Friday, November 7, 2008

Experiment 03 - All final UT3 files (Map, Package and Demo)

ON3_Experiment03_Files.zip

Above is a link to download our groups final zip folder containing all the required and necessary files for this experiment. It contains the cooked/published map, all packages and demo file. The demo file approximately two minutes long.


Editor files

UT3_EditorFiles.zip

Above is a link to download our groups final zip folder containing the uncooked UT3 map editor file and packages.

References
Metal material used for entire building - image downloaded from http://www.cgtextures.com/texview.php?id=3401&PHPSESSID=df82cc6fa3328410a65dbf463c36b401
Accessed: October 1, 2008.

Experiment 03 - Final 3 x Screen captures




Above are three screenshots of the final model/map. As aforementioned, the map is split into four different paths. Green for nature. Blue for ice and water. Red for heat, steam and fire. Yellow for the man made environment (electricity, waste, etc).

Thursday, November 6, 2008

Experiment 03 - Individual Statement

My area of specialisation in the experiment was particles. In the draft demo file I simply had fire/smoke/sparks as a single particle system but in the different colours of red, blue, green and yellow. The idea for the entire map was to create a game based on snakes and ladders, challenging players to travel through the building, overcome obstacles, discover shortcuts and ultimately reach the top. The entire building itself was to split into four parts. Red, Blue, Green and Yellow. The paths/environments for each were inspired by their colour, creating four different environments in one but inevitably leading to the top.

The environment for the red colour is meant to be a sort of hot steelworks factory with pipes everywhere and hot warning signs. My contribution to this environment was to place steam around the pipes in order to suggest the pipes were "steaming hot". Additionally, simple fire/smoke/sparks was placed around the reds paths. The blue environment was created to be like an ice cave augmented with running water for the paths. For particle effects in this environment, I created some light white/blue snow around the environment in addition to some moving wind effects to suggest the place was cold. The green environment was inspired by nature with grass, trees and plants everywhere along the paths. Similarly to the creation of snow for the blue environment, I created this "green pixie" particle effect which alludes to some sort of forest fantasy theme. I got this idea from having played a game on Nintendo 64 called "The Legend Of Zelda: Ocarina of Time" specifically used in the Kokiri Forest. Finally, the yellow environment was meant to represent humanity, industry and electricity. Basically, all that is man made and contrasted to the natural environment of the green. I simply created sparks for the various hanging wires around the environment.

Experiment 03 - Draft UT3 map and packages

DraftDemoUT3Files.zip

Above is a link to the the draft UT3 editor map and packages.

Experiment 03 - 3x Screenshots - Particles




Using my 50% model of 363 george street, we decided to split the game into four different paths that eventually overlap and connect in order to get to the top. As there are four different paths, we used the colours of red, blue, green and yellow to highlight this difference. Each path will be experientially different and relative to the colour. In the screenshots and demo file of our draft model, it shows simple fire with smoke and sparks in different colours located at the entrance to each colours beginning path. I acknowledge the particles here are fairly weak, partially because it is the draft, but the final model shows a greater advancement.

Experiment 03 - Draft Demo file - Particles

DraftDemoUT3Files.zip

Chivonda's Matinee Demo: Player-2008_11_07-11_57_50.demo

Rachel's Kismet Demo is called: Player-2008_11_07-11_51_53.demo

Jeff's Particle Demo : Player-2008_11_07-11_39_54.demo

Wednesday, October 15, 2008

Experiment 03: Week 02 - Independent Study

Below are three image captures of my experimentation so far. I've basically built a mirrored space to make it easier to compare the two different flame effects. The only real difference is that in the new space, the flame has bursts. I still have about 3 more tutorials on particles to watch and progress at the moment is a bit slow. I got conjunctivitis on Saturday 11/10/08 which has contributed to this.




In terms of making the draft for the experimental video, I currently have a problem with recording footage from UT3. Below is a screenshot of my problem. It seems to record all the windows in UT3 rather than focus on the in-game window. I'm sure its easy to fix. Just dont know how at the moment. 'll try to fix it in Thursdays tutorial.

UPDATE:

I'm currently in tutorial class (Thursday 16 October, 2008) and have properly recorded footage of my experimentation and progress so far in UT3. I have also quickly done a draft experimentation video. It was done quickly so it's not the best. I already have some ideas for the Snakes and ladder style game our group intends to pursue. For the sake of keeping our assignment unique, I can discuss this in person to those interested. Till then. Back to work.




Experiment 03: Week 02 - Task for today

Group name: ON3
// Specialisation

- Chivon Lam // Matinee
- Rachel Mackenzie // Kismet
- Jeffrey Aguas // Particles

Below are screenshots of current progress through the UT3 video tutorials.

Friday, October 3, 2008

Experiment 03: Week 01 - Task for today

Here is a screenshot showing my progress at the end of the class. I finished both rooms by the end of the class so I will not be re-posting this in my "Week01:Independent Study" post.






Experiment 03: Week 01 - Independent Study

Screenshots of completed rooms from the UT3 tutorials can be seen in the previous post. Below is a screenshot of my 3 completed george street models with an applied texture in the DM-BENV2423_Template.ut3 map.

Wednesday, September 24, 2008

Experiment 03 - Definition of the word "game"

"A game is a physical and mental experiential encounter requiring those involved to apply skills to overcome the inevitable obstacles governed by a set of rules and parameters to achieve goals and/or a goal."

Examples of games,

Sports - Tennis:
- Physical and mental encounter.
- Serve. Proper ball toss. Forehand. Backhand. Lob. Net. Running. Endurance.
- Lleyton's "c'mon!" tries to fire himself up. Possibly scare the opponent.
- You're losing the match and you're a set down. Too many double faults. The sun is getting in your eyes. It's too windy.
- Foot behind the line when you serve. Can't hit the ball out. Must hit the ball in a certain area depending on the game whether it be singles or doubles. Can't touch the net.
- Main goal - win the actual game
Sub-goals - win points to win games > sets > the game

Board game - Connect Four
-Physical and mental encounter.
-Foresight. Adapt to the situation. Generate a game plan.
-Keeping a straight face when you see a possible connection.
- Can't find a way to connect four because you're opponent keeps blocking your opportunities.
- Take one turn after another. Can only put one piece at a time.
- Goal - connect four pieces in a straight line.
sub-goals - stop the other player from achieving the same goal as you.

Computer game - Counter Strike (FPS):
- Physical and mental encounter
- Two opposing teams. Terrorists and Counter-Terrorists
- Choosing the right gun. Knowing the map.
- Wide open spaces = choose a sniper rifle
- Tight enclosed spaces = choose a rapid fire gun
- Good aim = good mouse and keyboard control
- Using the map to your advantage, trying to trick the opposition. Throwing smoke grenades and flashbangs to severe opponents vision.
- The other team has better skilled people. Your connection to the server is too slow affecting your performance. Your team does not cooperate.
- No hacking. No auto-aim. No God mode. No spawn camping.
- Goals - Kill the other team. Save the hostages. Defuse the bomb, etc



Defined by self.

Monday, September 22, 2008

Experiment 02 - Quick reflection

Final words of reflection. I started experiment 02 with the understanding and intention to create the X% and Y% cuts from the full 363 model that were both inspired by my experiments in experiment 01 and also at the same time to cut it in an intricate way to make the building actually functional. By that I mean, realistically possible to walk through some of the spaces where explosions could take place. I realised only last Thursday that this was never meant to be the case. Foolish of me to believe a space could be inhabitable if it was exploded to bits. Therefore, it meant that the model could be cut in any way possible provided it was relevant to your ideas.

I spent a lot of time creating my 50% model so that you could actually walk through some of the voids or spaces and experience what it would be like within them as an explosion took place. Particularly on the bottom and middle levels I tried to keep the spaces in tact whilst trying to explicate my ideas of explosion and porosity. It was my mistake to have this original understanding. If I knew you could cut it any way you wanted and not worry about the building being an actual building, my model would look completely different and definitely better. If I could turn back time, I'd love to re-create my model but nonetheless I am quite happy with my current model.

Experiment 02 -Final submission of animations

Below are my three final published animations required for experiment 02.

Pan



The panning animation above shows a sectional model of the full 363 george street model. From watching and reading my final machinima submissions for experiment 01, I had originally used the 2-d grid to create a 3-D building tower-like structure that had three separate and distinct levels. Each level had a theme and effect to it. The top level focused on destruction with the aim of highlighting the destructive side of an explosion. The middle level focused on the idea of restriction with the aim of countering the predictability of an explosion by preventing objects from being launched randomly outside of the space. Finally, the bottom level focused upon my original idea of "jumping" whereby an explosion caused affected objects to be scattered violently into the air. Therefore, conveniently I decided to split the 363 george street model into these three distinct parts in order to make the cuts for my X% and Y% models which you can see below.

Zoom



The above video shows my Y% = 25% model of the 363 george street model. As aforementioned, I decided to divide the full model into three parts. The top level I designed to show the theme of destruction A new porosity had been formed as the numerous jagged and broken shapes of the top level suggested the effects of a central explosion within the level augmented by the sharp and twisted extensions protruding from the edges symbolically mimicking the random movement of flying debris. The middle level had been designed around the idea of restriction. The cuts into the building aim to create a cage like structure with tight spaces making it difficult for any sort of movement within and out of the space caused by a possible explosion. I have tried to emphasise this by zooming into this particular section of the building and zooming back out and up above the model to suggest my idea of moving vertically or "jumping". Finally, the bottom level was based upon the idea of "jumping". Using the existing voids on the lower levels from the cactus model, I tried to connect their internal walls to the exterior with diagonal cuts and jagged edges. This directional connection between the internal spaces and exterior aimed to exemplify the "jumping" out movement of objects within the spaces caused by an explosion. These aforementioned themes are further diversified in the next model below.

Rotation



The above video shows my Y% = 50% model of the 363 george street model. The principle of this model was the same as my 25% model. Continuing on with the ideas of destruction, restriction and jumping, I modeled the structure in a more diversified way. The top level no longer had the twisted and jagged protrusions as seen in the previous model that tried to mirror the movement of debris. It was cut to create a space purely focused upon the destructive side of an explosion with a multitude of jagged cuts. In the middle level, I re-created the internal voids and spaces to make them very tight in order to represent the theme of restriction. Additionally, these tight spaces had tiny circular holes through their internal walls that went through to the exterior. The idea of this was to make it almost impossible for debris inside the spaces to escape when exploded. On the exterior of this middle level I had bar like structures, similar previous model, which I aimed to symbolise as steel bars of a jail which surrounded the level, giving it that idea that what was inside was restricted. Finally, the bottom level was modeled the same as it was in the 25% model and was designed to create bigger voids or cuts for objects within the lower spaces to easily jump out of the building, hence, contradict the idea in the middle level which had smaller cuts designed to restrict the effects of an explosion.

References
All models were created by me using Solidworks and 3ds MAX.
All video footage was created by me using 3ds MAX and Sony Vegas Version 9.
Font used was downloaded from http://www.dafont.com/acens.font Accessed: 8/09/08

Experiment 02 - Submission of Solidworks Models

Below is a link to a zip folder containing all three of my completed Solidworks models for Experiment 02.

3186421JeffreyAguas.zip

Sunday, September 21, 2008

Experiment02 - Test animations

I have done three 10 second experimental animations of the 50% model. The videos below are simply tests before the final published ones I will submit on Monday.

Pan


Zoom


Rotation


References
All models and videos are my own work.

Wednesday, September 17, 2008

Experiment 02 - Completed X% and Y%models

Volume of full 363 model = 108, 000
X% = 50% = 54, 000
Y% - 25% = 81, 000

Below are images of the sections for my completed X% and y% models with their mass properties. (Volume figure is rounded off to the nearest whole number)

Wednesday, September 10, 2008

Experiment 01 Review of exemplars

Custom Machinima

Jeffrey Aguas
Seriously?

David Butterworth
Davids custom machinima was successful for numerous reasons. His video had a narrative which engaged the audience with the video and message being communicated. Beginning with a panning camera view, it introduced the layout of the experiment in GMOD well. In some scenes he split the screen into different viewing boxes. The advantage of this was being able to show more of the scene at the same time given the scale of his experiment in GMOD and the short 30 second timeframe for the whole video. Compartively, when David used the full screen for his video, it was of his main explosion which centred the users focus on the scene, highlighting its importance. Additionally, there were a number of different camera angles viewing the explosions which brought more perspective and observation of effects. Following the assessment critera, there was a good mixture of different sized objects used in his experiment. The font size, colour and style were suitable throughout the entire 30 seconds. Transitions were smooth and there was sufficient time to read the text being shown. It was nicely ended with the final statement and message "a new porosity". It was my original understanding that one of the requirements of the assignment was to use the 2d grid which was not seen in Davids experiment. However, his video combined numerous techniques that made it most successful nonetheless.

Found Machinima

David Butterworth
Davids found machinima was successful for similar reasons as to his custom machinima. His video played out chronologically with textual components directing the video and users attention. Use of conversational language, such as asking the user a direct question is ultimately answered with the video action rather than a textual answer. The music fitted well with footage of the video. The use of low tempo music augmented the video of the nicely rendered houses as it captured that sense of relaxation and tranquility. Additionally, the fast rock tempo music went well with the fast transitions of destructive explosions. The sudden shift in tempo of the video generated a contrast which heightened the impact of the videos message.

Danny Nguyen
Dannys found machinima was successful because of the simplicity of it and its order that gave it structure. Text directed the audiences attention. For example, stating "take notice". Taking notice of the "debris" was the main point of the video and this was displayed with three different video examples, thus, providing the audience with a broader perspective on the matter. Despite using the default text of Sony Vegas, the text Danny used was clear and easy to understand. Stating before each footage of found machinima was played the words "Explosion 1/2/3" respectively, the video had a structured order which made the video easier to follow and understand.

Wednesday, September 3, 2008

Experiment 02 - Week Two - Independent Study

Above is a screenshot of my completed cactus model and Mass Properties window.

Tuesday, August 26, 2008

Experiment 02 - Week01 - Independent Study



At present, my current approach to creating the Cactus model of this model would be using a combination of extrude cuts and lofts at particular parts. I feel like theres another way to do it and so much easier but I am not entirely sure just yet. I do need more practice in this program before I hopefully find that out.

Experiment 02 - Week 01 - Task for today

Lesson 1 - Parts: This tutorial was useful in understanding the basics. For example, drawing 2-D shapes on a plane that could later be modified into 3-D objects. The filet feature appealed to me the most. I was impressed at the ease of making the edges rounded resulting in a smoother looking model.

Lesson - Lofts: This tutorial had a couple of key milestones. Drawing different shapes on separate planes and then connecting them using lofts to create a solid object I found to be intelligent. The step in the tutorial shown above would make modelling easier and provide opportunity for a range of other forms.


Lesson - Sweeps: This tutorial further revealed the versatility of this program. Previously, extruding and lofting were ways to create models. Extruding is a common and popular option in modelling programs (3ds max, sketchup, etc). Sweeps was new to me but it made the creation of such a detailed object easier and faster.

Monday, August 18, 2008

Presentation notes

"The two videos I found on youtube inspired me with the concept of "jumping". Now "jumping' is a term I've phrased to describe the sudden outbreak of movement and destruction caused by an explosion. These are the predictable effects I've tried to show and challenge in my video. By using the 2-d grid I've created one 3-d structure separated into three levels. The top level contains small objects that broke when they were exploded. Here I aimed to show the destructive force of an explosion. In the middle level, there were a bunch of medium sized objects that when exploded, didnt break and stayed in their original position. Here I've tried to counter the predictable effect of an explosion seen in the top level where everything broke and scattered everywhere. I've tried to restrict the movement of the object. This was inspired from the youtube video that exploded a plane within a room which when exploded quickly jumped up to the ceiling and fell back down, hence, its intended movement being restricted. In the bottom level, I've tried to culminate all the aforementioned key ideas into one with larger objects. The explosions at the bottom cause the objects and debris to fly everywhere, showing destruction. Restriction is shown as the larger objects are contained within the barriers of the 2-d grid around it. Additionally, the larger objects "jump" as a result of the explosion below the grid. After doing my experiments, my idea of porosity is "the ratio of space affected by an explosion to the actual total amount of area available". In reference to what Russell mentioned about public and private space in the lecture two weeks ago, I would classify areas that are affected by an explosion as public space. This is where all the "jumping" is going on. This is where all the action is happening. Therefore, the private space would be the area that is not affected by the explosion. For example, in the middle level explosion, the objects stayed within the centre of the cube as it exploded. This area would be classified as the public space whilst the area around the objects within the cube not affected by the explosions would be the private space."

Experiment 01 - Submission - Custom Machinima



The top level contained small objects where I aimed to demonstrate the destructive force of an explosion. The middle level had medium-sized objects with attached dynamite. Here I aimed to contain the objects within the grid restricting them from being randomly scattered like in the first explosion, thus, challenging the predictable effect of the explosion. Lastly, the explosions below the bottom level caused the larger objects inside to also be restricted and “jump”(my original concept).

References
1. Video footage recorded by self using "Fraps". Accessed: July 30, 2008.
3. Video edited by self using Sony Vegas Platinum Trial Version 9.0.
4. Font "Birth of a Hero" downloaded from http://www.dafont.com/search.php?psize=m&q=birth+of+a+hero. Accessed: February 2007.
5. Font "HalfLife2" downloaded from http://www.dafont.com/halflife2.font Accessed: August 16, 2008.
6. Music from band "Linkin Park - Faint".

Experiment 01 - Submission - Found Machinima




This video displays two machinima videos I found that inspired my concept. “Jumping” is a term I have phrased to describe the sudden outbreak of movement and destruction caused by an explosion. The idea of “jumping” caused by an explosion is multifarious. Evidently in this video, the magnitude of an objects “jumping” runs parallel to its explosion. But how can we challenge this theory? That is the question I aim to investigate in my experiments.

References
1. Original video footage accredited to YouTube user "karzid" for "Battlefield 1942 Explosions Montage". Accessed: August 4th, 2008.
2. Original video footage accredited to YouTube user "uyesu" for "Massive Crysis Explosion". Accessed: August 4th, 2008.
3. Video edited by self using Sony Vegas Platinum Trial Version 9.0.
4. Font "Birth of a Hero" downloaded from http://www.dafont.com/search.php?psize=m&q=birth+of+a+hero. Accessed: February 2007.
5. Font "HalfLife2" downloaded from http://www.dafont.com/halflife2.font Accessed: August 16, 2008.
6. Music from band "Linkin Park - Faint".

Week Three - Marking Schedules


Image 01. Marking sheet done by Rachel MacKenzie.

Image 02. Marking sheet done by Xiao Pan.

Wednesday, August 13, 2008

Week Three - Documentary modes (150 words)

My machinima videos are a combination of expository and reflexive documentary modes that play out chronologically. They begin with a brief introduction to the idea of the video or experiment, basic setup of the scene, followed by the action of the explosions and ending with the aftermath. Throughout the entire video, the footage of the experiment in GMOD is complemented with text that further address and inform the audience of what is being shown as well as structuring the entire scene together. This combination of visual techniques not only helps to simplify the message being communicated but strengthens its impact upon its audience. The aforementioned elements displayed in the videos categorises them as an expository mode. However, the textual elements of the videos do not raise arguments or try to state the message being communicated. They are simply used as titles to introduce the visual as well as indicate certain chapters in the video. The message is not clearly stated. Therefore, the audience is made to reflect upon the cause and effect of the footage being presented to them in order to discover and understand the truth or concept behind the video. GMOD in itself challenges the impression of reality and the video tries to enhance that. My videos show vehicles floating in mid air with dynamite attached to them within a large hollow cube. They’re explosions trigger randomized movement and collision with other objects within the cube, where the two drafts show two different results. In the first, the vehicles eventually escape the barriers of the cube and in the second, they destroy the structure of the cube causing it to collapse. Theoretically, herein is where the message must be discovered. What do these objects represent in reality? What questions do they raise about gravity and movement? Does the collapse of the cube suggest a need for stability? These are the sort of questions the audience are directed to ponder upon when viewing my machinima, hence, use of the reflexive documentary mode. In conclusion, my machinima are obviously simple in representation yet this combination of aforementioned techniques fabricates a video that can be universally understood and diversely and innovatively interpreted.

Independent Study - Week Two

Draft 01


Draft 02


Above are my two video drafts of two thirty second clips that investigate the physical effect of an explosion on porosity. In the first draft video, we see many cars inside the cube exploding, pushing other cars around, moving in every direction, eventually outside of the cube itself. In the second draft video, the setup is mirrored but in this version, the structure of the cube collapses, hypothetically, as a result of the explosions and clash of objects within the cube. I have recently done another experiment involving the use of different size vehicles inside the cube exploding in similar fashion as the two above videos. I will upload these when I have completed editing a video for it.

Week Two - Task for today


Above is a simple test video of 3 x 10 second clips showing my intentions for Experiment 1 using the 2-d grid. I created a 3-D hollow cube using the grid and placed a single car with a hoverball and some dynamites attached to it by ropes. Using similar techniques to my previous work in week one, I intend to study the movement and direction of the single car as it explodes inside the cube. Progressively, I will add more cars and more vehicles of different sizes in forecoming video clips to further investigate the physical effect of an explosion on porosity.

Wednesday, August 6, 2008

Independent Study - Week One



The above video is a compilation of experiments and tests I did in GMOD to mirror concepts explicated in the two below machinima videos I chose in week one. My video shows my progression and explorations as I aim to build upon/expand the concepts.

Thursday, July 31, 2008

Week 1 - Machinima

1. Battlefield 1942

2.Crysis



The above two videos contain footage taken from two FPS(First-person shooter) games published by Electronic Arts with a 5 year gap between their release dates. The first video shows footage taken from the game"Battlefield 1942" (2002). The player's idea here is to detonate explosives upon various common vehicles used in the World War II and witness how far and wacky they jump into the air after being exploded.

In the second video, we see a similar concept being explored in the game "Crysis" (2007). The quality of gameplay and graphics of this game far exceed those experienced in Battlefield 1942, highlighting the growth and improvement in gaming technologies over the years. From watching the video, the explosions and effects generated in Crysis produce a much more dramatic, life-like, powerful and highly entertaining. The vehicles and objects exploded by the player were just obliterated and thrown violently into the oblivion. Much more so than in Battlefield 1942.

I believe both these videos are interesting because they highlight the advancement in gaming technologies and the impact it has on the quality and experience of the game. Blowing up stuff and making them jump into the air is a fun and interesting concept and games like Crysis have improved upon this gaming experience. In relation to the course, watching machinima like these generate ideas such as obliteration, havoc and physics which open opportunities for innovation and creativity.