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Posts
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Joined
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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.
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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?
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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.
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I'd have to say Beber is a good candidate for the top 5:
http://boards.cityofheroes.com/showp...postcount=1080 -
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.
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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?
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Quote: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.I was also thinking of TerraShock and Tyrak who come up with great things.
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?) -
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.
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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.
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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. -
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! -
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. -
Quote:Nice - that gives it a 'pit' look. How is the flickering where the rubble intersects the stairs?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 -
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:
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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.) -
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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.
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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.
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I like the old screens as eyes for the faces, looks more sinister that way than with the usual torches.
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Quote: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.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.
Quote:Door control and prisoner monitoring.
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. -
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.
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Quote: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.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.
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. -
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. -
Quote: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:The base doesn't really follow a theme as a whole, each room has its own.
"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
Quote:The TV wall
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
Quote:Teleporter room
This was the next room I did. The theme here is just a general arcane.
A view of the room
Quote:A view from one of 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
Quote:A view from the top
Quote:Another view from the top. Tried to create a portal in that arch.
Quote:Inside the "temple"
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
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
Quote:A shot of most of the viewing area of the observatory(the idea for this was inspired by Turbo_Starr's moonbase)
Quote:Another view looking out. Isn't that an amazing satellite?