Author Topic: Adraax: Klyro's City Project  (Read 86531 times)

minetus

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Re: Klyro's City Project
« Reply #465 on: June 18, 2006, 11:00:09 pm »
well, moving on.. :-[
map update:

LARAGORN

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Re: Klyro's City Project
« Reply #466 on: June 19, 2006, 01:30:58 am »
 \\o//
Really lookin good !
Great work guys

All great truthes begin as blasphemies- SHAW
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Arangol

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Re: Klyro's City Project
« Reply #467 on: June 19, 2006, 11:14:00 am »
Good progress on the map.
I will post some pics of the new Burial well later today.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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NzzR23

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Re: Klyro's City Project
« Reply #468 on: June 19, 2006, 12:12:04 pm »
Quote
hi guys i got a question:
how is going to work or does work the water in PS / CS?

would also be interesting for me to know what properties are necessary for water in CS/PS
NebuchadnezzaR
(Kosch Kwiderach)

Arangol

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Re: Klyro's City Project
« Reply #469 on: June 21, 2006, 04:03:10 pm »
Sorry for not posting the pics, my computer got a shutdown just when I'd nearly finished the changes so you'll have to wait maybe one more day  :'(

Another thing, I'm going to my familys summer-place for about 2-3 weeks with no internet connection, so I can't post anything.
But I'm still taking my laptop with me so I can get some work done on this project. I'm leaving on Saturday.  \\o//  8)
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Baldur

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Re: Klyro's City Project
« Reply #470 on: June 21, 2006, 04:27:50 pm »
Guys, I feel we need a vacation to charge up our batteries, let's say one month then get back here and we'll discuss what we've found out during the summer. Do some research about areas as trees, architecture and seastructures if you've got the time and get back here on the 21st of July.

I'll need a vacation but i'll peak in in case new ideas show up.
« Last Edit: June 21, 2006, 04:36:14 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #471 on: June 27, 2006, 11:08:49 pm »
map update :)
finished splitting the map or atleast most of it, meanwhile i found some real bad polys around and from now on im gona focus on fixing those, from now on it should be easier to edit the map since its split into much smaller zone's or atleast i hope 8)



not bad so far for someone that didnt model anything for almost 10 years :-[

Constrabus Gegami

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Re: Klyro's City Project
« Reply #472 on: June 27, 2006, 11:12:07 pm »
 \\o// \\o// \\o//
Its beautiful!
Can't wait to get my wings wet!
« Last Edit: June 27, 2006, 11:23:55 pm by Karyuu »

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LARAGORN

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Re: Klyro's City Project
« Reply #473 on: June 27, 2006, 11:12:38 pm »
Man that is lookin awsome Minetus.

All great truthes begin as blasphemies- SHAW
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minetus

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Re: Klyro's City Project
« Reply #474 on: June 27, 2006, 11:23:45 pm »
thx, but i tink thats around 15-20% done X-/ much work still to be done, hehehe around 2050 ill be done with it :devil:

Baldur

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Re: Klyro's City Project
« Reply #475 on: June 28, 2006, 07:38:08 am »
map update :)
finished splitting the map or atleast most of it, meanwhile i found some real bad polys around and from now on im gona focus on fixing those, from now on it should be easier to edit the map since its split into much smaller zone's or atleast i hope 8)



not bad so far for someone that didnt model anything for almost 10 years :-[
Dude, you da man.
I guess those who need a vacation go, others stay. I guess i'll have to get these sketches scanned then...
« Last Edit: June 28, 2006, 07:41:20 am by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #476 on: June 29, 2006, 01:12:35 pm »
Hello. Minetus, i want to discuss the reef relief. Right now it looks like underwater table land - too flat and straight--> too monotonous. I suggest to make the relief more vary: near shore it can be 1 meter sea level (for reef), at the farther point reef can have 3 meter sea level. Also, in some place it can be above sea level. Understand? So, don't change the plan of the reef, try change it's profile.

So, after that, can you do the top view of City Area and mark zones with different sea levels (on sea area): for example - 1 meter under sea level... 3 meters under sea level... 7 meter sea level. I think it would be usefull to make more considered plan of CIty districts. For example: 1m under sea level - place for Sea Algae farm, Fisherman houses; 3m under sea level - place for Fish farms, channels; 7meters -place for big houses with underwater floors, Baku.

About Baku - the smallest sizes of this plant available for klyron living - 8m diameter (X and Y axis) and =>6 meters height. Also, it has long roots---> so we need about =>4 meters of water height under baku's bottom to let'em float. So, to Baku houses are avilable in =>6m unders sea level zone. I suggest to place them around shore of those three pond inside reef....I remeber, we have ideas of Baku lying on the ground/sea bed - can someone develope this idea?

minetus

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Re: Klyro's City Project
« Reply #477 on: June 29, 2006, 02:34:22 pm »
hi, as i said earlier 15-20% done, so far ive been only trying to get to a basic state on the map, from now on it will start poping up some rock formation here and there, ill have to make a inset for most objects so the border line can be adjusted between them and for better adjustment when needed to change the objects.

about the reef: yes you are right my initial intention from the begining was to make it not so flat, but for now it will have to stay like that, since im changing thing from top to bottom, not only my idea was not to make it flat but under the reef it could have a huge labyrint of underwater caves, usually common in giant reefs naturaly formed by the reefs growth over the ages.

deep zones, ill work on it as soon as i can  :D but it will be a generalized analize since i only have a clue of around values as of yet, and values will be aproximations.

about the baku's, much planning still will have to be done i tink, so we wont get ex:. wealthy klyros house on the side with poor klyros house

thx for comments and sugestions.

Baldur

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Re: Klyro's City Project
« Reply #478 on: June 29, 2006, 04:39:30 pm »
As no one's having vacation, why should I :lol:


Shazzer [My idea of a Shazzer] : A baraccuda-like fish with spikey finsprotruding from it's sides and back. The Shazzer is of great agility and can maneuvere easily in water, it's only weakness is it's sight. It often localizes a possible prey through ultrasonic sounds which it creates from a special bone in it's throat, listening as it's sounds return from it's destination, It uses it's speed to rush and quickly nib it's victim mean time returning back to it's hide out. Shazzer's prefer hollow and dark places as it's a night-animal and works in secret, a fullgrown Shazzer can grow up to nearly 1m. Shazzers are lonewolves and do only mass up when it's time to mate, in (spring).

 Ialnor[Haven't got a proper name yet]: The Ialnor is a herbivourous fish, graising on seaweed and algeas. Becuse of it's eating habits farmers often see the Ialnor as vermin, as it thrives in the seaplant-fields. The Ialnor's boneplate skeleton is of now unique, many wonder how this freak of evolution ever has come to exist. Many discussions are still put to this matter. Finding the Ialnor's origin is a quest among scientists.

Too many "it's", ey
« Last Edit: June 29, 2006, 04:42:11 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #479 on: June 29, 2006, 10:08:53 pm »
i started on the sea height map, but got to the point were it isnt much relevant to make at this stage, maybe once the underwater area is done it can be more usefull ? ? ?
inca if you wanna know current sea heigh, i can upload the current max or 3ds to esnips so you can analize it, sea level is at 0 in the z-axis you just need to select polys in the sea bed to check its deep.

im using 3ds max 7.0 if you need a previous version let me know, or if you need a export format