Friday, November 7, 2008
Final UT3 map, packages & Demo File
At the URL above the Final Demo File can be found.
UT3_EditorFiles.zip
At the URL above the Final UT3 map and packages can be found.
3 Final Demo Screenshots



The three images above show the combination of Kismet, Paticles and Matinee within the Final Demo File. I felt that Jeff's suggestion of using different coloured lighting for each player within the level to help suggest the path they should take, made navigation really appropriate. As the building chosen to use for this experiment wasone of Jeff's models he could navigate through the building really efficiently. However, there were times when Chivonda and I got lost when we were testing for demos. And the use of these coloured lights were really helpful. I feel that the buildings purposeis really appropriate as it is still veyr challenging to make it too the top but in a fun and enjoyable way.
Group Statement on Responsibilties
Thursday, November 6, 2008
Draft UT3 editor Map and Packages URL Link
The map and packages used to create the draft demo can be found at the above URL.
3 Screenshots of Draft Kismet Demo



The three screen shots above show the lighting in the model that I used Kismet to make them flash off an on. Jeff showed me some of the 'visual scripting' to get these to turn on/off as I knew how to tunr them off using a timer and trigger but we wanted this to happen without a trigger and to happen automatically and constantly flash.
Link to Draft Demos
The URL above on file front contains all the 'cooked' files (found in the UTGame folder) for the Draft Demo showing particles, kismet and Matinee.
My Draft Kismet Demo is called: Player-2008_11_07-11_51_53.demo
The demos are obviously found in the demo folder.
Jeff's Particle Demo is called : Player-2008_11_07-11_39_54.demo
Chivonda's Matinee Demo is called: Player-2008_11_07-11_57_50.demo
3 x screenshot of my Kismet Experimentation


The three images above are screenshots of Kismet in the map. The first images show the falshing green lights and the second shows the Kismet 'scripting sequence' to get the lights flashing. I have done some scripting to turn lights off/on using a timer, as seen in in my videos below however we wanted lights that constantly flashed off/on as oppose to counting down off and on. The third images shows the industrial lights flashing off/on over the 'lifts' to give the gamer an idea that the platform 'may' move.Final Video Experimenting with Kismet
This short Video Shows the Kismet within a test map. Our group agreed to use lighting as the main kismet tool (along with some matinee for moving lifts) to direct and help the user navigate through the building (lights for Direction & clarity). In the final map each player has a different colour light showing several paths that they viewer may take to get to the top(lighting for individual game play). Not all the paths lead somewhere though some maybe be traps....
Wednesday, October 29, 2008
Group Work
Chivonda will be doing Matinee, Jeff particles while I will be doing Kismet.
We are using the 'snakes & ladders' game as our theme and i will be using kismet to control the user walking through the shape by using lighting to block and permit access into certain areas.
Wednesday, October 8, 2008
Tuesday, October 7, 2008
Week 9 Homework: 3 models imported into max
Model Three- 52% cut away.For each of the models I started at the top of the model and worked my wy down subtracting mass by using planes at an appropriate height. This became increasingly difficult and more complex as I tried to cut exactly 52% away and as I did it became more and more difficult to see where I had been in 'wireframe.'
I supppose one of my problems was that I was conscious of where the voids were to go in the model because I wanted the 'gamer' to be able to walk through the whole building. So in having this mentality I feel that I may have limited my creativity as I felt this was the aim of the exercise that the building still appear to once have been a structure.
For this model I used mostly loft-extrusions as my knowledge of solidworks expanded and I began creating some appealing surfaces with this tool to reinforce my concept of directional forces punching holes through the building both vertically and horziontally.
I get an result close to accurate for the last few small percentages I was to subtract, I found out the volume I needed to take away, then found the cubic root of this then subtracted a cube with this volume from the model.

Model Two- 27% cut away.
Model Two was the model I subtracted 27% from. I began to enjoy this as I had the freedom to exporess myself and my concept being 'Forces of Direction' eg. the ridges resulted from an explosions of vertical and horizontal forces. I tried to cut the building in a way so that it represented the explosion starting at the base of the building and pushing its way out through the tunnel at the top. For this model I mostly used cut-extrusions to create the voids throughout the building
Week 9 Homework: 3 solidworks models in ut3

Wednesday, September 24, 2008
My Definition of the word 'Game'
Monday, September 22, 2008
EXP 2: Model Two 10 Sec Movie (PAN)
Problems: I had some problems, with my videos when I compressed them they came up quite blurry, I tried compressing them with several options but they all came with fuzzy lines through them, in the end the best option was for me to render is as uncompressed from Vegas and try compressing in Movie Maker though this gave me limited options!!
The red Caption is meant to say 'Cut Direction' to get you thinking about the explosion and the result it had on the surface of the building, its impact is evident through the 'cuts' and 'grooves' on the structure.







