10 posts tagged “detect surface”
Yeeeeeaaaaahhhhh..... er..... Thats right, Daemonum did a runner in the middle of the night and I was left stranded with my trusty, trendy glasses and a bottle of whiskey. Honestly, the whiskey and the fact that I hated the look of the place, had absolutely nothing to do with it. Or it could of been the huge prim limit Linden Labs implemented in one of their many, many server updates recently, that Jaquina Pera pointed out I might add. So yup! When that came into effect, the sims were in lock down because I'd gone over the normal dosage.
Promised a few people that I'd finally post about this, but yes, I've moved (again, for the 5th time) to a cool new location finally of my own and for various reasons, this is a special sim and I'll tell you why.
Before I do though, I wanted to clarify some of the things/names here, being Sector 52 is the second installment with in the Cyver Universe, although I'm not relating this as such, but it does take place before Sector 13, The City of Abaddon was built.
Sector 52 is basically going along the idea of a central hub, powering surrounding sectors as the main energy source to most of the world, or what's left of it. Going from there, the story tells of the government known as the Covenant of State and then proceeds into a whole mess of crap that I cant be arsed going into lol.
Okay, the reason for moving is for one reason, that I really wanted to expand and with Merricks Landing 2, I could never of done what I intended to do here, which is, build a community. Depending on how this goes, I really would love lub, luv to maintain a small, cool designed mini grid, but again, I'll have to see how it all unfolds.
Anyways, heres the special parts:
This is an OpenSpace Sim.
Yup, thats right. OpenSpaces, if you've been out of the loop are a new region type, unfortunately only open to people who already maintain a regular type sim. Although, you can easily buy your own through various companies in SL that are resident run. The sims themselves are four to a server and only allow 3750 prims per OpenSpace, which, at first glance, is a little daunting. But the cheapnessnessness of these sims will bring in people wanting to create their own small little patch, they can call their own and still brag about how big they are... The sim I mean.
This I really saw as an opportunity to try and create something that looked far from 3750 prims and make a sim like any other... but with a bit of D&D flair :) .
Reflecting on your Path.
I've tried a newish thing. I love the reflections in the water, and reflections is something I've done for a long time in SL, with various things, from my wife's apartment to the Funda Company's half sim ski lodge. So with the reflective feature, I decided to take advantage of it and make all the roads/alleys appear as if they were flooded or heavy rained upon. I do intend to add rain particles, but it depends on how it all runs together.
Less is More.
Tons of the great new Huge Prims that I've acquired from a keen programmer type, hes actually made a great tool namely Salt, that is a huge prim server filled with 15,000 variations that you can request through the Salt HUD. Fantastic little device, holds more than enough sizes to suit any need, be it for tubes, cylinders, cubs and sculpties, you're sure to find what you need for prim conservation.
This helped a lot with the sim design, I really could not of created this without the aid of these prims and as you'll see when you walk around Daemonum, you can see street lights, columns, structures, arches, gargoyles all made from sculpt prims for even more details without the cost of primmy builds.
The art of Texturing.
I'm a bit fan of reusing textures and what I like to call OMNI texturing, as its not quite texture zoning in SL, as to a pain in the arse if you can be bothered lol. But, I like to create 'Strip Textures' too, which help out considerably with the recycling of the same texture, but making it look completely different.
Strip Texturing is what it sounds like, you create a 1024x1024 (If need be) and create different seamless strips from end to end. You can fit a variety of strips on the one texture, depending on how thin/thick they are, some of my main ones hold several. Then, all you do form here is apply them in various ways. They work well on sculpties, also tubes/torus shapes and long column styled cubes and cylinders. Best way is to play!
The Sky is Falling!
Woot, I can finally make use of Windlight and custom water ideas, which am loving with Hi-Def. Completely irrelevant, but I'm happy as punch.
Flux-Capacitating.
Be sure to check out Flux whilst you're wandering, Acid Zenith has come a long way in such a short time on the sculptie scene. He's been creating some amazing designs with the use of specular material shading in Maya. Considering about a month and a half ago he was asking me to create shapes, I'm now asking him lol. He seriously has come with leaps and bounds and for that I commend him, he really does deserve recognition for what he has done.
Expanding your Expansion.
Hopefully, when everything has been finished and sorted, I'll be expanding the sim into a further 4 sims, creating residential and also commercial areas for people to rent and vend through unique buildings, rather that the normal malls you see spotted around SL, I want this to feel more of a metropolis, with a great community for people to come and live, play and have activities in a lush environment, without the eyesores of pink buildings with rotating advertisements.
Anyways, check out Sector 52 - The City of Daemonum @ The Underground Sim, and to wet your appetite, heres some more piccies.
Been a long time since I've done much at all in SL, actually, thats a lie, I've been doing a few things, just never finished them... and those who know me, will know thats not an uncommon thing.
But anyways, I grew a little bored of Abaddon, so I decided to spice things up a little.
About 4 months ago, I did have an idea to create an oil rig with a city on, and design it all in Black and White, creating an arty kind of sim, but after much deliberation, I decided against it, as it was too specialized and I really did not want to single out the genres I like working on.
So! I liked the rig idea, I liked the idea of creating things that can incorporate different ideas/themes, and came up with the SUPER DELUXE SUPER SUPER SIZED SCI FI RIG and named it The Guardians Eye - Sector 98 (I think its 98...) The Sky Rig.
Its still very much under construction, but has already got some nice effects, courtesy of Glow. Unfortunatly, I cant get Windlight to work on my Mac, so I can't show any pictures of how it looks in the midst of beautiful skies. But, never the less, glow makes up for it, and makes up for it on a huge scale. I reallt cant get enough of it, as it produces not only glowy effects, but also depth and shadow, which I love... alot.
As you'll see in some of the pictures, mainly the Cyro Chambers, putting a Glow on the inside, leaving the rest normal, can produce some nice glass effects, blurring out some of the inner prims.
Most of the effects used here are very animated, and should be seen in SL to get the proper effect. But, beside that, the pictures capture some of the detail used.
The rig will be used as part of the new Combat System myself and two other companies are working on right now, named FORGE and will follow the story of the Cyver Series after the demise of Abaddon (Chapter 12). Currently there will be no Cyvers in the story as for those who read some of the release notes know, they got wiped out. But the story will contain elements from the Cyvers and a new branding will emerge.
Big plans follow hopefully, as there are reason as to why the sky rig had to be built, leaving the ground level free, hopefully, I can extend the legs to the bottom.
Anyways, take a lookie at the piccies and see what you think, the second picture shows you the scale of the rig, as I've put a red circle around me and a friend, standing on one of the levels...
Just a quick post about opening a forum site devoted to all things Cyver.
A lot of people IM me asking for any information regarding History, Character Backgrounds and Story Lines, so, before the combat system and website is finished (If the combat system ever gets done lol), I've put up a forum site highlighting a variety of areas, including thus mentioned and a whole array of other crap lol.
If you're interested in knowing more, please visit:
Hope this keeps people interests ripe and helps people understand something that I've kept secret for so long lol.
After my wife, Summer Axon (Thanks for the post by the way haha) and her great friend Velvet Beebe agreed on moving in together, I thought it would be cool to give them a nice house to get changed in, mooch about and have friends over for midnight pajama parties.
So I set out in creating something quick that turned out to be something typically not lol oh dear.
But saying that, I'm glad of what this project turned into, as its become more of a miniature spectacle rather than a simple habitat.
So here it goes in explaining a few things, in which you might want to try out yourself.
First thing you'll notice is the city, I think its seattle, I'm not sure seeing as I've never been. This is one of the main features that you'll see from the pictures, as it uses a special alpha overlay, highlighting only the shine, glows and lighting effects on the image. So, what does this do? Well, it produces an environment transition effect that you can use with Second Lifes lighting. Thus, when you change your Day/Night timeframe, the city changes with it, without the need of scripting and its viewer compatible for each individual perspective, yay.
How do you do this? Easy Peasy if you know your finnicky bits in Photoshop, took me 5 minutes to do all 4 alpha overlays, so its not that hard really. All you need to do is copy the original image/images into another document, convert them to greyscale, so its easier to handle. Then adjust the curves so it blackens out everything you don't want and white out the lighting areas. Just have a play in curves, its easy to get the hang of. Then from there, blacken any parts that curves cant do without losing its lighting areas, eg. on my city, the only thing that needed blackening was the sky. Then, select all, and copy, paste into an alpha channel. Simple.
You'll see other things in the pictures above, like lighting, ambience, effects, reflective techiniques. Things you cant see or hear are alot of sound effects and animated textures for the rain. Such as, walking closer to the windows, you'll notice streams and splashes of rain running down the panes of glass. The closer you get to the glass, you'll hear the rain hitting the surface of the pane.
Walking closer to the edge of the balcony makes winds rush past you as the rain pours down around you. As the wind subsides, you'll hear noises of the city below, honking cars, sirens, crickets and so on. As you walk inside, the wind and rain quieten, leaving you with the soothing sounds of the rain pattering on the roof.
Below you'll see the transitions between the times of day and how it effects the city and the shading around the apartment building...
I need to add a few other things like raindrop animations on the balcony floor and finish off the interior with some more modern furniture, but overall I think its looking nice, I hope you find it interesting too :P. Some last pictures taken by the notorious Zephyrin Raymaker, featuring Summer Axon, Velvet Beebe, Zephyrin Raymaker, Acid Zenith and myself.
I'll be taking some time away from my drawing board within Second Life these forthcoming weeks, this is because of three reasons...
- I'm getting a little bored (lol)
- I need to eat more than once a day
- and for this next up and coming project
Most that know me in SL and RL, understand that I try and keep busy and creative, otherwise my head explodes and I end up wallowing in 'OMG, I'm so bored' mode.
So, in this, I'm going to be developing a 2D platform shoot 'um up game, much reminiscent of games like Metal Slug for the Neo Geo (ooo, my fav platform game!) and Cybernator for the SNES (Badass robot shootum!).
For the most part, I envisage the game as a high detailed platformer similar to Metal Slug, as I'm a big, huge, enormous, gigaomous fan of SNK's AES system. So, I really want to try and keep the quality of design, illustration and animation to a high, hopefully bringing some more interest to OS X game fans and the vintage support of 2D game players.
As of right now, I'm concentrating on characters for the main story and a simple overveiw of the outline of whats happening, but so far, the main character will be a girl that goes by the name of Zero, fighting against countless odds to fullfill something or other... Basically, who cares lol... people will just want to shoot things and enjoy the game, and with all my projects, I entend to do just that!
I'll keep you all posted on the things to come and update this entry as the game developes!
[ 3rd July 07 Update: Okay, I'm changing some things around and playing with some
ideas - First off, the game will now be based on Second Life. I'm going
to be contacting a few content designers in-world to see if they would
like to be involved. Involved not meaning that they have to work their
ass off, but to see if they, a) want to advertise anything, and b) I'll
be picking some companys to base the levels on, eg, level one could be
based on D&D Creative Labs. So hopefully, as the game design comes
more to light, things like end of level bosses will be a product/object of a
designer.
Secondly, the main character is still a girl called Zero, shes looking hot lol. A combination of Anime, urban wear, futuristic and neko, shes looking to be a great candidate for the final design. I really want to try and keep her in that Japanese Silly range, as this will play a part in the gameplay. ]
[ 6rd July 07 Update: Development has begun, incorporating Bare Rose clothing with Zero's look and also animation for her too. I'm concentrating on getting the different positions done for her movement first, once thats done, I can create the first test level, designing how the game will work around the size comparison and then implementing weapon functions. Phew lol hopefully this will go smoothly... I'm also continuing in-world, contacting designers involvement.
I'll be posting images soon, to show how its looking and give a glimpse of the characters anime style transfer ]
[ 21st July 07 Update: Had to do a few things in world, which shouldn't take more than a few days to a week. Then I can get back to illustrating the first test level. Once thats done, I can put it up for download so people can see how it plays so far :) ]
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I've only approached a few friends of mine up to now, I'll be asking around later on when theres something to show.
Designers List:
Level 1 - Linden Labs / The Lindens / Orientation Island
Level 2 - D&D Creative Labs / Detect Surface / City of Abaddon
Level 3 - Sixth / Hydrogen Excelsior / update
Level 4 - Nanogunk / Robin Lobo / The Nanogunk Islands
Level 5 - N/A / Slade Onizuka / (** A none SL sim - This is part of the main story **)
Level 6 - Luskwood Furs / Arito Cotton / Luskwood
Level 7 - C-Tech / Compulsion Overdrive / Overdrive Island
Level 8 - Position to be filled
Level 9 - The Final Battle
Bonus Levels:
Inbetween 2/3 - Position to be filled
Inbetween 4/5 - Position to be filled
Inbetween 7/8 - Position to be filled
Additional Components:
Weapons - PAC Pro Attachments / Orochimaru Kuramoto
Weapons - D&D Creative Labs / Detect Surface
Clothing - Bare Rose / June Dion
Vehicles - Collective
Abaddon was pleased to be visited by The Premier Second Life Reporter and ex-Linden, Mr Hamlet Au. Through all his travels around the SL globe, he happened to find himself standing at the end of the world, Abaddon.
I was more than happy to chat with him about the creation and inspiration about the City, conversing about why it was built and also my journey through this world. Also about the Cyver series and the future of this foreboding concrete jungle.
You can read the interview at:
Just wanted to say "SPANK YOU!!" to Torley Linden, she truly is a great and helpful gal :) Thanks for surprising the heck out of me when you was wandering around Abaddon, was a nice little interlude for me to have a chat.
I have to say thank you for being you and taking so much of your time to compliment and chat with the content creators within Second Life, you're an asset to Linden Labs chuck ^_^
To View a few piccies Torley took whilst visiting, please check out -
http://snapshots.slbuzz.com/torley-linden/2007/02/11/2829
Thanks again!
Abaddon, city of destruction and home to some of Second Life's most content rich design. The city itself is situated on the island, Merricks Landing 2 and boasts three quarter of the sim as this magnificent city.
With the help of Linden Labs new Class 7 Servers, the ability of creating such a detailed prim environment, with amazing photo-realistic textures, is perfect for the ideas that have been put into the design of the sim. With that, the high speeds of perusing the city and with the forthcoming idea of it becoming a FPS combat area, is a sound assumption to make possible.
You can visit Abaddon at the following SLURL:
The city itself is based around the ideas of Detect Surface and Orochimaru Eusebio. Creating the right mood to compliment and reflect the style of post apocalyptic, and with the weather system in place creates the convenient atmosphere that is Abaddon.
With it containing props and minor details that might go unnoticed, Abaddon includes SL's prime mecha outlet, D&D Creative Labs and also PAC: Pro Attachments, SL's newest hot spot for weaponry. Together, they make the city as unique as the theme. Also including other spots such as Acid Zenith's Cyber Goth store, 'FLUX', in which you'll find unique designs and avatars especially suited to your cyber goth needs.
When not looking through Abaddon's shops, you may want to take in the architecture, such as Warehouses, Strip Clubs, Abandoned Houses, Apartments, A Multi Story Car Park, Water Tower, Subway, A Bus (lol), Hang Out Areas, A Power Generator, Alleyways, Manholes, Barrels, Cans of Pop, Power Lines, Industrial Containers and so on. The amount of detail created is astonishing and also unmatched.
Most of the textures you'll find at Abaddon have been made with texture mapping, the Art of Many Textures from One Texture. This in turn, allows us to create high details with less loading time, as you'll see no stretched or displaced imagery here. Plus we've not only doe this with the object you'll commonly notice, we've even spent time making sure that objects like 'cans of pop', that roll about the sim, have their place too.
Staying on the art of textures, one thing you'll also notice is the use of animated texture 'movies'. This combines making frames on one texture and a script to flip from one frame to another in order. Thus creating a 'movie-like' stream. Leaving the gates of streaming something more worthwhile to the screens around the sim.
All in all, Abaddon is an amazing spectacle within the world of SL, we're hoping it will become a great place to hang out as well as to shop and play games. Also, fingers crossed, the sim will become one of SL's benchmark places with setting the standards of design and creation.