Recreating the Carboniferous Swamp Forest

Recreating the Carboniferous Swamp Forest

Postby Jennifer_P » Mon Dec 03, 2007 6:13 am

Well, just in case you're wondering what I'm up to, here's this journal. It doesn't tell all of what I'm up to (otherwise you might be able to prevent my secret plans from coming to fruition) but it does tell some of it. :) Anyway, I'm trying to create a simulation of the Carboniferous forest for a grade in a computer graphics class. Heh, being graded for creating an Age. It's almost as good as getting paid to create an Age!

Project progress report due: 12/4. EEEEK! That's tomorrow! :o
Project presentations on Tuesday, 12/11 and Thursday, 12/13.

My project proposal--roughly translated, it says, "I want to create my own Age--strictly for the education benefits of course." (NOT!!)
Simulating a Swamp Forest With Real-time Graphics
Proposed by Jennifer P

Real-time 3D graphics are the basis for much of today’s gaming industry, and it is here that choices between performance and graphics quality become particularly important. The importance of graphics quality is further heightened when one is attempting to create real-world simulations, in which small, unrealistic deviations from correct appearance may have a particularly adverse effect on the realism of the simulation. As a result, when high detail is required it is necessary to have a mastery of the performance-saving techniques by which smooth, undelayed motion may be achieved.

For my project, I propose the creation of a real-time simulation of a Paleozoic swamp forest, created in a higher level graphics program, Blender, and imported into a computer game as a level explorable by a provided avatar. I expect the balancing act necessary to make my simulation successful in terms of both performance and graphical quality to contribute significantly to my knowledge of applied computer graphics. There are three major challenges that will have to be met in order for me to reach this goal.

First, I must of course acquire the knowledge to successfully recreate the Paleozoic swamp forest. Since I am currently researching this topic for a research paper, I expect this portion of the project to be the easiest part. Artists’ reconstructions of the plants and animal life and pictures of swamp forest fossils are readily available to create 3D models from, and I expect that the greatest difficulty I will face will be avoiding copyright violations.

Second, I will need to learn how to use a higher level 3D graphics program. Since my previous experience in this area is limited to creating a few spheres in POV-Ray, I expect that learning to control the program for use in a computer game will present both significant challenges and significant rewards. The program I intend to use is called Blender; it is a free, open-source program capable of advanced techniques. A comparison of more recent versions of Blender with other 3D modeling software is available at http://wiki.cgsociety.org/index.php/Com ... f_3d_tools for viewing. Blender is somewhat infamous for its unusual interface and I expect that long hours with the extensive tutorials available will be necessary for me to begin using this program.

Thirdly, I wish to import the models I create in Blender into an offline computer game, Uru: Complete Chronicles, and from there to explore various types of game and simulation-related issues such as footstep sound regions, collision meshes, and of course performance vs. graphical quality. This portion of the project is the most uncertain in terms of what will be required to achieve success and what will be possible if in fact success should be achieved. The reason for this is that the ability to add levels to the game is not in fact supported by the game’s original scope; rather, programming fans of the game hacked it and created a Python plug-in that allows Blender models of a certain, older version to be uploaded--with limited game capabilities supported as a result. An example of this is sound; while footstep regions are supported, it is not possible to add ambient sound or music to a level. I expect that this part of the project will be the most valuable in providing real-world experience in real-time computer graphics, as it allows me to explore the effects of various 3D graphical techniques in an actual computer game. In addition, my simulation would be greatly enhanced by the added capability of first or third person exploration.

I realize that this project involves a large field with many possibilities for both learning and project-related work; and since of course it would be difficult for me to attain complete mastery in the three areas I have mentioned it will no doubt be necessary to trim some of the ambitions of the project down as I find out how much time and labor will be necessary to implement them. At a minimum, I wish to accomplish the goals set below to the standards described:

1. The creation of a mostly bug-free explorable level for Uru: Complete Chronicles.
2. In terms of the models I intend to create, the level should feature at least three different plant types, a clouded sky, and water.
3. I wish to learn how to accurately model and texture objects in Blender, and possibly also to learn how to create my own textures in Photoshop for use on the forest models.
4. The overall effect of the simulation should be pleasing, if not brilliant, and real-time exploration without jerkiness or lag should be possible.
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Re: Recreating the Carboniferous Swamp Forest

Postby Jennifer_P » Mon Dec 03, 2007 6:20 am

Stuff accomplished:
--Blender 2.44 and the newest version of the plug-in have been downloaded and seem to be happy.
--Got through some of Blender: from Noob to Pro; learned important terminology.
--Changed Blender's theme to swampy looking green, played with Buttons window and associated submenus and 3D viewport.

Pro cras (that's Latin for "for tomorrow"--guess where "procrastination" comes from?):
--Learn lots more about Blender so that I'll have something to talk about in my progress report
--Photograph Carboniferous plant fossils thoroughly
--Finish those Latin lessons and stop wasting time on the forums or you're DOOOOOOMED!
--Turn in extremely well-written progress report by midnight OR ELSE.
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Re: Recreating the Carboniferous Swamp Forest

Postby Jennifer_P » Tue Dec 04, 2007 4:26 am

Later today...
--Photographed various Carboniferous plants from the Pennsylvanian period: a section of Calamites, the giant tree-horsetail; pieces of Sphenophyllum, a small herbaceous plant with rings of leaves on its stem; a chunk of bark (called "snakestone" in the past) from the giant Lepidodendron; and various ferns and leaves of unknown plant types.
I suppose for my three plant types I will go for ferns, Lepidodrendron, and Sphenophyllum, although Sphenophyllum is rather boring in my opinion. But, I have noncopyrighted photographs of it, soo... And I can always add more exciting stuff later, so then Sphenophyllum would just be icing on the cake. I really wanted to do Sigillaria (a large, cactus-form tree with a tuft of sword-like leaves growing straight out of the top of the trunk) though...Hmmm...
And now that I think about leaves, I'm worried about Lepidodendron. Apparently grass is a bigtime lag causer, and Lepidodendron's branches are covered all over with grass-like leaves.

For an IC justification of this Age, I suppose I'll claim it was an experiment into time travel. Not that the writer'd ever be able to prove he'd been successful in traveling to the past unless he expended an insane amount of effort. In reality he'd never be able to find out whether he had linked to the real Carboniferous or just to an Age or instance that bore a great resemblance to it. Not to mention we don't know enough about the real Carboniferous to ever be able to confirm whether or not the writer had actually gone there.
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Re: Recreating the Carboniferous Swamp Forest

Postby Robert The Rebuilder » Tue Dec 04, 2007 9:07 am

Wow - one week to create an age from scratch! [As a joke, I once created an age in 10 minutes, but there wasn't much there.] Best of luck, Jennifer! And don't hesitate to ask for help on the other forums.
Can we rebuild it? Yes, we can - here's how.

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Re: Recreating the Carboniferous Swamp Forest

Postby Chacal » Tue Dec 04, 2007 11:17 am

Jennifer, you don't have to make a 3D model for everything. Grass can be done using textures on a transparent vertical mesh. I think this would still be withinh the specs of your assignment.

Also, IC maybe you don't have to go back in time, because nothing says this Age has to be synchronized with Earth. The Age could still be in the carboniferous period.
Chacal


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Re: Recreating the Carboniferous Swamp Forest

Postby Jennifer_P » Wed Dec 05, 2007 3:16 am

Haha, I recall that Age Robert! I believe the solution to the puzzle was to put the monkey head into the hole? :D Fortunately I have a little time after the presentations to work on this before the final due date...hmm, I do need to figure out when that is. Unfortunately I missed the class that this project is for today because my car got a flat tire.

Now Chacal, I think what you're talking about is the garden Age grass in those six-sided snowflake patterns? I can see that working; after all the treetops will be pretty high up and nobody should be able to see how bad they really look. :P And I can use any techniques I want for this assignment, just fyi. Hey, did you know there was no grass in the Carboniferous period? They had ferns instead back then--much cooler.

Also, IC maybe you don't have to go back in time, because nothing says this Age has to be synchronized with Earth. The Age could still be in the carboniferous period.

Hmm...I'm confused--how can the Age be in the Carboniferous period without time travel? What do you mean by "synchronized"?



Aaaand a somewhat depressing progress report. I have the urge to yell, "Wait, it's harder than you think!" to my professor.
Progress Report
Jennifer P
My project, the creation of a Palaeozoic swamp forest simulation, has three major development areas. The first is researching the swamp forest in order to collect data with which to create my 3D plant models. The second area is using Blender, a 3D graphics modeling program, to create the plant models and textures. The third area is uploading the finished Blender models, textures, and game information into a computer game, Uru: Complete Chronicles via a plug-in and other associated software.
My research on the Carboniferous forest is currently focused on obtaining useable photographs of plant fossils--i.e, photographs without copyright restrictions on them. To meet my need in this area, I photographed the geology department's collection of Carboniferous plant fossils and searched the internet for additional pictures, where I discovered a small selection of public domain fossil images on Wikimedia. Unfortunately, my collection of images is rather small and lacks the large scale morphological features of the plants as complete units. Due to this fact and the largely incomplete species-specific data available to me, I have decided to compromise the accuracy of my simulation by not providing models of unique species. Instead I plan to create generic plants that are a blend of various species from a closely-related group. An example of this would be the attempt to create a generic "big cat" with a mixture of big cat features rather than the creation of a particular species of big cat such as the puma, tiger, or jaguar.
In terms of creating models with Blender, I still have much both to learn and to do. I have learned how to manipulate the view of my model as I please and am learning to control Blender's unusual interface. In terms of modeling objects, I can create primitives and have manipulated their vertices to some extent; however, I am thus far incapable of performing the advanced techniques which will be necessary in order to create complex models. In addition, I have not learned any of the basics of texturing, lighting, materials, or game play elements (for example, collision meshes). My lack of significant accomplishment in this area is due more to lack of time than to difficulty of material, as the tutorial I am using, "Blender: from Noob to Pro" is well-written and easy to follow. I am as yet uncertain as to what techniques would be useful for modeling plants, as I have never modeled before; therefore I will need to explore what is possible before I can begin to work.
The final area of my project involves using a set of software designed to allow Blender models to be uploaded as a level into Uru: Complete Chronicles. I have successfully downloaded much of the required software, including Blender 2.44, Python 2.5.1, the Python Imaging Library, the Python Crypt Toolkit, PyYAML, and Psyco 1.5.2, all for Windows only. It is very probable that only Windows machines will be able to run my simulation, although I have yet to confirm this. A final piece of software, Uru Library Manager (ULM), has been installed but is not working properly; I am currently seeking help from the ULM developers on this issue. I have yet to try the method for uploading my Blender models into the ULM, as it is first necessary to have an understanding of Blender in order to first create some basic geometry for the level to be uploaded.

Official sites:
Blender: http://www.blender.org/
Python: http://www.python.org/
Uru: Complete Chronicles: http://mystworlds.ubi.com/us/completech ... /index.php
Uru Library Manager and associated software: http://alcugs.almlys.org/wiki/index.php/Main_Page
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Re: Recreating the Carboniferous Swamp Forest

Postby Jennifer_P » Wed Dec 05, 2007 5:01 am

Image
"One small step for a Jennifer; one giant leap for Jenniferkind." --Jennifer P, 12/5/07

:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
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Re: Recreating the Carboniferous Swamp Forest

Postby Aloys » Wed Dec 05, 2007 7:32 am

Hhaha. Nice. :)
I have to say that's not exactly how I pictured a carboniferous swamp forest, but you're the specialist. ;)
Seriously now, that's great. One step at a time. :)
(nice collections of smileys too)
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Re: Recreating the Carboniferous Swamp Forest

Postby Robert The Rebuilder » Wed Dec 05, 2007 11:00 am

Congratulations, Jennifer! I'm sure your professors would like to hear about this update.

Boy - there's nothing like the feeling of linking into your own age for the first time. Anything seems possible after that.
Can we rebuild it? Yes, we can - here's how.

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Re: Recreating the Carboniferous Swamp Forest

Postby Chacal » Wed Dec 05, 2007 9:16 pm

OMG!!! It's a saber-toothed gray cube! RUN!!!

Jennifer_P wrote:
Also, IC maybe you don't have to go back in time, because nothing says this Age has to be synchronized with Earth. The Age could still be in the carboniferous period.

Hmm...I'm confused--how can the Age be in the Carboniferous period without time travel? What do you mean by "synchronized"?


Think about it... suppose we find another planet with life on it. What stage will it be in? Maybe life has been existing on it for billions of years, maybe only for a thousand. Maybe we'll find an advanced society with advanced technical skills, maybe we'll find big cats and ferns. Without going back in time.
So you just found an Age that's still in the Carboniferous period. It is not Earth.
Chacal


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