Assignment 3 Problem

I came across a big problem. I opened the updated file I received from Jane. Due to the problems Mel was facing, she was unable to furnish the lobby and skygarden so I took up the task but wasn’t able to do it because the towers were suddenly ghosts, meaning you can walk right through it. This was a big problem! I mentioned as per conversation that I’ve scaled the towers to its maximum limit. Scale any larger, problems will arise such as not being able to go stairs or gradually ascending faster than the stairs. I’ve emailed Jane if she could find out why it happened as she was the last one to work on the file so I could fix it. Maybe this could have been fixed by scaling the model within 3DS Max then importing into Crysis.

June 17, 2009. Model Progession. Leave a comment.

Assignment 3 Progression

I worked on the file that Mel had sent me. The updates were import of towers and objects such as traffic light, bench, bus shelter, bin and fire hydrant. My job was to texture these entities and once completed, send the file to Jane.

June 15, 2009. Model Progession. Leave a comment.

Texture Problems

In our group meeting, I was assisting Jane in finding a yellow car. We came across some Max models but if we import it into crysis and textured it, the whole enitity was textured which did not look realistic. I got in touch with Monica from team Orange for support as her specialisation within the group was AI. She guided me in importing the yellow sports car into crysis which had saved us time.

June 13, 2009. Model Progession. Leave a comment.

Things That Need Improving

Emailed group about the situation as two of our member were absent.

Hello team,

Yeah last week, Jeremy and Graham spoke to us on things that needed more work which are the following:

– The cityscape can be much improved. City still looks very open. It should look feel more cramped. More people, cars, street furniture such as benches, street signs, street lights, billboards, benches, bus stop.

– More surrounding buildings that enhanced the feeling of congestion. The space between buildings and the road should be narrower.

– Towers need to be more of a physical element. Stairs need to be walkable from ground to top reaching memorial garden. Memorial garden should be able to be explored without falling through. Stairs that lead directly to garden instead of stopping below the garden.

– Beams of light that points upwards of towers from ground floor and lights on stairs that lead up to garden.

– Lobby of towers should be more lively which includes the ground floor area outside towers. Nothing there at the moment.

Email from Jane below explains it aswell.

I think Saturday of before is a better option so Suthea can attend.. What you say?

Thanks

Karl

June 10, 2009. Model Progession. Leave a comment.

Assignment 3 Progression

I downloaded the updated file from Jane. Jane added more buildings but around the city instead of within the city as what was discussed last week with Jeremy and Grahame. They said the buildings need to more packed giving the feeling of suffocation. Our model looked to open with wide footpaths and lots of open areas. My job was to texture those additional surrounding buildings which was later sent to Mel.

June 9, 2009. Model Progession. Leave a comment.

Specialisation Tutorial- Creating a Mission (Medium)

This tutorial will teach you how to create a mission to assign players an objective to complete.

Step 1 – Spawn AI and Mission Objective
In your created map, go into Architype Entity and select an AI you wish to use for your mission.
1

With the AI selected, drag it across to perspective and place it at a desired spot. Click to place.
2

Go into Entity, open Other folder and select MissionObjective.
3

With the MissionObjective selected, drag it across to perspective and place it at a desired spot within view.
Click to place.
4

Step 2 – Assigning Mission Objective
Assign mission objective by having the MissionObective selected and scrolling down Rollup Bar until you
find MissionID. Select it and a dotted line would appear across form it. Click it to open and select a mission
from one of the levels. Click OK to finish.
5

Step 3 – Creating Flow Graph
Open Flow Graph and create new.
6

With the Flow Graph window open, right click on graph and highlight Add Node then Misc followed by
clicking Start.
7

Select AI in perspective (may have to move Flow Graph) then right click on graph and select Add Selected
Entity.
8

AI entity should now be on graph.
9

Repeat previous two figures for adding MissionObjective entity into graph.
10

Space out the Flow Graph
11

Link output to activate and link dead to completed.
12

Now go to File and Save As. Save it under any name. Close Flow Graph window after saving.
13

Go into game mode to see it working. You will be prompted on the objective and the completion of
objective.
1415

THE END

June 4, 2009. Crysis Tests (inc. Spec. Tuts). Leave a comment.

Specialisation Tutorial- Creating a Spawn Point (Easy)

This tutorial will teach you how to create a spawn point to allow players to spawn at selected locations.

1 – Finding SpawnPoint
On the RollupBar, select Entity and scroll down until you find SpawnPoint.
Step1

Step 2 – Placing SpawnPoint in Perpective
Click and drag SpawnPoint from RollupBar into Perspective and place it in the desired location.
Step2

Step 3 – Adding Flow Graph
Once placed, scroll down RollupBar and click Create Flow Graph which would then as for you to name the
graph. Enter desired name and click OK.
Step3

Step 4 – Creating Graph
With the Flow Graph window open, right click on graph and highlight Add Node then Misc followed by
clicking Start.
Step4

With the Start input added, right click graph again and select Add Selected Identity
Step5

Connect Output to Spawn then close Flow Graph window.
Step6

Go into game mode to see it working. Done.
Screencapture2

May 28, 2009. Crysis Tests (inc. Spec. Tuts). Leave a comment.

Collaboration Topic- Round 3

Hierarchy

Hierarchy is present where management occurs. Using hierarchy within team collaboration is effective in gathering and organising information. With a hierarchical management used, tasks can be broken up and distributed to members of the organisation. This would allow members to focus on their tasks and if problems arise, would know who to consult without the confusion for example a person working in the gardening section of a department store is unsure where to place the garden pots. They consult with the manager of the department store because they would have more knowledge and experience on the best suited place. Consulting with other workers from different sections such as the clothing or toy section may lead to problems as they have little or no knowledge of the garden section. This would then cost them time and money to fix the problem which could have been avoidable. The image below is an example of an organised hierarchical structure of management.

orgchart

Reference List

http://www.arpansa.gov.au/images/AboutUs/orgchart.gif, retrieved May 13, 2009

Context

The context in team collaboration refers to the aim of the collaboration. What is the team trying to achieve through the use of collaboration. This may be the site, job or task. Context may be communicated verbally or in written form and should be precise as to not lead of irrelevant information being gathered and shared amongst team. Tasks for example would be assigned to members, from which they would then gather the necessary information to complete the task. Once all information from team member has been gathered, it is then collated together in producing a more informative piece of data within the context according to (Reckling, Shalabi and Banatwala, 2005) “By maintaining the context of a user’s activity, the application can present tools and people related to the activity. And by associating a collaborative activity with a process, all of the activity can be captured, stored, shared, and retrieved. Taken together, organizational efficiencies are realized”.

Reference List

Reckling, C., Shalabi, S. & Banatwala, M., (2005). Collaboration in context with IBM Workplace Collaboration Services 2.5. Retrieved May 12, 2009, from http://www.ibm.com/developerworks/lotus/library/wcs-collaboration/

May 13, 2009. Collaboration Topics. Leave a comment.

Assignment 2- Our Team Fabrication

Digilism

Strengths- The surrounding environment is well detailed.

Weaknesses- Scaling of towers is not scaled correctly. Interactivity within building was lacking.

May 8, 2009. Team Fabrication Reviews. Leave a comment.

Assignment 2- Other Teams Strengths and Weaknesses

Orange

Strengths- The interactivity of model was good and strong. Very interactive and lively just how it is in China.

Weaknesses- Surrounding buildings could have some basic textures.

Evolve

Strengths- Building spaces are well detailed. The surrounding environment does give that image of loneliness.

Weaknesses- Interactivity on exterior are lacking

Urbans

Strengths- Internal space was modelled as with architects prediction.

Weaknesses- Scaled stone texture on building would assist with buildings scale.

Omega

Strengths- Retrieval of information from architectural assisted fabrication immensely. Display of scaling was well executed.

Weaknesses- Graphics on surrounding may be improved.

Altar

Strengths- Underwater environment is well detailed.

Weaknesses- Detail of areas inside shell structure could be further developed.

May 8, 2009. Team Fabrication Reviews. Leave a comment.

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