Tuesday, October 11, 2011
Wednesday, October 13, 2010
Here's a little youtube clip I found where someone demo's the feature. It's the perfect video because it shows the texture flicker I was talking about. Some people can't see texture flicker, it only happens with most video card combos.
Friday, September 10, 2010
Well I can't teleport and SL failed when I tried relogging into the sim I wanted to go to. Seems SL is broken at the moment. A good time I think to write this blog post that I wanted to do last night.
One of the buildings we need to make in SCU2 is an insurance building. The scope of which is a mostly square, two level building of about 30 by 40 metres, with an internal garden with a water feature running through the middle. In the design sketches the building looks it could be twice as big to fit everything in. So we need to be a little creative with the design.
I've had this idea in mind for a sort of a curved wall of glass going through the middle of the building to separate this green space from the office space. This is how that idea developed.
I started with the walls, pulled the land up to put some greenery around it. It was taking shape but I was quite unimpressed with
I skipped ahead and started playing
with ideas for the upper level floor.
Now this is looking like it has some potential. :)
I filled out the rest of the upper floor, put a small railing around the opening and spent ages lining up the floor textures so there was no flicker on the overlapping prims. Then I copied the floor up to the ceiling. This is looking much better.
At this point Mahala got online, new textures were flying around everywhere, good to see she was happy with the new look, even though I sort of made her previous texture work a little redundant. oops.
We went with a palm tree in the large opening, scrapped the glass on the lower floor and just went with the glass railings around the upper floor.
The curvy part no longer resembles the original idea in my head, but I'm quite happy with how its turned out. Not bad for a few hours work. :)
Monday, September 6, 2010
I've been 'between homes' for a couple of months so I haven't been online. But now I'm back in my own place with awesome internets and a pretty decent computer, so Pants is back online and rearing to go!
I picked up a bundle deal with BigPond, 100gig of internets on cable, plus a t-box, and a home phone, for $99/month. Sound good to me :) I was paying $120ish for 50gig by itself just a few months ago. I don't think I'll be using the home phone part, it just came with the deal and she said it'd cost more without it :s
Tuesday, March 9, 2010
So, Pants creates content in a virtual world. But today I want to write about User Created Content in games.
'How is that different?' I hear someone say. Well I'm not going to get into that, if you think Virtual Worlds, and/or Second Life is a game, then go away. :)
When it comes to gaming. I'm a big fan of the single player experience. Yes, I like playing multiplayer games, especially when the other players are within punching distance, but I find that most of my gaming is done in a single player fashion.
This got me thinking about the rise in games that allow User Created Content. I really like TrailsHD on the Xbox 360, and I find the more advanced levels really challenging but as soon as I got through all the levels I was thirsty for more. There is a feature to share levels you create with your friends, but, ummm... None of my friends had made any levels. A quick google search later and I'm watching youtube videos of some AWESOME user created levels in TrialsHD. I'd LOVE to play them. I'd even PAY to play them!!! Not much mind you, hahaha. Xbox currently has a 100 friend limit, so it's pretty hard to get these gifted level builders to accept your friend request so that you can download their levels.
Anyway, I made the realisation that the tools are already here, the community is ready. So come on developers! We love having the ability to create things in your game, but please don't stop there! Make some great tools for SHARING those creations so that we can help your game grow!
I want to be able to view a marketplace in-game that shows me the best user created content as rated by other users. And while your at it, why not allow the top X number of developers the ability to put a price on their content. Sure take a cut if you want, but if its on Xbox you could easily make a level worth 50 MS Points. That's not much for the average Joe but if a developer moves 1000's of the suckers, they're going to be quite encouraged to make more content, for YOUR game.
Thursday, February 11, 2010
Hey, so I just wrote a bit of an instructional for a client for installing a Space Navigator to Windows. Was pretty simple actually as I hadn't installed it since I formatted my computer, so I just documented what I did, as i did it.
The Space Navigator is a pretty funky bit of kit. In short, its a 6 axis joystick and it lets you move your avatar or your camera around in Second Life or several other 3D programs really easily and intuitively. And its lotsa fun :)
Torley talks about it in one of his vids, let me find the link...
Actually a heap of videos on there about it, handy :)
Below is the instructional bit that I wrote for the client. Just a casual bit of script, nothing major.
Saturday, December 12, 2009
I changed my internet plan yesterday from a 25gig one to a 50gig one, still with my same ISP, Telstra BigPond. I've got cable with them, its the fastest I can get where I am. The only alternatives are a commercial connection, or moving out to one of the new estates where some ISPs are offering 100mbps plans.
Reason for the change is simple, BigPond is now making Second Life a metered experience. And I tend to spend a fair amount of time connected to SL for one reason or another.
I've been procrastinating a bit this evening (surprise, surprise) and I decided to check my usage for the past few months. In August I had 21gig normal usage and 25gig of unmetered usage. Definitely justifies the upgrade to a 50gig plan. But every other month I haven't been that much over 25gig, even if you count the unmetered usage. Also I've found that more and more of my work has been outside of SL. I'm helping write these papers with the Uni and starting to look closer at offline solutions for clients.