays its eggs in water and takes different mates each breeding season.

(http://img254.imageshack.us/img254/3661/karfbrecht001ws1.jpg)
Karf'brecht
This carnivorous plant inhabits the murk of swamps and bogs, luring fish in with it's eerie lights. Each "leaf", or "head", has a glowing extension and a photosensitive "eye" which lures and grabs fish who venture too near. It also uses photosynthesis through it's fern like fronds sprouting from it's unassuming knoll on the water's surface.

(http://img507.imageshack.us/img507/5606/sleydekth001iw2.jpg)
Sley'dekth
Not much is known about these demonic lurkers who creep about in the murky depths of the swamp. The image is often exaggerated by the local who describes it, owing no doubt to consuming terror.

(http://img254.imageshack.us/img254/4412/korbahdzhoblae001bq9.jpg)
Korbahd'zhoblae
This noble beast is the prize of any owner. Its useful traits include the eradication of Glest Fargels, undying loyalty, and the defense of property. It makes a keen lookout with three eyes alert for trouble, and can fend off troublemakers well with its 36 inch (about a meter) long horn. The Korbahd'zhoblae stands 10 feet tall and is formidable whether tame or wild. Pups must be raised in captivity to be sold as pets.

If anyone needs concept sketches for modeling, let me know.  :)
Title: Re: Adraax: Klyro's City Project
Post by: Keldrena on December 23, 2007, 03:51:15 am
First of all: Zweitholou, I bow down to your mad skillz.

Anyhow I was wondering, what should the poly count on some of the larger plants be?
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on December 23, 2007, 04:06:04 am
Thanx.  :)

I'm not sure about the poly count, but on the first page it says trees should be 150 polys. If the average tree is about 25-30 feet (about 8.5 meters) and the girhana is 3 meters (about 9.8 ft) tall, then I would guess about 50 polys...

Just a guess...
Title: Re: Adraax: Klyro's City Project
Post by: peeg on December 25, 2007, 02:57:10 am
Zweitholou keep it up! I'm impressed :)
Nice to see Adraax's still developing!
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on December 30, 2007, 05:36:04 pm
Zweitholou, I love your work  :thumbup: You have a great imagination and are able to express it well.

I suggest taking a look at the Names and Places thread for naming options, there are dozens of words and definitions. (link in my sig)

Keep up the great work, it is good to see activity here  \\o//
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 03, 2008, 05:36:09 am
Happy New Year!  \\o//
Thank you for all your compliments.  :D

@LARAGORN: I looked at the KCP Names and Places thread and here is what came of it:

(http://img177.imageshack.us/img177/2158/namessketchesxm1.jpg)

(http://img177.imageshack.us/img177/9152/namessketches2jb0.jpg)

Quote
NATURE

Alava (An oak like tree, it's always hollow inside, inside it there are always many animals)
.Almon - Plant Plant
Arorin (Mushroom, tall like a dwarf, glows purple)
Ba ( Algi, little green organisms that float on the water)
Bacu (The Klyros house, giant breathing, living thing, ask Inca/Baldur)
Capilli: A large succulent plant found all around the city that gives off a crisp clean smell. Blooms brilliant red every 50 years and drops in one day. Complete blooms are said to enhance ones alertness and strength and are worth a large sum from the right buyer
Girahna (A very big flower, usually over 3 meter tall)
Harzer (Bone like material, very hard)
Kryptaro (big swamp tree)
Lorigon ( A tree that is very hard, like Iron wood)
Rangoroi (A light tree, a bit like bambo)
Sta (small tree with very long branches)
Wiargona (VERY deadly plant, poisonous)
Xeroran(Mushroom, small and eatable) ...
Esorta (lance or Klyros clothing (shirt) ...
Gardion(A rock who is nicely shaped, with symbols)
Niraga (Well that spits out "transformed" crystals)
Sauurka (distilled version of the "mercury" that the runners or glider's used to fly?) ...
ANIMALS

Astu (A plant like animal that can move on its roots,very beautiful, a female name)
Agi Kish- Lobster/scorpion like creature, a delicacy due to the danger in catching them
Cestergon ( Dog like animal)
Choria ( Fish, It' scales are coral like and it's about as big as a fat cat. It has small teeth but hundreds of them, it has got red and blue dots all over and it shines in the dark. It is very strong)
D'tarn (Big, big fish, 30-50 meter long, lives deep in the sea, lazy but it can be fast, natural enemy to the Orgast, if a D'tarn is killed and brought to land it can feed the people of a city for months)
Erb (A frog?)
Gyonia- a manatee like sea mammal sometimes hunted
Ialnor (Fish)
Nahadi (Reptile like alligator-cameleont)
Orgast (big shark, natural enemy to the D'tarn)
Pteo (Fish, a small fish, it has a silvery color with streaks of blue)
Qheronner (Fish, very fast, big as an orca, 10 meters long)
Quorka- long lived tortiouse looking creatures [possibly use shells as shield or even roofs of huts]
Stax (deer with big horns, fast runner, Klyros hunt it)
SylkSor- an aquatic spider that weave nets these are seldom seen by the bravest divers.
Shazzer ( Fish with sharp things (a bit like a swordfish), a battle ship, it has a spike in the front wich it uses to ram other ships)
Uinor (Small bear like animal, can swim)
from LARAGORN and also:
Quote
Xobcon- a species of edible sea snail

Xalain- a squid from which ink is derived

...Gyonia- a manatee like sea mammal sometimes hunted

...SylkSor- an aquatic spider that weave nets these are seldom seen by the bravest divers.

...Agi Kish- Lobster/scorpion like creature, a delicacy due to the danger in catching them
by Xillix

Here are some other drawings...
(http://img177.imageshack.us/img177/4739/klyroweapons001hf5.jpg)

(http://img177.imageshack.us/img177/4994/pagodaglass001av8.jpg)
The smooth side is glass.

(http://img110.imageshack.us/img110/5328/adraaxbridge001colorsq4.jpg)
I know it's inaccurate, but i was in the mood...
I couldn't get the original black and white to load.
Title: Re: Adraax: Klyro's City Project
Post by: saladasalad on January 03, 2008, 09:47:30 am
First of all, Zweitholou, they are some utterly superb drawings.

Secondly, please correct me if I'm wrong, but I thought this project was given the 'no go' by Talad for some strange reason or another....
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 03, 2008, 02:35:08 pm
First of all, Zweitholou, they are some utterly superb drawings.

Secondly, please correct me if I'm wrong, but I thought this project was given the 'no go' by Talad for some strange reason or another....
It's an official project and can therefore not be implemented due to the surprise-element basis the team works on. We decided to convert this into a cradle for new team-prospect, and so far unskilled, artists to develop their talents so they may one day join the team.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 03, 2008, 04:20:22 pm
@Zweitholou, I am having difficulty openning your first 2 images in this post (http://hydlaa.com/smf/index.php?topic=23402.msg357737#msg357737). Can you check to see if the links are working?  Thanks
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 03, 2008, 06:13:43 pm
I think I fixed the problem with the images. Sorry they're so big. I couldn't get the thumbnails to work properly.
Also, I do realize that this won't be implemented, but it may provide ideas and inspiration nonetheless.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 04, 2008, 01:52:33 pm
You have some great concepts there Zweitholou  :thumbup:
I think a few are a little to close to earth animals though, like the Uinor and the Gyonia. I would'nt mind seeing another attempt at those, if your up for the challange ;)

I agree, even though the entire project will never make it in game, there are far too many ideas and concepts here to let go to waste. Converting Adraax into a practice project for prospects was a great idea.

Happy New Year everyone  8)
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 10, 2008, 02:38:29 am
I think a few are a little to close to earth animals though, like the Uinor and the Gyonia. I would'nt mind seeing another attempt at those, if your up for the challange ;)
I agree. Here are the attempts at something better:

(http://img244.imageshack.us/img244/33/cestergon001hu5.jpg)
Quote
Cestergon ( Dog like animal)

(http://img265.imageshack.us/img265/7262/gyonia001mc1.jpg)
Quote
Gyonia- a manatee like sea mammal sometimes hunted

(http://img265.imageshack.us/img265/7531/orgast001dl5.jpg)
Quote
Orgast (big shark, natural enemy to the D'tarn)

(http://img265.imageshack.us/img265/8357/uinor001qs6.jpg)
Quote
Uinor (Small bear like animal, can swim)

(http://img265.imageshack.us/img265/8977/xobcon001nr0.jpg)
Quote
Xobcon- a species of edible sea snail
I saw "edible snail" and I couldn't resist.  ;D

Let me know if there are any others.
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 11, 2008, 09:12:43 pm
A week ago i first time watched movie "Piter Pan' (2003). There was a scene with mermaids. I wish all klyron women looks like these mermaids - with beautiful chinese faces, narrow eyes, without strange crest on the head. :)
This is not the best screenshot, but this is all i found in the net.
(http://bp2.blogger.com/_WkKZJVG5wTk/RxWE2GePMiI/AAAAAAAApdA/bTue0l1MwIg/s1600/Peter_Pan_95.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: .:ZEN:. on January 12, 2008, 03:10:07 am
Great Images... Truly amazing.. :thumbup: :thumbup: :thumbup:

As for them looking like earth animals... I think just about all planeshift animals bear some resemblence to earth animals... So I think that makes it even better - It will help the new animals fit in.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 12, 2008, 10:27:57 am
Can't see it, Inca.
Title: Re: Adraax: Klyro's City Project
Post by: Under the moon on January 13, 2008, 02:56:57 am
http://bp2.blogger.com/_WkKZJVG5wTk/RxWE2GePMiI/AAAAAAAApdA/bTue0l1MwIg/s1600/Peter_Pan_95.jpg

It is a DL link or something. Those things where evil. Good movie, though.
Title: Re: Adraax: Klyro's City Project
Post by: LARAGORN on January 18, 2008, 03:52:30 pm
Exellent job Zweitholou :thumbup: looking good.

Can I have some cheese on that first Xobcon ;)
Title: Re: Adraax: Klyro's City Project
Post by: Millian on January 20, 2008, 05:51:52 pm
 ::) Hi! i'm new in this topic so if my idea 's suck,stupis or something plz tell me

My idea is :
   1-They should have a small town under the water(this town is a part a the city)
   2-Klyros will stronger then normal (like more atk speed up or walk faster then normal...etc..etc... but not too fast because that will make them over power and only when the under water )
   3-Other class can't stay too long in the the small town if they want to they have to do a quest that can help them breath under water
   4-The small town is the place where very strong monster runing around (if you want to kill them you have to party)but they drop very strong,good weapon and more exp

KLYROS FOREVER.......
Title: Re: Adraax: Klyro's City Project
Post by: Myriel on January 20, 2008, 06:28:18 pm
well, I don't think that Klyros are meant to be stronger than other races...just look at them and compare with a Kran ;)
And there are other races that can live underwater as well: the Nolthrir have gills, and the Kran don't have to breath.
Further - wouldn't you think they would guard their town against strong monsters?
But otherwise I like the idea of an underwater town and I think that the Nolthrir will also have some underwater cities. But that's far in the future...  :beta:
Title: Re: Adraax: Klyro's City Project
Post by: Millian on January 20, 2008, 06:36:22 pm
1-Well i thing they should be a bit stronger because they have low stamina ...... :(
2-The monster i thing they should live some other place then but who know under water there full of fish and big fish even "bear with fin"... :sweatdrop: but the small town under water should have some thing strange ... who know
3-And this under water town idea ......came to me when i drop down from the water fall near the"brone door" ....painful
4-About the races hmmmm.... i don't want to be a jerk or something but even fantasy nothing with nose can breath under water so other races but NOT kran and Nolthrir should do something to help them breath under water :innocent:
Title: Re: Adraax: Klyro's City Project
Post by: Myriel on January 20, 2008, 06:56:31 pm
Yes, you're right. There could perhaps be a magic spell that allows the other races breathin underwater for some time. And if you don't have much mana and dive too long...well, bad for you^^ but even that is far in the future, as now it isn't even possible to swim and everybody can breath on the bottom of a lake. But I'm sure they'll do something about that soon(tm) *g*
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 20, 2008, 07:52:41 pm
If we're now drifting in on an underwater-concept bare in mind that Klyros and Nolthrir architecture could be hard to distinguish if it's adapted to underwater-environments. Considering the policy of originality the game hosts it would be going against the game's objectives which we are trying to follow.

What I'd still like to impose is the 3-element concept. The Klyros are agile in both Air and Water, as well as on Earth, and therefore their architecture circles around that.

Title: Re: Adraax: Klyro's City Project
Post by: Myriel on January 20, 2008, 08:28:29 pm
Probably Klyros would preferably settle on the shore, while Nolthrir also live in the deeper waters. I think that makes enough difference, as the Klyros houses have to be stable enough to resist the tide and the waves, especially because they often have a second floor over the surface of the water. I somehow imagine Nolthrir houses more round and flat, while Klyros houses have more towers.
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 20, 2008, 09:36:42 pm
I think guys, you don't trully try to read topics about KCP (and understand why : ) So, because i want you not to waste your creativity on things that already were developed - this is the concept of Adraax. A Harbour and Distant View from the sea (town at Low Tide period):

(http://foto.mail.ru/mail/inca-sator/1/i-20.jpg)

(http://foto.mail.ru/mail/inca-sator/1/i-55.jpg)
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 21, 2008, 04:05:13 am
A week ago i first time watched movie "Piter Pan' (2003). There was a scene with mermaids. I wish all klyron women looks like these mermaids - with beautiful chinese faces, narrow eyes, without strange crest on the head. :)
This is not the best screenshot, but this is all i found in the net.
(http://bp2.blogger.com/_WkKZJVG5wTk/RxWE2GePMiI/AAAAAAAApdA/bTue0l1MwIg/s1600/Peter_Pan_95.jpg)
When you say without the head crest, do you mean that they should be bald or have hair? I do agree that they should be different. With many birds the male has bright colorful feathers used in attracting a mate, while the female is smaller with less ornate plumage.
(http://ladyhalfbreed.files.wordpress.com/2007/07/peacock.jpg) peacock (http://www.minifarmhomestead.com/images/peahen.jpg) peahen
Also, I believe some male pterosaurs had fins used in attracting a mate. The female Pterosaurs lacked them.
(http://piclib.nhm.ac.uk/piclib/webimages/0/35000/800/35879_med.jpg)

Perhaps the female Klyros could have an alternate, less noticeable head fin.

Title: Re: Adraax: Klyro's City Project
Post by: Millian on January 21, 2008, 06:15:31 am
Nice you sure know a lot about arts
I don't want to be  spoiler or something but i thing the city need some green .....
It's look like a port with fish.....
Because PlaneShift sky alway gray ..... and  it look dark i don't like it much :(
But any way nice drawing  :)

PS:1-Sry i can't draw i'm suck
     2-Sry about my english i know i t suck but i'm only 12 and i'm Vietnamese
Title: Re: Adraax: Klyro's City Project
Post by: Inca Sator on January 21, 2008, 06:46:23 am
Zweitholou, sometime ago i tried to draw a klyros (for great Fan-Art Project in this Fan-Art thread). And the most bad and worst thing was that fishy fin on the head. I couldn't understand how to make it attractive. Also, i dislike the present look of the klyros in 3d, on earliest concept art it looks more prettily.
May be they can look like mermaids but with wings and legs. Because of that i took note on that chinese mermaid from "Piter Pan" movie. Narrow eyes without eyelashes, hands with membranes.. I like your ideas about the color and size of those fins.
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 21, 2008, 10:21:54 am
An interesting example is the sea people portrayed in Toni Diterlizzi's and Holly Black's Arthur Spiderwick's Field Guide to the Fantastical World Around You
Here is a link with an example.  http://mizdracona.deviantart.com/art/Spiderwick-Mermaid-68793005
The way sea animal body parts are incorporated gives it a realistic, sea-like feel. The 'eyebrows' are simple color patterns that mimic mammalian eyebrows. Also see the way hair is represented with fins and tentacles. I think this approach might work with Klyros females.

Below is a mohawk, which is a hairstyle that originated from a Native American tribe and hairstyle.
(http://bl.net/photos/mohawk.jpg) I feel that the male Klyros head fin is somewhat similar to this with webbed skin in between. I do think it might be nice to have fin color variation as a hair color choice eventually. A splash of red or yellow might help make the fin more attractive.
(http://img292.imageshack.us/img292/7553/klyrosheadoa3.jpg)

On a totally different subject, in response to the note that Klyros are skilled in decorative magic, I feel that they should be able to
1. create pictures which move
2. create "windows" such as are found in the Hydlaa secret garden, these would make the Klyros feel closer to nature while in buildings
3. have pictures and paints which change color, much as some squid can do with their skin
4. use magic to "bind" elements such as water and air and turn them into sculpture
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on January 29, 2008, 09:46:21 pm
So they have finally awoken! An Official City Contest!
The individual thread i've set up to not contaminate this thread:
http://hydlaa.com/smf/index.php?topic=31386.new#new
Title: Re: Adraax: Klyro's City Project
Post by: .:ZEN:. on February 12, 2008, 10:01:19 am
Great work...

[hahaha page 69 XD]
Title: Re: Adraax: Klyro's City Project
Post by: sgtkwol on March 30, 2008, 03:29:38 pm
I'm not 100% how far along this project is, but it seems to be doing good.  Is there something good for a person that is getting towards the intermediate stage of blender, that still needs to be done?  I would like to use this to advance my skills a little and contribute to PS at the same time.
Title: Re: Adraax: Klyro's City Project
Post by: Baldur on April 03, 2008, 11:34:39 am
http://adraax.19.forumer.com/index.php?sid=b0145560e613e2b86642406dd9cd7d25 please check on out forum in the Finished Concepts cathegory. Right now we have a lot of concepts for wildlife. If you want to make an item instead of an animal then visit the "Names and Places" (http://adraax.19.forumer.com/viewtopic.php?t=22) section to find names and short descriptions.

You should only make concepts or models of the things mentioned in the "Finished Concepts" thread. Those have been approved by older team members as valid ideas.
Title: Re: Adraax: Klyro's City Project
Post by: miadon on January 23, 2010, 01:52:54 am
What ever happened to this.. it kind of died :(

P.S

I'm alive! :)
Title: Re: Adraax: Klyro's City Project
Post by: Yaniel on January 23, 2010, 11:14:57 am
I hope it's not dead because it seems to be a really cool project. The community should be able to contribute at least to the world (if not to the engine). Because: that would speed up content development a lot and it would bring some more versatility to the game because there are more different people doing it.
Title: Re: Adraax: Klyro's City Project
Post by: Akkaido Kivikar on January 23, 2010, 11:21:42 am
afaik it sort of got sucked into the Amdeneir Project. I'm not sure if they're one and the same.
Title: Re: Adraax: Klyro's City Project
Post by: Zweitholou on January 24, 2010, 12:23:05 am
At some point this project was given the no go for various reasons, or so I am told.  It was kept going to keep helpin potential new team members learn.  Several of the people who contributed to the art side of Adraax were drawn to amdeneir, and thusly have been focusing their time on Amdeneir instead of Adraax, as Amdeneir has permission to go in game once it is finished.
However, I do not know of any reason Adraax cannot continue to develop if people are willing, though if anyone can help on the art side of it we'd love help with Amdeneir.  It is a large city, and the piece we are close to finishing is just the lower quarter, leaving a large amount to be done. 
Title: Re: Adraax: Klyro's City Project
Post by: Falcon Avian on April 08, 2010, 05:02:48 am
Esorono wants to see the city! \\o//