Author Topic: City of Vaalnor  (Read 5163 times)

Bastiq

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Re: City of Vaalnor
« Reply #15 on: January 09, 2008, 03:30:22 am »
OMG THIS IS AMAZING! We want more! Give us more nooow!
 :love:

LigH

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Re: City of Vaalnor
« Reply #16 on: January 09, 2008, 11:57:44 am »
Be careful if you seriously plan to offer it to the PlaneShift game: For my taste it contains a remarkable, possibly too high amount of earth-typical elements. The Pisa tower is only the most obvious of them... might require some more originality.

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Proglin

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Re: City of Vaalnor
« Reply #17 on: January 09, 2008, 12:28:03 pm »
Be careful if you seriously plan to offer it to the PlaneShift game: For my taste it contains a remarkable, possibly too high amount of earth-typical elements. The Pisa tower is only the most obvious of them... might require some more originality.

In that case we don't have to be careful :)
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Jekkar

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Re: City of Vaalnor
« Reply #18 on: January 09, 2008, 01:01:08 pm »
Be careful if you seriously plan to offer it to the PlaneShift game: For my taste it contains a remarkable, possibly too high amount of earth-typical elements. The Pisa tower is only the most obvious of them... might require some more originality.

I remember that the dev that modelled that Pisa tower recieved some criticism about it and it had to be changed, why it is still there is a mystery to me as well but sometimes it takes a while to get those things redone and put back in. We're a game in development and there's often more important things to focus on, like performance and texturing for example.

And to straighten some things out: When Vaalnor was still in early development we planned on contributing it to Planeshift, it got firmly rejected if I remember correctly. Some of the Vaalnor guys then moved over to a game called Peragro Tempus, an "evolving multiplayer online role playing game" as we like to call it, which has been going like a speed-train in terms of development.

I do wonder why you're criticizing on "earth-typical" elements, Planeshift is packed with those. Read up on our settings on the wiki page. We try to be as original as possible and it's easy to contribute to Peragro Tempus, so sometimes a "Pisa tower" gets in-game because we like the model. You should see it more like a place-holder.
« Last Edit: January 09, 2008, 01:16:22 pm by Jekkar »
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LigH

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Re: City of Vaalnor
« Reply #19 on: January 09, 2008, 01:30:53 pm »
It is not that much a criticism; rather a reminder because I remember well how much PS development sounds proud of originality. ;)

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Bastiq

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Re: City of Vaalnor
« Reply #20 on: January 09, 2008, 03:23:53 pm »
It is not that much a criticism; rather a reminder because I remember well how much PS development sounds proud of originality. ;)

I don't think there's even a slight chance anyone here will offer anything to PS. They are free to use it though.

Sangwa

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Re: City of Vaalnor
« Reply #21 on: January 09, 2008, 07:01:06 pm »
Someone steal this town. The Empire needs it.

Great job Induane and team. You rock.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Velh Krome

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Re: City of Vaalnor
« Reply #22 on: January 09, 2008, 07:36:52 pm »
Someone steal this town. The Empire needs it.
Yeah, give them a new hideout! ;)

Seriously, great work there.. if only PS had water surfaces close to the ones on these screenshots!

peeg

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Re: City of Vaalnor
« Reply #23 on: January 09, 2008, 07:39:31 pm »
Quote
.. if only PS had water surfaces close to the ones on these screenshots!

Patience - I'm pretty sure that shaders are in the pipeline for .21  :detective:

Great work so far guys. Keep it up!
« Last Edit: January 09, 2008, 07:44:21 pm by peeg »
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LigH

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Re: City of Vaalnor
« Reply #24 on: January 09, 2008, 10:01:29 pm »
Induane ... would you be so kind as to revive the webserver too?

vaalnor.mine.nu was down today. So the KS university had to close too.

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Induane

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Re: City of Vaalnor
« Reply #25 on: January 09, 2008, 10:16:16 pm »
I forgot to pay my bill unfortunately.  I'll be able to pay it on the 15th so should be up in a week.

Just for fun

http://img185.imageshack.us/img185/9717/newstoresai4.jpg

I modeled those all last night in preparation for another district in the city.

Also, as to the Pisa Tower, it needs reworked to be a little different, but really other than its layered approach it isn't that similar to the Pisa Tower anyways.  For one its totally not leaning! ;)  In any case sometimes aesthetics play some of a role in what gets modeled and in this case its original intent was twofold.  In early versions of the town the aqueduct system emptied into that "Pisa" Tower which used to have an open top and act as a water reservoir.  Since I've since moved water storage into the unfinished cliff fortress the tower sort of lost its sense of purpose.  The model was a quick one anyways, it only took me about 10 minutes to model, so whenever I get some inspiration of what its purpose in the game is then I'll take the time to rework it a bit to suit its purpose better.  Since its purpose now is to "look pretty" I'm not going to put any work into improving it as thats not very in tune with settings.
« Last Edit: January 10, 2008, 03:12:04 pm by Induane »

LigH

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Re: City of Vaalnor
« Reply #26 on: January 09, 2008, 10:21:02 pm »
:( ... Collection!
* LigH walks around with an open tea pot: d_]

But amazing models. I am happy with small items already (cubes...).
« Last Edit: January 09, 2008, 10:22:35 pm by LigH »

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Induane

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Re: City of Vaalnor
« Reply #27 on: January 11, 2008, 05:20:29 pm »
I went ahead and textured those store buildings last night in a drunken stupor.  The window texture is already much improved thanks to Jekkar, but his new texture isn't in these shots:

http://img134.imageshack.us/img134/4928/store2ze8.jpg
http://img141.imageshack.us/img141/8208/store12aj6.jpg
http://img142.imageshack.us/img142/3915/store11zf1.jpg

Some of those larger wooden areas I plan to fill with patterned wood and signs for the stores, but in the meantime they are just solid wood, which I realize is a little dull.  Still though they are coming along well, They will be ingame soon.

Bastiq

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Re: City of Vaalnor
« Reply #28 on: January 17, 2008, 07:09:06 pm »
We should build this town in the AFK life!  (bump   :woot:)

Induane

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Re: City of Vaalnor
« Reply #29 on: January 21, 2008, 11:02:52 pm »
The AFK Life??

Even I don't know what that means.

Few new screenshots though. Sorry for the size, I didn't feel motivated to make them jpgs.

http://vaalnor.mine.nu/Downloads/Media/Dumps/newarea1.png
http://vaalnor.mine.nu/Downloads/Media/Dumps/newarea2.png
http://vaalnor.mine.nu/Downloads/Media/Dumps/newarea3.png

The streetlights are all wrong. They are too big and not how I want them, so I'll have to redo them soon.  And the buildings need spruced up a little bit, but otherwise they are coming along well.