Author Topic: Adraax: Klyro's City Project  (Read 86752 times)

minetus

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Re: Klyro's City Project
« Reply #300 on: June 03, 2006, 12:53:53 am »
updated the list baldur and also advanced everything to 1% :P

LARAGORN

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Re: Klyro's City Project
« Reply #301 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

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Baldur

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Re: Klyro's City Project
« Reply #302 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.

Karyuu

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Re: Klyro's City Project
« Reply #303 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.
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LARAGORN

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Re: Klyro's City Project
« Reply #304 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:
« Last Edit: June 03, 2006, 01:51:44 am by LARAGORN »

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Baldur

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Re: Klyro's City Project
« Reply #305 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.

* Baldur pours up some Inca Brandy
« Last Edit: June 03, 2006, 01:54:11 am by Baldur »

minetus

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Re: Klyro's City Project
« Reply #306 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

Baldur

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Re: Klyro's City Project
« Reply #307 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 ;)
« Last Edit: June 03, 2006, 02:50:55 am by Baldur »

rast

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Re: Klyro's City Project
« Reply #308 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 ;)?
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Baldur

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Re: Klyro's City Project
« Reply #309 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.
« Last Edit: June 03, 2006, 12:53:42 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #310 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.

Baldur

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Re: Klyro's City Project
« Reply #311 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...

rast

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Re: Klyro's City Project
« Reply #312 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):


edit:
trimaran 3d concept:


comments??
« Last Edit: June 03, 2006, 01:09:50 pm by rast »
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Inca Sator

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Re: Klyro's City Project
« Reply #313 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.
« Last Edit: June 03, 2006, 02:54:19 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #314 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 ;)
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..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Self-drinking vodka? ;D

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