Tyrak

Apprentice
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  1. Aaargh! I'm sorry I missed the tour - I got stuck out much longer than expected. I'm glad that others showed up at least. Maybe I'll catch you in-game sometime anyway.
  2. Quote:
    Originally Posted by Perez_Patriot View Post
    I will try to do another this sat 10:30 to 3:00 central. Work has been crazy this week so I will let you know if that changes you can also shot me a PM and I will be more then hapy to to work out a time thats good for any of you.
    ~Perez
    Unfortunately I will be busy the entire day this Saturday (I have two events the first Saturday of each month); any chance you'd be able to do it the following Saturday?
  3. You could try offset stacking where there are horizontal gaps between telepads, and the top pads line up with the bottom gaps (think a W shape). You don't save as much space but you do save some - and the gaps could be set up with seating and glass as starfield viewing areas. Or as teleporter control/maintenance areas.
  4. Tyrak

    Top 5 Builders

    I'd have to say Beber is a good candidate for the top 5:

    http://boards.cityofheroes.com/showp...postcount=1080
  5. Quote:
    Originally Posted by TerraShock View Post
    BTW, running only 2 gigs of ram atm here, Tyrak, Gromar you?
    4 gig, 64-bit so I am getting to use it all. Of course just because it is available to the system doesn't mean CoH can access it all. I have never seen memory use go above 70% in the task manager while editing.
  6. Perez, I'm also sorry I missed it - I haven't been in the game or forums for a few weeks (had to catch a bunch of different flus, you know - gotta catch 'em all!). After Sidhe_Blade gives her tour, might you consider offering another in hopes of getting more of us?
  7. Tyrak

    Top 5 Builders

    Quote:
    Originally Posted by Moon_Freeze View Post
    I was also thinking of TerraShock and Tyrak who come up with great things.
    Thanks! I wouldn't put myself in the top 5, though. I'm really good and have some nice tricks - I'd be comfortable saying I'm in the top 100 (could be wrong), and wouldn't argue a top 50 placement... but I've seen around 10 builders who are definitely better than I am and I'm sure there are more than that whom I haven't seen. I am working on it, so maybe someday.

    Edit: Stacker must be top 5; if there are five better builders, they're jerks for not posting their stuff here! Turbo is a good candidate for top 5. He is certainly in the top 5 that I've seen.

    Thinking more about this, it is hard to judge overall. Which is more important, good lighting or keeping a theme? It would probably be easier to come up with top lists for different categories, like creativity, lighting, thematic consistency, usability/functionality, and so on. (I am excellent in creativity and usability/functionality, good in thematic consistency when I want to be, 'meh' in lighting... how do you determine which are most important?)
  8. I typically finish the structure first and then decorate but it is more work that way. I do it just because it is easier for me to visualize the look of a room when there is a room, and I rarely have a complete design in mind when I start. Mostly it is just a matter of 'I want the room to look like this and I want these few things in it' and then I move those things around for best effect and fill in what's left where necessary.
  9. Quote:
    Originally Posted by Fomsie View Post
    Yeah, it will get progressively more laggy to edit and then when I leave my base the game usually freezes when next I zone or talk to a vendor, and in some cases even bringing up the in game mail or supergroup tabs.
    This is how I experience it. I generally keep editing for 10 minutes or so after the lag gets annoying, then exit the editor and the base. When I hop back in, everything is fine again. Haven't had a freeze or crash since I started doing this.
  10. Quote:
    Originally Posted by tanstaafl View Post
    What is the inf to prestige ratio with the Fulmen support program?
    Effectively 250 inf for each prestige instead of 500 inf each.
  11. Redlynne has an excellent sense of style and is expert with lighting - touring her base and getting her explanations is going to save me a fair amount of time as I play around with lighting. Too bad no one else could make it.

    So, looks like Sidhe_Blade has volunteered to be next! Keep an eye out for the time, Triumph blueside, Galaxy City.
  12. There is in fact a tour happening in about an hour - 9:30 pm Eastern time, Virtue server, Galaxy City. Look at the Social Group: Cross-Server Base Tours thread, and join the 'social group'.

    I'd wondered what happened to you, Cende. Still, all thanks for starting it up. A great idea years overdue. Hopefully you can subdue life soon and start to enjoy the fruits of your labor!
  13. Sign me up for a bit of this - blue side, Freedom server. Not sure how much, I'm checking now... probably 50 million, not more than 100 million certainly.

    Edit: 80 million.
  14. Quote:
    Originally Posted by munecaroon View Post
    I have the same problem.
    In the end I used stone stairs set 1 unit lower than the stone slabs.
    http://i108.photobucket.com/albums/n...8-04-38-57.jpg
    Nice - that gives it a 'pit' look. How is the flickering where the rubble intersects the stairs?
  15. For me, for arcane style, it's Rubble 3. It's cheap, only 10 prestige each, covers a decent-size area, has a repeating pattern (eight foot square) so they can overlap without flickering, and it's only one foot thick. My only problem with it is the ragged edges. For a good smooth look you have to cover the edges with something - and that has to be thicker or it will flicker. Typically I use small blocks of one kind or another from the arcane tab.

    Here is a 3x3 set of Rubble 3 on a single floor tile, so you can see the pattern and the look of the ragged edges:


    And here is a 7x7 set on a 2x2 set of floor tiles:
  16. Okay, here is the spiral stair with barrels for railings. They look a little off because they stick out different amounts from the 'steps', but still much better than the wooden posts. Also, the barrels don't make it look like I'm defending against clumsy vampires. The banners look great except they don't fit the curve well at all with the limited number of angles at which they can be placed. For something that is less smoothly curved banners should work marvelously well. Finally, shoji wall lights looked pretty good but like the banners needed a greater variety of placement angles. Since they are considerably smaller than the barrels, and would have needed to be stacked at least two high to be a suitable railing, I probably would have had to use a minimum of three times as many of them as I did barrels.

    The base of the stair:


    An overview of the whole thing:


    And what it looks like from underneath:


    I may end up finding something which will work better than barrels for a railing - if so I will post again. But that isn't likely to happen for quite a while.

    Oh yes, an editor discovery: whenever I had a barrel placed so that its drag point (on the bottom of the barrel) was in the same location as the floor tiles drag point (on the top of the tile, allowing them to stack on themselves without getting raised the thickness of the floor tile, 0.1 feet), any attempt to select the floor tile instead selected the barrel. Moving the barrel allowed me to select the floor tile. Presumably if I had bought all the barrels first and then the floor tile, selecting the barrel in that situation would have selected the floor tile instead - though I didn't test it, it seems likely the order of placement is used as the order for checking what object is referenced by the given drag point. (This makes sense from an OO programming perspective - many programmers work hard to pass the minimum possible amount of information around, such as the drag point when clicking on an object for selection. It is a good general rule, but if you don't break the rules from time to time you get stuff like this happening.)
  17. Quote:
    Originally Posted by Redlynne View Post
    Okay, I'll step up. Who wants to tour the Spring Knights base on tuesday next week (3 Nov) at 930p Eastern?
    Thank you, and I do! Just so it's completely obvious, this is blueside Virtue. What zone would you prefer to have people meet you in?
  18. Poke! Come on, someone needs to step up with a base to show. Or at least a couple of people with some of a base to show. At this rate I'll be next and that's bad... I haven't had time to work on mine and it probably won't be ready until well after Thanksgiving.
  19. You can't get the same badge a second time, so the SG doesn't get the exploration badges. It does however get credit towards the beacon badges and once you've visited them all in a zone you should get the beacon badge for the SG. If you don't, revisit the sites until you do. I've found that some exploration badges are harder to get than others - as if the symbol weren't always in quite the right spot and sometimes I've had to run around the immediate area a little bit.
  20. I like the old screens as eyes for the faces, looks more sinister that way than with the usual torches.
  21. Quote:
    Originally Posted by AngryRedHerring View Post
    I knew I wanted to add a dungeon, and jazz up some rooms... but there was one mammoth task that just had to be done.
    Nicely done dungeon and the volcanic cone is *very* impressive. Jealousy-inspiring, even. I thought about using rubble like that for a rocky hill, but didn't think it would come out looking all that well... I suppose I need to actually try things like that before discarding the ideas.

    Quote:
    Door control and prisoner monitoring.
    Have you considered some monitors for prisoner monitoring? Whether of the modern or retro variety, I think it would add something.

    Quote:
    I started to worry that I was going to screw up the cone angle working straight down. Also, working up from the bottom meant the thing would get smaller as I worked-- the next level would always be at least a bit less mind-numbingly tedious.
    It is easier to work from the bottom up, generally. Though for something like this where you are closing in as you go up I would mostly work with the camera underneath. From above fill up a few floor tiles with rubble at the right height, then swing the view under to move the rubble around so I could make sure it was sticking out appropriately as I went.
  22. Sorry, I should have been more specific. I mean actual editing key commands. All my normal key commands work in the usual way... I use my mouse for camera movements, except the 'b' key for first person when I first enter edit mode, so I never noticed that delete had another function. But I haven't taken real time out to look into what the other keys do in edit mode, or to find out if any of the normal keys don't function as usual. Sad that there is no base edit section in the key options.
  23. Quote:
    Originally Posted by Impish Kat View Post
    What about using the vertical hanging wooden lights? kinda like using the florescent lights for stairs... might be a little tricky with the curve, but worth a shot.
    If you mean the hanging wooden posts, they suffer from the same problem as the floor wooden posts - they just don't fit in well, leaving obviously different-sized gaps at the edge. If you mean the shoji wall lights, that's probably what I'll end up going with. But angling all of them to match the curve and getting them lined up right is going to be a tremendous pain so I'm hoping to figure out something else I can use.

    One possibility since I've gone with a gentler curve is medium wall banners, in pairs so one is facing in and one facing out. That would still be trouble but since far fewer banners would be required it would be less of a hassle than the shoji lights. And it would offer the chance to add color - alternating colors, perhaps.
  24. I was wondering if anybody knew of key commands you can use in the editor besides the obvious two... finding out all of them is on my to-do list, but I won't have the time for weeks at least.

    For those who don't know the obvious two, delete sells a selected item and tab cycles through selecting items that are in the current view (it doesn't matter if the item is visible or not, which is handy, but it may only apply to items whose grab point is in the view - I haven't tested for that). I haven't tried delete and tab in anything other than place item mode, so I'm not sure if they do something different or anything at all in other modes.
  25. Quote:
    Originally Posted by PownUnoobs View Post
    The base doesn't really follow a theme as a whole, each room has its own.
    Not sure I care for the 'every room for itself' style of basebuilding, but I have to admit it matches the personalities of most supergroups that way:
    "It was a team effort. Captain Karma designed the medbay, Inferegeneous Ivan did the teleporter room, Supahuman put together the generator room, and Barnacle Bob did the entrance, petting zoo and torture chamber."

    Quote:
    Entrance

    A view of the room
    It is distracting to me that the glass walls on the right are in different positions - the top one is over and back relative to the bottom one. I rather like the look of the crossed glass pieces, why didn't you continue it with the top set?

    Quote:
    The TV wall
    I don't like the placement of this. I don't have a problem with it being across the way; I assume you did that to block some of the view to the medical area. But it sticks into the glass wall down below (and would above if you moved the top over to match the bottom), and having the bases of the monitors sticking out of the tops of the set below doesn't look good. I would recommend moving the monitor sets apart one more space vertically and trying to find something suitable to fill the resulting small gap. An alternative would be to set each level of monitors back a space, so that the bases don't stick out through the screens below. It shouldn't be too obvious - at least less so than the bases poking through the screens.

    Also I don't like the horizontal overlap of the big monitors... though since you would need to go three wide to evenly match eleven small ones, you clearly don't have room here. How attached are you to the part sticking out that seems to contain only the one desk below and it looks like nothing above? If you got rid of the section sticking out, it looks like there would be room for the extra monitors. If there were a small gap between the monitors, you could fill it with something like one of the power cables from wall details.

    Quote:
    Inside the lower level
    Again, monitor sticking through the glass detracts from the look.

    Quote:
    Teleporter room
    This was the next room I did. The theme here is just a general arcane.

    A view of the room
    What I'm going to suggest would probably look better if you raised the floor a notch, and so might not be worth it, but... have you considered putting a holoprojecter (similiar to the one you use later trying for a portal effect) under each telepad? Keeping the arcane floor patterns, of course, having the symbol float between the symbol and the telepad.

    Quote:
    A view from one of the teleporters
    I don't know about the sewer wheel, but I do like the podium. I'd get rid of the wheel and center the podium. Possibly put one of those arcane eyes on either side of it, and/or (if the room allows it) a defense turret of some sort attached to the sides of the podium. That would make for a proper sendoff for anyone using the teleporters. Hmm, or a stonethrower (I think that's it, head floating over a pillar thing) behind the podium as a 'talking head'.

    Quote:
    Medbay
    For my medbay, the goal was to create a simple mini-temple of sorts.

    A view from the lower level
    Looks a bit spartan to me; I'd add an arcane eye to either or even both walls of blocks. Or, if the stairs are (or could be) placed suitably, a pillar in the middle.

    Quote:
    A view from the top
    I don't think the spike ring really fits here. It's big, it doesn't really line up with anything, and it looks like someone walking up the stairs might hit their head on one of the spikes. You'd probably be better off with some strategically placed sets of ceiling spires. Like two large flanking your inspiration tree thing, with a small one in the center pointing at it - all curving out from the wall.

    Quote:
    Another view from the top. Tried to create a portal in that arch.
    I like it; a pity it isn't larger, but I think the key is it think of it as closed at the moment. Again, some individual ceiling spikes might serve well here. Like two small ones flanking the eye in the arch, and maybe two big ones farther apart, perhaps out at the edges of the arch.

    Quote:
    Inside the "temple"
    Again seems a bit spartan to me. Looks like a small arch would fit in across where the rez rings are. Fill in the side gaps with small blocks, or for a weird look the modern picture frames from wall details.

    Quote:
    Workshop
    This is the room I'm most proud of. It started out as a space center, but it ended up as a lab/observatory

    A view of the room
    In most of these pictures, the desks making up the ceiling have a few places where some don't line up - in this first picture, that may be hard to avoid with the stairs but in other places it looks just like there is an extra desk or two here and there.

    I really like the stairs here. The whole construct puts me in mind of landing gear having extended down out of the ceiling.

    Quote:
    This was supposed to be a rocket, but it became a radioactive containment unit
    I'd remove a glass panel from either side and add more of whatever is behind the vault door so it looks like the door is actually mounted to it (adding another set above as well). Right now the door looks too big for what's behind it. If that looks a bit odd in the way it connects to the tanks behind, another set behind the first should make it look better.

    Quote:
    A shot of most of the viewing area of the observatory(the idea for this was inspired by Turbo_Starr's moonbase)
    At some point in that thread, it was pointed out that SG banners in all black made a much better space background. Having seen them in person in one of stacker's bases I have to say they'd be fantastic for it. Also, this would be a good place to not have gaps in the glass. Or, if there is no access/view of the outside of this observation place, use wall items that have no back (with the invisible side facing in) as 'force fields' to keep the air in.

    Quote:
    Another view looking out. Isn't that an amazing satellite?
    I'm picky, I know... the drawers bother me. I'd see if there were something to mount on it to cover them up.