question about the Nightshift Landing Bay Content

rampart_1576840087rampart_1576840087 Posts: 504
edited August 2015 in The Commons

Nightshift content on sale...

http://www.daz3d.com/odysseon-station-landing-bay

Looking at this one for helicopter landing bay.

There doesn't appear to be an outside or outsite top.

Showing aircraft entering or leaving the landing bay cannot be shown uutside view, unless there is another content item.

It would work fine as a hanger with top opening doors

There do appear to be quite a few similart content items by Nightshift interiors with yellow handrails, makrings and similar appearance..

I am posting this because I must be missing something.

It is hard to believe Nightshift has no outside hangar or other buildings with roof openings for their large number of vertical landing aircradft in their folio.

https://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/o/d/odysseon-station-landing-bay-5.jpg

This content item may be thought for interior of a space ship or building.  There should be an outside entry view either way.

This following content item has outside views for placement in the  side of a space ship or base.  We need something similar for top down access/egress.

http://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/p/o/powerstar-final-6.jpg

Post edited by rampart_1576840087 on

Comments

  • vwranglervwrangler Posts: 4,971
    edited August 2015

    Argos Hanger may be more along the lines of what you're looking for. It has a textured front, at the least, and it's clearly got something on the roof. What it is, I can't tell.

    Post edited by vwrangler on
  • Yes, there is a roof hatch mentioned in the Argos Hangar.

    I don't think that is the equivalent of the large 4 plex opening door system of the station landing bay content pack. 

    I suspect a roof hatch is probably just a personnel type opening.

    It would make more sense for Nightshift to link these similar items more specifically.

    Maybe, I found a sensible thing that needs to be done.

    IMO, I would think Nightshift should think about a very good linking system for the similar items in the folio.

    Thanks, vwrangler for responding

  • The landing bay has a very limited exterior on top as it's an interior set. You could probably make a tight exterior shot but nothing from a distance without adding some geometry. Argos Hangar has a full exterior but no top opening for VTOL craft. The roof hatch is just big enough for personnell. A hangar with an upper opening is a great idea, I'll try to work that in soon.

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited September 2015

    The landing bay has a very limited exterior on top as it's an interior set. You could probably make a tight exterior shot but nothing from a distance without adding some geometry. Argos Hangar has a full exterior but no top opening for VTOL craft. The roof hatch is just big enough for personnell. A hangar with an upper opening is a great idea, I'll try to work that in soon.

    I like your series of content items with the yellow handrails and high quality utility type interiors.  It is very common in aviation to have very clean, efficient interiors in working spaces and hangars.

    Since there are so few interior/exterior type content packs I planned to use your interiors as underground facilities.

    If you had more entry/egress exteriors the items woiuld work very well for thos types of shots.

    My work is all video production, so It is common to have animations extending into and out of buildings and facilities.

    As you watch sci fi movies you constanly see animations of coming/going, take offs/landing, flying towards/flying departures, entering/exiting, etc. .

    A hangar of course would work...just bury it in the terrain. LOL

    Thanks for your response.  I will be watching for lthe hangar.  This project in the works, no big rush.

     

    Post edited by rampart_1576840087 on
  • Just bought the hangar. I hope to give it a spin tomorrow.

  • I shall fire up my computer and take a look Rampart as I have most of those sets including that one and exported via 3Dxchange already sitting in my iClone library unused, I forget about stuff too easily have so darn much.

  • I'm a big fan of Nightshift3D's work. I've got quite a few of your pieces and they work really well. My only request would be it would be great if you could separate out your surfaces a bit more so that if I want to hide something or change it to a new shader I don't end up affecting other objects in the room that are completely separate. Other than that they are top-notch products.

  • OK I loaded it into iC6 and rendered a quick video
     

  • OK I loaded it into iC6 and rendered a quick video
     

    Shouldn't all four panels pull back from the centre? Gaving the longer ones slide they are intersecting the others.

  • ah I see, oops

    yeah it can.I did do that rather quickly

  • JaguarElla - You must have removed the limits from those doors because I had them forced so all 4 move back from the center as Richard said. But the video shows how much outer geometry is on top so thanks for posting it. It shouldn't be too difficult to surround the upper geometry with terrain if necessary.

    tl155180 - Thanks! My latest set has more material zones and less tiling and future sets will follow that approach.

  • is OK I did that in iclone where IK does not export to with FBX, I just need to manually do things better, as I said was a tad quick about it.

    Rampa is an iClone user so thought he may want to see it in that app, it would perform as expected in DS.

    I often export animation with props to create perform commands solving such issues but failed to think of it in this case.

  • tl155180 - Thanks! My latest set has more material zones and less tiling and future sets will follow that approach.

    Sweet, thanks for the response laugh. I intend to collect the full set eventually, finances permitting. I especially like how all the Odysseon sets have a common look to them throughout - so you can walk a character through various rooms and it all looks like part of the same complex. Great stuff.

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited September 2015

    It would be helpful to know,

    Which of the VTOL aircraft in nightshift3d catalog, or other developers will work with the hangar or landing bay of this item?.

    I'm thinking about the size limitation of the overhead opening.  I don't usually like to scale props, because it changes other things as well.

    http://www.daz3d.com/odysseon-station-landing-bay

    I might be able to use the content item as Wendy has shown in her video as an undergraound landing bay.  It should be interesting.

    I'll just create a landscape plane.

    I find it interesting how many DAZ3d content developers leave off with a static image to sell their content items.

    It would not take much effort to make a simple video of their items and include it in their metadata sheet.

    Almost all the developers selling on Reallusion site do this, and it is a tremendous sales tool

    Post edited by rampart_1576840087 on
  • I scaled the opening so that Dracons Wake, Typhons Rage and Areions Blaze would fit through it. The Basilisk won't fit in there though, it's so ginormous that the landing bay might fit in that.

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited October 2015

    Nightshift3d

    What about the Gryphon Cargo, will it pass through roof opening of the Landing bay content pack?

    http://www.daz3d.com/gryphon-cargo-carrier

    http://www.daz3d.com/odysseon-station-landing-bay

    If you tweaked the cargo container of the Gryphon for double duty

    by also providing seats on side walls with body secure apparatus this could be used as a very efficient troop transport.

    The floor would could have large opeinging doors that drop down (hinged on each side wal) for air drops - troops could be driopped very quickly without having to all pass through a back dolor

    Back door would be for on loading and off loading under normal conditions.  

    If the cargo container had wheels or some way to tow, it would be a way to prepare and move into position the containers for fast loads.

    It could make for busy troop deployment scenes as well.

    Like in that recent Tom Cruise movie with Emily Blunt, where they kept getting killed.

    https://www.youtube.com/watch?v=fLe_qO4AE-M

    Seat belts don't work as easily of many body styles and morphs and they are too sixties looking for sic-fii. 

    Crews could load and be ready for pickup, and they could be dropped off quickly.

    The Gryphon would not even have to touch down to pick up container, if it were within short distance of the landing surface.

    Also could use some color texture changes... you could update a lot of your good stuff as well. 

    The old poop brown and yellow is abit old . .IMO, of  course.

    Don't get me wrong I really like the content, just needs a bit more fliexibiility and updating..which should not be that hard to do.

     

     

    Post edited by rampart_1576840087 on
  • The Gryphon will fit through the landing bay doors. Interesting troop transport ideas, and I'm not all that crazy about the textures anymore either. But I won't be revisiting old projects, I'm more inclined to build something new from scratch. I'd prefer to make a whole new cargo carrier but I won't be able to work that in anytime soon. An Edge Of Tommorrow drop container would be a cool addition.

  • Thanks for responding quickly.  I bought the landing bay content item.  Couldn't bring myself to buy the gryphon.  I realize I can tweak the colors and textures, but when I buy content items I try to avoid reworks.

     

     

  • After you mentioned it, I remembered that when I built the Gryphon I was planning to do an add-on product with additional containers and texture sets. Initial sales were lower than expected which lowered the priority and I wound up never getting around to it. I had a troop transport container in mind but hadn't thought of making the floor open. Edge Of Tomorrow hadn't been made yet. I've added 'New Cargo Transport' to the long list of projects I'll hopefully get to at some point.

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited October 2015

    NIghtshift3d

    The film "edge of Tomorrow" was complete fantasy.  During the past couple years the fantasy has gone far beyond any comprehendable reality. 

    It seems the film makers fo today don't think about the frailty of humans.  The super heros have become so prominet anything goes.

    Many of us think in terms of some reality, and then there are the people weaned on WOW, Halo, and other fantastico games that don't thiink twice about reality.

    The departure from the transports in "Edge of Tomorrow" was complete nonsense, but viewers are so accustomed to the fantasy.

    I guess what I mean to say.. The stories are so fantastically presented no one thinks about...how could such a thing be done.

    In other words, Tom got off the troop transport in "Edge of Tomorrow" very efficiently and didn't waste any time doing it. LOL

    "Edge of Tomorrow" was such complete BS and ridiculousness, yet I suspect was well received at theatres.

    I go with those wild and crazy movies to get ideas for projects, not intellectual stimulation or any penchant for realism.

    https://www.youtube.com/watch?v=AIIXWDz0A7E

    Who watches this stuff?   Over six million viewers is who!

    This film is so far beyond an "Indie" budget or time for producing. 

    Post edited by rampart_1576840087 on
  • All science fiction is fantasy to some extent. Even when they go the extra mile for realism, like Gravity, they still stretch some things for the sake of the story. I agree that Edge Of Tomorrow was unrealistic but it still had plenty of entertainment value. And it had some cool tech even if it wasn't feasible.

Sign In or Register to comment.