Questions, questions, questions...

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Questions, questions, questions...

Postby Zander » Sun Mar 09, 2008 11:43 am

I've been looking over the ULM Ages again (having changed my library setting back to the hbyte.net one, which meant I've finally managed to get all of Niveerah downloaded) and I have questions. One of which, sadly, has escaped me since I thought of it, but it will doubtless return. :idea: Oh yes, that was it.

Skydomes. How big do people tend to make theirs? The one in Age Five was 768 units, which was big enough to encompass the island but still caused a sadly curved horizon. Also (and this is the one I was trying to think of) when I do the UV unwrapping to texture my sky, instead of the neat rectangular netting effect illustrated in the tutorial, I get a sort of almost symmetrical cobweb thingy, with several vertices at the right-hand corners seemingly flung off into space at random, and I have to spend ages tinkering with it to get all the vertices on the image and all the image under the vertices. Is this wrong, and if so what do I do about it?

Textures. My walls in Age Two are still black, except for one which is white since I set the Ambient value to 1. I've got lamps bombarding them with light, the texture I want is assigned to them (not UV mapped, but surely that's not necessary for simple planes) and still I see nothing. Nothing. </londo> What could I be doing wrong?

While descending the long ladder in the very impressive TunnelDemo Age, in which the camera pulls back to a helicopter's eye view and stays there till almost the bottom, I found myself wondering what happens if a ladder stops short of the ground. (Apart from the obvious fact that you can't get back up again.) Does the avvie fall, or just dangle there incapably? Or is that up to me? :twisted:

That's probably enough to be going on with. I'm trying to work through a book on Blender, which is irritating me beyond measure because it keeps darting off into animation and I'm not ready for that yet. Any help gratefully received as usual
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Re: Questions, questions, questions...

Postby andylegate » Sun Mar 09, 2008 12:58 pm

The size of your sky dome will be determined by the size of your Age. Also how it's looking to you when you export and link in to evaluate it.

To get the "grid" pattern that you see in the tutorial, try this. Once you have the sky dome mesh edited like Trylon shows you, stay zoomed out of course. Go down and click on View and then click on either Front or Side. Now you are facing your sky dome parallel to your horizon, just like view Trylon shows you when he's showing how to take care of the bottom of the sky dome.

Make sure all your verticies are selected by hitting the "A" key, then go to UV Face Select mode. Put your mouse cursor in the 3D window. If you've unwrapped it already (and it sounds like you did) no problem, hit the U key and select Reset. This will reset the unwrapping it did. This is very good thing to have if you're not happy with the way it unwrapped something. Now, hit the U key again, only this time select Unwrap Sphere From View. Now the majority of your sky dome should be layed out like the Grid you saw.

Another tip: to help with making sure your sky dome looks real, it's a good idea to select it, then go to Edit mode. Make sure you have all the faces selected by hitting the A key. Then click on Mesh>Faces>Set Smooth.

Your lighting. select each light you have and look at them. Make sure you have the Quad button clicked on. Then look at the Quad2 slider, the closer to 0 you make it, the more effect your light will have on objects that are NOT shadeless.

Hope this helped.
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Re: Questions, questions, questions...

Postby Zander » Sun Mar 09, 2008 1:25 pm

I'm sure it will. I'll try that with the sky for Age Six.

With the first question, though, I wasn't asking how big my sky should be (the sky's the limit, after all) but how big people were making theirs. Some guidance as to what sort of figure gets you a flattish horizon line from just above sea level.

I'll confess that right now I'm doing exactly what I say don't do, and just Writing worlds on the fly without any hint of a story--till I know more about how to do things like animations and scripting and can put in journals and puzzles and such. I'm still finding my way around the elementary geogony of it all. Once I'm sure of my tools, I'll be able to design Ages and write their stories before I start to build.

Is TunnelDemo yours? I just saw it for the first time today. I was sure it was going to be part of Camp Bravo I hadn't got to yet.
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Re: Questions, questions, questions...

Postby Kierra » Sun Mar 09, 2008 1:32 pm

everyone is different, but I found it helped me if I had a loose idea of a storyline instead of a fully planned out one...that way I could compensate for things that blender/the plug-ings can't or don't do yet.

Fully thought out storylines are great and all, but they need to be flexible in case the limitations of the software get in the way.

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Re: Questions, questions, questions...

Postby andylegate » Sun Mar 09, 2008 1:35 pm

No, Nadnerb did the TunnelDemo, looks great doesn't it?

Again, I hate to use the word, but it "depends" I mean, if all you have is a little island like Relto, then there is no need to have a humogus sky dome, then again, the sky dome in Relto won't even fit around my Age Zepher Cove.

They key is to make, export, linkin and look, take notes, load blend file back up, make adjustments, export, link in, look, take notes, repeat as necessary.

Sorry, but there is no straight answer here. I tend to make the largest diameter of my sky domes (where the horizon is) approx twice the size of the land area that the Avie will have access to. But that's no guarantee that it will look right. I always end up having to adjust it some.

Part of the key to make it look flat like you are talking about is to do what Trylon showed you in the tutorial, editing that bottom part, but also doing the curving in on the vertex at the bottom. That and smoothing it.

I wish I could be more specific, but there's no real set answer for that.

Oh, and btw, just my opinion, but it's good you're learning the tools and how to make Ages, and make them work good. You can have the best darn story in the world, and it won't mean squat if you can't build the Age or make it look good.
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Re: Questions, questions, questions...

Postby Nadnerb » Sun Mar 09, 2008 2:56 pm

I'm glad to hear you like TunnelDemo. :) Out of the ages I've done, that one has the biggest future plans. (aside from perhaps Odema, but those aren't really my plans)

As to your question about ladders... what will happen is the avatar will step off the ladder, apparently onto an invisible surface. Then, when the animation is complete, you'll drop like a rock. ;)
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Re: Questions, questions, questions...

Postby andylegate » Sun Mar 09, 2008 4:58 pm

I think it would be cool for someone to do something like that. Have the Avie appear to step out into,.....nothing, and then suddenly drop. Then have no footstep sounds right at the bottom, so we don't hear the hit, but do have a sound detect so that we hear that old cartoon whistling sound as the avie drops, then a splat sound, followed by a trumpet with a mute going:

Whaa-Whaa-Whaa-Whaaaaaaaaaaaaaaa!

:D
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Re: Questions, questions, questions...

Postby Zander » Sun Mar 09, 2008 7:29 pm

Ah, yes. I've often thought that the high history of D'ni would be better for a little touch of Chuck Jones...
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Re: Questions, questions, questions...

Postby Chacal » Sun Mar 09, 2008 7:41 pm

coyotefalls.jpg
coyotefalls.jpg (5.42 KiB) Viewed 4342 times
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Re: Questions, questions, questions...

Postby teedyo » Sun Mar 09, 2008 10:18 pm

Uhh. Beep! Beep!!
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