Wednesday, November 9, 2011

Analytics Engine: Photonic Impulsion



Here is my final Analytics Engine.

The sandbox mod files are here.

Here are some parts of the flowgraph:

The part which forces the blocks:
 The part which controls the xml and time-of-day:
An overview of the entire flowgraph:

Saturday, November 5, 2011

Research Assignment

Tutorial:



Tutorial Information:
The typical user of Sandbox 2, assuming Sketchup as the modelling software, will probably have heard of UV mapping, and may have experimented with placing multiple textures on a single image and position them, but this process can be quite time consuming, and many other 3d programs, such as 3ds Max or Blender, have ways of creating images which contain all the faces which you can simply paint onto. My tutorial subject is aimed at demonstrating how a variety of plugins and pieces of software can be used to achieve a similar result in Sketchup, as well as demonstrating the process used to get the model from Sketchup to Sandbox 2. This means that the video will give the user a basic production line to generating assets for their environment, with the exception of the modelling component, which is well and truly covered in many other places.

There are a few tutorials already on the web which demonstrate how to do UV Mapping in Sketchup, however, they are usually very technical pieces and use much more complex methods to achieve similar results, though perhaps better suited for high complexity models.
My tutorial is aimed at people who know about Sketchup and Sandbox 2, but haven't heard of or haven't really looked into UV mapping to any great extent. Sketchup is not the ideal environment for this kind of operation, but using 3ds or Blender for this can be quite overwhelming, while this technique produces results relatively quickly and easily.

This tutorial is targeted mainly at people doing this subject, as it describes the work flow from having a model in Sketchup, to placing it, textured, in Sandbox 2, using PlayUp. It assumes that the user has knowledge of how to use Sketchup, PlayUp and Sandbox 2, as well as basic image editing skills. I made sure I used all free software, except for Sandbox 2, which you may need Crysis or Crysis Wars for. While most people may prefer to use Photoshop, the DDS plugin is somewhat circumstantial and has had numerous problems in the past, where as Paint.Net is free, easy-to-use, and compatible with the majority of systems. It also supports the DDS format natively, minimising the level of complexity for the user.

The material conversion step may not be necessary if the user it not using the Flowgraph Plugin System (FGPS), however I included it as the target audience (This subject) will most likely be using the FGPS and the conversion step will not adversely affect the outcome if the FGPS is not being used.

Wednesday, September 28, 2011

Third Experiment

Infographics:
The use of colour in this info-graphic could translate quite easily into a crysis installation, simply change colours depending on a variable. The tree structure would be more difficult, but could theoretically be achieved using a large number of objects, possibly stored in an xml file for batch-like analysis.
This could become an interesting experiment with actual crysis multiplayer levels, in which the map is divided into grids, and then an analysis of the time players spend in each of the grids creates an object at the center of the grid sized to the amount of time.
A more difficult concept to create, but lines linking various objects with lines coloured according to some variable and potentially varying the thickness of said lines in accordance with the linked objects proximity.





A simple test of changing the colour (Actually the material) of an object depending on a variable, here's the flowgraph which controls it:


Tuesday, September 20, 2011

Second Experiment



The video showing the flowgraph from todays task.

Images of the flowgraph (Click to enlarge them):

Ideas for implementation:
If the incoming data is updated too rapidly (In excess of once every two seconds or so) the averaging technique in the flowgraph above could be used to provide a slower, smoother transition between lighting levels.

Brief:

My idea is to use the lighting data from the pachube feed, and represent it in a similar way as the student who created the feed, but on a grander scale. She used a series of blocks covering a window, I plan to use a series of blocks covering the entrance, or inner section, of a cave. Instead of having the blocks rotate to let more light in, my idea is to have the blocks literally explode out of their locations onto the ground, possibly accompanied by a sound effect, as the amount of light outside increases, as though the light itself was a force. As the light decreases, I'll attempt to make the blocks float back into place, but may end up just teleporting them back.


I'll also include a light meter inside the cave, behind the block-wall, to allow the viewer to see what's happening in a more quantitative fashion, which, when combined, should give an easily accessible interpretation of the data feed to the casual observer.

Thursday, September 15, 2011

First Experiment


A simple experiment using XML files to find the average facing direction of the player. (Z-direction only)



I chose to look at the light sensing data feed here: https://pachube.com/feeds/35524

S.W.O.T Analysis:
Strengths - Fairly reliable data, unlikely to be too affected by unwanted entities. Easy to represent light variation in the environment.

Weaknesses - Stream is not operating very often and I suspect will be completely gone by the time the assignment is due.

Opportunities - An opportunity to understand the way lighting works to a higher degree in the Crysis environment

Threats - It may not have an easily identifiable maximum value which would be necessary to implement my idea in Crysis.

Friday, August 26, 2011

Final Submission


Here is the final documentary video:


The sketch-up model is here and the mod folder is here (Just click File-Download Original, then unzip it into the mods directory.)

Here is a peer review:


Wednesday, August 17, 2011

Documentary Modes + Flowgraph



I decided to use the observational mode, though with a few captions to assist the viewer with conceptual ideas which may not be immediately observable. This allows the viewer to create their own idealistic links between the concept of Pure War and the installation. This mode also gives the carefully chosen soundtrack a more prominent role, giving the viewer another aspect of Pure War, the constant but smooth and steady flow between various states of power and influence.



This documentary mode tends to restrict the amount of technical information which can be conveyed to the viewer, but that technical information doesn't need to be presented in this particular case, as the accompanying model and level files allow the viewer to access that data directly.


Flowgraph Image: