OK Pick the bones out of this...
All dimensions are in standard Blender Units
We start with the default blender age changing the rendering engine to Korman
We go to the global settings window and set the age ID to 4113 this is a prefix that at present has no allocation on the database so should not clash. We probably need to allocate it in the listing and probably assign the owner as Sirius.
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Delete the default camera keep the light but convert its type to Sun make this a Plasma object using the Physics selection panel.
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We take the default cube change is name to “click” give it a material and color I chose a red (without this colour it becomes hard to see against the plane you will also create)
Size x = 1.1, y = 1.1, z = 3.0
Location x = 0.0, y = 0.0, z = 2.85
Rotation x = 0.0, y = 0.0, z = 0.0
This needs to be a plasma object again using the Physics panel.
Whilst we are there add a collision modifier Triangular mesh and set Blocks Avatars and Blocks cameras to True we do not need Terrain set.
Next we need a plane to stand on so we add Mesh Plane we give this a new material and make this a contrasting color I chose a blue.
Size x = 30, y = 30, z = 0.0
Location x = 0.0, y = 0.0, z = 0.0
Rotation x = 0.0, y = 0.0, z = 0.0
This needs to be a plasma object again using the Physics panel.
Whilst we are there add a collision modifier Triangular mesh and set Blocks Avatars, Blocks cameras and Terrain to True this time we need Terrain if we do not want to be sliding around.
We now need to add an Empty and use Plain Axes leave the default name
Location x = 0.35, y = -11.0, z = 0.0
Rotation x = 0.0, y = 0.0, z = 164
This needs to be a plasma object again using the Physics panel.
Whilst we are there add a default Spawn Point modifier.
Finally our last object add a Mesh Cube we rename this as “rgn” with the following specifications.
Size x = 10.0 y = 10.0 z = 10.0
Location x = 0.0, y = 0.0, z = 2.85
Rotation x = 0.0, y = 0.0, z = 0.0
We go to the Object panel and under Display we set the Maximum Draw Type: = Wire
This needs to be a plasma object again using the Physics panel.
Whilst we are there add a default Spawn Point modifier.
At this point we are finished modifying The Camera, Lamp, Plane and Link in Point. So I choose to hide these to make the screen less busy.
Let us start by modifying the “rgn” This is the Region that will detect the presence of our Avatar in the age.
Our first addition is going to be a “Soft Volume” Modifier and this is going to be a “Simple Soft Volume”
We are about to start playing with Nodes so save your work at this point so you can get back to this condition quickly.
Now we are going to build our Node Tree so we need to have a Node Editor Window Open and at this point use [Ctrl][Up Arrow] to make this window full screen.
On the toolbar of this window next to the Node label there are three buttons hovering over them will let you see the first is Compositing the Second (middle one) is texture and the third is Plasma and it is the plasma one you need selected.
The default name is “NodeTree” and for the present just leave that as is.
So from the toolbar select and add the following nodes
Add – Conditions – Clickable Regions Settings. In the Region: box select “reg” Set the Bounds: to “Convex Hull”
Add – Conditions – Region Trigger Settings. In the When: box select “Each Event”
Add – Conditions – Clickable. In the Clickable: box select “click” and Un-check the box Avatar facing Target:
Add – Conditions – Region Sensor. In the Region: box select “reg”
Add – Logic – Responder. Only have Detect Trigger: checked
Add – Logic – Responder State. Defalt State: should be checked
Add – Logic –Responder Command. There is nothing to change here
Add – Message – Link to Age. Type “Nexus” into the Filename: box
We are now going to link up these nodes Node Inputs are on the Left and Outputs are on the right of each box you can only connect outputs to inputs of the same colour. You make a link by dragging an output to an input dragging away from an input removes the link. Links can be made input to output but can only be unmade from the input side. There are other ways of working with links but we are keeping it simple for now.
First connect “Clickable Regions Settings” output “Satisfies” Red to the top input of “Clickable” “Avatar Inside Region” red to red.
Connect Region “Trigger Settings” to the top input of “Region Sensor” yellow to yellow.
Connect “Clickable output” “Satisfies” purple to “Responder” Top input “Condition” purple.
Connect “Region Sensor” output “Satisfies” purple to the second “Condition” input of the “Responder” node.
Now connect the green Output “Satisfies” to the green top input “Condition” on “Responder State”
Connect the puce (pink) output “Commands” to the puce input “Condition” on the “Responder Command” node
Finally connect the teal output “Message” to the corresponding top Sender connection on the “Link to Age” node.
You can drag the nodes around use the triangular twisty to collapse and expand the nodes and make and break connections until you are happy with how the node screen works.
It is worth a bit of time experimenting getting yourself familiar with the node editing screen will no doubt become useful as Korman progresses hopefully we will eventually be able to use the node screen to manipulate textures.
The Textures nodes are used a lot in the Cycles Render Engine where they are really useful.
We are now going to play with the settings you can see on the nodes.
Now we are going to attach the nodes we have created so we head back to the default input screen and we are going to do some stuff using the Physics Panel so we need to have the “reg” selected
The modifier we are going to add is going to be a Logic Modifier of the type Advanced
Into this Modifier we add two switches using the Plus symbol
The first is renamed to “Region Trigger Settings” with this selected at this point I am going to be exporting to a dirtsand shard so I need to select “Myst Online Uru Live(70)” on the Version dropdown. I had to do this twice as it closes the window on selection.
Now in the dropdown box below Version labelled Node Tree: select your NodeTree given the simplicity of this age there should only be the one.
In the next drop down box the one labelled Node Ref: select the node with the name you added to the advanced Node Modifier in this case “Region Trigger Settings”.
The second item we are going to add to the advanced modifier is renamed “Region Sensor” again I switched off the unneeded versions selected the Node Tree
In the Node Ref: box select select “Region Sensor” from the drop down.
With this done I hide the “rgn”.
Finally I select the “click” object this is our click target this is going to be the object we are going to use as a trigger to vacate our age.
This Object should already be a Plasma Object and Have a collision modifier we are now going to add a Logic Modifier of the type advanced to this object.
I am going to add 6 switches using the plus symbol as I add each I switch off the unrequired versions, and in the respective boxes choose the NodeTree and pair up the matching node with each of the six items.
1. Clickable
2. Responder
3. Responder State
4. Responder Command
5. Link to Age
6. Clickable Region Settings
Now we export as usual make sure you have at least one item selected or the export will be greyed out and in my case I export to my dat folder in Destiny.
In the original sample Sirius provided on the “Clickable” node the Avatar Facing was selected and when I tried to export I could not achieve a hot spot obviously there is some
rotation to do here and there is experimentation to be done.
But now we have some build instructions that appear to work with at least a dirtsand shard.
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Ok I changed the destination to one of my ages (Abmortoxas) one that only exists in the dat folder of Destiny this was the only change I made I left the Rules as Original Age and it worked I did not expect this in fact I tried "Owned Age" and that just plain did not work.
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