Friday, November 7, 2008

Role/Responsibilities

My role in the group was to make all of the movers and navigation through the map such as the transport ships, lifts and teleporters. I also created the falling rubble and other dangers which act as "snakes" in our snakes and ladder games. I also did the starting and ending cinematic, while delving into some kismet with my Kismet team mate Chris, in which we produced the necessary scripting to make all of the map work. I was also in charge of the dynamic lighting, while Jonno was in charge of all of the particle creating and placing, as well as helping out with the lighting.

Final Submission - 30 Second Experiment Video

I did all of my experimentation in a draft map environment, so that I would be able to find the best suitable matinee effects for the map. Each matinee sequence has been alted and has progressed from the first draft to the final outcome in the final map.

Final Submission - Image Captures

Cinematic


(Above) This is the final cinematic, in which the camera moves around displaying
the winning player who made it to the top first, who is then picked up by a spaceship
signifying winning the game.
(Below) This is the first cinematic activated when the game starts, it introduces the
level.


Falling Rubble


(Above and Below) These are images of falling rubble which falls
when triggered by a touch trigger. It creates an obsticle for the players to
avoid while traveling to the top.


(Below) Some of the bridges fall and take the players down more than one level,
some may even cause unwary players to fall to their deaths, needing to start from the
ground again.


Dynamic Lights


(Above) The dynamic lights turned off using a light switch.
(Below) The same area lit up with the dynamic lights.


Movers as Transport


(Above) While standing in green areas, players are able to call for transports which take them higher into the level.
(Below) A player standing on a transport mid air.

Grouped Movers


(Above) Movers, moving in groups, as the two doors open in
different directions and the lights change from red to green!

Special Effects


(Above), while walking into this room a player triggers a light which
changes colour over time while moving about the room
creating dramatic shadows and colours.
(Below) This spaceship flies around the building with a search light studying the
ruined remains. It can help show the way when the lights are turned off
within the building by a player.

Game Play Demo

sync123-2008_11_08-13_23_.demo

Map - Same as first Demo Map

Final Submission - Matinee Demo

Demo

sync123-2008_11_07-22_57_.demo

Map

DM-irlmap_final.ut3

Final Submission - Finished Ut3 Environment

DM-irlmap_final.ut3

Final Submission - Draft Ut3 Environment

DM-irlmap_demo.ut3

Draft DEMO

These are just two draft files, on an old draft model in which I was testing the demo utility.


Draft Map file

DM-irlmap_demo.ut3

Draft Demo file

sync123-2008_11_07-21_19_.demo

Game Type - Snakes and Ladders

We have decided to go with snakes and ladders for our game type. I have a vital role in this game, as I will be in charge of the ways in which players are able to move around the map. Basically no movers or interpactors = NO MOVEMENT. I will be able to set event and movers which allow players to travel up, and in the case of 'snakes' travel down our building. I will also be creating the cinematic in the map which introduces the zone and rules to play.

Draft 30 Second Video

Experimentation - Matinee


This is my experimentation with curved lift paths. The lift speeds up in the middle of its path, and slows down as it reaches the walls. I have placed sounds in the interpactor which reflect this movement.


These are my blast doors inspired by the Matinee tutorial, there are two moving parts in the door system, as well as a change in light colour. As the doors open the four lights above it turn from red to green. There are also sound effects at the start, middle and end of the sequence.


This is the closed position of my blast doors. The close link between Kismet and Matinee are evident with this sequence, as I had to work in both to accomplish what I wanted the static meshes and dynamic lights to do.


These are draft lights, which are able to be toggled on and off. Instead of the lights simply turning off, they flicker which was inspired by the fact that our building was destroyed and would not likely have perfect working lights. There is more that one trigger so the lights can be changed from more than one location.


This is a simple lift using the mover actor. It goes up and down from point A to B, and its speed varies towards each end of the trip.

Team - irLstudios

Jonno Chong - Particles
Chris Heard - Kismet
Chris Galea - Matinee

Specilisation - Matinee

Matinee Specialist !!!

Monday, September 22, 2008

Idea Behind an External Explosion on the Building

In Experiment One, I studied the effect of extremely large explosions such as nuclear bombs on the built environment. The experimental results showed that large buildings within a large radius of the epicenter of the bomb blast would be destroyed by the forces originating from the blast. A building which was made up of large support structures, with several levels was blown to the group. As the shockwave hit the building, the structural components were lifted upwards causing the structure to loose integrity. As the shockwave moved through the building, these structural elements were propelled away from the blast before suffering the effects of gravity and falling to the ground.


In this experiment I have used this result and developed it to remove a certain amount of mass from the original building. To mirror the upward and then horizontal force of the explosion in Experiment One I used lofts originating from geometric shapes such as squares and long rectangles which symbolize structural components of a building. These were then lofted throughout the building as if the structure was pushed through the interior ripping a void as the surrounding attached building components were pulled with it. Some of these lofts went entirely through the building showing that the structural components were completely blown out of the architecture, and others stopped within the building, as the explosion would be dampened by the interior objects.


The voids in the building affect a large majority of the exterior, as I wanted to mirror the impact of an external explosion rather than an internal one. By curving the lofts through the building, I was able to represent the movement of the shockwave throughout different aspects of the architecture, such as main hallways or large rooms. There are many large voids left within the still standing structure, showing the final effect of the impact and movement throughout the building.

Sunday, September 21, 2008

Final Submission Animations

Zoom





Rotation



Pan





Final Submission 3ds Models

Model at 100% Volume (3ds section)

chrisgaleabuilding100percLDPRT

X- Model Reduced by 60% Volume (3ds section)

chrisgaleabuilding60perceLDPRT

Y- Model Reduced by 35% Volume (3ds section)

chrisgaleabuilding35perceLDPRT

Final Submission SolidWorks Models

Model at 100% Volume (solidworks)

chrisgaleabuilding100percLDPRT

X- Model Reduced by 60% Volume (solidworks)

chrisgaleabuilding60perceLDPRT

Y- Model Reduced by 35% Volume (solidworks)

chrisgaleabuilding35perceLDPRT

Wednesday, September 10, 2008

Mass Properties - Explosions

y 35% Volume = 56994 cubic meters



x 60% Volume = 35073 cubic meters

Values

87684.23 - 60%

x% = 35073.692 cubic meters

87684.23 - 35%

y% = 56994.7495 cubic meters

Mass Properties - Complete Model

Total Volume - 87684.23 cubic meters

Wednesday, August 27, 2008

Cactus Model Envelope

363 George Street - Top 70m



Sunday, August 17, 2008

Marking Criteria




Final Garry's Mod Documentary

Final Machinima Documentary

Main Idea

By portraying the effects of explosions on the natural environment as well as the effect of explosions on the built environment, I hope to create the connection that by destroying the natural environment they run the risk of destroying themselves due to the dependency humans have nature.

Wednesday, August 13, 2008

Mirroring Explosions on Humanity

By mirroring the effect of a nuclear explosion on a city, such as in the Call of Duty 4 machinema movie, I hope to show how humans are affected by each other in things such as war. By placing human npcs in the virtual environment, I hope to reflect the direct impact of a large scale explosion on the human body as well as the effect of the built environment on the bodies of humans. I hope to achieve this by showing the impact of airborne objects from the surrounding buildings to the npc characters within the environment.

Mirroring Explosions on Nature

In the first clip, I wanted to represent the destruction that man made objects, in this case explosives make on humanity. By doing this I hope to display the impact humans have on nature, by doing every day actions, although letting off large amounts of explosions for the sole purpose of destroying trees is not so 'every day'. By showing this extreme example of human behaviour I hope to portray the idea that humans do in fact destroy the natural environment on a large scale.

Draft Documentary

Tuesday, July 29, 2008

Machinima Explosion

This is a nuke explosion from Crysis.



This explosion shows the destructive power of an explosion on the surrounding environment, either being natural or man made. This is interesting because explosions blow things up, look cool and cause the death of many things.