Friday 11 November 2011

Research Assignment




This tutorial is for typical user of crysis sandbox2, I would assume veiwers  to have some basic knowledge of entities in crysis and flowgraph. There are quite a few tutorials teaching behaviours of AI on the web, but I found most of them not detailed enough. Most viewers had trouble getting it right like in the tutorial. So I tried to go step by step slowly and clearly.

The aim of my tutorial is focused on the movement of AI with the aid of flowgraph. The flowgraph is a vital part of the editor, the flowgraphs I taught are fairly straight foward, so this way it is good for people to get the hang of it. It could also benefit viewers that have some understanding of the flowgrph, since everything in a flowgraph makes sense and is logical, audience could really take on from this point and develop their skills, being able to use flowgraphs allow you to do many things wheather its sound or visual.

My tutorial is aimed at people who use Sandbox 2, but haven't learnt flowgraphs to any great extent. The flowgraphs that I used are not with great complexity, however it could be overwhelming for start users to go straight into complex nodes such as reading xml.
The tutorial is also aimed especially at people doing benv2423. I assume some basic sandbox skills from viewers.  In the video, firstly I showed how utilise tagpoint and AI with the aid of flowgrah to make AI walk to  a point wherever the user wants in the map, secondly I showed how to add an AI path for a vehicle to drive along it and also another flowgraph. The similarities between these flowgraphs are that you frequently need to assign them to the right entities for AI to perform various actions in the virtual world.

Reference:

http://konakona.nbtxathcx.net/sb2/?page=flowgraphs

http://www.youtube.com/watch?v=IGRydaZFobQ

http://www.youtube.com/watch?v=elOSbV3s0dc&feature=related

There is another "Research" post with a website if you have a look at older posts.

Exp2 Final Submission Analytics Engine



Crysis level: http://www.mediafire.com/?gow54511rafup7b
go to tutorial - games- level- terminal- select terminaXML2.cry


sketchup : http://sketchup.google.com/3dwarehouse/details?mid=9a034e3b5e6e4bcf7189b910b6a363d0&prevstart=0

The three 30s videos are in the post week3 and week 4.

Exp2 Week5 marking sheets























Wednesday 9 November 2011

Exp2 Analytics Engine

I will create an anlytics engine directly related to the chosen pachube feed by reading the xml live feed which is saved within the mod folder, the idea of creating the engine is according to the change of light conditions, data would be shown in the real-time visual representation and a dwelling (or gate, hallway maybe) would glow in response to the data. Like I analysed in my S.W.O.T, the weakness of the feed i chose is that it has only light sensor supplied, I would try to incorporate both light sensor and sound(music) sensor to fix this. The opportunity of the feed is it could be in use for emergency scenario such as a fire. Therefore the change of light conditions could possibly be caused by natural light or fire. The threat I am mainly concerned with is the consistency of the data, this will be solved by flowgraph techniques.

Exp2 Week4




In this video the time of day is changing really fast so doest the lighting conditions, I used the xml flowgraph to show numbers and cubes to represent the changing lighting intensity.





In this video I used a scale flowgraph to show diffrent occupations with different salaries, we have firefighters, pilot, sicentise and marine. As the avatar walks closer to the cubes you cansee their salaries accordingly.



Exp2 Week3 video



The gates glow to show that lighting condition is changing , as you pass throught each gate the number changes and it glows stronger.

Monday 3 October 2011

Exp2 Week3 infographics

This is a good one for particle effects in crysis sandbox,  the tornadoes, hurricane, snowstorms, wildfires and earthquake all can be done in the sandbox in 3d with sound. The numbers can also pop up continously according to the change of particle effects.



The idea I could possibly borrow from this graph is placing different AI in the environment and they will have a cuboid with certain height according to the salary.




Timeline could link to time of day, implied movement can be actual movement. Different entities can be highlighted in different colors.






Monday 19 September 2011

Week 2 tutorial



Recommend to watch in 1080p hd to see thae numbers representing distance.




Week 1 independent studies

http://pachube.com/feeds/35492

This is the feed I found on pachube from a student currently doing ARCH 1391. It basically works as a light

sensor, placed within floor of the responsive hallway collecting data according to light.

S.W.O.T

Strengths: It is able to detect changes of lighting condition in the hallway.

Weaknesses: Only light sensor applied, would have been in greater use if it was combined with other sensors

to work at the same time such as sound sensor.

Opportunities: Emergency use in certain buidings. This sensor can detect if there is fire in the hallway.

Architects can also benefit from this to test light conditions of a building. It can also be used for scientific

purposes, for example some areas might have extra strong sunshine that it could benefit people using hot

water tanks.

Threats: Not much information showing that this sensor is capable of collecting data consistenly.  Might be

replaced by other light sensors with better accuracy and consistency.

Monday 12 September 2011

Exp2 Week01 tutorial



This video is to show the average speed of an object going through a certain distance, i chose to
place a helicopter in the environment to go directly up. Recommend all viewers to choose 1080p
HD to watch the video so you would be able to see the numbers clearly in the screen. To do
this simply click on the 1080p hd option in the menu bar at the bottom. Threes numbers shows
up in this video, first one is 153 which is the start 'Z' position of the helicopter, the number
186.299545 shows the end point of the 'Z' postion of the helicopter. Most importantly,
3.329955 represents the average speed for this object to go from the start postion to the end.
To make sure that only the 'Z' postion(vertical up) shows up in the screen, i used the vec3
from vec3 and set string nodes. To calculate the average speed, the idea is to use the last
postion minus start position to get the distance and then just dived by time. To do this
the Math sub dan Math div nodes were vital.

Saturday 10 September 2011

Marking Sheets


Links

Pure war sketchup model:






Pure war game mod:


Final installment of pure war


Music:

Prokofiev Alexander Nevsky, op.78 (accssed on 8th, September, 2011)

 It's good again from Indra  (accssed on 8th, September, 2011)

Outline of my installment

In this installment I have used lots of elements to make a realist feeling of the state for pure war. In the installation of draft one viewers can see the involvement of lighting, time of day, weather, and use of very little particle effect.  Gradually I put more stuff into the installation two and the final version of this the installation. Another important thing I was trying to achieve is to reflect the air quality during war time (this relates back to the pachtube I chose back in Week1), therefore I put a lot of smoke and fire around the level.  The lights used define different periods of the war. They represent the timeline of the war, the blue light near the dwelling signals war is approaching and the preparation for pure war. The red light after the smoke and fire represents danger and the start of war. I spawned grunts and a huge alien next to the red light, so it is like alien invading this territory, both the grunts and avatar would fight the alien to protect the land and bring peace. At last, peace as a result of war is represented by sunny weather and good air quality, the missile launching up to the sky is a sign of successful protection of territory . The avatar also used missile launcher to fight the alien during war time, this is another way to connect to the missile I made from Sketchup.

Second draft installment of pure war

Draft installment of pure war

Monday 5 September 2011

Sunday 4 September 2011

Friday 2 September 2011

Week3 XML reading basics


The picture above shows my xml flowgraph, initially I had problem displaying the numbers of 15 like shown in the tutorial but then I realised it was due to the miss spelling of temperaturedata.xml in the node of xml open document.

The cuboid of mine in crysis appear to be slightly different from the tutorial, it is not as flashy, I think this is because i coudn't download the file "Mirror" under the tutorial. The file does not exist on gamefront. But essentially this tutorial is about constructing the right flowgraph to make the scales work. So here is my video.

Week3 rain+pickable object vid

I set the mass of the missile to a very large amount so you can see in the video when I tried to chuck the missile away, it didn't go very far.


Week3 Time of day + lighting vid


As you can see in this flowgraph, the light would show up at 7pm in the video below, and during the day from 6am, the light would not be on.


Week 3 Scale vid


The closer you walk to the building, the larger it becomes, the futher you leave, the smaller it gets.

Sunday 28 August 2011

Week2 missile



Missiles are frequently used during war time to accurately destroy certain targets. There are many types of missiles such as ballistic, cruise missile, anti-ship, anti-tank, anti-aircraft, air to air and anti satellite. Normally a missile comes with some text and number on it, so I applied a texture with DL-23 on it.

Tuesday 23 August 2011

Week2 object glow video


The closer you walk to the missile, the brighter it becomes. As you leave, the glow slowly diappears.

Thursday 21 July 2011

Week 01

Link of feed from Pachube:

http://pachube.com/feeds/22587

For the independent studies of week 1, I've read through many of the feeds on Pachube. This is the one that most intrested me, I'm always concerned with air quality, it is interesting to see what it is like in Australia (this one indicates Perth).  This feed provides comprehensive information on air quality such as temperature of the city, light condition, humidity level, noise level, carbon dioxide, carbon monox and most importantly air quality. The feed is updated everyday by UNSW, so it is also quite interesting to see how well our uni is doing.