Thursday 10 November 2011

Final Submission: Research




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500 WORDS

RESEARCH INTO “GAPS OF KNOWLEDGE”
Changing materials and using material parameters is very commonly used in the Crysis Sandbox2 Editor. Using custom materials is a way of making objects, levels and entities look unique and individual. Changing material parameters is also a great way to create interesting information and displays within the game. There are many tutorials currently out there that tell us how we can create our own custom textures, how we can apply these to our own objects and have them change over time and how we can use the crysis materials within our own level. What I have found through my research is that there is not any information out there as to how to change the material of a preset set crysis object of any particular level. My tutorial will explain how to do this using a moving entity.

TUTORIAL LEVEL
The tutorial level will be for experienced users. They should have an assumed knowledge of being able to create their own level inside their own mods folder to do this tutorial within that. In that level, it is assumed that they can set up a moving entity, in this case, an AI who will follow an AI path up a flight of stairs so that we can have variable heights to record. The user will also know how to create a basic object in crysis and apply their own custom texture to it to be able to use in crysis. This is the point where the typical experienced user should be, the next step that my tutorial will take is being able to show the user what they can do with that custom texture once it is in a crysis level.

TUTORIAL SUBJECT
The tutorial itself is really a round-about way of creating custom textures that are actually crysis textures. It involves firstly creating your own custom texture and then creating a duplicate of that so that we can edit the .mtl file and keep the original custom texture. The edited version is basically a copy of the original crysis .mtl file, so in a way, we are tricking crysis to show a pre-set crysis material as a custom material. This allows us to use the crysis material in our flowgraph plugin system so that we can have it change in accordance with a moving entity.

In the past, I would think that the only way to have done this would have been to have two of the same objects in a level (both with different materials) and have one showing at a certain level and then swap it out for the other at the next level. My tutorial will be able to cut out the unnecessary extra objects and get straight to the material itself. A great way to save space, time and to create more interesting custom levels within crysis.

Final Submission: Analytics Engine



LINK TO OBJECTS FOLDER

LINK TO LEVELS FOLDER

Monday 10 October 2011

Paragraph on Tutorial Subject

A paragraph describing how the the tutorial subject you've decided on will elevate one's understanding of the media beyond that of a typical user. 

I have chosen to do my tutorial on how to change the pre-set crysis materials in the levels using a moving entity. I originally decided to do this when I was trying to do the week 1 task of EXP 2. Initially I thought that this would be quite an easy thing to do but I soon found out that a lot of the tutorials that I found were only for changing materials on your own imported objects/ entities and with using your own materials.
With a lot of help from Jules and some persistance, we were able to figure out how to change the pre-set crysis materials. This tutorial will therefore be a new way of looking at using materials with sandbox and hopefully it will be something new out there.

Second Draft of Analytics Engine

I've chosen to post this picture as I found the concept very interesting. It is a digital museum where they have kept the look and feel of a traditional museum butt they have used technology such as iPads to access the information... even though it feels as though you could access the information first hand. I would like to have an iPad situated at the entrance to the room where guests would enter their login details and "log in to facebook". Once they were inside the room they would be connected via facebook and socialising that way.

This image shows how the information would be displayed. This amount of information would be the maximum and it would be visible on the people who have been in the room the longest. It is an analysis of how well you can get to know someone by how long you have known them. Juxtaposed by the fact that you're really not getting to know anyone at all... it is just data that is visualised from a social networking website.
I have chosen to use the same colour sheme as facebook as I think this will help the viewer connect quickly to the idea that this is 'real-life facebook'.

2x Marking Schedules from BENV2423-2010


Paragraph on Research Assignment

The tutorial subject that occupies the intersection between your work in EXP1 or EXP2 and one of the gaps in the body of knowledge.

Throughout both EXP1 & EXP2 I have come across and have done a number of "changing material parameter" tutorials. It seems to be fairly straight forward to change materials on your own objects/ entities and on newly imported crysis objects/ entities.
What I have foud difficult is changing the material parameters on the objects that are already set in the crysis environment. For example, the video in the Wk1 tut for EXP2 shows the materials changing on a building already set within the crysis environment.
Jules spent a bit of time with me to help me figure out how to do this. By duplicating a crysis material and editing the material in its text document, you can change a crysis object material to your own.
We found that the material param change worked when using a "to" or "from" node but it didn't work with an "in range" node. 
Something I need to look into.