Upper City?
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- Gametoast Staff
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Upper City?
As I added platforms like so:
It got me thinking, hey, couldn't we make an "upper city" that connects the upper parts of all the tall buildings? Sorta like taris' upper city. It depends how many people are making very tall buildings. If you are making a tall building, let me know so we can gauge whether this is worth doing or not.
Also, if you have a building and it's not tall, you could always just extend it up really far, and leave it all empty except for an elevator going up to meet the upper city streets.
It got me thinking, hey, couldn't we make an "upper city" that connects the upper parts of all the tall buildings? Sorta like taris' upper city. It depends how many people are making very tall buildings. If you are making a tall building, let me know so we can gauge whether this is worth doing or not.
Also, if you have a building and it's not tall, you could always just extend it up really far, and leave it all empty except for an elevator going up to meet the upper city streets.
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Re: Upper City?
i think that would be really awesome. it would make the city a whole lot more interesting
- Dohnutt
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Re: Upper City?
Yeah, I definitely agree. It adds whole new possibilities.
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Re: Upper City?
An upper city sounds excellent. I have one question though. How do we make the elevator?
- trainmaster611
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Re: Upper City?
Moving objects
Sounds like a good idea, but you're going to need a lot of tall buildings first. And at the same time, this might kill the activity on the ground level. Now everyone will build tall buildings and no one is ever going to walk on the ground
Sounds like a good idea, but you're going to need a lot of tall buildings first. And at the same time, this might kill the activity on the ground level. Now everyone will build tall buildings and no one is ever going to walk on the ground
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Re: Upper City?
There are several tall buildings on Coruscant, yet you see people walking on the ground level in Attack of the Clones.
I plan on making a tall building, and I think this would be a great addition.
I plan on making a tall building, and I think this would be a great addition.
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Re: Upper City?
So, should we do Zeroeditor animation or should it be like an animated door.trainmaster wrote:Moving objects
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Re: Upper City?
trainmaster611 wrote:Moving objects
Sounds like a good idea, but you're going to need a lot of tall buildings first. And at the same time, this might kill the activity on the ground level. Now everyone will build tall buildings and no one is ever going to walk on the ground
Well your train is on ground level, so people will go to the ground to travel distances and stuff. So I think some people would still be walking around on the ground
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Re: Upper City?
Either would work, honestly ze anims are way easier to do (if you don't have the full xsi). A lot of people would still walk on the ground, cause that's where most of the action is at.Crazy_Ewok wrote:So, should we do Zeroeditor animation or should it be like an animated door.trainmaster wrote:Moving objects
So who do we got:
-RepSharpshooter
-Challenger
-Maveritchell?
-Crazy_Ewok?
Also we need to standardize a height for the upper city walkway. I'm thinking probably somewhere between 100-200 meters off the ground. Please let me know how tall your building is. The walkway does not have to go to the way top of your building. Rather, it can go to a door halfway up, like a second entrance.
- Maveritchell
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Re: Upper City?
My upper floor, with the added base, is going to max out at 80m. I could probably stand to have the "upper city" a bit higher than that, but I can't stretch my building up much more, so I'd just be adding a catwalk or elevator up.
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Re: Upper City?
How many of those "public use" buildings of yours are tall enough Rep?
I know your main building is, jedi temple is. What about the Apartments? Hospital?
Sounds really cool, lol, upper city bar.
I know your main building is, jedi temple is. What about the Apartments? Hospital?
Sounds really cool, lol, upper city bar.
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Re: Upper City?
What about the prefab pack? Shouldn't it have some sort of tall building in it if we're gonna do this?
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Re: Upper City?
I'll get started on a really tall building soon. Possibly a construction site <insert Zerted's avatar here>
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Re: Upper City?
Sounds good
@train I am surpised at you I thought with an upper city level you didn't think of a high level monorail.
As for elevators, animating them in ZE is the best and easiest way to ensure the collisions work correctly.
@train I am surpised at you I thought with an upper city level you didn't think of a high level monorail.
As for elevators, animating them in ZE is the best and easiest way to ensure the collisions work correctly.
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Re: Upper City?
I'm putting the upper city at 175 meters above the ground. That is a height that is compatible with all 3 buildings I have in so far. I had to do some tweaking, but it works out. Proceeding with the modeling of the upper level streets. Please adjust your building to have an open access at 175 meters
also, if you send me your layer asap, I'll be able to custom fit the upper level to the buildings in ZE via the ze obj export.
also, if you send me your layer asap, I'll be able to custom fit the upper level to the buildings in ZE via the ze obj export.
- Maveritchell
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Re: Upper City?
I may have been mistaken about the height of my building. I underestimated it and by my approximation it stands at about 90-100 meters. However, its top level is about the height of that platform you're showing in the picture in the first post (assuming that building is the same as the building in the downloadable DMI world, heightwise). So what's the deal?
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Re: Upper City?
I may need some platforms, but they could be great for just a hangout area, the more free hangout for modders and all folks alike type of thing. And then have some taller platforms for the houses, that could lead down to hangout areas.
- trainmaster611
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Re: Upper City?
RepSharpshooter wrote:Either would work, honestly ze anims are way easier to do (if you don't have the full xsi). A lot of people would still walk on the ground, cause that's where most of the action is at.Crazy_Ewok wrote:So, should we do Zeroeditor animation or should it be like an animated door.trainmaster wrote:Moving objects
So who do we got:
-RepSharpshooter
-Challenger
-Maveritchell?
-Crazy_Ewok?
Also we need to standardize a height for the upper city walkway. I'm thinking probably somewhere between 100-200 meters off the ground. Please let me know how tall your building is. The walkway does not have to go to the way top of your building. Rather, it can go to a door halfway up, like a second entrance.
I'll try to make an upward extension. I can't garantee it though.
And I like frag's idea, can I make an elevated train for moving around the upper levels?
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Re: Upper City?
Hmm I know we want to make this really original, but we could maybe use bespin buildings. But i think ill stick with ground buildings myself since in a slow modeler lol.
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Re: Upper City?
Oh, no. I'm not making a tall building at all.
Btw, ignore my question in the PM. I'll add the access as part of my design sketches.
Btw, ignore my question in the PM. I'll add the access as part of my design sketches.