Neolbah - Test Run

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Re: Neolbah - Test Run

Postby tachzusamm » Sat May 29, 2010 7:22 am

andylegate wrote:1) How is the general ambience of the Age? Does it feel like you're somewhere down in the Cavern?
2) What kind of view should the window in the office have? One like the Hoods by the telescope, or one like the Baron's Office?
3) Does the Age's lighting feel too dark? Too light? Just right?

Okay, some comments.

First impression: really nice, and well done. (Already saw your progress report in your GoMa thread, very cool to visit it.)

1) "Does it feel like you're somewhere down in the Cavern?"
Not yet. There's something missing... maybe some broken stones in the corners, lying around in the main room with the fountain, where you link in. I know you are not finished, just as a hint. This way it looks so tidy. Or - could you add some stairs? Either put the fountain 2-3 stairs down, or up? In a circular manner. This would break the large floor into something less flat. The ambience itself is really nice.
And the lamps look too white in my opinion. Like human lamps, not D'ni ones.

2) Because it's a window (which is good), looking like the one in Baron's office would fit better.
But, well, it depends on which impression you like to suggest to visitor. Lake-height or something viewed from top?

3) The overall lighting is okay, with some exceptions:
a) The floor in the fountain room is a very little bit too bright. The walls are perfect.
b) The bridge is much too bright, especially at the ends - except you plan to add some lamps there (and I guess you do).
c) The walls around the bridge are a perfect example how lighting in a cavern-style should be done. You hit the nail on the head here.
d) The water around the bridge could be a bit less blueish (water isn't blue itself - mostly it looks blue because it reflects the sky. Unlikely to happen in a cavern. ;) ) (Edit: I just read that ametist likes it. Hm, maybe it's not a good idea to remove something others like, hehe /Edit)
e) The ambient lighting in the office is okay, but the walls need a bit shading and less brightness. I doubt the single lamp can lit them so bright.
f) The water in the fountain is glowing on it's own. Are there underwater lamps planned? If not, you could reduce the glowing effect.
g) Because the lamps around the fountain radiate towards the top, I miss a bit more illumination at the chamber's top ring.
h) Maybe it's the missing shadows, but for me the avatar itself looks like it was mounted into the view after the scene was rendered. Try moving the slider... umm.. I mean, it would look more realistic in the scenes if you reduce the avatar lighting main lamp's energy to about 80% of the current value (20% less), to get it more dark on sides which are obviously not lit by visible lamps. Or maybe reduce all lamps to about 80%.

Sorry for disassembling your age this way, but - well, you asked.
8-)


Edit2: Oh, I forgot something. The sound. I forgot it because I did not even realize it was there, which was caused by the fact that it's absolutely perfect. Not obviously there, but there, and matching the ambience. Congratulations.
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Re: Neolbah - Test Run

Postby diafero » Sat May 29, 2010 12:40 pm

I also like the age :)

I am having some rather technical issues though:
- While walking around in the main room, the wall sometimes gets all black. This might be caused by me using Uru on Linux, but I don't have that in any other age except for Gahreesen
- The closed doors in the main room don't have colliders.

Regarding your three questions... the reason why I'm not an age builder is because I'm having issues to create or even describe what makes up a proper atmosphere ;-) . I agree with tach that the sound is great. Some music might fit, but even without, it just feels... right. Great work there.
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Re: Neolbah - Test Run

Postby andylegate » Wed Jun 09, 2010 3:33 pm

Update of Neolbah is ready. Hope I can get it updated for the UAM too:

http://www.guildofmaintainers.org/ftp/U ... 0June09.7z
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Re: Neolbah - Test Run

Postby Wamduskasapa » Wed Jun 09, 2010 4:33 pm

Excellent work, I love the Graphics and sounds for the door switch that is shorting out.

And I am envious of that combination door look, I can't wait to see how you will incorporate it into the storyline, much less what is the secret of that button on that hidden pillar, Why is that button protected by such extreme measures and what will that button do if you push it????

The office view is great, You know immediately that you are in the Cavern, but exactly where is unknown...

The only complaints I have are very minor (The shopping list is difficult to read) & (instead of a preview, The linking book immediately links you)
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Re: Neolbah - Test Run

Postby Old Wolle » Wed Jun 09, 2010 6:49 pm

The new version of Neolbah is on the UAM now. Have fun exploring. :)
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Re: Neolbah - Test Run

Postby andylegate » Thu Jun 10, 2010 8:49 pm

Thanks Wolle!

Check out this video. You won't see this in the current release as I just made this happen today:

http://www.youtube.com/watch?v=Khjb6YRuFjo
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Re: Neolbah - Test Run

Postby Chacal » Thu Jun 10, 2010 9:22 pm

Cool!
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Re: Neolbah - Test Run

Postby Egon » Thu Jun 10, 2010 9:58 pm

How do You can replicate similar effect in blender?

I'm talking about "dial keyboard" on which button will move and glow after pressing.
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Re: Neolbah - Test Run

Postby andylegate » Fri Jun 11, 2010 6:27 am

You should be able to do this in Blender just fine, as the PyPRP plugin supports animated textures, and that's all this is. I've never done this with the PyPRP however, so I'm not sure how the alcscripting would go.

But I can tell you how I did it in Max with Cyan's Plugin, and it should be very similiar to what you do in Blender:

First I animated the actual button (Boblishman built this keypad a couple of years ago for me for Camp Bravo).
Then I made a clone of the button, but made it a proxy (you don't see it, it's not textured, it's just a collider to click on and doesn't move). I made the proxy the clickable, and gave it a responder. The responder is what plays the physical animation of the button moving and toggles the sound emitter.
I then made a clone of the original button again and moved it ever so slightly forward (about 0.002 units) and linked it to the original button so it would move with it.
Then I gave it a different material, which is all transparent, except for the number, which I painted that blue color you see, and applied that material to it (making sure it was UV Mapped the same way so the number would be in the same place).
I then animated the material's opacity. In frame 1, it's 0 so you can't see it. In frame 2 it's 100 (this makes it pop into existance). I put another marker at frame 29 with the opacity at 100 still and then at frame 30 I change the opacity back to 0. If you don't have 2 frames (2 through 29) with the opacity at 100, it will instead show up then fade out.
I then added the material's animation to the original responder.

So in game, when you walk up to it, and put your mouse over the button proxy, your cursor will go hot. If you click, you start the responder, which is set:

Button1 animation set forward
Button1 Material animation set forward
Play Button1 animation
Play Button 1 Material animation
Play 3DSound SFXButtonclick emitter
Reset after sound play.

If someone were to post the alcscripting for something like this, I could write up a tutorial for it for Blender and the PyPRP plugin. I am going to write one for Max and Cyan's plugin when I get a chance
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Re: Neolbah - Test Run

Postby N. Sigismund » Fri Jun 11, 2010 1:40 pm

I had a run around Neolbah today, and I have to admit it's already looking very impressive. :)

Are you planning to do any smashing? If this is in D'ni, it makes sense for it to be in very poor condition. I see you've already got that broken button, but for example on that bridge over the water, smashing a bit of it up and putting in some rubble, rocks etc would work wonders for the D'ni ambience.
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