Friday, November 7, 2008

group statement

THE AIM OF OUR SNAKES AND LADDERS DRIVEN MAP IS TO REACH THE TOP OF THE BUILDING VIA A SERIES OF ELEVATORS AND TELEPORTERS. SOME OF THESE ELEVATORS GO UP AND SOME OF THEM GO DOWN. THE BUILDING IS CURRENTLY GOING THROUGH A POWER FAILURE, SO A FLICK OF THE SWITCH WILL GIVE THE PLAYER LIGHT FOR ABOUT 5 SECONDS. THE POWER FAILURE ISN'T HELPED BY BURST WATER PIPES RUNNING THROUGH THE BUILDING. SWOOOSH!


RESPONSIBILITIES:
  • TOMMY WONG IS RESPONSIBLE FOR KISMET. HE WILL WRITE A KISMET SEQUENCE WHICH RUNS THE LIGHTING SYSTEM.

  • SAM LI IS RESPONSIBLE FOR PARTICLES. HE WILL CREATE PARTICLE SYSTEMS THAT WILL APPEAR THROUGHOUT THE MAP.

  • ERIC LEE IS RESPONSIBLE FOR MATINEE. HE WILL CREATE A PATH THROUGH THE STATIC MESH WITH PROGRAMMED ELEVATORS.

final files

final map
CTF-BENV2423_FinalV6.ut3

final package
DM_MyPackage.upk

final demo
Concinnity-2008_11_07-16_.demo

final images

one of many lifts within the map

we need to turn on the lights to see where we go =)

a tricky waterfall

Tuesday, November 4, 2008

change of idea

we decided to go with the snake and ladders concept.
the aim of the game is to get to the top through using elevators and teleporters.

however, some of the obstacles are that the elevators may lead to the wrong level and maybe back to the start.

there will be more than one player and if in confrontation, you may eliminate the other player via the use of a selected weapon. the player than goes back to the start.

first player to reach the top of the tower wins.

Sunday, November 2, 2008

expertise draft demo record file

Player-2008_11_07-16_57_4.demo

expertise draft environment with package

environment map
package

expertise draft images



expertise video - matinee draft



the video shows mainly the matinee sequences i will be using in the final submission. it will mainly consist of lifts, tele-porters and doors. the tower in the video is the tower we will be using for our hide and seek game. problems i encountered in this map were the number of lifts being used and how tedious it became when setting each different lift in the environment. however, at least i got use to it and quite confidently understand how to alter lifts.

n.b.
hmm, i couldnt really see the materials that i have used on the package. i tried dragging and copying both the package and map into the ut3 icon. but don't really know how to fix it. on the editor it shows up fine though. will try to get better images showing the texture on the draft building.

the idea

CONCEPT: HIDE AND SEEK
AIM: FIND AND SHOOT THE OTHER PLAYER WHO IS HIDING
OBSTACLES: LIGHT SWITCHES/ LIGHT DIMMING, ELEVATORS, MAZE LIKE MAP WITH DOORS LEADING TO DIFFERENT SPACES
AID: VISUAL CUES OF TRAIL OF HIDERS

HOW TO WIN:
[HIDER] SURVIVING FOR x MINUTES
[SEEKER] KILLING THE HIDER WITHIN X MINUTES

RESPONSIBILITIES
MATINEE: DOORS, ELEVATORS, LIGHT SWITCHES
KISMET: LIGHT SWITCHES
PARTICLES: VISUAL CUES, SPECIAL EFFECTS

the group

Sam Li - Particles
Tommy Wong - Kismet

experiment images




Saturday, October 18, 2008

experimental video matinee



this shows my matinee experiment video, its pretty much what ive learnt from the 3dbuzz tutorials that helped me a lot. in this video it shows lifts, automatic triggered doors, event notifications, changing lights, sound and cinematic sequences within the level.
this allows me to advance my knowledge and experimentation for the final submission.

n.b. the lights somehow dont change =S within the editor level play, it allowed me to, but somehow on the actual game this doesnt show =S

Thursday, October 2, 2008

envelope cuts in ut


71% cut

original envelope

46% cut

Wednesday, October 1, 2008

Monday, September 29, 2008

Sunday, September 21, 2008

my experiment two ideas summary

my initial idea in experiment 1 was that explosions provided a sort of destruction whether large or small impact towards its surroundings. in found and custom clips, i explored this idea in how i can make a portrayal of that particular idea i was trying to convey. through the found clips, the explosions were controlled through the firearm, and in that saying, we as individuals can control the impact and size of explosions. however, mainly, my idea for the experiment was to seek the idea of how explosions can have an impact around its surrounding no matter the size.

in experiment 2 i was given the % cuts of 71% and 46% of the richard goodwin envelope model. the two models have seperate characteristic in itself in that i wanted to convey the different ideas behind the characteristics and impact of an explosion.
the 46% cut envelope conveyed the idea of the path of the explosion from the centre spreading out in various directions. the loft cuts from the faces of the envelope provide a sense of 'leading out of the core' or pretty much how the explosion from experiment 1 spreads out like a nuke. through this we are able to see how the model shows a sense of the characteristics of the explosion i am attempting to convey.
the 71% cut envelope however shows the destruction and impact of an explosion. the ripped faces and 'torn in bits' of the model show this and also the porosity of the explosion. though a series of extruded cuts i was able to do this, at the same time having fun experimenting the idea. the model looks in tatters and is quite destroyed, but in this saying, i was trying to show the impact of the explosion from experiment 1 on the environments surrounding it.

the camera techniques were carefully thought of.
i wanted to show the 71% cut model animation from all angles as i thought that in order to 'experience' the full velocity and impact of the destruction of the explosion, we had to view it from all angles and gain a perspective of it. the 71% cut model rotational animation shows how the whole model was imapcted instead of just one side or just one pont of view, making it realistic in the sense that the entire building will be 'ripped' by a nuke sized explosion.
the 46% cut animation was the zoom technique in where i wanted to show how the core of the explosion moved throughout the model form a sectioned view. in the animation, i put in many views, from angle views to deep inside the core. the animation shows the section view and hence the path of the explosion, but also the 'other side' which shows how the explosion will direct itself (i.e. in all directions: top, right, left, front, back). and so, through this we are able to view how the explosion will act.
the 100% cactus model pan animation features the deffiernt levels and layers of the model itself. the animation allows us to view the size of the model and the key features it has prior to the explosion. the animation also shows the rigidness of the cactus model in that the building has a 'grided' layout towards its design, and through viewing the other animations, we are able to view the contrast of when the explosion is paced and impacted upon.

in conclusion, the idea i was trying to convey in the experiments was the full impact and nature of explosions and how it will affect the surrounding environment.

animations

100% pan


71% rotation


46% zoom

3ds max % animations + envelopes

100% envelope
base envelope 100% 3ds section

71% envelope cut
envelope 71% 3ds section

46% envelope cut
envelope 46% 3ds section

Saturday, September 20, 2008

solidworks % envelopes

100% envelope
base envelope 100%

71% envelope cut
envelope cut 71%

46% envelope cut
envelope cut 46%

Thursday, September 4, 2008

Tuesday, September 2, 2008

Monday, August 25, 2008

solidworks tutorials

TUT1
i found this interesting as we got to experiment with the fillet curve tool and show some realism into the model.

TUT2
This was interesting as i had some difficulties in doing the last step, the bend. however after some help i was able to learn and understand how the tool works. but what really got my attention was the use of the loft tool where i have not seen in other CAD programs.

TUT3
the handle was tedious to do as a lack of knowledge of the program limited my ability. however, after some help i was also able to learn how the tool works and also the similarities of the google sketchup 'follow me' tool.

Sunday, August 17, 2008

custom machinima


song: Nobuo Uematsu. (2005.)Frontier Village Dali. Final Fantasy 9 Piano Collections.
all video items were taken from Garry's Mod and created by myself.


the custom machinima links to the hypothesis in that i was able to experiment many things. through this custom video i was able to put together a 'city' made of containers (large elements), statues/monuements (medium) and people (small) to show the different of the mass explosion. the music used makes a distinct contrast in the situation i created. i tried to 'mirror' the events of Hiroshima during ww2 and show its destruction in another view. through this video, i was able to show for the explosion spreads out through its radius and destroys everything in its surroundings. we are able to see that a large city is removed by the nuke in a flash, hence, showing the power of the explosion used.

found machinima

http://www.youtube.com/watch?v=JaobvZ2lsUQ, posted by Forgeuk. Original clip taken from Battlefield 2 - blowing stuff up.
http://www.youtube.com/watch?v=GyqIzmY_fvw, posted by CitekPoland. Original clip taken from CALL OF DUTY 4 MODERN WARFARE- NUCLEAR BOMB EXPLOSION.
http://www.youtube.com/watch?v=nMlMUyEfasU, posted by toblin597. Original clip taken from Crysis Explosions.


the found machinima shows various scenes of explosions that link to my hypothesis. the hypothesis i made was that the destruction of the explosion encompasses through its radius and affects all that is in its path. the videos featured clearly shows this as we are able to see the 'radii' of the explosion, and especially in the 'nuke' clip its total destruction and affect.

Saturday, August 16, 2008

Wednesday, August 13, 2008

observational mode statement

the documentary mode that i feel i am progressing with is the observational mode* in which the user (me) is able to witness the actions of other characters to show the idea behind the machinima. through using this type of mode, i am able to see first hand the scene and environment and what happens to it i.e. the explosion. through the documentary, i will able to have different views of the explosion which shows the shear destruction of it. the benefit of doing a machinima in this documentary mode is that we will be able to experiment the effects of porosity and explosions.

*http://www.mediaknowall.com/Documentary/definitions.html. Accessed online 12 August, 2008.

Tuesday, August 12, 2008

composite machinima video



HYPOTHESIS
the explosion in my 3d field features various objects flying out and being destroyed through the impact of the blast. i was trying to make it look like that the objects flew out in different directions to show the power of the explosion and its effect. the core of the explosion empowers out and its radius of energy instantly attacks the objects and the full gravitational energy is shown in the clip. i believe i have shown this and through my testing i feel i have 'mirrored' the previous machinima clips.

Wednesday, August 6, 2008

Monday, August 4, 2008

Wednesday, July 30, 2008

machinima



http://www.youtube.com/watch?v=GyqIzmY_fvw. Accessed online 12 August, 2008.
the machinima video features the retrospect of a soldier in warfare which creates a lively atmosphere. the explosion and view from the helicopter brought out the idea from me that explosions have a mast impact on objects and things surrounding its radius. however, this is not all true, as explosions can also have a minimal impact, such as small science experiment 'explosions'. i found this video interesteing because it captured the environment of warfare as well as the after effects of the explosion as all was obliverated.

MIRRORED CLIP

here is my different versions of the other machinima above using GMOD