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Cliff Hanger colony
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Cliff Hanger colony // Work in Progress
Post by theuns // May 5, 2007, 9:11am
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theuns
Total Posts: 519
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Want to create a small colony or vilage set against a cliff face and made of entirely of wood... this is what I have so far but its too conventional, gonna change the layout, make it more curved shaped... more alien looking, perhaps suspended from beneath giant mushroom/fungi growths like you find on tree trunks...
:jumpy: |
Post by Jack Edwards // May 5, 2007, 10:09am
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Jack Edwards
Total Posts: 4062
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This is cool theuns :)
Looking forward to seeing the new version too.
-Jack. |
Post by parva // May 5, 2007, 10:38am
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parva
Total Posts: 822
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gonna change the layout, make it more curved shaped... more alien looking, perhaps suspended from beneath giant mushroom/fungi growths like you find on tree trunks...
:jumpy:
reminds me on the eloi city from "Timemachine" (cinema-adaption).
Looky forward :) |
Post by theuns // May 5, 2007, 12:57pm
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theuns
Total Posts: 519
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tnx guys :) yeah it does ring a bell about the time machine, those looked great ;P
here is a little update... added a rope lift...
going to keep this layout and use it as the main access point via the new lift, might just change some of the support beams later to use curved beams instead, make it look less linear and symetric...
second image is just a close up of the lift pulley system, middle ages style...
:jumpy: |
Post by 3dvisuals dude // May 6, 2007, 4:57am
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3dvisuals dude
Total Posts: 1703
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This is a very cool idea Theuns, I like it a lot.
Are you planning to create "a truePlace-type" structure with this that we can all visit with truePlay? I hope so, this idea has a lot of related potential if you did. It almost reminds me of one of my favorite old games (Riven) where they had a treehouse village that kinda looked a little like this. It was a really cool place to explore by the way.
Neat idea you have here, I'm looking forward to seeing how you develop it. Well done.;)
- 3dvisuals dude |
Post by theuns // May 6, 2007, 6:11am
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theuns
Total Posts: 519
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thanks 3d, but I'm using tS5.1 which doesn't have truePlay and to tell you the truth, I've been a bit out of touch with the tS forums and Caligari's site so I'm not that well informed and don't even know exactly what truePlay is all about... sound interesting though...
Busy working on one of the storage clusters that that will link up with the access platform in these images... tbc...
:jumpy: |
Post by 3dvisuals dude // May 6, 2007, 6:35am
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3dvisuals dude
Total Posts: 1703
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thanks 3d, but I'm using tS5.1 which doesn't have truePlay and to tell you the truth, I've been a bit out of touch with the tS forums and Caligari's site so I'm not that well informed and don't even know exactly what truePlay is all about... sound interesting though...
Busy working on one of the storage clusters that that will link up with the access platform in these images... tbc...
:jumpy:
Hi again Theuns,
Caligari's truePlay doesn't require trueSpace at all, let alone any particular version of trueSpace, so go ahead and try it out... it's very cool!
It allows you to meet other folks (whoever) via the free truePlay program and you can explore places together which Caligari already has online for that purpose (called "truePlaces") while talking (directional sound!) or typing text messages to one another (many people can simultaneously be online there).
Here's the truePlay info and free download page:
http://www.caligari.com/products/trueSpace/ts7/Brochure/ts7intro.asp?SubCate=S2intro
and here's two truePlaces-related pages:
http://www.caligari.com/products/trueSpace/ts75/Brochure/truePlace_intro.asp?SubCate=S2intro
http://www.caligari.com/products/trueSpace/ts75/Brochure/truePlaces.asp?SubCate=S2forum
It's very interesting stuff and free, you should try it! :D
- 3dvisuals dude |
Post by Birdnest // May 6, 2007, 7:04am
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Birdnest
Total Posts: 152
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Wow! sweet 3dvisiuals! I never knew it didn't require any version of TS, let alone a free download lol. Looks i've been out of touch huh?
Btw nice work theuns! :cool: |
Post by theuns // May 6, 2007, 8:15am
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theuns
Total Posts: 519
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kewl, downloaded and checking it out, tnx 3d :)
and tnx bridnest :) |
Post by theuns // May 7, 2007, 10:18pm
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theuns
Total Posts: 519
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Me-corgians: The Cliff Hangers...
Ggonna make high detail versions of these characters but what I basically had in mind is along the lines of the nano's programming going coo-coo in a crashed sapce ship and then converting the servant automaton/robots into semi-organic machines since they don't have the necessary raw materials for normal maintenance, they convert them into cyborgs and used organic bio-material to build and maintain their bodies with minimal metalic componants like skeletans... but once the brain electronics deteriorates, the Me-corgian dies, and they were programmed with basic human history hence they build villages and live like people would, planting food and making tools for carpentry since wood is the most abundant... another reason they became 'cliff hangers' is because of their organic muscles and adapted digestive and respitory system makes them vulnerable to natural predators so they live high up the cliffs...
:jumpy: |
Post by theuns // May 8, 2007, 2:42am
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theuns
Total Posts: 519
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here is another one, this is a cable car type rig that moves supplies up to other colony structures [busy adding it now]
Will do some close-ups on the propulsion mechanism later [guy in the front of the pick ]
:jumpy: |
Post by W!ZARD // May 8, 2007, 9:02pm
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W!ZARD
Total Posts: 2603
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Cool stuff - I like the Me-corgians, interesting characters with an interesting back-story. I guess they must be programmed to not be afraid of heights! |
Post by theuns // May 9, 2007, 2:52am
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theuns
Total Posts: 519
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Hey W!zard... tnx :)
Just like humans, some of them will have fear of heights, they will all have their own personalities and likes/dislikes so some will have different styles of appearance... I'm working on an idea to give them 'hair style' equivalents using micro-tubes and bead ;) |
Post by Steinie // May 9, 2007, 3:29am
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Steinie
Total Posts: 3667
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I suppose they don't play lawn darts then?...
When I see your work I think Myst. Really cool stuff your doing! |
Post by theuns // May 9, 2007, 3:36am
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theuns
Total Posts: 519
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Hehehe, lawn darts, hmm.... tnx Steinie :) I'm honoured if it reminds somebody of Myst, awesome graphics in Myst... |
Post by kena // May 9, 2007, 8:01pm
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kena
Total Posts: 2321
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I suppose they don't play lawn darts then?...
When I see your work I think Myst. Really cool stuff your doing!
do you Uru as well Steinie? they have Uru Live now ya know. |
Post by theuns // May 9, 2007, 8:50pm
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theuns
Total Posts: 519
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here is some character WIPs... did a nurb version of those in the previous pics plus a portrait shot and a skinned organic look that still needs work... :jumpy: |
Post by theuns // May 10, 2007, 2:11am
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theuns
Total Posts: 519
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here are two different views of the rope car showing how it is moved... basically, you have to a turning axle with spokes, around which a rope is curled and attached to the starting and ending platforms... then you have two Mec-orgians turning the spokes which will move the car in either direction...
this can be expanded for heavier loads by adding two axles and have two crew members on each axle giving you 8 crew power... |
Post by theuns // May 11, 2007, 2:20am
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theuns
Total Posts: 519
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Alrighty then... redesigned a little... split the Cargo area from the Passenger area... loading docks are now below the passenger plaforms with their own rope lifts...
:jumpy: |
Post by theuns // May 11, 2007, 10:18am
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theuns
Total Posts: 519
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here is different design for the horizontal rope car... instead of having the pulley on the car, its fixed to the far side which then pulls the car too and fro... it still needs the second part of the rope loop to pull it back again, still gonna add that...
ps. these are just rough, real-time screen captures, not final renders or designs... trying to get the layout and composition sorted before concentrating on textures and model detail...
:jumpy: |
Post by theuns // May 14, 2007, 4:46am
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theuns
Total Posts: 519
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latest addition, don't know if anybody is looking at this... questions and suggestions are welcome...
this is a new structure addition, the Passenger Node structure, made some notes on the screen shot :
A. most structures are built under a 'Shroom', giant mushroom like plants growing from the cliff face and petrifies into a solid stone like substance. Young Shrooms digorges deadly spores that is poisenois and corrosive but the only grow on the edge of Shroom forest and act as a natural defence system... platforms are normally suspended below these Shrooms with chains and ropes. If they are big and old enough, they can be hollowed out and used as buildings.
B. This is the landing spot for the passenger cards coming from the main Access platform where the lift from the surface comes up.
C. Storage chamber cut into the cliff face that holds general supplies.
D. Access ladders to the two upper platforms. Might replace these with actual staircases if space permits.
E. Upper platforms alloows other passenger cars to depart to the rest of the colony structure above which is mainly Domicile units and the Elders Assembly platform.
F. A hanging rope bridge linking the two side upper platforms to each other for easy access.
:jumpy: |
Post by spacekdet // May 14, 2007, 7:47pm
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spacekdet
Total Posts: 1360
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Great concepts and backstory so far.
When it comes to the 'adding detail' phase I'd hope to see a bit more randomness and more of the feeling that the structures were handmade.
Right now, all the floors are perfectly level, the handrails are square and level...etc... if the structure is built on a cliff, you'd expect that the uneven rock face would in turn affect the structures abutting it. It would introduce a sense of the precarious position the village would have clinging to a rock face by having some sloping floors and 'out of kilter' structures.
Note the organic, complementary shapes these dwellings take in this example. (http://atschool.eduweb.co.uk/spritesjun.suffolk/73%20Old%20Dogon%20Cliff%20Dwellings.jpg) Many more here. (http://search.live.com/images/results.aspx?q=Cliff%20Dwellings&FORM=QBIR)
Looking forward to more! |
Post by theuns // May 14, 2007, 11:54pm
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theuns
Total Posts: 519
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Hi spaekdet, thanks for the reply...
I will definately be adding a lot of detail and 'reandomness', mostly through texture and bump mapping techniques but also in the geometry, once I have the colony's layout design finalized. I've only done the access node and started the storage/passenger node above... still need to do the workshops, homes and the central complex which will be an assembly area and the Elders chambers with Securer posts scattered everywhere around the colony...
Will keep you up to date and tnx for the reference pics, looks kelw :) |
Post by Délé // May 15, 2007, 4:33am
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Délé
Total Posts: 1374
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Looking good theuns! :) This is the kind of stuff I like. I get so tired of real life with all of our effecient box houses and blocky buildings that all look the same. I really like the character and style of old inefficient hand made stylized structures. Do you think they would mind having a human live there? :) |
Post by theuns // May 15, 2007, 4:46am
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theuns
Total Posts: 519
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hey Dele... would be nice to visit hey... once I'm done, I might try to load it with truePlay to walk aroung in :) |
Post by theuns // May 15, 2007, 1:44pm
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theuns
Total Posts: 519
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alrighty, two new images, first one is a rough draft of the new Passenger node... added some tables and chair for waiting passengers and a staircase to get to the upper platforms... added some passengers lounging around as well for good measure... what i still need to add is the secondary rope cars leaving from the roof to the upper colony and will be accessed via the upper platforms...
:jumpy: |
Post by theuns // May 15, 2007, 1:51pm
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theuns
Total Posts: 519
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second image is from inside the stone chamber of the passenger node... haven't place any forniture and goods inside, instead, experimented a bit with lighting effects, which is quite a tedious process...
:jumpy: |
Post by theuns // May 17, 2007, 2:00am
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theuns
Total Posts: 519
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re-did the Passenger node scene with some local lights at night ...
going to focus on the Mec-orgians, make them look more alien...
:jumpy: |
Post by Methusela // May 17, 2007, 9:51pm
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Methusela
Total Posts: 414
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Your workrate is also astounding! You and 3DVisualsDude could take over the world! XD
Looks fantastic, by the way! |
Post by theuns // May 18, 2007, 2:01am
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theuns
Total Posts: 519
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Hi Methusela, tnx ;)
maybe 3D and i should get together then :P
must say, been a while since i've been so excited by a project, very inspired with the idea for the design, even working out the whole social structure and backgroudn history along the way :D
:jumpy: |
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