Author Topic: Community Modeling Project Final.  (Read 5792 times)

Kalika

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #15 on: December 04, 2006, 11:10:26 pm »
 \\o// wow looks amazing :D great job all of youse :D

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Baldur

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #16 on: December 04, 2006, 11:27:49 pm »
I agree with Kalika, youse have done an excellent job :)

Phinehas

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #17 on: December 05, 2006, 12:28:13 am »
Ah. You know I was behind you all the way on this one, Induane. It's a shame that they didn't accept it. Truly a shame.

* Phinehas mourns the loss of his tower.

Akaye

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #18 on: December 05, 2006, 12:53:51 am »
Quote from: Phinehas
It's a shame that they didn't accept it. Truly a shame.

It is a shame and I find myself curious as to why it wasn't accepted. What was the over all review? What did the dev team think of it? BTW I love the lights found near the water fall on the bridge and around it. Very neat.
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Jekkar

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #19 on: December 05, 2006, 02:11:59 am »
* Jekkar mumbles something to himself about devs
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Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #20 on: December 05, 2006, 02:30:55 am »
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Practice makes perfect, and who knows maybe we are looking at future PS dev's.

Well we sure did get plenty of practice thats for sure.  As for future devs, I've applied twice - the first time I didn't get any response at all, and so I reapplied later on.  I think the 2nd time I did get an email back saying that my skills weren't needed or something but to be sure to try again sometime.  Applying twice was enough for me.  Jekkar also applied to the 2d dev section but didn't make it either :(  I guess in some ways we spent a lot of time on this was to in a childish way say "see what you missed" :D Or at least it helped me with motivation a bit - I don't know about anyone else.

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The thing is that creating such thing is not only a mater of talent, but time you need to spent on creating specifig things, something what can't be used in future work, if any...

We ended up licensing it creative commons just so that it could be used elsewhere freely - hopefully it will be put to good use!

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It is a shame and I find myself curious as to why it wasn't accepted. What was the over all review? What did the dev team think of it? BTW I love the lights found near the water fall on the bridge and around it. Very neat.

This is a tough one to explain correctly but I will try.  I was in contact with Talad at several points during the process.  He was quite helpful in pointing out areas that needed improvement and I am glad he was kind enough to review the things I sent him.  Eventually though near the end of the process I kept trying to ask him "if we finished this completely would he put it ingame" - he usually politely told me more things to improve.  So we would work on those things and check back.  Finally though I went and asked: "Straight up man, if this gets finished completely will your allow it ingame, yes or no?".  He just responded "Well in game is tricky."

Looking back I get the overall impression (I could be wrong here as I'm just speaking instinctively) that Talad was uncomfortable in accepting artwork which was not a part of the plan for the world of PS that was already in place.  He never said this and was never rude to me in any way but I really wish that if this was true he would have simply told me so that I could prioritize things in the best possible way.

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* Jekkar mumbles something to himself about devs

* Induane mumbles along :)


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There is obviously a certain standard you have to meet for your creations to go into game and they didn't meet it.

Here is my tiny egotistical rant ;)  I truely think that there are many many places in planeshift that are not near the quality of our attempted contribution.  Sure those things are going to be "fixed" in the future, but in my opinion our stuff could have gone ingame as well - if they had I would have made it a top priority to fix any and ALL glitches.

All in all though I can't say I regret it. I eventually had to make a decision - call the project complete - or at least release it and show what we had worked so hard on, or melt away and not post it thus preserving a glimmer of hope that it would someday find its way in game.  I ended up going with the first option after a long period of reflection.  I used 4 or 5 days to just totally adsorb myself in the project and bring it close to completion, and the result is what you see.  I've already fixed the waterfall more like it used to be (kudos to caedes for adding a rain preset in b2cs).

All in all its quite a mix of a sense of extreme accomplishment and disappointment.  I wish to look mostly though at the good - knowledge gained is rarely useless. :D

Under the moon

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #21 on: December 05, 2006, 02:49:33 am »
There is a lot of empty space out in the hills, and you obviously know how to edit the world files... *raises an eyebrow in a hinting way*


Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #22 on: December 05, 2006, 02:59:47 am »
Yep we left plenty of room.  What did you have in mind?

Oh and Phinehas - give me a concept drawing (doesn't have to be good) of your tower and I'll see what I can do.

Akaye

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #23 on: December 05, 2006, 03:01:07 am »
Thanks Induane for taking the time to explain and feed my curiousity. Much appreciated. It takes a lot of love of a game to make the art you all did and I congratulate you all on finishing it. Your attiude on the situation is humbling and I can understand how disappointed you all might feel. You still shared your work after all and just know it is appreciated by the fans of planeshift.  :flowers:
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Under the moon

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #24 on: December 05, 2006, 03:02:07 am »
Ehem. I raised the wrong hinting eyebrow. There is lot's of empty room in the hills outside of Hydlaa, and even more in the BD area.

Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #25 on: December 05, 2006, 03:04:41 am »
Ahh yes.  Quite tricky - especially now with the binary world files. Docconv can change them to standard files and back to be sure though.  Just need some mods to vfs and an exported building as a library file. :)

Kiirani

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #26 on: December 05, 2006, 05:13:23 am »
That is seriously awesome :) Too bad it won't make it ingame..

Easton

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #27 on: December 05, 2006, 06:22:52 am »
* Easton hugs Induane

It definitely isn't all a failure, not even a tiny tiny bit. You're an inspiration to others who have ideas and want to pursue them without knowing the end product. It takes a good amount of courage to do something like that. I know i don't need to tell you this but take great pride in what you and your friends have created. And who's to say its over? Keep going. Expand the idea. Go beyond whatever limits you (or others) may have set. You have all of this.. stuff.. so make more. do more. always. and one more time.. this project is an inspiration.

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Karyuu

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #28 on: December 05, 2006, 08:03:24 am »
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My favorite, and absolutely gorgeous. What was the poly count on the trees?
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LigH

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #29 on: December 05, 2006, 08:07:10 am »
About the mumbling:

Dreams usually have the habit to be hard to control. They develop themselves. But aren't the surprises the fun about dreams, Talad? ;)
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Don't let artwork hurt you!  :o

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