Author Topic: Adraax: Klyro's City Project  (Read 86980 times)

Baldur

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Re: Klyro's City Project
« Reply #255 on: May 31, 2006, 11:06:08 pm »
*masages arm where baldur poked him*  X-/

new Baku (will look better once subsufed ;)):


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?
« Last Edit: May 31, 2006, 11:15:42 pm by Baldur »

LARAGORN

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Re: Klyro's City Project
« Reply #256 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 ?

     

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Baldur

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Re: Klyro's City Project
« Reply #257 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:

« Last Edit: June 01, 2006, 12:47:38 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #258 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.

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

« Last Edit: June 01, 2006, 03:52:54 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #259 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 ::)
« Last Edit: June 01, 2006, 06:24:48 pm by Baldur »

NzzR23

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Re: Klyro's City Project
« Reply #260 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 ...








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 ....
« Last Edit: June 02, 2006, 01:37:29 pm by NzzR23 »
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Baldur

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Re: Klyro's City Project
« Reply #261 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:

« Last Edit: June 01, 2006, 06:36:09 pm by Baldur »

NzzR23

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Re: Klyro's City Project
« Reply #262 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 ...
NebuchadnezzaR
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Karyuu

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Re: Klyro's City Project
« Reply #263 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.
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Inca Sator

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Re: Klyro's City Project
« Reply #264 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?
« Last Edit: June 01, 2006, 06:49:29 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #265 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.

Gentar

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Re: Klyro's City Project
« Reply #266 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.


Inca Sator

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Re: Klyro's City Project
« Reply #267 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

Baldur

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Re: Klyro's City Project
« Reply #268 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?


Inca Sator

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Re: Klyro's City Project
« Reply #269 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.
« Last Edit: June 01, 2006, 08:22:29 pm by Inca Sator »