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Dacy

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Everything posted by Dacy

  1. Thanks, @plymster, I've picked up a few things from some great base builders over the years! πŸ™‚ Also, I experiment a lot. πŸ˜„ And I don't turn it on it's side; storage racks are tricky, and there are actually a few places on the thing that won't let you access them (I turn IO racks upside down, tho, usually). I turn tech salvage around backwards, so you are looking at the "fence" in back. That's the easiest side to access from another smooth surface. Each salvage rack has a side which doesn't really permit much access. It's the opposite side from the one shown in @AboveTheChemist's picture, above. -Dacy
  2. Visscale 10 works even better. I believe the scale goes to 20. -Dacy However, this only changes your view, not those of you guests. πŸ˜’
  3. I am not getting a mental picture of the problem, so I will speak in generalities. First of all, doorways may be removed. It sounds like this is what you’d want, since you want to wall over both ends of it. Secondly, anything can be a wall. Rotate a floor, or use a larger piece to make the wall. I have a whole video on just walls, as well as others, like commands. Unfortunately, there aren’t any walls or wall pieces that look like the base walls, although with some patience, sometimes it can be simulated for some walls, to a degree. If this doesn’t help, perhaps I could take a look and see what it is you need. -Dacy
  4. Anything can be moved and oriented in any direction. Either change the object attachment (f5), or rotate to vertical and place it next to the wall. See my video on base editing commands for more. -Dacy
  5. That's cool, QueenBethari! I admit to never having thought to put Greek letters on anything...as if I could, lol. πŸ™‚ I decided that, with all the new pieces, there must be a way to make a better microwave! So here's my take:: Used black hyphens for screen, the very versatile portal corp keyboard (back) for the edges (sometimes at a slight angle), the vault keycard reader for the pad, and a tinted chemical container for the display window, and a desk lamp for the handle. Also did a piano: I really wanted to make a bench to sit on, but, the alphabet characters come with an unseen "wall", which interferes with being able to sit where you should be able to sit, so I had to drop that. Also, it's at an angle, which I should have thought of; this makes base shift worse and somewhat unpredictable when doing things that are supposed to be lined up. That last black key on the left just will NOT line up. But I'll take it, as the others did, tho I had to expand the keyboard from what I'd originally done, because the editor wouldn't place keys closer than this with still space between them. Also had to use an arrow to allow for someone to sit on the chair, due to the aforementioned invisible wall. The pedals were probably the fussiest bit, because small pieces, when you put them together, the least amount of movement messes it up, and I wanted it to have the outer pedals curving outwards, like on a real piano. Thanks so much, @Calamity Cain, for posting that info! πŸ™‚ It's great how we learn from each other. -Dacy
  6. The personal storage vault is unneeded, is accessible from player salvage window now. This is similar to my own system. I use 12 racks for salvage, 4 bins for IOs, and 2 for inspirations. 8 racks are common, with the division of A-B, C, D-H, I, K-P, R, S-Spe, and Spi-T. This gives about 20 spaces for each named common, and I use white alphabet letters to designate (I also hide them in walls). For commons, I use two bins, with yellow alphabet letters, A-N, P-Z. This gives 6-7 spaces for each named salvage. Then one rack for rare, which gives 2-3 spaces for each named salvage (I use 2 for the lower level pieces, 3 for higher levels, because I don't tend to use as many of the lower level ones, and I have one salvage rack for special salvage, which I color code blue. IO racks, I use 2 for sets, color coded red. Right now I have two color coded white for generic IOs that are not part of sets, but as we collect more things, I'll be either making one into a purple, for purple and AT and PVP IOs, or I will switch out an inspiration bin for an IO bin. I find everyone has their own preferences for how many racks of which type they want. I find mine is good for a group, giving plenty of salvage for IO creation without worrying about running out quickly. I like having two insp storage bins because when I'm teaming and we need inspirations, it's usually because we're facing something tough, and we need the inspirations at the same time, so having two bins saves time. I'd really love more space, too. Here, the common bin is actually green, because I wanted to use a light to highlight it, and there were limited choices. Some of the salvage racks here are in the floor, not the walls, look closely to see the letters. I shortened the s-spe, spi-t notations to save space here. Slightly different setup: Etc. πŸ™‚ I go over my storage systems and how to make functional items blend seamlessly with the style of your base in my video., Make Your Base Work For You , and I show you what I was talking about in Making Base Function Look Fabulous . Storage systems make life so much easier when trying to craft! Good work, @plymster! -Dacy
  7. Thanks so much! It inspires me to hear that the videos are helping! I’ve got a video on making roads and other concrete surfaces all set up to record, but my software is giving me fits. Hopefully I can get it to cooperate soon! -Dacy
  8. WOW, do I LOVE those towels! I have wanted towels for the bathroom for so long...Imma use that one. πŸ™‚ Thanks! -Dacy
  9. I know someone who talked to Leandro about this. He said it's impossible right now, coding being the way it is. For this as for so many other things, the editor would need to be completely rewritten, which I don't believe anyone is undertaking. I want this SO much, too... I've also heard that they are trying to get it so you place 1 NPC and then assign it's position, instead of selecting from a huge and yet incomplete menu of them. @Temyra, there is already snow. Check the tab "Ambient Fx". Some of the snow is a huge area, but some is localized. However, there is no snow ground cover, just like there is no sand. I've used...and yes, this is typical over the top me...the backs of the shower floors as snow cover. I think it's snow 3 that makes little piles of snow that appear and then fade on the ground, over and over. And, inactive arcane power crystals make passable ice, but they sway. The active ones glow and spin. Well, you can sink lights to light an area, but I'd LOVE this. Also giving items inherent light, so that when you're placing things with indoor lighting outside the base, you don't have to worry about lighting it. If they can't give us different areas designated indoor and outdoor, how about this?? I've long wanted string lights, or neon line lights in different colors, too. But, I'd be SO DANG HAPPY if they'd just give me some more basic building blocks. We have street signs, but no stop light nor streets nor street markings. We have no good indoor doors, and no usable door frames. I'd love to be able to insert a window in a wall without having to account for the different sized walls, if I want a window to see out of, and I'm tired of not having any pieces to cover over doors and windows. I know they are working on being able to give color and textures to different blank items so you can make about anything, but, in the meantime, couldn't we have just a few more basics? Please? Roads: Straight, curved, intersection. Stoplights. A beach. A section of wall with a window you can see through, all trimmed out (different sizes would be awesome). Much. Smaller. Wall. Segments. Half size with no trim would make me giddy with glee. DOORS, separate from their door jam, pls, and door jams. So many nice doors in Atlas Park, even RWZ...I want doors that are good for your average house/apt. Something nice, wooden, six paneled, etc. Oh, a thin wooden surface would be really nice. In different sizes, I could make larger tables, doors, etc. Metal railings for stairs, like you see in Brickstown, or heck, on the tram stations. More floors, there really aren't good options for tech or modern. More reflective/shiny things would be awesome, like mirrors, stone with a sheen, metal, etc. I just feel like it'd be nice if we had a solid basic assortment of items before we have everything else, from Hamidon Husks to dreidels to baby carriages. I am hoping that that texture/shape editor change is being worked on and is making good progress!!! -Dacy
  10. Thank you!! It always makes my day to hear back. And doh! I put this in the index, but forgot to post it here; here’s the promised bit on terraforming: -Dacy
  11. Love the handle! What’s the top of the pot, and what’s the top of the machine? -Dacy
  12. Video Guide to Base Building This is a series of videos geared towards helping people with base building. All basics are covered, such as getting started, basic editing commands, building above and below the base, and dealing with some of the challenges the editor sometimes offers. There are more specific topics, too, such as guides for putting things together, what items to use, and where in the editor you will find those items. The videos are kept as short and concise as possible, and are not the highest quality to keep download times and memory usage to a minimum. Videos subject matter is selected based on questions I've seen or answered, or common problems facing anyone who's building a base. I've tried to include any tips or shortcuts I've discovered which have made my life easier when editing. Enjoy! Feel free to suggest a topic you'd like to see included. Introduction to Base Building Info on how to get started, video covers selecting a plot, placing rooms, and opening sky. Basic Base Editing Commands A look at how to rotate and place items, and basic base editing commands. Does not specifically include how to stack; I recommend just skip this and instead look at β€œAnother Look At Base Editing Commands”. Another Look At Base Editing Commands Improved to cover slightly more, more concisely. Looks at setting up the editor to make editing as easy as possible, which keys to use to manipulate objects, and placing your base entry portal in or out of the base, and how to deal with the error when people get stuck in the entry portal when entering base. Building Above or Below Your Base A look at what you need to do and consider when choosing to build in, above, and below your base. Base Lighting Options It might seem unimportant as a topic you should visit before you start building, but how you choose to light your base has a big impact not only on how it looks, but impacts the decision on whether or not to build outside of the base walls. Know exactly what you're choosing if you choose to build above or below. Wall and Ceiling Options in Your Base A look at what your options are for walls, both as part of the base itself, or as in what items make good walls and ceilings, and where to find them. Dacy shares her favorite way to make straight white walls and ceilings. Make Your Base Work For You Setting up base functions: Storage, Rez Facilities, Teleporters, Services and Buffs. Dacy shows you what is available and where to find it, and how to set it up. She includes a trick she picked up to make storage units disappear. Making Base Function Look Fabulous A short tour of some bases for samples of what Dacy spoke of in "Make Your Base Work For You", in making your functional pieces look good, or seem to be part of your design, or even completely unnoticed. (Soon to be replaced, sound/video out of sync somewhat due to YouTube's garbage editor). Getting Familiar With The Editor The editor has quirks and outright bugs. This segment is a bit longer than others, but deals with negotiating these bugs and quirks. Why is your item jumping around? What do you do when things have shifted around from where you put them? How can you get rid of flicker? These and other problems are sorted out. Quick Tips to Fix Editor Errors For those who don't want to watch the longer, more complete "Getting Familiar with the Editor" and just want to know what they can do to avoid or fix a problem. Kitchens! A guide to putting together the appliances you've seen in my kitchen, with some options other than what's been shown. Windows You Can See Through, Plus More Construction tips for making windows you can see through, and a look at options the base editor offers for ready made windows; which walls are best for the outer walls of a house, and different door options. Creating Different Levels in Your Base A look at the different items you will need to create different levels in your base, how many levels you can put into the base within the walls, and different items you can use to achieve different looks. Base Sky Options Goes over some of the different base-wide sky options, and how they effect objects you place, plus, the place-able skies found in the "Skies" tab in the Place Item category. Terraforming Making higher grass hills, rock formations, and floating islands. Advanced Base Editing Techniques A few things I’ve learned that should help you edit some trickier things more easily. (references Building Material for the Outside of Bases, and/or Powergirls Base Tour) Roads and Cement Surfaces A look at good materials in the editor you can use for roads and other cement surfaces. Building Material for the Outside of Buildings A look at some materials good for the outside of buildings in actual finished buildings in a base. Both house and city buildings shown. Complete Guide to Building Above and Below Base Specifics on building above and below, including how to open the ceiling, move the entry portal, things to consider when deciding where to build, commands to use to edit when you are outside of the entry room, and how to lay down grass and water without flicker. Working With Water Placing water so it looks good, without flicker or gaps, which water plates need solid surfaces under them to prevent characters from falling through them if they are placed over air, and making pools and rivers and lakes. Building Complex Items Shows techniques I use in making complex items, with a demonstration build using the techniques. It seems like I almost always forget to mention something! Sometimes I will redo videos to include this information. Feel free to comment on what I missed. -Dacy
  13. That’s so pretty, @BlackBlade! Well done! -Dacy
  14. Perhaps submit this under Bugs category? Seems like they might like to know. -Dacy
  15. Speaking of creating a certain look, the latest video looks at sky options, both base-wide and placed, and their effects. Terraforming video planned next. -Dacy
  16. Sometimes effects linger, but. Skies are among the most difficult items to find without the "Current Room" function. So. I hope you only have one room, or you will have to repeat this for each and every room. On the left, you'll see the selections for "Create Room", "Pick Style", "Place Item", and at the bottom, "Current Room". Click on that, and slowly look for the Asteroids sky. Look at the words, because I've noticed of late that sometimes, the picture is wrong for the item, but the word description is not. You should not even see a picture for a sky, anyway. If you can find it there, delete it. Leave the base, let it reset (be out for 6 minutes at least), come back, see if you still see the asteroids. From the description of where you are seeing the asteroids, I'd suspect that the actual sky's placement is below your base somehow, or inverted, if that's even possible for that piece. If you can't find a sky that's been placed somewhere, I'm happy to come take a look and see if I can spot the problem. -Dacy Update: I went into a base and placed a Meteor Fall, which is the sky's name. The first thing I noticed was that it doesn't have a box. Every other sky up to that one has a defined box. The Meteor Fall, Sky Vortex 1 and 2, do not. These seem to be much larger fx; I know from a previous base I made on test, it's possible to get out of the range of this sky vertically, but it seems to have a wider area of effect than the other skies, so I'm not sure how far you'd have to go on the same plane to get away from the fx. The second thing I noticed was that the effects did not go away once I deleted the sky! I revise my former statement, tho, you definitely do get meteors streaming through the same level the fx is placed, so it's not likely below your base. So back to the "fx didn't stop" bit: As soon as I realized the fx were continuing, I went to Current Room to make sure I'd deleted it, and left the base for 10 minutes. When I came back, at least so far, no meteors. But I have no idea if the fx might have lingered if I'd left it in place longer, or if they may randomly show up like they do for you. If they do show up, we probably have a bug that needs attention. I really hope that you do have a hidden sky somewhere, and when you delete it and let the base reset, it goes away! Otherwise the both of us may be waiting on a bug fix to get rid of the silly things.
  17. I have made a habit out of holding ctrl even when I'm not moving an item off of the floor, for this very reason. Items, when you lose track of them, usually have found some surface of the sort they are set to attach to, but I wouldn't have thought it would have gone to the inside of a filled base. However, I do know that they have messed with that programming, because you didn't used to be able to fill the entire base, including the entry room, and now you can. So there's apparently some loophole now that treats that area a bit differently. And, for some reason, ctrl/z does not, has never, worked on storage units of any sort. -Dacy
  18. @ShardWarrior, thanks! Yeah, I have to think a lot of people are using those pieces now, they're just too pretty not to use! Looking forward to seeing yours. I really didn't want to put a mesh in between the grid lines, but, darn it, the glass just doesn't line up right. Oh, for triangular pieces!!! Or large circles. But I did try and make each floor a bit different. Hey, I think that error where the item won't go the full upright or flat on one side might have been fixed! Have you noticed? -Dacy
  19. Heh, I love this concept! Very nice. πŸ™‚ Of course you can steal the coffee maker. And the fridge. And the stove. This is why I posted exactly what you'd need to use to make them. πŸ™‚ I show more details in my "Kitchens!" video, in the video guide. I'm putting this in here; this is not something I made, but rather one of the new objects that, when I saw it, I was like, how/who in the world could use THAT? Well...I did. This is the Hamidon husk. For scale, note the trees in back, and the base portal in the near left. I put the (bug themed) base inside the husk. It was a bit challenging in places, as the husk has structures you have to work around on the inside, as well, but I was really pleased with the aesthetic, overall. Got any pieces that, when you saw them in the editor, thought, "No way, how could anyone use that?" And then you did? -Dacy
  20. Nice! Love the patterns you made, @Flashtoo, and that staircase is beautiful! You have a great eye for putting pieces together to make something much more pleasing. πŸ™‚ @ShardWarrior, just incredible work. I know how long detail like that takes! πŸ™‚ Just made a base for someone on Excelsior. This is A-Rise, ARISE2512-3725. Tech style, Night Ward sky, with central entry/portal room, outlying medical/buff, workshop, and a library. Main entry. The game machines made a nice, self-explanatory destination guide for teleporters. πŸ™‚ A Magical portal and a black hole on the opposite side of the circle serve for magical/alternate dimensions destinations, and hazard zones. A view from above, central hub in sight, looking at the medical unit/empowerment buffs. The workshop area. It did not have to be large, as the storage requirements were minimal. Salvage bins are in the taller containers between the data computers, which house IO storage and the Merit vendor machine. IO work tables center. Library. No actual services, just atmosphere. πŸ™‚ -Dacy
  21. Not at this time. You can build above the base and set the lighting to β€œoutdoor”, however, and this will lose the walls. -Dacy
  22. D'aww, you guys make me smile so big! I'm so glad this is helping! Thanks for taking the time to tell me about it! -Dacy
  23. And, the promised video on creating different levels in your base: -Dacy
  24. Different people are, well, different! Some, if they have the time, will do things for free. Some might ask for whatever you feel it's worth, some may have figured out a fee schedule. Your particular request is on the easier side of the spectrum, wouldn't take long to knock out, and so, it shouldn't cost too much even if you went with someone you paid. I would venture to say that with just a little info on how to use the editor, you could likely do a good bit of it yourself. πŸ™‚ -Dacy
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