1st pass islands + questions

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1st pass islands + questions

Postby VR Hacks » Tue Dec 29, 2009 12:38 am

This still needs *lots* of work but what I have so far. These islands are based upon USGS geographical survey data.

A few things I am still trying to figure out.

How do you:

1. Set a landing point for people who are TPing in?

2. Set up TP portals around the islands?

3. Set it up so avies can fly?

4. Fix my damn name tag! <= yes, am harping on this one until someone @ AR does something about this.

5. Make waterfalls? The waterfall script that comes with the demo data is b0rked.

NB: perhaps BM folk would consider giving us their waterfall scripts from their waterfall ring game? esp since we're stuck with fugly avies and we're paying to beta test your product!
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Re: 1st pass islands + questions

Postby DanielRavenNest ID:DanielRa » Tue Dec 29, 2009 10:48 am

Include the ARDefaultCamera and SpawnPoint entities on your map, wherever you want them to first arrive. They are in the RollupBar under Objects > Entity > Others
Place them close together.

(Entities can contain Lua scripts, so this just sets up the scripts for where the avatar will spawn (log in), and what the default camera functions are)
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Re: 1st pass islands + questions

Postby VR Hacks » Tue Dec 29, 2009 10:53 am

Thank you for that info! :-)

I'm working on a HUD right now. Fun stuff! :-)
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Re: 1st pass islands + questions

Postby tim ID:tim » Tue Dec 29, 2009 11:36 am

Cool islands AC.

To answer your questions
1.DanialRavenNest got that one.
2.You'll have to write a special script for teleporting.
3.Avatars can't fly without vehicles. You can check out http://dev.bluemars.com/wiki/index.php/ ... ed_vehicle for a simple vehicle example.
4.You should be able to change your name tag through your Developer MyPage (I saw that in the release notes but haven't personally tested it, let me know how it works out for you).
5.Waterfalls...these are a special particle effect entity which isn't found under Entity. To access it you need to click the DB button in the same toolbar as the material button (in city editor), then select the particles tab, click the open folder icon and select the water library. There are tons of other particles in that directory as well that you can use if you like as well. Then just select a particle effect you like (they will show a preview in a little window when you click on them) and drag it into your level. Move and rotate it to where you want. Scaling doesn't work on particle effects.
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Re: 1st pass islands + questions

Postby VR Hacks » Tue Dec 29, 2009 12:17 pm

Beautiful! Thank you! :-)

Btw, I did change my nym in the account info on my city dev page, and it shows correctly. I also changed it under the regular page. Neither is propagating through the system.
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Re: 1st pass islands + questions

Postby tim ID:tim » Tue Dec 29, 2009 12:37 pm

Yeah on the name thing it might take a bit, there is a lot of database work being done today but I'm going to report it as a bug anyway.
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Re: 1st pass islands + questions

Postby VR Hacks » Tue Dec 29, 2009 12:42 pm

Btw, to give back to the community, and for those who are interested. You can get free GIS data here: http://data.geocomm.com/catalog/index.html

The steps for creating your terrain height map are as follows:

1. Create a free account at the above site (you need this in order to download the files)

2. Navigate to the geolocation you are interested in. For example, if you want alcatraz island, go to cali on the us map, then click county info, then click san francisco county, select dem files and download san fran north.

3. Unzip your file to its own directory (if you do a reg unzip, it will extract the files in the same dir)

4. Download the sdts2dem.exe proggie from http://www.cs.arizona.edu/projects/topovista/sdts2dem/ and save it in the directory containing the files from step 3

5. Download microdem.exe proggie from http://www.usna.edu/Users/oceano/pguth/ ... emdown.htm and install

6. Open a dos window and navigate to the directory you created in step 3

7. Type in sdts2dem at the command prompt. At this point, simply enter the first four numbers of your sdts files set. Choose any name for your output DEM file.

8. Launch microdem, select file->open, select dem as file type and locate the DEM file you created in step 7.

9. Right click on the imported image and select display parameter => elevation and click on grayscale

10. Now do a file save as and save your grayscale image

In the case of my islands, I used a total of 15 images (4 of which were only water, to complete the rectangle). Then, I simply squared the image and saved it as a bmp file for import into the blue mars city terrain editor. Of course, the word "simple" is a tad of an overstatement, bc I had to muck with the images to get the seams aligned. The image exposures varied from image to image and the images are actually skewed. So, automation was out of the question at this point. Which basically means you'll need to muck with them in your fav graphix editor. In my case, once I adjusted the images, I simply uploaded the resulting bitmaps to my server and ran a php script that I wrote for tiling images (yes, I am very lazy that way!). Of course, this only matters if you're trying to create a heightmap from more than one image.
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Re: 1st pass islands + questions

Postby magnolia ID:magnolia » Tue Dec 29, 2009 3:05 pm

Thanks for adding the GIS how-to... here are a few additional notes on the original questions:

#2: There are a couple existing options: ARTeleport and ARConfirmDoor. Some cleanup work is in order to standardize these, but here is what's available:

ARTeleport [Placement: RollupBar>Objects Tab>Entity>Items>AR>ARTeleport]
The .cgf defined in the Model Property will be used as a selectable item (the object needs a proxy) which will take you directly to the linked spawn point upon user click. The link is created in the Entity Links section of the ARTeleport entity by clicking "Pick Target" and selecting the spawn point to teleport to.

ARConfirmDoor [Placement: RollupBar>Objects Tab>Entity>Minigames>AR>ARConfirmDoor]
This entity offers a pop-up confirmation dialog before teleporting to a TagPoint, according to parameters described below. It can be triggered with an ARAvatarTrigger or a selectable item in the Flowgraph by connecting the ARAvatarTrigger's Enter Output or the ARItem's Select Output to the ARConfirmDoor's Enter Input.

You can customize the dialog text (ConfirmMsg) and button labels (BtnLeft_text and BtnRight_text), and use the following properties to define an area from which a random point will be picked to teleport to (so avatars won't end up right at the same location).
Place a TagPoint in the level (RollupBar>Objects Tab>AI>TagPoint) and enter its name in the ThruDoorTag Property.
LimitDistanceFromTag and RotMin_deg and RotMax_deg Properties limit the area near the TagPoint within which a random point is picked to teleport to. The default values of distance (2) and rotation (0 to 360), will teleport the avatar to a point within a 2 meter radius surrounding the TagPoint. The rotational min & max limit the randomized angle from the TagPoint's forward direction (the yellow arrow that appears in the City Editor when selected), so -90 to 90 will only teleport an avatar in front of the TagPoint.

This entity can also be used to move to another city/level, by checking the ShowPlacesBrowser Property flag and using the optional PreSelectLevel Property to define the pre-selected city to display on the right side of the Places Browser. In that case, the TagPoint info is ignored.

In both cases, the pop-up's left button activates the teleport, and the right button or "x" button closes the dialog.


#5: To see which particles are used in the AR_Taki level, select anything beginning with "waterfall" in the Select Objects View, and check which particles are assigned in the ParticleEffect Property. Once one is placed as Tim mentioned, or from RollupBar>Objects Tab>Entity>Particle>ParticleEffect, the ParticleEffect Property can be used to change the effect.

Then if you want to tweak the effect and create your own, the Particle Editor section in the CryMod SandboxManual documentation is a good reference, and here is the guide to creating a new particle library in the City Editor.
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Re: 1st pass islands + questions

Postby VR Hacks » Tue Dec 29, 2009 7:56 pm

Thanks for that. I am playing with the new toys, now!
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Re: 1st pass islands + questions

Postby VR Hacks » Thu Dec 31, 2009 6:34 pm

The waterfall + rainbow. Still need to make it look less... idunno... made. lol

ETA ~ please, please, please, fix my nym. This nym makes it impossible branding-wise. Until then, you can call me as AB234 bc that is exactly what comes to mind when peeps are referring to my hash number.

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