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April 17, 2007
lsgl: more beacon models
by sven at 11:59 pm
More work on the Intergalactic Distress Beacon today.
I did dozens of ballpoint pen sketches, then tried out a couple in LightWave. The first one is the closest to what I want.
I didn't mean to have it light up like a paper lantern... I'm still figuring out how translucency works. I may use a more subtle version of this effect when the machine gets turned on. If I give the light inside an animated texture and a reasonable fall-off, I think I can get something pretty delightfully bizarre going on.
I'm still trying to figure out how the explorers will interact with the beacon. It seems like there needs to be a control panel or buttons of some sort.
Had a new idea today: have a magic mirror. Like Arthur C. Clarke said, "Any sufficiently advanced technology is indistinguishable from magic." I can imagine the Elders staring into a palantir...
I like the last model of the day least of all. It looks too much like the transportation chamber from the 1986 version of The Fly -- crossed with a dalek.
I've been fiddling with scale. I want the beacon to big even compared to the Elders -- but the explorers also need to be able to interact with it. Figuring out how to make it functionally eye-level for both species has been interesting.
posted by sven | April 17, 2007 11:59 PM | comments (6) | categories: let sleeping gods lie
Comments
i like that first one best. smoother curves seem appropriate for tentacled beings, and that "control panel" on the front is big enough & blank enough to be accidentally touched by an explorer and spring to life....
Posted by: gl. at April 18, 2007 1:09 AM
The more I think about it, I'm seeing that this "magic mirror" really needs more screen time... It's the thing that is so mysterious that the explorers can't resist touching.
I'm imagining having odd ghosts of electricity dancing across its surface... Until they touch it... At which point the mirror goes black (a moment of suspense?) -- and then the entire thing turns on and starts broadcasting its message.
Hm. I can see I'm going to have to put some work into animating this thing before I can be 100% sure about how the actors need to react.
Posted by: sven at April 18, 2007 12:59 PM
yes, yes! it will be especially attractive to the explorers if it blinks or the electricity dances, since it will the only shiny thing in the room. ;) or at least, it will be the only 'living' the thing in the room, since the elder things are still in hibernation.
Posted by: gl. at April 18, 2007 1:10 PM
Like the northern lights -- that's what I was trying to say. :-D
Heh. Maybe this is distress beacon's screen saver... ;-)
I've been assuming that the beacon is somehow broken, and the explorers touching it somehow magically fixes the thing... Maybe the Elders intentionally turned it off?
This aspect of the script probably doesn't need to be explained... But I've been surprised more than once now to discover that my story doesn't actually make logical sense when I'm forced to put it into words. [Like with "why did the explorers land their airplane?"]
Hm.
Posted by: sven at April 18, 2007 1:24 PM
oh, but that's perfect! the explorers landed their plane because they were reading weird radio/signal interference in a place they didn't expect. or maybe they had to land because the beacon signal interfered w/ their plane.
a big shiny beacon also partially explains why they go straight to be the beacon instead of spending more much time among these strange creatures -- they are more likely to think they can fix it or figure it out because "technology" is more familiar to them than aliens.
Posted by: gl. at April 18, 2007 1:34 PM
Interesting midrash!
Mentally I've been linking the appearance of the shoggoth to the beacon being turned on. In which case, I have to wonder what wavelengths the shoggoths can and can't perceive. Maybe they can't perceive the low-level radio interference -- but are alerted by the high-intensity beacon beam.
Or maybe they just followed the airplane to where it landed.
"Radio interference" is probably a more defensible explanation for why they landed than my "forced down by blizzard" concept... Having them just happen to land next to the cave seems too coincidental.
If they landed only because there's radio interference, that might give them more time to set up their tents, too. (Having that shot with an encampment set up -- that's been tough to explain.)
Of course, when you get down to it, it's pretty odd that the explorers don't carry anything with them -- flashlights, a radioactivity detector, something...
But that, there's really just no way to go back and fix.
So, uh, bottomline: The radio interference idea is sounding better all the time! Thank you!
Posted by: sven at April 18, 2007 1:53 PM