Friday, November 5, 2010
Final Tutorial: Emitter/AI Flowgraph
0:00 - Emitter flowgraph to the player
6:28 - AI Follower / Emitter flowgraph to the AI
Referencing:
http://www.russelllowe.com/benv2423_2010/experiment2/reference/Lecture09_TraceAndRepresentation2010.pdf (Basis for the emitter flowgraph, and the understanding of the roles emitters play in documenting movement through space.)
http://maxedgaming.com/tutorials/kb_show.php?id=238 (Basis for AI Follower flowgraph)
http://wiki.crymod.com/index.php/Sandbox_ParticleEditor (Research and understanding the functions of the particles)
http://wiki.crymod.com/index.php/Sandbox_FlowgraphWindow(Research and understanding the functions of the flowgraph)
Thursday, November 4, 2010
Final 500 words
The tutorial subject i have chosen to present my tutorial is the emitter flowgraph, in which particles emitt from the user. I believe the tutorial i have presented is in some way unique and would elevate one's understanding of the media beyond that of a typical user.
The emitting particle flow graph took me great time to fully understand, even though the flowgraph was given out in the Benv2423 week05 lecture, the first glimpse of the flowgraph, it was almost like another language. In order to understand and play and manipulate the flowgraph, I first did research on each of the nodes, becoming more familiar in each functions the nodes play in the flowgraph. I had also researched on how to use different kinds of particles as the emitter, as I had trouble with bringing up a particle in sandbox. Through the vast knowledge I have gained through lectures, researches, tutors and peers, I have been able to feel comfortable in using the emitting flowgraph, and manipulating it, allowing the emitter to be set up on both the user and AI’s. I believe one of the gaps in the body of knowledge throughout EXP1 and EXP2, is the knowledge of each of the nodes, and the function they play, as well as how they effect the flowgraph.
In my tutorial, i illustrate the many different particles that can be used to be set as emitters from the player. I have also tried to explain each of the roles of the node's function, and how each node affects the flowgraph in which particles are emitted from the player as well as an AI follower.
This tutorial would also elevate one's understanding of the media beyond that of a typical user, as this tutorial broadens the knowledge of flowgraph in terms of nodes, and the motion through space, in which explores how certain spaces, in this case a train station(EXP02), is walked through, and documents the movements of the player.
The emitting flowgraph also help explore the themes of movement and direction, as it places a circular orb depending on the player's movement. This flowgraph shows the steps of the player, as the emitting flowgraph acts as a trail of the player. The intersection between my work in EXP1 and EXP2, is that both EXP's observe the interactivity of the players in a public space, however in EXP2, it documents the movement of a player in a space.
The tutorial also briefly explores the flowgraph of an AI Follower, and the importance of which AI to choose to make it follow the player, as well as the importance of the nodes to allow the AI to follow the player. I have also manipulated the Emitter flowgraph accordingly for the particles to be emitted from the AI follower instead of the player, which also explores the themes of movement through space, and how one’s movement can affect the movement of others.
Referencing:
http://www.russelllowe.com/benv2423_2010/experiment2/reference/Lecture09_TraceAndRepresentation2010.pdf (Basis for the emitter flowgraph, and the understanding of the roles emitters play in documenting movement through space.)
http://maxedgaming.com/tutorials/kb_show.php?id=238 (Basis for AI Follower flowgraph)
http://wiki.crymod.com/index.php/Sandbox_ParticleEditor (Research and understanding the functions of the particles)
http://wiki.crymod.com/index.php/Sandbox_FlowgraphWindow(Research and understanding the functions of the flowgraph)
Tutorial Draft
Draft Tutorial Proposal:
The draft tutorial i made ended up being 20minutes long, as i tried explaining each function that i came across to make the emitter. In the final i intend to explain only the important functions that are appropriate to the tutorial, and also shorten the flowgraph and make it much simpler.
Filefront - Final Crysis War Level
Particle Flowgraph: http://www.filefront.com/17474066/particle2.xml
Procedure: Open flowgraph of the particle which is right outside the train station, and open the particle2.xml. If need be, if "entity:ParticleEffect" and "Entity:EntityPos" comes up with "Choose Entity", select the particle, and right click on the node and click "select Entity".
Keys:
L: Shows the opacity blocks
K: Hides the opacity blocks
5: Shows the emitters
6:Hides the emitters
Porosity Lens Documentation Brief
My porosity lens documentation explores the concept of 'movement through space', in which the space i have documented the movement in is the train station. It explores how movement through space is influenced by movement through a space by other people, and how objects in a space can affect one's movement, such as in this case, the timetable and the ticket machine in the train station.
As proposed in my final draft Porosity Lens Documentation, i intend to present a documentation on movement through space, and illustrate these concepts through the flowgraphs, Emitters, AI and Opacity blocks.
In my final porosity lens documentation, i intend to record other peoples movements through the space i have created, after explaining them first the space of the train station, such as the location of the ticket machine, timetable, benches, and the railways.
Through the numerous results of the documentation of movement, i intend to overlay each photo of movement, emphasising which parts of the train station is mostly walked through.
Final Porosity Lens Draft
In my documentation of my porosity lens, i have decided to document the movement through space in a trainstation through the use of emitters, AI, and opacity blocks. The emitters act as a 'trail' of the player, graphically showing the paths followed by the player, whilst the AI follower evokes that a path can be influenced by others. In my final draft, it concludes that in a train station, i would walk around near the timetable, ticketmachine, and the bench whilst im waiting for the train. It shows that the opposite side of where the timetables are, are mostly empty, as there is no purpose in walking around that part of the space.
The opacity blocks also acts as a spatial dimension, in which visually shows which part of the space is walked through most, which is conveyed through the opacity (0 opacity meaning it has been walked through numerous of times and 100 opacity meaning it has never been walked through). The opacity block also documents the movement of the player in the railway station, and shows that i move around the railway station near the railways.
Tuesday, November 2, 2010
Monday, November 1, 2010
Porosity Lens documentary draft
In my Porosity Lens documentary, i intend to convey movement and direction through public space (train station). The use of flowgraphs help accentuate the themes of movement and direction, such as the opacity flowgraph. The opacity flowgraph makes the box lighter as the player moves through it, and moving through it more than once lowers the opacity until the opacity is set at 0. Ultimately, it carves the space in which it evokes the part of the space in which people likely walk around.
The following AI flowgraph explores the themes of direction and movement as, new comers in a particular space observe the movement of other people, hence 'following' the footsteps of the player, observing the public space.
The intersection between my work in EXP1 and EXP2, is that both EXP's observe the interactivity of the players in a public space, however in EXP2, it documents the movement of a player in a space.
Sunday, October 10, 2010
Potential for flowgraph nodes for Porosity Lens
The use of the sliding door flowgraph, which is applied to numerous objects, allows a path to be made as the player is a certain distance from it, which ultimately creates a path for the player to navigate through.
The use of the lightswitch flowgraph, yet again opens a path, but through the use of lights.
The AI flowgraph, allows the player to distinguish the direction of the environment, depending on where all the AI's are moving towards, and in certain positions, AI's can also start following the player, which evokes the way people navigate through an environment depending on where everyone else is going.
Sliding door mastery
Friday, October 8, 2010
S.W.O.T analysis
Strength: The strength of the AI Follower flowgraph, is that the flowgraph itself is very simple yet effective, and is easy to manipulate the flowgraph to enable more than one AI to follow the player.
Weakness: The weakness of the AI Follower flowgraph, is that the flowgraph is very simple.
Opportunity: The AI Follower flowgraph opens many opportunities in the porosity lens, such that it is possible for the AI to follow the player during certain durations during the game, and depending on the location of the player.
Threat: Threats concerning the AI follower flowgraph are the vast research having to be done, to enable AI according to time, and creating an AIShape and attaching that to an AIFollower, so it follows and stops following, depending on if i am in the AIShape or not.
Sliding Door flowgraph:
Strength: The flowgraph allows doors/objects to slide open depending on the location of the player.
Weakness: The flowgraph itself is very simple.
Opportunity: Opportunities in using the sliding door flowgraph are, that numerous objects can be used, which opens are path for the player according to where the player stands in distance to the object.
Threat: The threat concering the sliding door flowgraph is, the little function that it plays, as i cannot manipulate the flowgraph besides the direction in which the door slides, the numbers of doors, and the scale of the door.
LightSwitch flowgraph:
Strength: The flowgraph allows lightbulbs to switch on/off, which opens up a path for the player to follow through the use of lights.
Weakness: The use of numerous lightswitches and lightbulbs, in which the lightswitch has to light up lightbulbs according to where the player stands.
Opportunity: The opportunities for using the lightswitch flowgraph are, using many lightswitches to open up a path for the player, which allows the player for a sense of direction.
Threat: The threats involving the lightswitch flowgraph are, i would have to create numerous light switches in the path the player is moving, as well as numerous light bulbs. They are also hard to see.
As proposed by the S.W.O.T analysis, it can be seen that the three flowgraphs that are being used, explores the issue of 'direction', in which evokes the sense of direction of the player, through the use of lights, AI and moving objects, all which creates the path for the player.
Monday, October 4, 2010
AI follower Mastery flowgraph
Monday, September 27, 2010
Sliding door flowgraph
This video demonstrates the mastery of sliding doors flowgraphs, in which the door opens automatically depending on the distance between the player and the door. The sliding door also explores the theme of 'direction' in my porosity lens, as it directs the player, in which the door symbolizes an entrance.
LightSwitch Mastery flowgraph
Monday, September 20, 2010
Three flowgraph nodes
LightSwitch flowgraph-
I have chosen the lightswitch flowgraph as part of my porosity lens, as it accentuates the feelings of the viewer in public/private nature of the place in terms of direction. An example would be numerous lightswitches, which light up the direction of the public/private space.
Sliding door flowgraph-
The Sliding door flowgraph is part of my porosity lens, as it evokes the direction of the public/private nature of the place, as a door is an entrance, which also directs the player in a specific direction.
AI follower flowgraph-
The AI follower flowgraph would be used as part of my porosity lens, as it demonstrates the mastery of flowgraphs involving the use of 'AI'. The use of 'AI' following the player could suggest the increase of crowd in respect to the amount of time spent in the space.
Exp02 Wk01 - Flowgraph nodes Research
http://www.russelllowe.com/benv2423_2010/experiment2/brief/brief_exp2.htm
Slow motion flowgraph:
http://www.crymod.com/thread.php?threadid=11987
Random explosion flowgraph:
http://www.crymod.com/thread.php?threadid=12012&threadview=0&hilight=Flowgraph+and+big&hilightuser=0&sid=c09bf151e988b57cded1e28a4231153a&page=2Alien Interference flowgraph:
http://wiki.crymod.com/index.php/Sandbox_RefFlowgraphImageNodes
Depth of field flowgraph:
http://wiki.crymod.com/index.php/Sandbox_RefFlowgraphImageNodes
LightSwitch flowgraph:
http://maxedgaming.com/tutorials/kb_show.php?id=31
Sliding Doors flowgraph:
http://maxedgaming.com/tutorials/kb_show.php?id=227
AI follower flowgraph:
http://maxedgaming.com/tutorials/kb_show.php?id=238
Sunday, August 29, 2010
Wednesday, August 25, 2010
Machinima Documentary Modes
This video are clips edited together, showing the ramp, platform, interactive elements, such as the two elevators and also the door in the beggining of the film, which introduces the viewer to the world of porosity. There is also a play with explosives.
Sunday, August 15, 2010
Explosion Hypothesis
Explosion.1
Explosion.2
Explosion.3