Author Topic: Wellston - Human Dome Town [Warning: lots of images (concepts)]  (Read 1050 times)

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Wellston - Human Dome Town [Warning: lots of images (concepts)]
« on: September 19, 2010, 12:39:14 AM »
Once upon a time, on an asteroid far far away....

That sets the mood well for Wellston. The overall feeling of Wellston should be an idyllic happy town snuggled under a dome, with green lawns, pleasant buildings, a clean atmosphere and town. Here's a basic map:



Firstly, some excerpts from my Human Starting Area thread, about Wellston.

Quote
Wellston will be small/medium, but offer basic services for all classes and walks of life. As far as role-play goes, it offers an idyllic atmosphere (on it's surface), a tavern, church, gardens, and a few medium sized upper class estates. The other half of the surface has middle class terraced townhouses. A tram connects the two halves of the dome, a wall separating the upper-class/business district and the middle class housing. Wellston's central building, it's government house, has a lift to the starport which rests on the roof of the dome. Underneath Wellston is the lower class worker housing in tunnels, some factories which vent their exhausts outside the dome, and even lower, a large mine providing the town with it's main ore economy.

Quote
I intend for the Starting Village/Camp, Illthorpe Manor, and Wellston to all be on the same asteroid, meaning players will not need a ship or any special transport to get from one to the other. The entire area will be sealed off by terrain-based walls, but the area offered will be about half the size of what PlaneShift currently offers players. Wellston will be about the size of Hydlaa (for comparison), including above and below ground. Ceres in my opinion should be about the size of any of the capital cities in WoW, though I think we should play with terrain within the dome to create something magnificent (Central building built on a massive crag of rock was what I was thinking here).

A Rough Layout of the So-Far-Completed Buildings



These are sort of meant as basic concepts more than final game models, polycounts may be too high or low, and they are open to being changed and reworked completely. That said, if the team agrees that they are satisfactory as is, they will be textured and put into the game.

The Central Government and Transport Building



This building serves both as a government administration building/council hall, and also as the centre of transport for the city. The tower on it will be connected directly to an elevator that leads to a spaceport on the top of Wellston's glass dome. This ensures that unwanted individuals cannot enter/exit Wellston easily, retaining the Empire's control on travel to and from her cities and townships. Coming in off the elevator, a person can be expected to be instantly asked for their royal passport, before being let downstairs to head into the town. The gears on the side of the building are used to power the elevator, and there is a debate amongst townsfolk as to whether it should be covered up.

The Guild Centre



Another central building in Wellston, the Guild Centre gives free accommodation to Guild members who are members of approved Empire-Chartered Guilds. It also serves as an advertising and recruitment place for various approved guilds (advertisement here may come at a cost). The globe on its roof is magnetized and floats there. It could rotate. It would be made of bronze, though kept lovely and polished like the rest of the central and upper class districts of Wellston.

The Wellston Hotel



This building is right in the town square, and not only offers well-priced accommodation, but also a picturesque Victorian tavern where the townsfolk often meet in the evenings to gossip, meet outsiders staying in the town, and hence the Wellston Hotel is the centre of Wellston's socialization (except for the private tea parties in the upper class manors).

The Church



I personally think it'd be un-Victorian for a town to not have a church. That said, I don't think we should promote any religion in our game. Therefore, the Church will be similar to, say, a church in Oblivion. There won't be any crosses or crucifixes, or any other symbols of Christianity. We could create a neutralized game religion specifically for the game, which I think would be a good idea as it could make some interesting quests/role-play.

The Bank



The citizens of Wellston (or at least, Wellston's surface) are on average, rather wealthy. So it makes sense to have a bank. The bank is conveniently placed right next to the Hotel, and will also "bank" items.

The Mayor's House



Placed between the Church and the Central Building, the Mayor's House is home to Wellston's rather jovial mayor. It's as fancy as any of the three upper class district's mansion estates.

Langley Park

<No concept yet>

Langley Park sits behind the Hotel, Guild Centre, and the Bank, and contains a pretty lake with a fountain, some trees, and alot of grassy lawn space. It's really just the Victorians showing off how much they can emulate Earth's nature in a space dome.

Row of Shops



The row of shops borders the east side of the square, hiding the tram from view. On the bottom story of each is a small shop, often open like a stall. The upper story is a small apartment that each shopkeeper lives in.

The Square

<No concept yet>

It's actually rectangular, longer from north to south than from east to west. Three quarters of the way down is a fountain, which sits rather near the Guild Centre.

The Tram





The tram connects the Upper Class (SouthEast) and Central District(SouthWest) with the Middle Class (North) District. There is no other way of getting between the districts, as walls have been built to keep the central and upper class areas as idyllic as possible. The tram itself is pretty and well-kept, similar to a San Francisco tram in design, but with elements of a Victorian steam train.

Middle Class District








Streets packed with terraced housing, this area isn't as beautiful as the southern half of Wellston, but still rather idyllic. The architecture is Victorian brick, simple adornments made from the bricks in the walls, unlike the entire central/upper class side, which is plastered and painted warm, pale colours. There is little grass here, few trees, and the streets are lit with lamps that are not as fancy as the ones in the southern half of Wellston. Nestled in this side is the Police Station, Doctor’s Surgery, and Wellston School.

Lower Class District

Underneath the surface, things are much uglier in Wellston. There is a poverty stricken, starving lower class riddled with crime and pollution. Wellston has sealed them under the city, the entrances to the surface (in the North) locked or under heavy guard. Most of its denizens live in cramped, tiny steel tunnel apartments, and are called "tunnel rats" by the surface dwellers. Most of them work in factories which are built in a ring around Wellston's lower class area. Below the lower class, many of them also work in the mines, digging up ore that is processed in the factories.

The Factories

<No concepts yet>

Here, many lower class citizens are practically enslaved, working long hours for pennies and the odd shilling, processing ore, which is sent up to the cargo starport via a tunnel (preventing such ugly things from entering the surface districts). The cargo starport and it's tunnel are the only alternative entry to Wellston as a whole, and are heavily guarded. The factories vent their funnels upward and outward, so that no pollution passes through the dome, but out the sides, where it continually seeps out into the aether.

The Starports

<No concepts yet>

The Upper Starport is in many ways beautified, creating a warm, welcome entry to Wellston. In contrast, the Cargo Starport is cluttered with junk and ore, grimy and dirty and making quite an unappealing entry to the lower part of the town. The Upper Starport is perched solidly on top of the dome, the Cargo Starport is rested halfway down a nearby canyon. This means that there is no entry into Wellston except via starship, or another flying device. Both starports are heavily guarded to prevent unauthorised vehicles from landing on the starports.

The Mines

<No concepts yet>

Those unfortunate enough to work in the mines are the most unfortunate citizens of Wellston indeed. They are paid less than factory workers, and the conditions are horrid. Dusty, dirty, and claustrophobic, the miners work for long hours digging up ore, usually with just a rock pick, to be processed in the factories and shipped out to Ceres City. Rumour has it that a group of miners secretly built a tunnel that bursts out onto the canyon floor.

Please critique, and also, all images will automatically update as I work on them. Concept images will be added where missing in their places.
« Last Edit: October 12, 2010, 08:20:02 PM by Xoel »

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Walktesting Beginning! Wellston Dome Town.
« Reply #1 on: October 02, 2010, 05:41:16 PM »
I'm at the point where I feel that Wellston is ready to begin walktesting (though it's far from finished).

To walktest Wellston, first download and install CELstart 1.4.0. I'm not sure if it automatically sets the CRYSTAL variable, so if it doesn't seem to walktest correctly check that first. Either way, to play PS 5.0 or above, you'll need to clear CRYSTAL out after testing (which then means you'll need to re-add it each time you want to walktest). This can be as simple as removing a single letter from the word CRYSTAL. PS (unless self-compiled) doesn't need CRYSTAL set (or it does it itself).

Next, grab the Wellston walktest .zip from my dropbox here. Then move it to the CELstart folder and drag and drop it onto walktest.exe to run it. Note that as I work and export, this file will be updated, so if you download it and wait a few weeks to walktest, it may pay to re-download as a fair bit more work will have been done.

A few more notes:

Textures have been very quickly done. If any texturing artists want to volunteer to make them pretty, by all means volunteer. At the moment she's all just concepts, and when I've finished the quick version of the map, it'll be "playable"... but not to a high standard texture-wise. Though at that point I'll consider all the geometry finished. If we want to add normal/spec/alpha(windows) mapping, we will have to spend a fair amount of time assimilating all the textures that make a building into one, mapped out so that all of the building is contained in one texture (which then gets thrown through crazybump).

Interiors will be added (one (Wellston Bank) is so far in the available walktest, with another (Guild Centre) being worked on) before the map is ready for release.

But please, walktest and critique the layout, etc.!
« Last Edit: October 02, 2010, 06:07:08 PM by Xoel »

Offline Lilura

  • Administrator
  • Tink
  • *****
  • Posts: 13
  • Steam: 8999
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #2 on: October 03, 2010, 07:33:10 PM »
Im really liking this town so far xoel, the buildings are looking great! and the layout looks pretty good to me. Adding the grass and some pavement really helped to bring it all together for me. Can't wait to see the rest of the buildings done and textures all done!!!

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Walktest: Wellston. Next Update soon!
« Reply #3 on: October 04, 2010, 05:16:34 PM »
Roadmap:

There will be another update in a few days to a week's time, which will add the middle class district ground, roads, and footpaths, and I also hope to have some detail work such as street lamps etc prepared.

An extra week from that, another walktest release will fill out all the buildings.

Then I will start work on better UVing/textures, creating normal/specular/alpha maps for EVERYTHING. Any help during that stage would be most appreciated, even if you just texture a lamp post nicely, or a building, or some set dressing. This stage will take the longest. When it is finished, another walktest demo will be released while we work on the final stage: integration into the PS engine.

After that, I will talk to some devs familiar with map loading in the PlaneShift engine (ie. weltall, perhaps Pizik), sort out animating and exporting the model you have seen in my texture system demos, and we will work from there to make a simple map/character with some basic functions including player-to-player chat, and some interchangeable clothing items (I will create a TA PAWS skin to prevent any art licence issues). This mini-client will then be released under the TA licence as a semi-public proof of concept demo (whatever technical term you want to slap on it), and hopefully we will also have a server available to host it.

This approach will have the least codework in it, but will give us a fairly stable client that will encourage people to help continue building the game!

Offline Lilura

  • Administrator
  • Tink
  • *****
  • Posts: 13
  • Steam: 8999
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #4 on: October 06, 2010, 07:56:31 PM »
you said "Ideas on props would be cool too, add to the thread (like how I have benches and lamp posts, other things, apart from trees and vegetation)"

soo...here they are:

An occasional piece of litter/trash on the ground - What town doesnt have litter?

Banners or posters on the lamp posts - banners could be hanging from the T part of the post, posters could be stuck too the post although the post would have to be thicker

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #5 on: October 07, 2010, 04:34:22 PM »
I will put some litter in the Middle Class District, thanks for the suggestion. It gave me an extra idea: Rubbish bins!

Banners I already thought of, and thought "hey we could then work on a system where game moderators could change the banners to depict different upcoming events, etc.!" <<-- future idea I'll keep in mind. Posters I'm not so keen on, though I'd put them in the underground lower class area.

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Walktest Wellston!
« Reply #6 on: October 09, 2010, 05:42:02 PM »
After an IRC conversation and feedback session with Ulf, I've changed quite a few things about this wee town. The entire layout of the Upper Class District has been changed and now focuses on a Victorian park. There will be trees, hedges, and so on added here to make it more like a real park.

Here's a new map/plan render, showing the changes:


To walktest the new edition, follow the instructions on the post earlier (I have set the wellston.zip file to automatically update).

Short version: Get CELstart 1.4.0 if you haven't already, and install/unzip it to somewhere like C:\CELstart. Then get the map file and drag and drop that into your CELstart folder, then onto walktest.exe in that folder, and have a wander.

Be sure to post feedback, ideas, and criticism here!

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Wellston: Small models/texturing needed!
« Reply #7 on: October 11, 2010, 03:15:29 PM »
Hey everyone,

Wellston's come quite far. So far, in fact, that I'm ready to open the map up to the community for modelling details. Here is a list of all of the items needed:

Shopping stall
Lamp post (DONE)
Rubbish Bins
Street Name Signs
Crates (DONE)
Open Crates with food items inside (for food stalls)
Benches (DONE)

Sacks
Open Sacks
Table(s) (DONE)
Chair(s) (DONE)
Bed(s) (DONE)

Window details (DONE)

If you want to texture already existing items contact me for the model file. All buildings will need re-UVing. Textures must be your original work (though I'm working on getting the art licence, or just the texture part, changed to be compatible with CGTextures). The modelling list may expand.
« Last Edit: October 25, 2010, 05:11:26 PM by Xoel »

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #8 on: October 12, 2010, 08:22:25 PM »




A few map props made so far.

Offline Dracaeon

  • Tink
  • *
  • Posts: 24
  • Steam: 0
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #9 on: October 13, 2010, 04:27:57 PM »
I can do crates

Do you mind if its just a cube with some texturing?  ;D

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #10 on: October 14, 2010, 04:27:54 PM »
A cube would be sufficient, but I could do that myself. Adding some extra polys (bevelled edges, wood planking lines, etc) couldn't go amiss and we can afford those extra polys.

Offline Lilura

  • Administrator
  • Tink
  • *****
  • Posts: 13
  • Steam: 8999
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #11 on: October 16, 2010, 10:44:01 AM »
I tried making a chair  :o   



adding a back cushion and maybe arm rests or something

as for textures  o.O  ??? ???  im trying to go through the tutorials xoel gave me

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #12 on: October 16, 2010, 08:07:59 PM »
It looks nice, for me the proportions seem a little off. Perhaps longer legs and a longer back? Also, I notice that the Object's centre (the pink dot) is at it's centre. In the context of game modelling, it generally works best if the pink dot is at the base, smack bang in the centre. This can be changed simply by going into Edit Mode, selecting ALL vertices/edges/faces, and grabbing them (G) hit 'Z' and pull them up till the base of the chair sits around the 0,0,0 coordinate point.

OH and now that I think of it, the base of chair legs often is smaller than the top. To do this, select all the faces in Face Selection not Vertice Selection, choose "Individual Centres" as your pivotal point, hit S and play with it.
« Last Edit: October 16, 2010, 08:17:16 PM by Xoel »

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Re: Wellston - Human Dome Town [Warning: lots of images (concepts)]
« Reply #13 on: October 20, 2010, 02:35:05 PM »
On a further note, the next update for Wellston will seem STRANGE. I've implemented a new lighting system (shadowed) available through B2CS which will support normal mapping that will be done later on (filtering the final textures), and perhaps parallax mapping too. This lighting system also creates decent shadows using lighter2. However, I'm finding that on surfaces with no normal maps applied, strange psychedelic colours are tinted onto the different surfaces. So until Wellston is finished and normal mapped there will be this strange tinting.

The next update will be in a few days time, maybe tonight if I get enough done for my liking.

Offline Xoel

  • Captain
  • ***
  • Posts: 123
  • Steam: -6
    • View Profile
Walktesting in CS1.9... Wellston.
« Reply #14 on: October 23, 2010, 03:07:42 PM »
Okay so I got the lighting system sorted out and now Wellston will work fine in the CS walktest 1.9 standalone, and will also work fine on the old CS1.4 walktest that I linked earlier (though there will be psychedelic tinting).

1.9 walktest: Download this and unzip it to your C:\ drive somewhere.

Then download wellston.zip and PLACE (not unzip) it in your walktest folder. Drag and drop the .zip onto the walktest program to walktest the map.

A few things of note:

I did some interior objects, chairs, tables, beds, chandeliers. These can be seen inside one of the three-storey brick buildings in the middle class sector. I plan to texture the set white and pristine for the upper class area, and wooden and black-metal for the middle class area, saving on assets with simple but effective texture changing.

I've started work on exterior "detailer" objects. I was playing Assassin's Creed II a while ago and realised that the cities were filled with repetitions of the same detail objects, just placed in different orders and combinations, enhancing the detail massively without wasting alot of time making each building individual and unique by itself.

So enjoy the latest walktest, let me know if anything doesn't work.
« Last Edit: October 23, 2010, 07:38:12 PM by Xoel »