Author Topic: Adraax: Klyro's City Project  (Read 86915 times)

Arangol

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Re: Klyro's City Project
« Reply #345 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?
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Inca Sator

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Re: Klyro's City Project
« Reply #346 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.

Baldur

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Re: Klyro's City Project
« Reply #347 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.
« Last Edit: June 05, 2006, 07:24:20 pm by Baldur »

rast

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Re: Klyro's City Project
« Reply #348 on: June 05, 2006, 07:11:06 pm »
got bored - opened up wings :)



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....
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Baldur

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Re: Klyro's City Project
« Reply #349 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...
« Last Edit: June 05, 2006, 07:23:38 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #350 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)



Seytra

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Re: Klyro's City Project
« Reply #351 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.

Baldur

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Re: Klyro's City Project
« Reply #352 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 ;)

LARAGORN

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Re: Klyro's City Project
« Reply #353 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:

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Arangol

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Re: Klyro's City Project
« Reply #354 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?  :)
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minetus

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Re: Klyro's City Project
« Reply #355 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.

Arangol

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Re: Klyro's City Project
« Reply #356 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.
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minetus

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Re: Klyro's City Project
« Reply #357 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:

Arangol

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Re: Klyro's City Project
« Reply #358 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:


While your looks like this (cut of the right side):
http://img350.imageshack.us/my.php?image=drycon024sd.jpg
« Last Edit: June 06, 2006, 01:11:32 pm by Arangol »
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Xordan

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Re: Klyro's City Project
« Reply #359 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_)
« Last Edit: June 06, 2006, 01:10:42 pm by Xordan »