Tuesday, September 28, 2010

EXP2: MOVEMENT THROUGH SPACE VERSUS TIME SPENT IN PLACE


"Static No.12 (seek stillness in movement), which takes as its subject the slow and graceful movements a man he filmed randomly taking tai chi exercise in a Shanghai park. Crooks’ study of this gentle martial art is a meditation on the movements themselves, and the sequence of tai chi forms appears and disappears in a molten assemblage of attenuated body parts. The body’s movement spreads horizontally across the frame and the viewer is astonishingly privy to the entire span of the practitioner’s compelling routine, all at once, compressed into single moments and expanded across time." http://www.bos17.com/biennale/artist/25



http://danielcrooks.com/

Monday, September 27, 2010

WEE9: SKETCH

a



b


c


d


e

EXP 2: THE 3D PICTURE

As part of my developing brief I am considering making exp2 completely 3D. This would not be a meaningless exercise as my intent is to further comment on how peoples interactions are influenced by architecture. I want the viewer to be conscious that what I am commenting on directly relates to them. Using a 3D shader within Crysis to emulate a 3D environment will hopefully allow me separate certain elements from others and highlight element that are closer than others.

With help from Russel I have been able to successfully install Xzero's zStereoscopic 3D (Red & Cyan) Shader and I've quickly outlined how I did this below:

1. Download the Shader: First you need to download the type of Stereoscopic Shader you wish to use. You have a choice between Red/Cyan, Amber/Blue, and Green/Magenta; which one you choose really depends on which type of 3D glasses you have laying around the house, check out the wikipedia page here. Like I said I used the Red/Cyan shader which I've reuploaded unzipped to filefront as the original .pak file.



You can also download it and the other shaders from Xzero's original upload which I've provided direct links to below:

Xzero's Red/Cyan Original Upload: http://crymod.com/attachment.php?attachmentid=71889

Xzero's Amber/Blue Original Upload: http://crymod.com/attachment.php?attachmentid=71890

Xzero's Green/Magenta Original Upload: http://crymod.com/attachment.php?attachmentid=71891


2. After downloading your desired shader you need to get the .pak file (which you will need to unzip if you downloaded Xzero's oringinal upload) and place it in your Game directory (C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Game).


3. Once the ZStereoscopic3D.pak shader is in the Game Folder you need to load up your level in the sandbox editor and create a  Flow Graph by clicking View > Open View Panel > Flow Graph. Once the Flow Graph Editor is open click File > New

4. Then create the following two nodes by right clicking on the gray space

a)  Misc > Start
b)  Image > FilterGrain

5. Change the FilterGrain settings to Enabled and set an Amount to 13 (although Xzero suggests that anything between 5 & 10 works well). Once you have done this create the following Flow Graph: 


6. Your done! All you need to do now is get into the game and check it out, don't forget to put on your glasses! I'll try to upload a video in the next few days but here are some still captures for now:





Tuesday, September 14, 2010

WEEK8: MASTERY OF THE NODES

Entity:GetPos


Scaling Archetype according to how long the player has remained stationary. For every 10 seconds the height is increase by the original height of Archetype (i.e. 20 seconds = 2 times as high). Spawning only occurs when the player moves away from the postion where they have remained at for more than 10 seconds.






















AI:AIGoTo

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MOVEMENT:ROTATEENTITYTO



EXP2: REFRENCE TEXTS

http://unsworks.unsw.edu.au/vital/access/manager/Repository/unsworks:1616#datastreamsView

WEEK8: A DEVELOPING BRIEF

CONCEPTUALISING:  How people interact with each other and how architecture can support and influence these interactions. Specifically how architecture 'deals' with people and how this impacts on the personal space of people. People define the spaces of architecture just as much as architecture defines how people use a space. That is to say, architecture must consider how people 'use' any particular space: how people interact needs to be part of that consideration. Particularly the concept of 'personal space' since this is a basic human desire. The proximity to others needs to be factored into even the simplest of designs; there is no point of having a corridor which requires its users to 'squeeze' past each other.

HYPOTHESIS: Architecture has the potential to influence how people interact within a space. A space should respond to how it is used, the greater the usage the more adapted it should become.

WEEK8: S.W.O.T ANALYSIS

WEEK7: THREE CHOSEN NODES

AI: EXECUTE


Entity:EntitiesInRange 



Entity:EntityPos




Entity:GetPos


Scaling Archetype according to how long the player has remained stationary. For every 10 seconds the height is increase by the original height of Archetype (i.e. 20 seconds = 2 times as high). Spawning only occurs when the player moves away from the postion where they have remained at for more than 10 seconds.






















AI:AIGoTo

'

WEEK7: RESEARCH FLOWGRAPH NODES

For Exp2 I'm interested in testing out how people interact within architecture, to achieve this I want to compare and contrast normal human interaction against normal human interaction which isn't so normal. An example of what I am talking about can be considered in an experiment I am planning:- placing the player and a large number of AI in a confined space and highlighting/contrasting the human desire of interaction by having all the AI face away whenever the player looks at them and then move away whenever the player gets too close. Obviously this will require the employment of proximity triggers.

THREE (PLUS ONE IMPORTANT) SELECTED FLOWGRAPH NODES


Entity:EntitiesInRange - takes the positions of two entities and checks if they are in a certain range to each other. Obviously a very handy Flowgraph if I am trying to trigger a particular reaction from a close interaction.


AI:AIGoto - Tells the AI to move to a certain position in the game. Obviously this one has a lot of potential in commanding where AI moves in the game and I could use it in a number of experiments. For the confined space scenario I am hoping to tell the AI to move anywhere as long as it is a certain distance away from the player.

AI:AILookAt - Allows me to make the player look at a certain point/direction- I have to determine whether this is looking at through a head movement or a whole body rotation. Once again I am hoping to make the direction the AI is facing any direction as long as it is not the direction the player is facing.


AI:AIExecute - Will tell the AI to do a number of specified things. Obviously handy when I am requiring AI to move along paths etc.


OTHER INTERESTING NODES

AI:AIFollow - Allows the AI to follow other objects (i.e. other AI). Potentially allows me to create 'stings'/'webs' of AI that move in direct relation to other AI (i.e. one AI moves, another follows, another follows him and so on..)


Image:DepthOfField - node adds a depth of field effect to the screen. Focus range and distance as well as the blur amount can be defined using the nodes input ports. Potentially allows me to investigate how people interact with architecture/space depending on what they see, hopefully toggling between long depth of view and short depth of view using proximity triggers. 


Entity:Proximity Trigger

Entity:BeamEntity - This would be interesting to implement in the potential of highlighting exactly the way humans don't interact in space by having AI/player 'teleported' at certain points (i.e. having the player walk through a wall only to appear on the opposite end of the room, then having all the AI move away from them). Huge potential - Gary's Mod Style.
http://wiki.crymod.com/index.php/FGNode:Entity:BeamEntity
http://wiki.crymod.com/index.php/Sandbox_RefFlowgraphEntityNodes#Entity:BeamEntity

AI:AIStance
http://wiki.crymod.com/index.php/FGNode:AI:AIStance


Effects:SpawnParticleEffect - If this does what I think it does then good, need to investigate. 




SOURCES
http://wiki.crymod.com/index.php/Flowgraph_Nodes
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodesRef
http://wiki.crymod.com/index.php?title=Category:Flowgraph_Node_Reference&from=ShiTen

WEEK7: COLLECTED TUTORIALS

http://www.veoh.com/collection/officialSB2Tuts/watch/v6821136MaeeRGH2
Spawn Point -  http://www.youtube.com/watch?v=TGCBHC_SRqE

AI
http://www.veoh.com/search/videos/q/sandbox+AI
http://www.veoh.com/collection/TutorialChannel/watch/v65831147M6awt5r
Custom AI Actions - http://www.veoh.com/browse/videos/category/gaming/watch/v17308205SRsWdN2E
Squad Following Player - http://www.veoh.com/search/videos/q/sandbox+squad+follows+player#watch%3Dv6605615ChzddQKs


Squad Follows Player
http://www.veoh.com/search/videos/q/sandbox+squad+follows+player#watch%3Dv6605615ChzddQKs
Frozen Environment
http://www.veoh.com/collection/officialSB2Tuts/watch/v6821136MaeeRGH2
Various Sandbox Tutorials
http://www.veoh.com/search/videos/q/sandbox/offset/40/searchId/9e96e75bb22461d76d60e24aa9dd1b70

Other Squad Mate follo - http://www.youtube.com/watch?v=knVegeQSx6o

Simple AI - http://wiki.crymod.com/index.php/Sandbox_SimpleAI

http://www.crymod.com/thread.php?postid=743066#post743066


http://www.veoh.com/search/videos/q/sandbox


http://www.veoh.com/search/videos/q/sandbox/offset/0/searchId/9e96e75bb22461d76d60e24aa9dd1b70


http://www.veoh.com/search/videos/q/sandbox/offset/40/searchId/9e96e75bb22461d76d60e24aa9dd1b70

http://www.crymod.com/thread.php?postid=743066#post743066

Entity Always Facing Player- http://wiki.crymod.com/index.php/Entity_Always_Facing_Player