Sunday, February 26, 2012

UNIT 5 – Creating Alpha Images for Textures and Game Design Principles

My Escape:

I am not sure if this would be my ideal escape.  I can think of several things I could do but I was somewhat limited by the textures I had available.  I wanted to incorporate a 360 degree panoramic photo.  This is what really led to my choice of escapes.  I wanted the most seamless background possible.  I also thought of space scene, creating a skydome with the floor being Earth.  The problem was with using homemade textures. I put my focus on the beach scene.


Once I chose my background, I rezzed a cylinder, hollowed it, and rezzed a box to make the floor and duplicated it for the top.  I then applied the panorama texture to the inside of the hollow cylinder.  I took a color sample of the sky in the panorama in Photoshop to color match for the sky texture.  I took a slice of the sand in the panorama and made the floor texture from that.  That way all of the textures matched the background I was using. 

 I purchased a palm tree texture pack after I tried to remove the sky out the picture and could have if I had a month to do it.  I built the trunk and added the leaves.  The trees, like in my holodeck, added a 3d effect to the background. 


The background had some little peach plants growing, so I found a picture of some and added it to the sand.  This, again, helped to bring the background to life.



Once I had my interior complete, I began working on the extras in the escape.  My three textures I made from scratch were of my sons' beach towel, some wicket patio furniture we have, and the matching seat cushion from the chair.  I cropped all of my textures in Photoshop.  I then uploaded them to SL.  I made the towel first with a ball and sleep script.

I created a chair, similar in style to the ones I took the textures from.  I did darken the wicker to contrast more with the surroundings.


Beaches are barren places when no tourists are there. I felt my scene was a bit stark.  I added a table and a frost beverage to the scene to make it a little more full and inviting.  I also added a wave sound effect to make it more realistic.  I still feel it looks somewhat stark, especially when compared to the holodeck.  It is unfortunately the price to pay for choosing a beach.  I may add a changing tent if I get time.


Adventures in SL:

I have not spent a great deal of time in SL since my "pink-out" issue was partially resolved.  I think it will lead me to purchasing another computer.  I just have to figure out the particulars.  Most of my time has been spent in Sim On A Stick (SOAS).  Lots of building going on there.  (See prior blog)  I did visit Paris thanks to Lucy's landmark she gave in the Unit 4 project.  I skydived off the Eiffel Tower and met Droopy Dog.

From my trip to Paris.

Philosophy of Games:

I think the article gets it right on so many level.  I grew up a Generation X'er.  As I child, I grew up playing games like no other generation had.  I witnessed the dawn of the video game and the Role Playing Game (RPG).  In my youth I played video games and RPGs for hours with my friends for the same reasons that the author states. I enjoyed playing RPGs because I think they hit three out of four of the experiences the author points out including:  competition, chance, and make-believe.  I have been "in the zone" on numerous occasions with video games and I think that is why I have intentionally stayed away from World of Warcraft. I think it would be quite consuming for me.  

I see SL as something a little different.  I am "in the zone" when I am creating.  I enjoy being able to express my creativity and make realistic interpretations out of prims and textures. It is the control over the environment and the challenge that excites me.  I don't have the same connection for just visiting other places in SL. I am not sure what others get out of it.  Obviously there is a social connection for the vast majority of SL population.  I think if SL could make the experience more game-like, it would have a greater audience.    I do acknowledge that if I did not have the ability to build in SL, I would find it much less appealing.

Intellectual Property Rights:

I have read the article before and am familiar with the intellectual property rights issue.  I am also aware that SL does not have lots of authentic "trademarked" merchandise for sale on the grid.  The whole goal of SL is to create as an authentic a virtual universe as possible while at the same time, keeping their lawyers happy.  Necessity is the mother of invention and when someone doesn't find what they want for sale, they create it.  Trademarks, styles, etc are exploited en mass on the grid.  Most of the time a logo will be changed or omitted.  I try to respect copyrights as much as possible.  I can only think of one instance where I have personally used a trademark.  Oops....  Again, necessity is the mother of invention!

Classmates Blogs:

It was fun reading Lucy's Blog and see that she has had similar troubles as I have had.  There is definitely a learning process in SL.  Seeing the preview of her Unit 5 project makes me excited to view it in person.

Saturday, February 25, 2012

Sim On A Stick Updates

My medieval village is coming along.  I have having trouble getting sounds to play in world.  My blacksmith's shop sounds will not play.  Here are some pics of my progress.

Sailboat and prep for a harbor.

This area will become the village marketplace.

Blacksmith's forge.

Forge with bellows and anvil.

How appropriate!  My friend "Nasty Dan" and I in the stocks at Colonial Williamsburg.  Works great here too!

Portcullis with a sliding door script.

Sunday, February 19, 2012

Unit 4 - Seven Steps of Interactivity & Scripting

I will attempt to summarize and reflect on topics presented Clark Aldrich on the Seven Steps of Interactivity.  I will then discuss the rest of our Unit 4 assignments dealing with scripting.

Pre Game Level - 0:
This level is basic lecture that at one time, was the basic framework of all education.  It is the quickest way of covering large amounts of information in a short period of time.  This is typically why it is employed in history classrooms which always have more material to cover than time.  It has been my experience both in observation and practice.  Aldrich argues that it is the easiest to prepare but that is not always the case.  It can take a long period of time to prepare and a lifetime to perfect.


Pre Game Level -1:
This course relationship still relies heavily on lecture with the occasional pause to ask a single-answer question.  A student responds and the lecture continues.  As this falls closely in line with my zero level comments, I will not repeat.  This method is also used to ascertain if the students have completed assigned reading, gauge understanding, harness student attention.  I have observed and employed this technique many times also.


Pre Game Level -2:
In this level, the instructor gauges audience knowledge and understand and will reteach or skip forward based on audience response.  I have not witnessed this often as instructors generally want to assure understanding with the all and will spend time helping students who are confused or did not complete the assignment at the expense of the whole.  I have witnessed a statistics professor "lay it all out" for a student who didn't understand the lesson.  The professor stated, "You do not understand the lesson because you rarely attend class and have probably not been keeping up with the homework.  I am not going to waist the time of everyone else, who have been working hard in this class, be trying to explain concepts we discussed a week ago."  The class was euphoric!  This students had received his midterms and had all of a sudden started paying attention.  He tried joining our study group and we would not let him in.  I was a reality check this guy needed to hear.  The student went on to get his act together and now practices law in Chicago. I feel that we as educators are forced to pander to the masses at the expense of all.  Lessons can and should be learned by failure.  I have learned many lessons and techniques through trial and error in life and in Second Life.
 

Pre Game Level -3:
In this instance, the instructor provides for feedback by giving multiple choice questions with varying student responses.  The instructor might also poll to answer questions.  This style increases the level of engagement but student responses are still somewhat directed.  This method is more effective with maturer students who can continue to stay focused once the instructor moves on.

Game Level - 4:
In this scenario, the students are engaged in a single solution lab activity or process.  The instructor becomes a coach and and student perform short mini games or tasks.  These simulations require competency, successful understanding, use of systems but, require a minimal amount of creativity.  This is a typical lab type assignment.  The instructor sets up the task and the students perform it.

Game Level - 5:
Students in this level are involved in and open-ended activity.  They are allowed to express their creativity.  Solutions will be predictable  After a few times presenting the lesson, most outcomes will become predictable.  This level includes tycoon, strategy, and most complex games and simulations. I have found that a lot of our Second Life assignments, thus far, have fallen in this category. 


Game Level - 6:
This level consists of long-term open ended activities.  This could include executing a plan, creating a project, or writing a story.  Results will be unpredictable.  The instructor serves as a facilitator, spectator, or resource.  This level uses a lot of creativity and self discovery but may be hard to achieve specific goals.

Game Level - 7+:
These levels consist of the students playing a role in the development of the assignment, its criteria, and its evaluation.  Students work with the instructor in most or all aspects in planning, execution, and evaluation.  This would take a certain level of maturity, skill, creativity, and experience from the student.


Favorite Script from Project 4:
This is tough to decide since I had problems with the Object Giver script.  That would have been my choice but it can be a fickle thing.  So I will go with the Texture Changing script.  I think there are a lot of potential possibilities with this script in SL.  It can be used in conjunction with clear textures to make things disappear.

I decided for my theme this time to go with a carnival.  The texture changing script was the first one I thought of to be used for a game.  In my example the correct answer to questions, typed in the chat box, will change the crate from balloons to a clown texture.  I made it change back with a reset command.


The Course So Far:
I am having a lot of fun and learning a great deal in the class thus far.  I love the challenge.  I think that creating in SL really utilizes my creative side that has not been flexed in quite a while, at least to this extent.  I feel like I have to great something vibrant and unique each time.  I know that is not required for class but pressure I put on myself.  I am glad that I have started using Sim on a Stick to give me additional avenues for my creative juices.  I guess my greatest struggle has been with scripts and permissions.  They can be quite frustrating.

Recent Readings/Viewings of Interest:
I have been reading articles about the use of presentation software in education for my CED 507 course.  I have also been researching the pros and cons of year round school.  I will be serving on a committee that will be looking in on this for our school district.  It is an issue that our superintendent keeps bringing up.  Most of our union is opposed to this change but are willing to explore it.  For leisure reading, I have been slowly working on Area 51:  The Uncensored History of America's Top Secret Military Base.  It has been very interesting.  It gives some new and unique theories and perspectives on Roswell, spyplanes, and nuclear testing.  I also made it out of the house to see Star Wars: Episode I in 3D.

Friday, February 17, 2012

Sim On A Stick Trials


I have begun my exploration into using Sim On A Stick as an alternative to SL for education purposes.  So far things are running great.  I enjoy the freedom of not having to pay Linden dollars for every upload.  Sometimes using the terrain builder can be somewhat labored but in actual construction, I have had no problems.  It is also somewhat lonely as no one else can experience it without the stick.  It is also somewhat difficult without all of the construction aids available on the SL grid.  I will post more as things come together.

Saturday, February 11, 2012

Unit 3 - Our First Holodeck

These are the trials and tribulations of my first holodeck build!  It is a tale of script glitches, floating boxes, and disappearing scenes.  But through much trial and error, I completed my campfire ring and it works like a charm.

Step 1:  The Box


I created my 10m x 10m x 10m box to see how large a space I had to work with.  Once the cube was complete, I went texture shopping on the Second Life Marketplace.  I tried to find a texture that would look good on each inner wall of my cube that would create some type of scene.  I wanted something that would have a definite theme.  I found a texture that was an eery picture of a forest at night.  This made me think of having a nighttime campfire scene.

Step 2:  The Campfire


I have to check to see if I had a fire that I could use or if I was going to have to figure out how to make one.  Luckily for this assignment, I had a full perm fire that would work perfectly for my theme.

Step 3:  Benches


I created four log benches with balls with sitting scripts.  This will be important later on in the troubleshooting part of this blog.  

Step 4: Logs & Realism





Once I had the fire and benches I felt the fire pit needed logs.  I found a wav file on the internet that had cricket sounds and a crackling fire.  I added it to the logs and added light to cast the proper highlights in the scene.  

 Step 5:  Trees




 I added trees to the corners to add depth to the scene.

 Step 6:  Adding Extras for Realism



I created a log sign and created a lettering texture in Photoshop.  I uploaded the texture and combined them in SL.






I added a graphic from my old Boy Scout camp sign and hung it on another tree.  I also created some stones and made a fire ring. 





We were supposed to create 12 items in our scene.  I created more than that through duplication but felt like I needed more created items.  So I decided to create a tripod.  I made rope to lash the tripod together. 





I also made a cook pot.  I found a rust texture that looked like chili.  I then went to the SL Forums and found a steam script that I added to a ball and placed in the chili to make the pot steam over the fire. 





In my last assignment, my son Christopher had me place a teddy bear on the bed I created.  This time, my other son Noah wanted me to put in his favorite animal, a "hoot owl!"  So, I stuck him up in a tree.

Step 7:  Packaging


After linking everything together I added the holodeck script to the root prim, renamed it, and took the whole holodeck into my inventory.  I then Touched the holodeck and to bring up the control panel.  I selected "build" and then "New Crate."  It rezzed a crate.  I right clicked the new crate and selected edit.  I renamed the crate to Camp PR.  I then copied my holodeck crate into the contents folder.  I then took the holodeck crate into my inventory.  I right clicked on the holodeck and added the holodeck crate to the contents folder.

Step 8:  Troubleshooting

I touched the control panel again to rez my holodeck.  I selected "scenes"  and then "CampPR"  The ring of my holodeck disappeared, rezzer hummed, and nothing appeared.  Here began an Odyssey trying to figure out why my holodeck was rezzing in the wrong place.  After several attempts, I realized that a sitting script was interfering with the holodeck script.  I took the scripts out and the holodeck worked fine.  I have since made another holodeck in which a script interfered with the construction.  Scrips and holodecks can be very tricky when used together.

Saturday, February 4, 2012

Unit 2 Blog

Part 1:  All About Building -

Most of the readings were refreshers for me.  I have discovered most of these tasks through trial and error, class instruction, or classes I have taken at the Builders Brewery in Second Life.  I find that while the articles were informative, they can become quite confusing without the SL viewer open and checking it out first hand.  Dr. Curtis mentions watching Torley Linden's YouTube tutorials.  I have learned a great many skills from Torley.  This most important being the camera movement quick keys.  Holding down Ctrl & Alt at the same time will turn your cursor into a magnifying class.  With that magnifying glass, you can hold down the left button on the mouse will pin the pointer in place and you can use the mouse to move to a better camera angle to build. This saves countless hours of frustration when trying to build an object.

The use of sculpted prims intrigue me.  I hope to do some of that either in this course or on my own.  One can do so much more with sculpted prims.  It can make things look lifelike.

The Building Dreams Contest and the Architecture and Design in Virtual Worlds topics taught me that real life is coming to SL in the form of designing and rendering real homes and buildings in SL.  Architects can build their designs and see them first hand before ever turning a shovel of dirt.  Owners can tour their future building and make critical changes before construction begins.  They can also have views of their home they would never get in real life. 
  
Part 2:  Personal Builds

Problem A:  Path/Cut Technique & 2 Colors or Textures (3 Prim +extras)


Problem A: Tent


 I first created a box and hollowed the inside out.  I then use the path/cut to make into a tent shape.  I flipped the object over and made it the proper proportions.  I then added a ribbed cotton texture to the tent and colored the outside safety orange and then inside gray. I added the poles and linked it together.  I finally made a sleeping bag with camo texture and ball with a sleeping script in it.  Once I sat on the sleeping ball, I had to align it to the right position on the sleeping bag.  For an added bonus, I completed the seen with a campfire that I found for free and modified it by adding a smoke script.  I then made a stargazing mat to put along side it.


Problem B:  Hollowed & 2 Colors or Textures (3 Prim)


Problem B: The Hamster Tube



I made a cylinder and hollowed it out.  I then applied the steel wire texture on the outside.  It made it look like a wire trash can.  I experimented with it by putting a fire texture in it.  I couldn't come up with away to get two textures or colors in there.  So I scrapped the fire idea and enlarged the cylinder.  It looked to me like a hamster tube.  I toyed with the idea of making it all into some kind of theme but scrapped that idea for this unit.  I change the interior color to an orange, sticking with the hamster tube concept.  I made it big enough to walk through.  I also adjusted the transparency.  I then duplicated it twice and linked it together.


Problem C:  Twist & Transparency (7 Prim)


Problem C: Milkshake


I started off with a rotating transparent Christmas tree.  It was very basic and I was not real happy with it but it was done.  I was working on this idea for Problem G but is really served no purpose but to be decoration or advertising.  So I scrapped the tree and modified this to fit the criteria for C.  I started with a cylinder that I hollowed out.  I added an Icy Glass texture to the tube.  I then duplicated the tube and eliminated the hollow, flattened it and made it the bottom of the glass.  I linked the glass together.  I then created the shake with another cylinder inside the glass.  I kept the plywood texture and tweaked the color to look chocolatey.  I then added the whipped cream by twisting a pyramid shape.  I made the cherry by creating a red ball.  I made the stem by tapering and stretching a square and giving it a twist.  I changed the color of the stem and moved it into place on the cherry.  I then shrunk the cherry down as I created it above scale.  I added it to the whipped cream.  I then created another cylinder, hollowed it out, and stretched it.  I made the tube red to be the straw and moved it into place.  I then adjusted the transparency of the straw.  I finally linked it all together and reduced it down further.


Problem D:  Taper & Glow/Full Bright (3 Prim)


Project D: :Lightbulb


Hey, I've got and idea!  I did have some big monstrosity of a bridge built for this problem but again, I was not satisfied with the result.  I decided to go simple and refined.  I first created a cylinder.  I gave the bottom a taper.  I then created a ball and proportioned it and placed it on top of the tapered cylinder.  I adjusted the proportions of the cylinder until it looked right with the ball to make a lightbulb.  I added color, glow, and linked them together.  I then created another cylinder added a stripped texture and rotated the texture to simulate the threads.  I then moved it into place and adjusted the proportions until everything matched up.  I then linked it together.


Problem E:  Top Shear & Phantom (18 Prim)


Problem E:  Jawa Transport


OK so I'm a geek!  I rezzed a box and top sheered it.  The only shape it reminded me of was the Jawa Transport on Star Wars!  I thought and thought and that is the only thing I could see.  So that is what I made.  I made the tracks out of eight half cylinders and connected the to for boxes.  I then added the black windows across the too with more half cylinders.  I then found textures for the tracks and the sides.  I found a YouTube video of the sequence with the transport on it.  I copied the embed code and created a new piece of plywood.  I added the media to the selected side.  I then phantomed everything.


Problem F:  Slice + 2 prim (3 Prim)


Problem F:  The Thrown of Cheese


I could not help myself.  From the first time I made a path/cut, I had to make cheese!  It had to be done.  I created to cylinders.  The first I used as the base and sliced the bottom of it.  I then duplicated it and path/cut the second.  I imported a swiss cheese texture and applied it to the wheels.  I added a ball with a sitting script and positioned it properly.  I then linked them together.


Problem G:  Incorporating Four Skills, 5 Prim, and a Purpose (20 Prim)


Problem G: Bed of Enchantment


Oh my!  A four poster from outer space!  On this, I just did what came to mind.  I started with the mattress, which is a thick piece of plywood.  I added the blue satin texture.  I then created one post base.  I duplicated that, lengthened and twisted it.  I made the textures transparent blue and purple.  I also added glow and light.  I added a sphere to the top.  I gave it a silver texture.  I then used and online particle script generator to write a script to place in the ball.  I Duplicated that post three times for the other corners.  I then made four planks for the bed frame.  I could have used a hollow box for this but wasn't worried about prim counts at the time.  I duplicated the plank at the head and tapered it to make a headboard.  I added to balls with sleep scripts on the bed and moved them into place.  As a final touch, my son Christopher said that I was missing a teddy bear, so I created a texture and uploaded it so that my avatar would not be lonely.  Obviously this would be used for adding decor to a virtual dwelling.