DyiithJhinn

Moderator: IskatuMesk

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

DyiithJhinn

Postby IskatuMesk » Wed Jan 30, 2013 7:43 am

(Mirror posted from TL)

The wheels of time have turned, and so has our mechanism of creation. Throughout the long months of this year I will be forging project Retribution. Within recent days, I meet an odd sense of nostalgia, as I am returning to a race whom I last worked with back in 2004 - nearly a decade ago.

Image
The DyiithJhinn first taking shape, an era ago...

Image
... but, really, it was only yesterday. Time is a strange thing to someone like me.

The machine devils, the DyiithJhinn, took a back seat during the era of 2004-2009, when I was focused on, at best, other areas of my world. During the revision process of my novel and, indeed, the various projects surrounding Black Sun, the DyiithJhinn still remained in the backdrop, though I consciously acknowledged my desire to bring them to life once more.

The DyiithJhinn play a large part in my writing, but only in the second novel. The first is some 600 thousand words, at 1300 pages, and hasn't been worked on in three years. It will likely never be worked on again. Thus, the much-needed revision of their design, their image, and their role in the universe had been unnecessary and thus ignored. Until recently.

Image
In 2004 I was using Rhino 3d to model the sprites in nurbs. The necessity for efficiency and detail had been lost on me. This allowed their designs to remain smooth and nearly organic, while I struggled to figure out meaningful lore to their mechanics. WarGiant had created many of the awesome building graphics for them, as well as some of the units.

Image
Trivia: The DyiithJhinn's command center, if compiled with RetroGRP normally, would crash starcraft because RetroGRP's algorithm could not handle the sharp edges of its spinning animations. I had to blur the frames to get it into the game.

Image
Picture, if you will, Bisu spotting the most unusual of contraptions with his fast obs. The Cyclops, a siege tank that flips over to siege so it can attack air, and the Scorpion, a light hovertank, and the Enslaver, another hovertank variant that attacks with both autocannons and missiles. How times have changed!

Image
The Terrorfiend was an important model for me due to the complexity of its weapons. However, rendering the tiny SC-size frames with lighting for the muzzle flashes took 30+ minutes a frame. Technology!

Image
The original DyiithJhinn schemes used simple camo textures. Later on, as their lore developed, they assumed two major materials - A glossy steel-blue, and a very glossy gray. As lore later evolved, the steel-blue material is a composite nanite-assisted elemental plating, and the glossy material is an extremely conductive element used for distributing Proteus elemental power throughout units.

Image
Image
The DyiithJhinn Steel-blue was used for the Undead in ITAS (circa 2004) as well, since I couldn't replicate their real appearance inside Brood War.

Image
Heidomus Kaladonmus ("The Legend of Heidomus"), the total conversion in which the DyiithJhinn saw first major spectacle, focused on the story of the Heidomus, which involved few DyiithJhinn space forces. It was the first and last conversion I ever did music composition for that was actually used in the project itself.

http://www.youtube.com/watch?v=R_UqVBPwX9E
One of the last modplug tracker pieces I ever made.

http://www.youtube.com/watch?v=4KfegXSiSP4
DyiithJhinn music in 2003-2004 was envisioned to be sort of a mix between electronic, gothic, and industrial. During my early and only experiments to make such music I turned to Audition for some unusual flanges. My experiments ended as quickly as they began and I abandoned the prospect of ever being able to make that style of music. To this day I wish I had such things at my disposal.

The Heidomus Kaladonmus project was important for my short-lived composition skills. In the distance between 2001ish and 2006 I was attempting to compose music. I was fucking horrible. As it turned out, music was probably the hardest skill I could have ever attempted to learn. I would have done myself better to have tried to learn programming. Too late now!

http://www.youtube.com/watch?v=csUegXrq9wE
Whew! Who knew I'd spend literally almost half a day digging through my 14 terabytes of garbage trying to find this fucking title track? Well, I found it! So simple, yet it set the stage for Heidomus Kaladonmus, and was amongst the first tracks to help establish the sound of the universe as a whole.

This project saw the shift from modplug tracker to Cakewalk/gigastudio compositing. I had made tracks from both sources during its brief glimpse of life, and it greatly, greatly changed how I viewed my world musically. I've yet to find an actual composer/artist who makes music that sounds like what I envision my world as. I probably never will.


http://www.youtube.com/watch?v=pRyYDowjyow
http://www.youtube.com/watch?v=PfjUHZNk5p4
The work in Heidomus Kaladonmus lead to the establishment of what is called the "Fury OST", a selection of pieces I made in Cakewalk that greatly determine the baseline musical style I wanted to achieve with the universe. However, being incompetent, I could only scrape at shadows to bring it to life.


So much history, however, would be forgotten. In 2006 I dropped music composition, frustrated with my inability to understand the process of bringing things out of my head and to life. Melody escaped me, learning forever a damnable disability. Days darkened in 2006 beyond reconcile, and an age of shadow began. It wouldn't be another 6 years before, once more, the DyiithJhinn returned to the forge.

My world had evolved since the old days of yore. I had long since bid Starcraft farewell, and had endured great hardships at the hands of life. I had wisened, and my dreams had aged. The time had come to rebuild this race, its image, and its place in my creations.

Of course, all old assets are entirely worthless now. They were nurbs models, after all. Attempting to translate the legendary Dreadnaught into polygons was a folly venture, as the model easily clocked in at around 5 million polies once converted. Sure, you could put 5 million polies into any game worth its bear semen and not really have a problem. The problems, of course, come from the conversion process and formats. Not going to pan out sir, oh no!

I needed to model new ships, and in the process, rebuild the image of the machine devils from the ground up.

Image
Image
With Apex, a Starcraft 2 campaign, I established a set of techniques for the Necropolis that would transition to the DyiithJhinn. Apex predictably died, but the legacies left behind by its short-lived existence lived on in more important matters.

Image
This sinfully ugly pile of shit was going to be one of the only ships I had ever made for the original HK project. Now, with project Retribution, it was one of only two designs I would use to build our new DyiithJhinn from.
Image
Image
Image
The new Singularity takes fold. Its engine doubles as its weapon.

Image
This is the Dreadnaught, one of the few DyiithJhinn models not to actually make it into the HK project. Many efforts were made to port this to polygons. They all failed. It is up to me to rebuild it!
Image
[Girl Blog] It'll be tougher than it sounds... but force is the answer to everything!

Along the way, we've made some new friends!

Image
Image


The battle isn't over yet. There's still 30-40 DyiithJhinn ships waiting to be made. The legacy of project Retribution is carved into each and every single one of these images, and into others, too. The DyiithJhinn are only a tiny piece of a tremendous puzzle. And what good is a fleet... without a battlefield to fight in?

Image

But that is, as they say, a tale for another day...
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Falchion
Zerg Broodling Dance Instructor
Zerg Broodling Dance Instructor
Posts: 620
Joined: Tue Sep 19, 2006 4:32 pm
Location: Bragança Paulista, Brazil (Da most borin' place in the world)
Contact:
Status: Offline

Re: DyiithJhinn

Postby Falchion » Wed Jan 30, 2013 9:35 am

I remember that. The days of when you used a Battlecruiser on a base, it delivered that huge clusterfuck of dimensional rip and teared alien anuses apart.

Ah, the old begone glory days...
How I became a troll in a single post (And you can too!!! :D ): link

Image

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Wed Jan 30, 2013 10:58 pm

MAKE MAL ASH PROUD MAH BOI ! (Or not...)

On a side note: Will Major Pain make a cameo appearance?
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: DyiithJhinn

Postby IskatuMesk » Thu Jan 31, 2013 12:49 am

Hmm. I don't know. It would be very hard to work him into the cinema. I might have the First Ace, though (Alzerian arc).
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Thu Jan 31, 2013 3:14 am

IskatuMesk wrote:Hmm. I don't know. It would be very hard to work him into the cinema.


Know how to animate Mesk?

I might have the First Ace, though (Alzerian arc).


Who? Kinorai?
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: DyiithJhinn

Postby IskatuMesk » Thu Jan 31, 2013 5:40 am

I can't animate.

Not Kironai.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Thu Jan 31, 2013 6:47 am

So what's the UDK portions supposed to be?
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: DyiithJhinn

Postby IskatuMesk » Thu Jan 31, 2013 7:10 am

Guess you'll find out in 1-2 years, eh?
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Thu Jan 31, 2013 7:56 am

I don't have 1-2 years until the KGB got me...
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 897
Joined: Wed Apr 08, 2009 3:59 pm
Contact:
Status: Offline

Re: DyiithJhinn

Postby Pr0nogo » Thu Jan 31, 2013 3:15 pm

I really dig the visuals. In SC:BW, models didn't have to be complex (and as you stated in the OP, some more complicated things would crash the game). Seeing the evolution of the looks has brought the identity of the race a bit more towards the forefront. Will we be seeing a lot of lore-based graphical decisions and designs? Will they be explained throughout Retribution, or will they be background lore?

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Thu Jan 31, 2013 6:17 pm

Pr0nogo wrote:Will they be explained throughout Retribution, or will they be background lore?


http://forum.samods.org/index.php?topic=2757.25;wap2

Note: Old and probably outdated materials.
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: DyiithJhinn

Postby IskatuMesk » Thu Jan 31, 2013 7:23 pm

Explaining the lore is really difficult in something as short as Retribution. Even if Retribution is 2 hours long, it has to go through around 3 novels worth of events fairly quickly, and with some extras. However, DyiithJhinn looks today are very heavily influenced by their lore and mechanics, even though most of that is invisible to the viewer.

That SA post is so out of date and uses pre-elemental canon, so nothing about it is actually canon to current writing except for the DyiithJhinn's relationship with the Galorians/Zelconian.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 897
Joined: Wed Apr 08, 2009 3:59 pm
Contact:
Status: Offline

Re: DyiithJhinn

Postby Pr0nogo » Thu Jan 31, 2013 9:55 pm

You haven't released your books anywhere, have you? I'm curious because I've been looking to read more on your universe.

User avatar

mark_009_vn
Zerg Creep Colony Landscaper
Zerg Creep Colony Landscaper
Posts: 440
Joined: Fri Nov 04, 2011 5:56 am
Location: [[THIS USER, HE IS A CHAR]]
Status: Offline

Re: DyiithJhinn

Postby mark_009_vn » Thu Jan 31, 2013 10:36 pm

Google could be your answer.

However, most stuff he posted are extremely outdated, but it could give you a hint on what's going on.
Image

"I'm begging you, let me work!" - Osamu Tezuka

User avatar

Topic author
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8776
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: DyiithJhinn

Postby IskatuMesk » Thu Jan 31, 2013 11:45 pm

No, I haven't released anything and don't plan to. Anything on the internet you find is so grossly outdated and ancient it's not worth looking at.

The Retribution dev series has a lot of lore in it though.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.


Return to “The Trampletorium”

Who is online

Users browsing this forum: No registered users and 1 guest