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Deadeye_Rob

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Posts posted by Deadeye_Rob


  1. 20220416232204_1.thumb.jpg.1cffafda6cc497842af708cd11e5e682.jpg

    So i've ditched the energy-based lights for glowsticks. I've created little light emitters where I can place them. I think you'll agree, the lighting looks far more subtle and superior in comparison to the previous one. To achieve this off-colour white, I placed a Yellow & Blue Glowstick in close proximity to each other. The low light works great underground and picks out the little details of the rest of the structure.

    20220416232226_1.jpg

    • Like 3

  2. Oh I got another one!

    I remember when Ylands hosted their own Exploration servers that anyone could join! The maps were enormous and islands weren’t easy to find back then! I used to pack my bags and sail off to the polar islands.

    Back then people didn’t even bother trying to explore the polar wastes as there was nothing there. With the right kit I could survive there for weeks without being raided!

    • Like 1
    • Upvote 1

  3. 20220415224718_1.thumb.jpg.c6ba6a00065040844821fafa13730500.jpg

    I've made some great progress on recreating certain structural assets that are common in Vault-tec Architecture. This screenshot show's a particular buttressed archway that I believe is very eye-catching and further adds to the Fallout-theme.

    It's only a minor feature, but with enough assemblies like this, you will actually feel like you're playing a Fallout-esc game!

    • Like 1

  4. First off, I know that what I’m asking for would require a ‘huge’ amount of work for the devs, but I think that it would finally bridge our love for Exploration and Editor!

    I would love to be able to place, and build a blueprintable logic-operated door which I have designed or downloaded on editor.

    96DB1BB7-AC4D-4710-BA0E-2B646C69A2FF.thumb.jpeg.96b05cde8fc756330bad9f265bf74fba.jpeg10D79DEC-CD1D-4269-8A1A-0D5F74265F42.thumb.jpeg.2765c73a14a70dafe5abc8e1db5e3a60.jpeg
     

    These photos are taken from my Project Safehouse Build and demonstrate perfectly what I’d like to see incorporated into Ylands.

    But how can this be implemented?

    A good question! In order to build an ‘Exploration comparable’ working door, a player/creator would have to build and weld all its components within a limited space.

    Logic tools and scripts would be limited to movement, color change, and sound commands.

    Before they can be brought into exploration, a composition must be uploaded to the Ylands Catalog where it can be verified prior to public release.

     

    Phew!

    long-winded suggestion but one that would certainly draw the attention of creators and players alike! They’re only doors, but who doesn’t want a working portcullis or blast door to their base!?

     

    Let me know what you think guys!

    Rob

    • Like 1

  5. 2 minutes ago, 6Cowa6Bunga6 said:

    but it could be a two birds with one stone. adding air tight compartment mechanics ingame could introduce a foundation for a submarine building platform and underwater bases

    And that’s the avenue that I’m hoping will be viable.

    Such as the core component for ships is it’s hull, so maybe submarines could be a hollow ‘box’ for players to build around and inside.


  6. Hi guys!

    Im getting ahead of myself here as I’m barely exploring shallow waters so far but:

    With the introduction of Oxygen Harvesters, is it possible to live under the sea in perpetuity?

    As far as I know, it’s still impossible to build airtight undersea structures yet (Massive desire for that by the way!).

    Regardless of that draw back. Has anyone tried this idea yet? I like the idea of building a permanent habitation down in the depths of the sea!

    • Like 1
    • Upvote 1

  7. @spiritchaser28 Believe me when I say that I’ve got a full Hard Drive of Fallout Vault concept art, screenshots and videos! It takes me hours just to do the preliminary work on an area!

    That being said, I do have plans to include a hydroponics area, which players will be required to operate to maintain their food supply!

    Reading the lore behind the Vaults, they were touted as the most technologically advanced shelters the USA had produced. They’re purpose wasn’t just for preserving life however, which is what I’ll expand on later! 😁

    • Like 2

  8. ORIENTATION SESSIONS

    Adjusting to your new life in the vault is an overwhelming experience! "What is my purpose?", "What's going on outside?", "Where can I get a Nuka Cola?".

    All new Vault residents should attend an Orientation Session. This part of the Vault will allow new players to enjoy a cup of tea and watch a series of slides explaining their new life as a functioning member of the Vault community! I'm still tinkering with the scripting but I think you'll love how I've used custom camera's slide imagery and dialogue!

    20220331145746_1.thumb.jpg.502d775d187ec204f3e7f642ede3023e.jpg20220331145639_1.thumb.jpg.0ab40cb897439fd9a65086be18c1cfd7.jpg

     

    • Like 2

  9. WORKING TERMINALS!

    20220329143057_1.thumb.jpg.ab34155a6fc31f70acc707ff0eac4e34.jpg

    ...Or at least I hope so! After much micro-positioning of objects, I've finally created a welded entity in the form of a retro-sci-fi computer terminal! It's my hope to create some basic scripts where a player can interrogate a terminal and perform certain pre-written instructions. These could be anything from lighting controls, door locks or security cameras. Not to mention any story-driven narrative! I spent an embarrassing amount of time building this so I hope it was worth it! =D

    • Like 1

  10. The build is progressing well. The main entrance hall is structurally complete, incorporating a little security office where players can make use of the external security cameras. Now for the meat of the project!

     

    20220329101627_1.thumb.jpg.1e365cbc9a28b71ddb85889ea66693cd.jpg

    20220329101542_1.thumb.jpg.ff8547bb3b231d64c61b6a95994f78f6.jpg

    This is my concept of some of the heavy duty doors that I've encountered when exploring Vault 111 in Fallout 4. They aren't really seen anywhere else, which is a shame because I like the design. I've decided to include it into my design as the primary way into the main living space of the Vault. It has preset hazard indicators above the bulkhead which show a Steady Green for Open, Steady Red for Closed, and a flashing orange for In-Transit. I have also included a few soundeffects to reflect the doors material.

    • Like 3

  11. 20220327224538_1.thumb.jpg.16c74aa490b6a9af2900e8fb93283067.jpg

    -I've begun to test my entrance way by embedding it into a mountain face. I think it looks rather good! I also like the way the light shines thought the door when it's opened!

     

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    -You cant quite see it but in the top left of the door is a rotating siren light. When you initiate the Opening Sequence, all standard lights go out, replaced by flashing warning lamps and indicators! Sadly there isnt any audio alerts I can use in the preset sound effects bank. Maybe something for future updates?

    20220327225009_1.thumb.jpg.c46ff5581725726f0195f8ef6624b58d.jpg

    -There's another alert siren on the  outside which operates when the door is opening or closing. I must say it looks pretty imposing!

     

    20220327224609_1.thumb.jpg.a6454b540e225a5461af00cc1e489383.jpg

    -Here's a shot which shows off the extending gangway.

    The sequence goes something like this

    1. BUTTON IS PRESSED, OPENING SEQUENCE BEGINS - ALL AMBIENT LIGHTS GO OFF AND HAZARD LIGHTS COME ON.
    2. DRILL MOVES IN TO POSITION IN 2 STAGES AND ENGAGES WITH THE VAULT DOOR.
    3. DRILL ACTIVATES. ROTATING GEARS CAN BE SEEN SPOOLING UP AND SPARKS ARE NOTICED.
    4. 4 VAULT SHOOT-BOLTS ARE WITHDRAWN UNDER THE CONTROL OF THE DRILL.
    5. SHOOT-BOLT STATUS WINDOWS CHANGE FROM RED/LOCKED TO GREEN/CLEAR
    6. AFTER A FEW SECONDS, THE DRILL FORCEABLY PULLS THE DOOR OUT OF THE FRAME AND ONTO THE ROLLINGTRACK.
    7. ONCE IN PLACE THE DRILL DRAG-ROLLS THE DOOR AWAY FROM THE FRAME ALONG TO IT'S STOWAGE POINT. BOTH DRILL AND DOOR REMAIN THERE UNTIL CLOSING SEQUENCE.
    8. EXTENDABLE GANGWAY USES THE SAME OVERHEAD RAILS AS THE DRILL TO BRIDGE THE GAP, ALLOWING FREE PASSAGE IN/OUT OF THE VAULT
    9. HAZARD LIGHTS EXTINGUISH AND AMBIENT LIGHTS COME ON AGAIN.
    10. -SEQUENCE COMPELTE-

    I am absolutely loving this project. As usual I have no idea why I'm doing it, but I just love the idea of making a self-sufficient base! I want to imprint and embed a number of clever little scripts and systems such as lighting, automatons and other quality of life inventions. Maybe this could be the level-design to a rather clever 'one of us' kind of game? who knows! Enjoy for now guys! I shall continue working!

    • Like 7

  12. 7 hours ago, zarwil said:

    Will you animate the door 😳

    Hopefully the following screenshots will answer your question!

    I built a fully working vault based on the fallout 3 architectural style sometime around Ylands 1.0 release. It looks very dated now so I thought I'd create a new & improved version! 

    20220324213134_1.thumb.jpg.50e9a3a3539ec701a1d3961a8ee5fb19.jpg

     

    20220324213119_1.thumb.jpg.af30a783c0a2df7b7e75061fc49e9533.jpg

    Enclosed at the back of the Drill is an animated motorized cog that rotates and spews out sparks as it engages with the Vault Door's 4 bolt locks. Once the drill engages with the door, the cog spools up, withdrawing the bolt locks. Once released, the drill pulls the door from its frame, and rolls it to the right, clearing the entrance.

    20220324213321_1.thumb.jpg.e3ce074ff47caa1ec4e52c57b3ee7603.jpg

    My favorite little detail is the locking indicator. The two indicator windows will show the status of the Vault door locking bolts. Exactly as it does in the game!

    • Like 4

  13. 22 hours ago, Nikki Severin said:

    Thank you @Deadeye_Rob for the wonderful build!

    You’re very welcome! I had an absolute blast building this project. The key points I learned from this project was the importance of environment lighting and effects. Something I didn’t apply totally in my Fortress Library submission.

    By simply applying a little desaturation, the mood is completely changed!

    • Like 2

  14. Hi guys!

    As some of you are aware, I've been working on a little project a few months ago with the intention of creating my favorite zone from the video game: The Order 1886.

    The area is meant to be the interior of Westminster Palace, London, a monument that I'm luck to have visited a few times! The building is absolutely gorgeous and I have worked really hard attempting to bring that into Ylands.

     

    The Order 1886: Roundtable Room by Victariand | Architecture | 3D |  CGSociety20220322205925_1.thumb.jpg.99c5e815c5b2373cd17a2ccf186978a5.jpg

    Concept art taken from the game next to my own rendition of the chamber.

    I found this project surprisingly enjoyable, I started designing the table itself, using it as a central zeroing point for the rest of the chamber. Never before have I lived true to the words of "Measure twice, Cut once", for the amount of wasted time I avoided double checking every rotational point was infinite!

     

    20220201153452_1.thumb.jpg.1abdd8aac7e614750a6c993bd6279ff7.jpg

    With the table complete, work could commence building around it. The floor tiles in particular were troublesome.

    At this point, the construction rate vastly increased, as the majority of the designs were repetitive and simply required copy/paste work. Little time was wasted again on rotational reference points but the project went on at a rate that maintained my interest! Before long, I had completed a full 3-tiered viewing gallery surrounding the central chamber area.

    20220202153155_1.thumb.jpg.d6211e79120685cacc3dfb964c0afbca.jpg

    The main structure of the gallery complete, I could turn my attention to the masonry and windows.

    Building the victorian-gothic stonework and cathedral arches gave me great pleasure. I absolutely love how the finished windows look. I used a combination of recoloured bamboo, stone fences, ledges and minus symbols to complete the church-window effects. Once satisfied, it was simply a matter of copy/paste the design and position them around the table evenly. I added some statues on plinths, which I had attempted to personalize with props such as shields, and spears. These statues would form part of the main structure columns, which would ultimately support the roof.

    20220203225439_1.thumb.jpg.c6654027d82ae52d0cafcdf0c338f26f.jpg

    The statues surrounding the room were decorated with shields, and illuminated with spotlights.

    I decided to delay building the roof as I anticipated that it would be the most time consuming task and therefore would risk me abandoning the project from boredom -one of my many weaknesses-. Instead I chose to focus my attention on Arthur's Throne Reliquary. I poured over more concept art and went through many designs before ultimately settling on the one shown in the images. The original concept is exceptionally detailed, with gothic spires and carvings. Whilst the options to render this is exceptionally limited, I think I have reached an acceptable medium between the two!

     

    NZ - The Order: 1886 Fanart20220209151556_1.thumb.jpg.7799055f86d683b57ecc74726f15cff0.jpg

    King Arthurs Throne flanked by two candle-stands and emblazoned with his personal herald of 3 crowns over a blue background -May his name be forever resplendent!

     

    After much procrastinating and making little touch ups here and there I finally decided to lock-horns with building the roof! Its design was exceptionally hard and swallowed up more time in its design than the whole project combined! The construction of the roof comprises of a large number of support arches made from bamboo. These arches originate from each supporting column, and loop overhead before concluding at the opposite column. These arches were further divided with lateral supports that created empty roof 'cells'.

    These cells were typically a diamond in shape but curved in profile, thus presenting an exceptionally hard challenge to correctly create ceiling panels to fin in them. Most of the work was done completely freehand without any computer-aided placement of any kind! Whilst it does not look like it, no two ceiling tiles are the same in their design! Regardless, I am pleased to have finally conquered this particular stage and I must say, the roof looks incredible!

    20220209151512_1.thumb.jpg.01db157cde8ce5d7714b079cf9670c28.jpg

    The roof completed, I opted to not decorate it further preferring slight colour alterations to highlight the individual cells.

    With the majority of the chamber complete, I decided to work on some little decorations here and there including a few minor scripts. I raised and placed barriers to prevent players from jumping down from the gallery above, restricting their access to the lower levels by stairway only as good ladies & gentlemen should! The scripts woven into the chairs are particularly charming as they enable a player to tuck into the table as soon as they've sat down. I included sound effects of the chair dragging for added effect. I also included some strategically placed light sources to bathe the throne in light as well as fix the time of day to early evening to set the base colour-pallet of the interior. I further introduced a camera logic element to denaturize the colour slightly to create an awe-inspiring feeling of ancient beauty.

    The last thing to do was import some unique pictures, and thanks to @Mello1223, this impossible desire became a reality!

     

    20220322205925_1.thumb.jpg.964c6ce928d37153daa029d5b8984ea9.jpg

    The chamber is complete! Each archway holds the Coat of Arms of each legendary Arthurian knight including a mural of the fabled King himself.

    With thanks to the scripting composition put forward by Mello, I was able to effectively import and 'print' a selection of images in pixel format. With this powerful tool at my disposal, I was able to create and display the Coat of Arms of each Arthurian knight as well as hang a large detailed mural of King Arthur above the entrance to the chamber. I really wanted to put more murals up, but sadly I pushed the game to its absolute limits and experienced what I call entity 'blackout' an occurrence where the game refuses to render the texture and colour of any new objects, so sadly I had to make do with the awesome work that I had!

     

    20220210211441_1.thumb.jpg.7b63695b50d7e08d0ce3d8a11255accc.jpg

    Not satisfied with the Chamber, I began building the world outside it's doors!

    After visiting Westminster Palace on a number of occasions, I chose to start designing the hallways beyond the council chamber using the same techniques I had acquired earlier. I enjoyed continuing the gothic style and diversifying the statues that adorned every vacant spot where I could cram one in! At this point I decided to work out some sort of purpose and floorplan. I decided that what this build needs is a Library!

     

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    A custom statue of Britannia, a human personification of the Celtic spirit of Great Britain and her Empires.

    The library was simple in its design, yet it required a lot of clever lighting effects to ensure it looked just right. It is my intention to display artefacts from Ylands both common and discontinued, as well as to make the acquisition and reading of its many books easy to do! It is my hope that eventually, a visitor can simply grab a book, pull up a chair, and read to the quiet sound of the fire crackling!

     

    20220322215024_1.thumb.jpg.c66e7328328ee6a6a3668e5dfce0e091.jpg20220322214959_1.thumb.jpg.0bfc48ec27ea9156f0cf92144b60542a.jpg

    Alternating views of the Library, of the central light, only the main streetlamp portion is connected, the surrounding bulbs have been colour-changed to prevent over saturation of light.

     

     

    So i suppose you might ask 'What's Next?'. To be honest, I have no idea! I have ran out of steam developing this further for now but I hope to find some drive between the demands of my private life in order to get back in to finishing this project. I have done a lot of reading into the Crystal Palace Exhibition and I would like to incorporate elements of that into this project. For those of you who are already aware, I have decided to donate this project to be used by the Ylands team for any future live-streams or Q&A sessions. Hell, I'd love to see this place as the new Playlands lobby! 😉.

    For now I however, I must say that I have really enjoyed building this. I feel that I have truly pushed the boundaries of the Editor on this one and from the feedback that I have received, I have created something that doesn't look like a conventional Ylands map at all! I look forward to your feedback and comments! Thanks again guys, this was truly a pleasure to undertake!

     

    Rob

     

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