Author Topic: Adraax: Klyro's City Project  (Read 87040 times)

Arangol

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Re: Klyro's City Project
« Reply #120 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:


Hope you do the same way Minetus :)
Anyone can add to my picture what they like to have in the landscape.
« Last Edit: May 13, 2006, 07:39:24 pm by Arangol »
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minetus

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Re: Klyro's City Project
« Reply #121 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:

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
« Last Edit: May 13, 2006, 09:35:04 pm by minetus »

Dahoma

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Re: Klyro's City Project
« Reply #122 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
- Dahoma Sins

rast

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Re: Klyro's City Project
« Reply #123 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:


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 ;)):




srry about how dark the images are :-[
« Last Edit: May 13, 2006, 10:42:21 pm by rast »
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Inca Sator

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Re: Klyro's City Project
« Reply #124 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)?
« Last Edit: May 13, 2006, 11:06:56 pm by Inca Sator »

rast

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Re: Klyro's City Project
« Reply #125 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 :-[
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minetus

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Re: Klyro's City Project
« Reply #126 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

Arangol

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Re: Klyro's City Project
« Reply #127 on: May 14, 2006, 06:50:22 am »
Quote
edit2:

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":

« Last Edit: May 14, 2006, 06:56:53 am by Arangol »
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minetus

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Re: Klyro's City Project
« Reply #128 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 ;)

rast

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Re: Klyro's City Project
« Reply #129 on: May 14, 2006, 02:49:57 pm »

leaves and shape any better? :)
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Arangol

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Re: Klyro's City Project
« Reply #130 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 )?

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rast

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Re: Klyro's City Project
« Reply #131 on: May 14, 2006, 04:20:46 pm »
thanks arangol.
here is a newer tree which could sit half submerged in water:


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

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Arangol

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Re: Klyro's City Project
« Reply #132 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:

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:
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rast

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Re: Klyro's City Project
« Reply #133 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 :)
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Arangol

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Re: Klyro's City Project
« Reply #134 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:


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.
« Last Edit: May 14, 2006, 05:39:42 pm by Arangol »
"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
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