Wednesday, November 19, 2008

zip files of all ut3 elements

Below are zip files of all the ut3 components. The reason is that after testing, not all worked. There is doubling up of zip files just in case if things go wrong.

To the correct order to play on ut3.

1. Open ut3game_craiggullen
2. Then the demos for demos
3. Open 3190118_cg_published
4. Open cookedpc
5. Then maps, effects and packages

UT3 Maps

3190118_craiggullen_maps.zip

UT3 Effects

3190118_craiggullen_effecs.zip

UT3 Packages/Particles

3190118_craiggullen_packas.zip

UT3 Published files

3190118_cg_published.zip

UT3 Game

3190118_cg_ut3gamefinal.zip

UT3 Demos

3190118_craiggullen_partis.zip

Cooked PC

cookedpc.zip

Sorry for the doubling up. Its best to be safe.

Finally it is complete and ready to be looked at.

Tuesday, November 18, 2008

Success at least (Yupeeeee)

Success at last. After fixing the envy effects 2 package and recooking it, it finally worked.

Below is the demo for gameplay and another particles.

Particle Demo 4

cag3891-2008_11_19-10_25_.demo

Gameplay demo

craiggullen-2008_11_19-11.demo

steps to download

Hi steps to download

1. Download the new filefront file from today.
2. Download particle packages
3. Place map in custom map. To get here go to UTgame, published, cooked pc and custom map.
4. Place particles in cooked pc under published.

Success. I hope

I think my previous file was corruped. Here is an updated version of the file.

New UT3 Map (cooked)
DM-exp3_4_ut3.ut3

ut3 map (ini - file)

DM-exp3_4_ut3.ini

Friday, November 7, 2008

Tried again and failed again

Team met up again, and we tried it again without success. Yesterday/Saturday morning, we asked at least 10 people outside our group of 3 ahd a look, but failed to see the problems. The strangest thing is that we did exactly what other teams did and it still failed to work.

I reckon we cooked/published it at least 4 times, which worked fine. When we played it on a single computer it worked fine (apart from the particles not working all that well), but when on more then one, it failed to work. We tried to get help from others, they sugguested doing things we had done, but this too failed.

The team has no idea what the problem is and what caused it, and i hope that you can be able to work out the problems our team has had when networking on muiltiple computers.

Troubles with UT3

Hi, as stated in Danny blog, I to got that same message when trying to upload that package on muiltiple computers and with help from a large number of people. They to tired varies different methods without much success.

I looked at envy efffects within UT3 and it seemed to be fine.

We didn't use them in any of the items seen in this package so i don't know what the problems are.

I hope that this would be taken in consideration.

9 UT3 Screenshots









My experience using particles in UT3

My experience was one of enjoyment and excitement doing particles in UT3. It was enjoyable because the endless possibilites it and it was all about trial and error. There were things that worked and such as many things that did work. But that is the beauty of particles. Seing something that works and looks like the real thing.

One of the aspect that i did find quite hard was to make the particlesa look at react as they do in the real world. I think some of my particles, look good but not great, but with more knowledge about how particles work, then the better it will become.

I based some of my particles on the inbuilt particles in UT3 (mist), but most were trial and error.

Overall i like it and would like to look more into particles in the future.

The Real Timers

Within Task 3 of this experiment we were asked to execute a gaming world which derived all the attributes of an animated virtual world. Within this design we were asked to effectivley establish and produce three very important elements which are currently known in the gaming world; these included: Matinee, Particles and Kismat.Using these elements and incorporating the base function of the task was an interesting excersise which lead to the wander of the imagination.
We decided to base our game upon 'Hide and Seek' and we tried to incorporate a theme of tagging to identify the winners from the losers. Within the theme of tagging we established a world of two teams. Once these teams were unleashed into our environment we wanted them to feel scared and wanted them to sense and feel hte excitement that was created by the game through there computer screens. Once the two teams are released they are on a mission to find the other team and destroy them. We did not really want to enchace shooting the opposite team so we created an environment with many sharp and false floors and high falls. We have a point system so once a player is eliminated they come back once all there team members are destroyed. This means that the team of the person left standing is classified as the winners for that particular round.

To create this atmoshpere we have incorporated many different technques of the three chosen elements, these include:

MATINEE: the movement and control of objects. Within our UT3 gaming environment Melissa incorporated many elements of matinee, these included:- Circular Transporters- Singular Lifts- Exterior Viewing Points- Automated Doors

PARTICLES: an extremely small constituents of matter, as an atom or nucleus. Within our UT3 gaming environment Craig incorporated many elements of particles, these included:- Snow Storms- Sand Storms- Mist Within the Building- Fog Outside the Building- Waterfall Outside the Building- Waterfall Mist Outside the Building- Rain- Lighting Dome

KISMET: the control of all additional elements within the Map. Kismet controls the functions of all the attributes within the Map. Within our UT3 gaming environment Danny incorporated many elements of matinee, these included:- Hidden Triggers- Light Systems- Teleportaion Mobility

We feel we all learnt alot from this task, and we have understood all the elements involved in producing a Map for a gaming world.

UT3 Map and particles maps

Here is our teams UT3 map. Some of the particles when played in ut3 don't work, but overall it seems to be working fine.

UT3 Map

DM-exp3_4_ut3.ut3

Particle 1

cag_3891_particle_system.upk

Particle 2

cag_exp3.upk

Particles Demo

Here are my particle demo. There is more then one vidoe and they do go for more then 1 minute. I hope they express the particles well.

cag3891-2008_11_07-21_41_.demo

cag3891-2008_11_07-21_16_.demo

cag3891-2008_11_07-21_13_.demo

cag3891-2008_11_07-21_09_.demo

Thursday, November 6, 2008

Draft Environment

Image 1


Image 2

Image 3

Image 4


Image 1: Lagoon - Used for a place of rest and calm and adds character to the environment.

Image 2 : Teleporter - Used to one location to another as the building has many complicated and hard to get to places.

Image 3: Gates -Used as our starting point and the start of competion.

Image 4: Building - A general overview of our building. One can see that it ois very complicated and needs as much teleportation as required.

30 Second experiment video (Particles)

Here is a 30 second video of my particle experiments done in UT3.

Enjoy.


fog and rain




Over the last couple of days, more particle have been placed within the model with light, rain and cloud on the top and an old english fog on the bottom. The reason for the fog is that it gives it more atmostphere and drama. Being hide and seek, it makes the task a little harder and much more fun if there is a little bit of fog in the air.




Friday, October 31, 2008

Mist and tornado























I had a quick meeting with my group. Decided that i should try mist and clouds. Can work out clouds yet, but got mist and a tornado wroking. Still not perfect, but looking good with small knowledge of UT3.

(I have now tried cloud + rain. Not perfect again but a start).






Thursday, October 30, 2008

Update


Hi just a quick update on where we are. The team is meeting tomorrow afternoon. I am still looking at various particle systems. At the moment, i have experimented, at doing a river system. From this river a waterfall will occur.

One thing we have agreed on is the use of a teleport (being invisable), with one behind one of my waterfalls. This will be great for when trying to hind.

In the iamge, you can see, the waterfall is not perfect, but i hope it will get better as the week progress.

For the next 1.5 - 2hours, more experiments.

Another update (Sat night)

Saturday, October 18, 2008

Last particle test - lighting

Here is a screen shot of a lighting strike. Its not perfect, but still effective.

Friday, October 17, 2008

More screenshots

Below are more screenshots of particals i made in UT3. 1st is sand and the 2nd is a waterfall. At least two more will be up ASAP along with the video.


Wednesday, October 15, 2008

Particle experiment 1

The first image scene is a snow particle system. This is my experiment, based on the tuts. The second and third images are the final result from the tutorials.
























Wednesday, October 8, 2008

Screenshots UT3 - experiment 2

Due to the large vertices and faces of the biggest expolsion, the smallest one is shown here.


Wednesday, September 24, 2008

Game Definition

The definition of a game is very broad and this can be seen in the definition supplied to us during Tuesday lectures. After reading each definition, I agreed with a number of them. My definition of a game comes from the various definitions supplied to us on Tuesday.

My definition of a game is: An activity in which required players to consist decisions throughout the game play, where certain goals must be reached (Clarke C.ABT). In order for a game to be successful, all rules must be agreed upon for a winner to be determined (David Parlett).

However this may not always be the case as it depends on who is playing the game and the type of game being played. A game played amongst young children is not usually serious, and take place in there own boundaries of time and space. The games played by young children are usually played in groups; this in turn creates social groups amongst these children. When these groups play they usually aren’t serious where they play pretend causing them to be in a separate outside world. It is also here where children create there own words and phases, which they can only understand (Johann Huizinga).

By separating themselves from the outside world, they are in essence in a world of make believe (Roger Caillois). One just has to look how young girls/boys play. It is all about pretend and make believe with princes/princess, cowboys and Indians, Super Heroes or even pretending to be their favorite sporting stars in the backyard.

Also, the above paragraph also can be associated with children/adults playing video games. They are pretending to be a character that takes place in a make believe world where players are transported to there own boundaries, usually ignoring everything in the outside world. It is also here that players create social groups be that in the same room or the World Wide Web. Fans of these games have there own forums where hints, tricks, and even there own vernacular and it is here where debates can occur all day. These social groups are usually in a world to themselves.

In terms of adults, games can be reflected in the above paragraphs but it can also be as a form of conflict and interaction. However unlike kids, adult men and women play games differently. Men can see a game as a conflict and like a war, whereas woman sees it as a nice form of interaction and fun amongst good friends with no need for a conflict. Adult games can range anywhere from house games such as playing cards/board games, to the office, in politics or on the battlefield of war (Chris Crawford).

Overall, defining a game is quite complex. It depends on a number of different factors:

• Gender,
• Age,
• Type of game being played
• Purpose/ goals.

While there is not one forming definition to what a game is, however there is one common aspect to all games, that being it is an activity enjoyed by all who is involved.

Monday, September 22, 2008

Rotate video update

Sorry for the lateness, had problems with it. When i uploaded it last night, it said Were Sorry, this vidoe is no longer available. Don't know why. So here is the video using blogger. Didn't think of this last night.

Once again sorry.

Sunday, September 21, 2008

YouTube video`s

Pan



Zoom



Rotate

Experiment 2 explanation.

In experiment 2, we needed to have a look at what would happen if the results from the explosion tested in experiment 1, are placed in a real life building. This building, 363 George St, located within Sydney, is a large and commercial building with lots of floor space.

It is here, where we needed to test these explosions. First task was to model up this building within soildworks, with the hallways and corridors to be carved. This, at the start was quite challenge, but the more I used it, the easier it became.

Once complete, i was given two numbers. These two numbers were to be taken out of the building, reflecting the impact of the building as seen in experiment 1.

The two numbers were 63% and 37%

When reviewing my explosion, I noticed that it was located within a large area, and its impact was massive, with 3600¬ of damage. With this in mind, I selected the areas were there would be the most impact, the double storey room and the bottom open room. He would be the biggest impact.

When looking at the areas around this room, they all had circular corridors, and if my explosion was to occur here, naturally the impact would follow this. This way there is so much damage in the centre of the building. The damage to the exterior is because of the explosion closeness to the exterior walls.

When viewing damage from explosions, I notice a similarity, all the floors were either very damage, or were destroyed. This was the inspiration to eliminating all the floors. In my opinion, i think the result speak for themselves and creates a shocking and upsetting outcome.

The shear damage is quite extraordinary, and this is because of the damage seen in experiment 1. In experiment 1, approximately 20 explosions went off, all at once. This will naturally cause large damage, and this can be seen in my soildworks model as well as the animation that goes with it.

One may notice that parts of the building have small bits left over. This was deliberate, as I wanted to freeze the explosion in time. This may be unusual, but in my opinion is very effective. When viewing it, it can be quite disturbing and makes you feel uncomfortable. That is what my intention were.

Finally, to conclude, this task was quite frustrating at first, when you think you eliminated 5%, you actually did on 0.5%. But once I stop being conservative and went crazy, it was quite enjoyable. Overall, when comparing my experiment 1 explosion and place it into the building, i think the impact would be similar to how i modelled.

FileFront Files

Cactus Model

363_george_st_cactus.1_SLLDPRT

y% - 63%

363_george_st_cactus.1_y.LDPRT

x% - 37%

363_george_st_cactus.1_x_LDPRT