Author Topic: Adraax: Klyro's City Project  (Read 87047 times)

minetus

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Re: Klyro's City Project
« Reply #315 on: June 03, 2006, 03:29:19 pm »
good points every one :P

maybe magic isnt has pratical has it seems due to its cost.. magic is pretty expensive, a air glyth costs 5-6 months of hard working so a small ship like that would cost a small fortune for the fisherman..

updated the map, not perfect but is near ready for cutting poly's down i tink :-[ i tink is better someone revue it and check for errors:


updated folder in esnips, files: map v6.max (3dsmax7), mapv6.obj
folder:  http://www.esnips.com/web/3d-landscape

rast

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Re: Klyro's City Project
« Reply #316 on: June 03, 2006, 03:33:06 pm »
"birds wing silohete"??
new model:


Is that what you meen inca???

Quote
..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Self-drinking vodka? ;D
Oh we're so different, Inca and I :devil:

but this raises another question - can Klyro drink alchohol :D
"You're just jealous because the voices are talking to me and not you...."

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Baldur

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Re: Klyro's City Project
« Reply #317 on: June 03, 2006, 03:38:30 pm »
I'll start working on some building as soon as i get a sketching board, it's really hard to sketch on the floor or in a kitchen with people yapping all the time :( ::)

@Rast: I think it's pretty cool ,actually, but it's Inca's idea so let's see what he thinks :)

Quote
..Hmm, my older brover coming, got to drink with him some magic vodka...Disconnected.
Quote
Self-drinking vodka? ;D
Oh we're so different, Inca and I :devil:
Quote

but this raises another question - can Klyro drink alchohol :D
Guess they should, I mean every culture has it's drug, though because of their physical weakness they wont last for long ;)
« Last Edit: June 03, 2006, 03:46:58 pm by Baldur »

LARAGORN

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Re: Klyro's City Project
« Reply #318 on: June 03, 2006, 06:27:40 pm »
     For the smaller in town boats you  could always use a paddle boat design, there are many different forms of this sort of boat.  The fishermen would have no prob building these because they are not that difficult. This way it would not matter on the depth of the water like the pole idea would.
     I agry with not enchanting every boat with magic, the larger ones yes, and for going down water falls yes. The transport ships for taking people to the floating island would have no other way but magic.

All great truthes begin as blasphemies- SHAW
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Baldur

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Re: Klyro's City Project
« Reply #319 on: June 03, 2006, 06:40:28 pm »
     I agry with not enchanting every boat with magic, the larger ones yes, and for going down water falls yes. The transport ships for taking people to the floating island would have no other way but magic.
Oh really? ;)

To be able to use these we will need the technique of(can't remember the name in english)  decreasing weight given to the user, and then easily pull them up with this priniciple. All i'm saying is we wont need an engine, just an oxen or some people spinning the wheel to make the carriers go up/down.

I'm with you on enchanting, there wont be much to see if all we use is magic, only glowing effects and no special inventions.

To pull the "elevators" we will use a tool similar to this(can't remember it's name, i'm not a car phantast!)
« Last Edit: June 03, 2006, 06:46:19 pm by Baldur »

rast

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Re: Klyro's City Project
« Reply #320 on: June 03, 2006, 06:45:30 pm »
pulleys??
is this what you mean:

(with an oxen attached :))
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LARAGORN

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Re: Klyro's City Project
« Reply #321 on: June 03, 2006, 06:46:10 pm »
     Exellent idea Baldur, i wasnt eventhinking on those lines. The fishemen would be master rope makes so a "cable car" with a pully system makes total sence :thumbup:
     
     Thats agood diagram Rast with that design it would only take a few people or a couple of ox like vreatures to raise the compartment. This could even be powerd by a wind mill, since it is a city in the sky, they must be able to harness the wind power.
« Last Edit: June 03, 2006, 06:51:21 pm by LARAGORN »

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rast

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Re: Klyro's City Project
« Reply #322 on: June 03, 2006, 07:04:35 pm »
@Laragorn
like this?:


 :)
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Baldur

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Re: Klyro's City Project
« Reply #323 on: June 03, 2006, 07:36:16 pm »
Updated the Story page.

I was thinking it'd be more like it went all the way to the city to you didn't have to go by boat to the elevator on the island down below. More like something you would have at a ski resort.
« Last Edit: June 03, 2006, 07:40:34 pm by Baldur »

LARAGORN

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Re: Klyro's City Project
« Reply #324 on: June 03, 2006, 07:40:04 pm »
@Laragorn
like this?:


 :)

Thats what i was thinkin:)  but you would have to intergrate the multy pully system to reduce the Load to weight ratio.

All great truthes begin as blasphemies- SHAW
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Inca Sator

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Re: Klyro's City Project
« Reply #325 on: June 03, 2006, 08:56:58 pm »
Heeeya!!Guys, we just crossed  Brendiduim and try to cast Anti-apiat Spell to my older brother Gorlum...But nobody saw All-seeing Eye :D
Rast, your trimaran obtained more interesting forms, develop it further. I insistently thinking that it got to  has a sail. And got to be more bigger (2,5 m wide for your vessel - too slightly...
Klyros evidently use to drink alcohols, especialy with crab morsel :)
About your ideas of those transports... KLYROS ARE NOT ENGINEERs OR CONSTRUCTORs - they are nomads, fishermans, sailors, amphibians etc. If no one remeber Zan's idea about vines then i remind you. At first stage we decide how main city will be connected with floating island, i suggested to connect it to cliff with bridges on stalagmites. But then Zan appeared and suggested to use for it vines that can hang down from floating island and formed vine's labyrinth, connected to main city or to those bridges. Understand?
You are now thinking about very specific things, try to think about simple things like chairs, tables, shoes,  clothing, etc.... the things we could meet in other klyros settlement.
IMHO.
« Last Edit: June 03, 2006, 09:35:08 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #326 on: June 03, 2006, 09:10:53 pm »
Heeeya!!Guys, we just crossed  Brendiduim and try to cas Anti-apiat Spell to my older brother Gorlum...But nobody saw All-seeing Eye :D
Are you pissed by any chance? ;D
* Baldur buys tape for sublimal convincing

rast

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Re: Klyro's City Project
« Reply #327 on: June 03, 2006, 10:52:29 pm »
changed it a bit :):


-rudder
-side sails
-oars on boat
-added/changed other stuff etc...

i agree with baldur.... u do seem a bit drunk inca :D
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LARAGORN

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Re: Klyro's City Project
« Reply #328 on: June 03, 2006, 11:11:26 pm »
Kewl design :)

No vodka here but I always find 7 or 8 beer get me inspired  ;)

All great truthes begin as blasphemies- SHAW
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Baldur

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Re: Klyro's City Project
« Reply #329 on: June 03, 2006, 11:14:43 pm »
Hmm, interesting. How will the sails work? Will they be re- and extractable like in Inca's sketch? I think you should make a larger copy so we can see all the details.

Good Job! :)

Aww, I miss my sketching table :(
« Last Edit: June 04, 2006, 01:01:11 am by Baldur »