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Laz Forum Junkie

Joined: 15 May 2003 Posts: 91 Location: upper midwest
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Posted: Fri Jul 24, 2009 3:26 pm Post subject: Seamless 3D |
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Thyme is in the process of teaching me some seamless 3d techniques for creating bones animations and exporting them to Hanim and/or setbyvertexTransform. He started from scratch with my perch and made an example that he saved to a smls file. I was able to export both formats of animation and the setbyvertex was my preferred method for this type of project. I was able to export the gzipped file to 5.4kb. the earlier version that exported as coordinateInterpolators was 15.9kb. That is a huge savings on file space as well as the fact that this wont require nearly as many resources to accomplish.
http://home.comcast.net/~lazerousvr/temp/fish/laz_perch.wrl |
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Laz Forum Junkie

Joined: 15 May 2003 Posts: 91 Location: upper midwest
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Posted: Wed Aug 05, 2009 2:12 am Post subject: Critters |
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I am still working on level 5 of my game but also building additional content to fill it with. One of the recent additions is some flying critters to place randomly in the world. Below is a link to view it in single mode 3D.
All the instances in this scene are created from a butterfly proto i made.they have an inertial animation as well as a clickable animation.
http://home.comcast.net/~lazerousvr/temp/no_cache/bfly_display.wrl |
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Laz Forum Junkie

Joined: 15 May 2003 Posts: 91 Location: upper midwest
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Posted: Sat Aug 15, 2009 1:57 pm Post subject: Level 5... |
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Level 5 has reached assembly stage. I have all the main components done and am starting the arduous task of assembling it now. The water features, which are utilizing a combination of multitexturing, animations and particles turned out pretty nicely and it is probably the best I have ever done. I am happy with it though it may get some tweaks and/or optimizations before I am finished.
I have alot of various protos to add now such as various plant and tree types. Also a few critters will be found inhabiting the land. Level 5 isn't so much of a game anymore but the destination after escaping from the catacombs. I wanted to create a really beautiful environment that people would enjoy spending time in as a reward for the hassle I put them through just to get there. LOL
There will be only one final test on this level but it is a fun one and it can't kill you or mangle, smash or drown you.
At the end of that final event, full navigation will be restored and then everyone will be free to explore this wonderous landscape with full freedom.
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vcard Forum Junkie

Joined: 01 Aug 2008 Posts: 58
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Posted: Sun Aug 23, 2009 8:45 pm Post subject: |
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Hi Laz,
Looks like the grand opening is coming soon  |
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Laz Forum Junkie

Joined: 15 May 2003 Posts: 91 Location: upper midwest
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Posted: Mon Jul 12, 2010 7:42 am Post subject: Hi! |
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Hello everyone.  |
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Laz Forum Junkie

Joined: 15 May 2003 Posts: 91 Location: upper midwest
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Posted: Sat Sep 18, 2010 4:48 pm Post subject: Navigation and Viewpoints. |
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If you very large worlds and want to give your user the ability to have unlimited viewpoints and the ability to travel around quickly at will this may interest you. By using an instance of your terrain you can turn it into a big navigational jump map. Of course it can be hidden as I have done and called upon only when needed. This also acts as a world map that can let the visitor know where he is at in the world at any given time. This can be useful for games too.
* Open up this URL in your browser.
* Click the map button to open up the map view
* if you click on the map at any point it will bring you to those exact coordinates, including elevation.
* The small red arrow will show you exactly where you are at in the world at all times.
http://www.xanadu3d.net/vrml/temp/coldarra/c-isle2.wrl
*** this really wasn't made to be a world but merely a test-bed for this map/viewpoint scripting. |
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