Chinatsu Oshima
Wednesday, 16 November 2011
Tuesday, 15 November 2011
City Buildings
City Buildings:
This is inspired by the frame work of city buildings. they create the city forest, when there many of them gathered in close proximity.
This is inspired by the frame work of city buildings. they create the city forest, when there many of them gathered in close proximity.
3D model by chinatsu |
Thursday, 10 November 2011
Assignment 2 Final Video
This Pachube feed from the beginning, to me had some kind of notion of hybrid.
In terms of energy consumption the light should be turned off when it is not needed.
My chosen Pachube ----Creating Space with Light ----- https://pachube.com/feeds/35501
is directly releted to people. Every time Pacube censers a person coming in the room in the real world my engine creates a person in the Game. And My Analytic Engine creates an another data to measure the space and light.
As my Analytic Engine shows the number of lights turning on, the data is read from sensors which indicate that a person walked into the room.
The room is divided into 9 large areas. Each area is divided into 4 small zones, each zone has 2 sources of light. Each light has 50% of the usual light output.
So the light level increase gradually accumulates and no matter how many people are in the area there is no necessity of having a brighter light than what is needed. And the light stays on with the same bright ness until the space is emptied, in addition the light in the small zone is only turned on when someone is in the zone. This conserves energy.
Every time someone walks into a small area the small light turns on and sends a message to the larger space so the light in the larger space turns on and the light stays on until the space is emptied.
The number of people entering and leaving could be counted easily but it is not possible to control people’s movements.
Also the number of lights turned on and off in the particular area would not be so easy to be calculated in real time.
Because the area is divided into 9 the Analytic Engine is able to show in which part of the room the light was turned and off the most actively and less actively over the area of the whole room.
This Analytic Engine in Pachube is able to count the number of times the light is turned on and off by being directly connected into real time sensor and the account can be kept in the graph in Pacube feed.
FG's
This parts is mainly counting the number of time the light is switched off in the larger areas.
FG 2
Below FG shows the way the Pachube feed is connected to the analytic Engine.
every time Pachube count a light switches on that means 1 person came into the room. we don't know who the person was so I used the Randon multiplexer.
(my chosen Pachube feed is frozen so it is reading multiple XML files every second.)
Link to
My level : http://www.gamefront.com/files/20996364/z3378274_anlysis_
Objects : http://www.gamefront.com/files/20996375/z3378274_Objects.zip
Assignment 2 : Research Assignment
Link to my Tutorial (Better resolution) but need down loading.
http://content.screencast.com/users/ChinatsuNSW/folders/Default/media/fdb982cb-3cfc-41bf-b315-b132bf3a6521/TUTORIAL3.mp4?downloadOnly=true
Link to this video on YouTube : http://youtu.be/dXvPnWoMheY
I tried to use the voice recorder but I cannot spear fast and clear enough to follow the screen so I decided to use pop ups instead.....
This tutorial is for the beginner user.
During the learning process of new software especially the users are not highly competent with the computer.
The walk-though of each step in this tutorial is made simple, and the place to find each button is clearly shown.
Without having a deep understanding of the function of each implementation the procedure is followed and the process is experimented so that viewers can easily understand the purpose of each step after tutorial was followed a couple of times.
Moving AI walk around:
This can be done with simple implementation of Flow Graph.
The most important point to make everything work correctly in Sandbox2 CrysisWar I found is not to miss any necessary steps:
• Same as the surface texture, the navigation of all of AI has to be generated for the first time only {Generate All Navigation} button needs to be assigned which can be found under AI in the tool bar.
• Under RollUpBar – AIPath - Params - Road has to be set False.
• Follow Terrain or Follow Terrain snap on the tool bar should be selected so that the path follows the surface as expected.
• The path can be re-shaped by clicking Edit Shape under Roll up Bar.
- FG can be set for AI to walk faster, follow path in reverse, to have a different stance, not go too close to each other as well.
They are many different kind of AI available in SandBox editor but When Enemy AI such as New Asian's are used unless Igor setting is used the players get attacked and enemy AI and friendly AI start fitting.
Turning the light on and off when AI enters the area:
This is a variation of the simple flow graph that was in Vhin, Ross and students from last year Margaret Gay’s tutorial in Assignment 1, but in this tutorial AI and Simple Light is used instead of the player.
We had a number of tutorials available for the gesture of the entity according to the player’s movement; I felt that there was a lack of direct information related to how to make Entity do something.
• The most important point is to tick AI only box under proximity trigger then any flow graph to make Entity change their conditions according to AI’s movement through proximity trigger, area trigger can be used.
Also in the same way of FG node mapping material parrameter can be changed as AI walk into the area.
Material can be set in default or custom made the material (colour, shader, opacity and texture) which can be changed under Material Editor.
Sources of information
In my very earlier stage of learning the process for Sandbox2 I came across tutorials of Cryazy101, Xanthochori’, DirtboxTutorials. Even though their tutorials are not architectural I found the tutorials very clear, short enough so that the specific information can be corrected easily, and quality of the videos are reliable. And being made into video tutorials I recognized many critical points that are not explained verbally, by watching where the curser goes. Creating Environment and AI related information are often found in one of those people's tutorials.
They have many tutorials available for potential architectural presentation use.
To create the architectural walk through using the proximity trigger became the critical point. There is not much information available related to Architectural use in Sandbox2 compared to software such as 3Ds Max Sketch Up. But a lot of useful information can be found in tutorials from last year students:
BENV 2423-2010 Blog Spot
http://www.benv2423-2010.blogspot.com/
Sandbox Tutorial: Lighting Effects and Flowgraph part 1/2, 2/2 by Margaret Gay
Also INCRYSIS and Moddb are a useful link for understanding of each nodes and to think through the placement of nodes.
Reading through forums sometimes answers the question.
Moddb
http://www.moddb.com/mods/petrograd/tutorials
INCRYSIS
http://www.incrysis.com/
Basic Tutorials
Dirtbox
Making AI Squadmates Follow You - YouTube
http://www.youtube.com/watch?feature=player_detailpage&v=b0lalCdCtZ0
Following AI [HD]
http://www.youtube.com/watch?feature=player_detailpage&v=J0lR66cnbso
Xanthochori
Add Rain
http://www.youtube.com/watch?feature=player_detailpage&v=PFBdL-1c2ME
Camera Scene
http://www.youtube.com/watch?feature=player_detailpage&v=QXuzcpn8kNo
Make AI Patrol 2 Points
http://www.youtube.com/watch?feature=player_detailpage&v=IGRydaZFobQ
Crysis Sandbox Tutorial 46 AI walk in Building - YouTube
http://www.youtube.com/watch?feature=player_detailpage&v=9g37kcx7J24
Cryazy101
Crysis Sandbox Tutorial 37: Vehicle Entering AI [HD]
http://www.youtube.com/watch?feature=player_detailpage&v=SA9pPKGnWpY
Make AI Drive Vehicle
http://www.youtube.com/watch?feature=player_detailpage&v=elOSbV3s0dc
Monday, 7 November 2011
Saturday, 5 November 2011
Assignment 30 second Video
3 x 30 seconds videos + some additions
Every time when 1 person gets to a place (for example to the exit) another person comes(spawns). which sends the signal to Pachube feed and Pachube feed measures the maximum value (Maybe the voltage...though it is an odd number for the voltage) and records it.
Also another sensor is placed there in the blue building and every time when someone walks into it it counts and keeps adding to the total .
This Analytic Engine is counting people entering the space and the current value through Pachube (the number shown on top) also spawning a person each time the Pachube censer catches someone coming into the room. when someone leaves the space sends the message through Pachube (the number shown at the bottom). this would be very useful if we can set up the engine to make somehow peoples movement in the room connected the real time.
This could be useful for something like a panning the placement of the entrance door and fire exit...
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