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Kerbin City Community Project - Phase B - New Islands


nothke

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Aww i wanted to do all the eastern island. Ill do D2 now.

Wait so will each of the blocks contain a single building or mulitple. Just wondering

Take D2 now, and if you are as ambitious as you're saying you'll get more for the next island =)

You have a 230x230m plot, you can do there whatever you want, not just one building of course.

Okay. Please make them pass right in my plot as I have a building design which makes it passes though the building !

I hope that was not sarcasm, because it somehow sounds like it =P If it's not, then I'd really like to see a sketch of what you mean.. Do you mean the offramps or the highway?

Updated availability

http://i.imgur.com/NMUPQMm.jpg

Edited by nothke
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Very ambitious project. To join in the chorus of "need more instructions", you may want to specify a default palette for when it gets textured, to give the different districts a unified colour scheme. Best of luck!

I was thinking about it, but then I thought.. Hmm.. It's a community project and I want to let everyone be creative. I want to see what it's gonna look like all together first =) I guess that some people will make really low poly simple stuff and some are going to put too much effort in it, so I don't expect it to look realistic at all, and it doesn't really have to for now. but lets wait (work) and see.

Applying for A4, shipyards and marina. Is it ok if I go into the water a bit?

Yeah, do really what you want. Not too much, but my lines are not that important, I just put them so you don't get the "squary" look of the entire island.

Edited by nothke
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Thinking B1 here. I might change my mind if there is sufficient land still available later. (but I really doubt that, so I'll make a claim now).

Interested pretty much doing one moderate height building and the rest as industrial. Is anyone else thinking Industrial zones? Might be interesting to group them up. My interest is in structures that can be explored by a rover mainly.

It'll be a short while before I can have anything textured, though I can model at the moment. Problem with photoshop I need to resolve.

Are you looking for Unity, DAE, or Blend?

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Thinking B1 here. I might change my mind if there is sufficient land still available later. (but I really doubt that, so I'll make a claim now).
Interested pretty much doing one moderate height building and the rest as industrial. Is anyone else thinking Industrial zones? Might be interesting to group them up. My interest is in structures that can be explored by a rover mainly.

I was thinking of making an industrial district later, together with a nearby freight airport so that you can fetch payload from, for example Probodobodyne factory with an airplane to the KSC for launch =) A full logistics cycle xD

So don't reaaally focus on that now, however I want to see your (plural) sketches and ideas about future districts/islands. That should be phase 2 =)

Are you looking for Unity, DAE, or Blend?

.fbx, .dae preferred, I don't know blend files but I guess it's convertible. I need to be able to load it in 3ds max so I can set it up, clear up materials and join up the roads and waterline.

Does anyone know do kerbtown support ladders? And if so, how to make them to work in ksp?

I think that they work well, just like for dynamic objects. You can find the "airlocks and ladders tutorial" on the forums

Edited by nothke
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OK, to clarify: do we have to provide full KerbTown solutions for the project, or just a textured 3D model ready for importing into Unity?

A 3d model ready for importing to unity. I need to align the models first vertex to vertex, that's quite hard to do only with KerbTown.

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...

-Static boats/ships in the water

That someone could even add a kinematic rigidbody to the boats and script them to move when within the visibility range of the active vessel. :wink:

KerbTown handles the visibility range activity part - someone would just need to write the movement code. :D


Good luck on this ambitious project! I will be watching.

Oh, you might want to link people to the KerbTown thread - so they can find the plugin. :P

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A 3d model ready for importing to unity. I need to align the models first vertex to vertex, that's quite hard to do only with KerbTown.

OK then - I'll bite on C2. Time to dust off my 3D modelling skills...

Edited by NGTOne
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I'll be doing a recreation district, with things of stuff, like shops, swimming pools, amusement "parks", and stuff.

I'm also contemplating livestreaming me working on my area for a couple of hours.

99yoEfF.png

Edit: May you distribute what you currently have modeled? (The airport and Eastern Island)

Edit 2: No livestream, too late. (DANG YOU EIGHTH GRADE!!!)

Edited by Cooly568
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This is interesting! I'll look into getting a plot.

EDIT: A2 looks like it could be a good place. However, I'm not the best at modeling. However, I apply for that. Apartments and office buildings.

Edited by Needles_10
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I hope that was not sarcasm, because it somehow sounds like it =P If it's not, then I'd really like to see a sketch of what you mean.. Do you mean the offramps or the highway?

Of course that was not ! I even plan to make the hole wide enough to let a small airplane go through...

I think of an office building, with "bus" (or any common transport way to go onto the expressway) stop, and low poly designed glassy rooms (only for the visible rooms because of restrictions)

After that, it's only a idea I got strongly held in my mind, but to do the sketches I need to get precise informations in where the expressway will pass. So do nothing else than the road in my area ;)

For the reference; can someone tell me how wide is the Albatross 1A (I guess, don't have KSP in hand for now)? For reference size.

Edited by SolarLiner
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Of course that was not ! I even plan to make the hole wide enough to let a small airplane go through...

I think of an office building, with "bus" (or any common transport way to go onto the expressway) stop, and low poly designed glassy rooms (only for the visible rooms because of restrictions)

After that, it's only a idea I got strongly held in my mind, but to do the sketches I need to get precise informations in where the expressway will pass. So do nothing else than the road in my area ;)

Ok, I was actually planning to add an off ramp on your plot, but I better not. I will leave the expressway hang in the sky for you to put pillars or anything else to support it. For now, I can give you this close up wire plan so you can see where the expressway is:

http://i.imgur.com/QUiMrCC.png?1

I guess you design your plot and then I'll adjust the offramps and the road according to it xD

in the mean time I was thinking of adding offramps over the water that go into the street on the side. Would be cool, but then your building passage is not really "the entrance to the city", and if you are planning to make a building with a hole where the expressway is passing, that would be really cool cause then we can put a big sign saying something like "welcome to Kerbin City" above the passage =)

http://i.imgur.com/utfqFOX.png?1

http://i.imgur.com/fsjMOdT.png?1

The expressway is exactly 30 meters wide from end to end, and the road surface is exactly 31 meters from the ground.

I would give you a finished model today but I found out now that I need to go away for one day, which means I can't model or do this work, probably even manage the plot "sale", so you'll have to wait a bit. If I manage to finish something in next 30 minutes, I'll fetch it for everyone.

Edited by nothke
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What texture resolution are we looking at using? 1024x1024 really doesn't work very well for a huge object like these plots.

I use 512 textures, I know they look poor, cause it looks like KSP gets a big performance drop when looking into static objects, don't know why, but reducing texture sizes helps.

For ground I use tiling textures, one for grass, one for concrete, one for roads also, then the rest for building maps which are not tiled. I have yet to try out how it really looks when you finish it. I need to see how b9 does it xD

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