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Duck Knee Skydiving Club

PostPosted: Sun Oct 05, 2008 11:36 pm
by tikibear
Since explorers enjoy skydiving I am writing an age for that purpose.
Once a noble D'ni aerial technical installation, it has been commandeered for thrills by the Duck Knee Skydiving Club!
There is nothing to do but fall into the blue.
It is, of course, just a start. I haven't done any 3D stuff before so it's exciting to be able to create even something simple.
I have used only Blender's algorithmic textures and Photoshop's text.

Re: Duck Knee Skydiving Club

PostPosted: Sun Oct 05, 2008 11:48 pm
by tikibear
I really do need to model that ladder.

Re: Duck Knee Skydiving Club

PostPosted: Mon Oct 06, 2008 12:22 am
by Lontahv
Nice!
I like the baking. :D

Re: Duck Knee Skydiving Club

PostPosted: Tue Oct 07, 2008 9:14 pm
by Grogyan
And another sign next to it saying that you must have a parachute to access the aerial. :)

This is exactly what we all want to see, people writing Ages that are unique.

Lemme guess, you've been talking with Peni havn't you?

Re: Duck Knee Skydiving Club

PostPosted: Fri Oct 10, 2008 11:20 pm
by tikibear
I confess to being influenced by Peni's skydiving advocacy.

Aerial? What aerial? ;)

I have added something that I would have liked in Relto, as can be seen in this photo.

I had thought that baking textures into one per object would incur less rendering overhead than having to render many texture layers on the fly. Instead the Uru renderer chokes. That's probably explained in the wiki somewhere, but I haven't found it.

Re: Duck Knee Skydiving Club

PostPosted: Sun Oct 12, 2008 2:29 am
by tikibear
Blessed relief!
I found solutions to several problems I was having with building on the wiki.
I was getting animation weirdness. Deleting the .sav file corrected that.
By setting the single texture in the material to "magic" the UV texture is used after being made into a mipmap. I was explicitly specifying the UV texture before. Now the rendering is fast!
I'm using lamp groups now and I like the results.
Oh, yes, that ladder.

The actual magic texture reminds me of mokune gane so that's how I think of it.

Re: Duck Knee Skydiving Club

PostPosted: Fri Oct 17, 2008 11:03 pm
by tikibear
I'm having technical difficulties getting ftp to ULM. I put gnu zipped files at http://webpages.charter.net/m.eggert/DKSkyClub

Re: Duck Knee Skydiving Club

PostPosted: Sat Oct 18, 2008 1:48 am
by Corvus
I just visited your age and had lots of fun (although it would be more fun if we could go there with others).
The sky looks very good, I enjoyed watching the clouds and breathing the fresh air. Thank you!

Re: Duck Knee Skydiving Club

PostPosted: Wed Nov 26, 2008 11:48 pm
by tikibear
I have acquired a mirror so the Duck Knee Skydiving Club (and dance floor) is available through ULM. Happy diving, everyone!
I have made some enhancements to the age as well.

Re: Duck Knee Skydiving Club

PostPosted: Wed Dec 03, 2008 2:53 am
by tikibear
Where is Peni? I look forward to skydiving with her. I look forward to skydiving with everyone!
I have updated the Duck Knee Skydiving Club to version 4.
In the forum I found how to use Blender's passindex attribute to make transparent textures work. I have tried to give the clouds depth using this technique. I hope to create more of the feeling of falling into the clouds during a skydive.
An issue with erroneous transparency on the antennae has been resolved.

The lengths of the antennae are related by the golden ratio. I'm working on a puzzle based on this.

The deep sky object now has passindex 0. Other objects, including the transparent cloud layer, have passindex 1.
I didn't realize that the "magic" mokume gane texture has non-unit alpha. I had to clear "use alpha" in the texture attributes for the antenna texture. The antennae also have an environment map of the sky to make them shiny.