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Thread: Khardessa Orbital Lift Station

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  1. #1
    Guild Expert Greason Wolfe's Avatar
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    Update

    Did a little color tweaking over the weekend as well as a little "coast-line" work to smooth things out a bit and give the land more of a "excavated" appearance. The first image below shows the result of that work. One of the early problems was separating land from atmosphere as far as coloring goes, and I managed to accomplish this by shifting to a strata effect for land coloring while adjusting the sun's color to match something typical for a spectral class K star.

    From there, I moved on to the process of adding structures. This is, at least in Terragen, a painstaking process that eats up a lot of time as each building has to be added in on an individual basis and built as a separate elevation file, keeping in mind the height constraints set by the primary elevation file. In addition to this, there is a fair amount of editing to do with the base elevation file to smooth out the foundations for each building. My thought is to lay out the buildings first (along with a coloring mask) and, once I'm satisfied with them, start laying out the vegetation masks for the cultivated areas. As a means of giving the impression that the area around the Lift Station is evolving, I'm also going to include a random distribution of vegetation using TG's internal Fractal Noise, Coverage, Altitude and Slope features.

    From there, it will be on to the roads and/or Transportation Tubes/Bridges. I don't see much of a problem with these with the exception of the Transportation Tubes/Bridges where they might cross over water, or where they might be above ground level. TG (at least version 0.9.43) doesn't have the ability to render such things in a single shot, so it might call for a double render and some post render editing in PSP or Gimp.

    One of the things I have been debating as a little "spice" to the end result is the possibility of adding a little stellar debris to the sky in the sense that with a thinner atmosphere, it might be possible to see some stars in the sky even during the day. I'm not 100 percent set on this idea yet and will have to wait and see how the rest of the rendering process turns out before I finalize that idea. If I do go for it though, I'll likely follow the suggestions in one of Joe's tutorials about using FTPro to generate star fields.

    As an added bonus, the second image below gives a very basic idea of what the structures are going to look like once I've nailed them down as far as elevation goes. The current sample displays somewhat exaggerated building heights, but they will be tweaked into proportion once I've gotten more proficient with the process of adding them in. At some point, as well, I'll try to decide on an architectual style for the buildings to give them more of a cultural feel.

    GW
    GW

    One's worth is not measured by stature, alone. By heart and honor is One's true value weighed.

    Current Non-challenge WIP : Beyond Sosnasib
    Current Lite Challenge WIP : None
    Current Main Challenge WIP : None
    Completed Maps : Various Challenges

  2. #2
    Guild Member Nytmare's Avatar
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    I forget the process, but you used to be able to import your own elevation files for terrain. Can you still do stuff like that for other structures?

    As soon as I put these new hard drives in this machine I'm going to download the new version and start playing with it again.

  3. #3
    Guild Expert Greason Wolfe's Avatar
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    Info

    As I said earlier, I'm not sure about TG2 Technology, but in version 0.9.43 you can still import grey-scale images as elevation files via For Export Only (FEO) and Firmament. You can bring structures in as well, but, as far as I've been able to work with TG, it must be done through Firmament and using the Combine feature in TG. Alternatively, you can add in structures via post-render editing, but scaling things via that method can be a real headache.

    ::edit:: There are a few other software packages out there that can help, like Leveller, POV-Ray and Blender. As I understand it, they might also be useful for adding in vegetation with more of a 3d aspect, but I haven't even gotten close to purchasing or experimenting with such packages as of yet.

    GW
    Last edited by Greason Wolfe; 03-02-2009 at 01:44 PM. Reason: More Information
    GW

    One's worth is not measured by stature, alone. By heart and honor is One's true value weighed.

    Current Non-challenge WIP : Beyond Sosnasib
    Current Lite Challenge WIP : None
    Current Main Challenge WIP : None
    Completed Maps : Various Challenges

  4. #4
    Guild Expert Greason Wolfe's Avatar
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    Update

    I know it's been a few days, but I was busy constructing the first version of the Orbital Lift Station. The basic concept behind the station has been borrowed, in part, from a story called Mars Bound that appeared in either the Analog or the Asimov's Science Fiction magazines and was later turned into a book. For the life of me, I can't remember the author's name and can't find the magazine that the story (at least the first part of the story) appeared in. When I do find that information, however, I will post it here to give credit where credit is due. In any event, the basic concept;

    A series of four cables (represented by black), each approximately 4 meters thick, are anchored roughly 100 meters deep into the ground and connect the planet-side station to an orbital launch platform just beyond the planet's gravity well. These cables were constructed using nano-technology and have literally billions of nanobots "living" within them to effect repairs, transmit communications and serve as power conduits. The Crawler Arms (represented by red) are capable of climbing the cables at a slow and steady pace until they, and the Lift Platform (represented by blue) reach an altitude where centrifugal force begins to assist the process. Stanchions (represented by green) at both the planetary station and the orbital launch platform are used to help keep the cables stable and the planetary station itself (represented by yellow) serves as the operations base to prepare loads for lift and receive incoming shipments.

    I know that is a pretty lame explanation at this point, and I promise, I will come up with something more detailed when time permits. I just wanted to give everyone a basic idea of what was going on from the "technical" side of things. As for the map itself, and the rendering process, here are a couple views of the Orbital Lift Station (OLS) as it stands right now. It looks like I am going to have to do a little more work with the distribution masks in order to tame some of the color "overspray" and it is likely that I will have to cut the cables out all together and add them in via post render editing. In any event, at least it is some progress, and yes, the coloring will change at some point as well. For the most part, I am just working up all the basics at this point and will fine tune things once I've got all the buildings laid out where I want them. And speaking of buildings, I'm looking for a few opinions here. There will be some individual residences for persons of particular importance and though tourism isn't a big industry for Khardessa, there will be at least one or two particularly fancy "hotels." As far as the general populace, however, I'm trying to decide if it would be better for them to live in "condos" of some sort or if they should have individual homes. Any thoughts or suggestions on this particular aspect are more than welcome.

    GW

    P.S. If anyone has suggestions for how I might make the OLS look a little more unique, I'm open to hearing them. This first version is pretty basic in my opinion and I'm thinking I might like to make it a little more snazzy looking while maintaining functionality of the operational concept behind it.
    GW

    One's worth is not measured by stature, alone. By heart and honor is One's true value weighed.

    Current Non-challenge WIP : Beyond Sosnasib
    Current Lite Challenge WIP : None
    Current Main Challenge WIP : None
    Completed Maps : Various Challenges

  5. #5

    Post

    Hmmmm...

    In my mind, if this planet is still developing its atmosphere and vegetation since inception 200 years ago, most likely the majority of people would live in a dense urban environment. The initial colonization point would act as a central hub, almost like a town hall community meeting area, with large pre-fabricated condominium units setup initially for the purpose of purely housing the new colonists, with sealed tubular bridges connecting them. I would envision the layout like a ring of high-density residential towers encircling the energy generation, water collection/purification, and air filtration/conversion facilities. This makes sense as an efficient way to initially meet residents needs.

    As development occurred, the city would have expanded outwards from these initial monoliths, and more cultural aspects would begin to evolve as people became "natives". These building would also be high density residential, but would include a slight artistic bent. Further facilities would be required to provide clear air, water, food, and energy. Perhaps these would grow as rings surrounding the central core.

    Finally, you may have some more lower density residential areas on the outskirts, or located in various parts of the planet that are currently more habitable as the environment becomes more human friendly.

    Hope it provides some insight!

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