Author Topic: Adraax: Klyro's City Project  (Read 86929 times)

Inca Sator

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Re: Klyro's City Project
« Reply #90 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 :)

minetus

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Re: Klyro's City Project
« Reply #91 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//
« Last Edit: May 12, 2006, 12:08:00 am by minetus »

dying_inside

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Re: Klyro's City Project
« Reply #92 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?

rast

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Re: Klyro's City Project
« Reply #93 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):

(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 :)
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minetus

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Re: Klyro's City Project
« Reply #94 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

peeg

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Re: Klyro's City Project
« Reply #95 on: May 12, 2006, 12:37:00 pm »
Heya!
Just to let you guys know: I really love your work! Keep it up!

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Arangol

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Re: Klyro's City Project
« Reply #96 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!
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

minetus

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Re: Klyro's City Project
« Reply #97 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..

Arangol

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Re: Klyro's City Project
« Reply #98 on: May 12, 2006, 05:35:46 pm »
Eh, sorry to say but this is how your map looks when imported to blender:

I tried the 3ds file too, but it looks the same. :'(
Maybe it's better to send me the heightmap?



"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

Zan

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Re: Klyro's City Project
« Reply #99 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 ...
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minetus

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Re: Klyro's City Project
« Reply #100 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
« Last Edit: May 12, 2006, 09:05:36 pm by minetus »

Inca Sator

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Re: Klyro's City Project
« Reply #101 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?

rast

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Re: Klyro's City Project
« Reply #102 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 :):


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.
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minetus

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Re: Klyro's City Project
« Reply #103 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


rast: surf's up  \\o//

Inca Sator

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Re: Klyro's City Project
« Reply #104 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.
« Last Edit: May 12, 2006, 10:26:37 pm by Inca Sator »