Friday, November 5, 2010

500 words tutorial concept "body of knowledge"

The use of this tutorial is to establish the meaning and teach the ability of the representing the further insight into the theory and understanding on how to spawn the particle entity on the AI character and to the specified AI Path. The use of this is to illustrate and interpret the data visualisation principles and to try and create the design and aesthetical sector of data visualisation. The use of the spawn particle effect on the character will give the illumination to the terrain and emphasis the areas that represent significance and navigational movement.

The AI path is the constructed on a couple of nodes that require the use of remembering the name of the AI path and exactly having the practice of putting together the specific AI path on a snap terrain and un-ticking the roads button. The use of the snaps to terrain will bring any entity or object from the toolbars to be attached to the terrain. The use of the Spawn particle entity from the effects tool in the nodes will allow the AI path to have the movement and deferring actions depending on the variables that are being set.

The Spawn particle entity will demonstrate and represent the track that the player will follow and the purpose of my tutorial is to have already assumed that with the use of the numerous AI paths both written and video tutorial that there was no point of repeating the straps that have already been performed.

The use of the random ball movement can elaborate on the purpose of having the diversity of the message of data visualisation. The use of the random movement required more nodes and represented how to control by having the ability to have an input key to assign to the terrain and to have the effect of objects moving randomly. Within the tutorial I wanted to explore the video to go a bit faster than the audio voice as in many tutorials that I’ve seen the video is being played and then the speaker is saying what is happening like a couple milliseconds later. I saw this to be an emphasis and a prime way to compose the tutorial, however looking back at it that may be something to be explored in the future and to establish a new means of communication.

Overall the practice of the tutorial was very successful I felt that it was a helpful exercise not only for the viewers but also on a personal level as I learnt and understood a clearer depth of Crysis Sandbox Editor. I was pleased with the overall outcome with the use of the captions and table of contents and also the impact of having the knowledge and experience of sharing and possibly helping someone in need.

Final Tutorial Video




Note: Recommended to be watched in 720p

Download Links and Buttons


Crysis Levels Folder

http://www.filefront.com/17477689/z3332760_Crysis_levels.zip

Buttons: - 'p' to rise the bar graph
- 'k' to make balls move randomly

Crysis Objects Folder

http://www.filefront.com/17477810/z3332760_Crysis_Objects.zip

Google Sketchup File

The Installation building and train station change
http://www.filefront.com/17477761/z3332760_sketchup_model_benv_2423_exp2.skp

The sphere balls that go from the bargraph to random movement
http://www.filefront.com/17478223/z3332760_sketchup_model_balls_benv_2423_exp2.skp

Final Porosity Lenses Documentry EXP2



Note: Recommended to be watched in 720p

Google Sketchup Installation

Google Sketch Up Installation Images:

For the Google Sketch up Installation I wanted to establish a metamorphosis of the train station and express it an artistic and data visualisation manner. With the amalgamation of differing materials it can be explored that the message of the brief was the recording of navigation and to have materials that can implement and enhance that perspective. For instance the use of the Glass rectangular structure that surrounds the train station employs the meaning of having the ability of looking within the changed train station which allows the viewer and player to understand the tracking of players.

The use of the Spawn Particle Entity can employ the means and navigation of where they started and where they ended and within the final video near the 1:50 mark the display of ordinary people in a society are depicted and are represented during daily task like smoking, waiting for the train, yawning and cleaning. These aspects elaborate on the daily lifestyle and relationship that I wanted to achieve with my Porosity Lense.

















Spherical Ball Lights

Lights that randomly move from a bargraph to display the navigation of different types of people and objects with society and to track the navigation of the different areas and to represent the different types of people in society and the way they live. Also it implements the aspects of data visualisation as it takes the form of a statistical bar graph then transform into another aspect of data visualisation.




Archetype Entities

The Archetype Entities within Crysis Sandbox display and enhance the overall theme and look of what I set out to achieve. I wanted to have a community that was still under construction and deploy the machinery and typical objects that are custom the reconstruct to a town.






Research Tutorial concepts

Two Tutorials:

1. Spawn Particle Effect on AI character to then follow through on AI Path

For the Research Tutorial Assignment I want to represent the way in which an AI will be able to spawn a particle effect when they follow an AI Path. The use of this is to display and record the navigation of movement within a specific area and enhance the message of data visualisation on how people navigate through areas.



This the basic AI path formation and how to correctly name and which nodes need to be use for the AI character to follow a specificed AI path. I've rarely found a tutorial yet that displays good quality shots or clips of how to spawn a particle effect on an AI so that's why I want to try and do it myself.

After watching these videos I played around with some nodes and learnt how to attach the spawn particle entity to the AI character:

Also this is the script on how to attach a Spawn Particle Entity on the vehicle:



2. Random Movement

I wanted to display the Random movement of an object and deploy the principles of navigation within a specified area. I will use the RANDOM - MATH nodes to display this which is linked up to the MOVEMENT: MOVE ENTITY TO node. These in effect will deploy and demonstrate the principles of random navigation and also can be set in one place then move to another by an INPUT-KEY node.







For EXP 2 I will use this tatic to my advantage to show the recording of the navigation of a civilisation which in effect can enhance my message of the Porosity Lense.


Mastery Node # 3 AI : AI Follow Path Speed Stance



Note: Recommended to be watched in 720p

This video is the mastery of the AI : AI Follow Path Speed Stance and to correctly program the AI character to follow the path that I have laid out for them. The use of this is very vital to the Porosity Lense that I want to achieve and can elaborate on the aspects of recording the movement of an AI character.

The use of the AI Path and the way Sandbox lets the user edit the points set out can implement the navigation on how I want to express the use of data visualisation and the recording of the lifestyle of a civilisation.

Mastery Node # 2 Movement: Move Entity To



Note: Recommended to be watched in 720p

The use of the Movement : Move Entity To can become vital in understanding and exploring the random activity that is display in today's society. Within society people have a choice in the way they want to represent themselves and areas that they want to pursue and carry their own identity and beliefs. Therefore society is not a simplified or easy to study subject and can illustrate how I implemented the use of the random - move entity to node to display the changing nature of society. Also as derived from my research the use of colours can emphasis the significance and insignifiance of a piece of data visualisation and can implement the relationship between recording and navigation objects within society.

Mastery Node # 1 Effects : Spawn Particle Entity



Note : Recommended to be watched in 720p

The use of the Spawn Particle Entity is probably the back bone this Porosity Lense and Documentary as it allows the viewer to understand the navigational points that the AI characters are experiencing and lets the viewer record the track and movement.

It also builds upon the concepts of data visualisation and the use of the lights that create an artistic expression and identity for the subject that I want to achieve. The use of the data visualisation can implement the design principles and understandings of aesthetics and functionality which in effect emphasis the purpose of my Porosity Lense and carry out the message of the data visualisation.

Porosity Lens

The aim of this Porosity Lens is to document and interpreting the navigation of a civilisation with the use of particle effects as the visual aids and track path recording. The use of the recording and tracking of the navigation will implement and display the meaning behind the influence of data visualisation. The use of data visualisation can emphasis the principles of the fusion between statistical data and the use of visualisation which displays the data in an aesthetical manner.

The outcome is to explore the term ‘Data Visualisation’ in a thorough way and illustrate how it is divided into two parts, Data meaning the graphical, statistical, mathematical and accurate sector where it is contrast to the word Visualisation in this sense as it draws upon the design principles or factors of aesthetics, agile, colourful and surreal context. Therefore that when these words are combined to generate Data visualisation the purpose would be to use the environment (train station and new area) to explore the aspects of recording the characters movement and to then create imagery that can relate to the aesthetical sector of data visualisation.

The purpose of this Porosity Lens is that it will elaborate on the meanings and understandings of the different contextual areas of data visualisations and to set up environment in an interactive way to document and display the meanings and visuals of data visualisation and the embodiment of having the fusion of society aspects and how forms of information can be expressed.

Research in Data Visualisation

Data Visualisation:

Meaning:

These images represent data visualisation as they explore the navigation fields and guidelines in an artistic manner. They depict on the abstract and surreal nature of art and demonstrate the practises and understanding that interprets sectors of data then generate an artform to intensify the meaning of what it's trying to represent.
Displaying of Data Visualisation:

The use of colours and shapes are common means in differentiating between the emphasism placed upon the message that wants to be justified. The use of the colours and shapes play a role in linking the navigation and areas of study together and to symbolise different aspects that can elaborate or dont show importance and to conduct methods in understanding the partial difference of the areas of study.



Why data visualisation?:

"The main goal of data visualization is its ability to visualize data, communicating information clearly and effectivelty. It doesn’t mean that data visualization needs to look boring to be functional or extremely sophisticated to look beautiful. To convey ideas effectively, both aesthetic form and functionality need to go hand in hand, providing insights into a rather sparse and complex data set by communicating its key-aspects in a more intuitive way. Yet designers often tend to discard the balance between design and function, creating gorgeous data visualizations which fail to serve its main purpose — communicate information." 1

As stated above the main purpose is the fusion between the basic design principles or factors of function and aesthetics and for the viewer to become more understanding and being able to receive the message in a aesthetical way.




Source:

1. Data Visualisation and Infographics, Vitaly Friedman, January 14th 2008 http://www.smashingmagazine.com/2008/01/14/monday-inspiration-data-visualization-and-infographics/, viewed on 12th October 2010

Thursday, November 4, 2010

Research on 3 nodes

1. Spawn Particle Entity

Spawns a chosen particle it the spelling is spelt correctly from the Database view folder.

1. Go to Database folder - particles

2. Chose what type of particles you want

3. Drag into the environment

4. Adjust settings to your liking


2. Move Entity to

"Using a Time:Delay and the Start module to trigger the Random modules we're generating two random numbers every 5 seconds. This are then used to set X and Y coordinated in the Vec3:ToVec3 module. Z is fixed here to keep it a certain distance in the air. This changes the "pos" input on the Entity:EntityPos module to move the selected entity. The random modules have limits (in this cae -1000 to 1000) which is used here to define the region within which the entity will move. This example is changing an AI tag point with interesting results :) There is a spurious module in this example: the Logic:Gate module is not needed and can be removed. "

Source: http://wiki.crymod.com/index.php/Random_Entity_Movement

3. AI Follow Path Speed Stance

Tutorial:

First things first, get your desired AI onto your map! To do so you need to load the library up for that certain AI. Simply do the following: View > Open View Pane > Database View

1zphba1.png

Go into database view and you will be shown the following screen:

jjy4cx.png

This is the database view, you can upload all sorts of stuff, from particles, to Music, to anything really (Well not everything)! For this case though, we will only upload an Entity, which is what you are already on by default when you open up the Database View. Now click the file button to open up the library. This is where to open it:

op3c5g.jpg

You will then be greeted with the open file dialogue screen, and along with it, some .xml files:

zo7x1w.png

Now you just have to select the Asian_New.xml (It is highlighted in the screenshot above) and click Open. And that's it! We've done with uploading the North Korean soldiers library, now just exit the Database View and do the following:

Go onto the Rollup Bar and then Click on the Button 'Archetype Entity' (Make sure the first tab is selected to view this part of the rollup bar):

2cwtssz.png

Once you've clicked the button, you will see a file called "Asian_new". Click the folder and then more folders will show up, choose any of the folders you wish to (I chose Camper/Camp). Then files will be shown. These files are all entities (Or the North Korean enemies) available. Choose any you wish (I chose the "Heavy_Pistol"). Simply drag the entity into the game from the Rollup Bar, and then you should see that entity on your map!

PROTIP: Use the "Follow Terrain and Snap to Objects" button (f03nkj.png) to make your character stay on the terrain, so the character doesn't go under the terrain or all over the place!

Your Final outcome should be this:

2wgyywj.png

Now it's time to set the AI Path!


Setting the AI Path:

Now lets set up the path for which the AI needs to follow. Firstly:

Click the "AI" button which is next the same button you used to upload your entity to the map:

vyuoop.png

Then click on "AI Path" (As highlighted). Now double click and go back onto the viewport. You should see something like this:

1264d1x.png

This is the XYZ cursor (Or whatever it's called) used when selecting objects or entities. Now that's on the map, we need to make the path. Left-click and drag. You will then see a coloured line (View screenshot below):

70yjw6.png

This line represents the path. Let go and you've just made your first path. You can keep going by placing it all over the map (A cube will be placed at each line showcasing that's where you've stopped the first time. This can also indicate that's where the path changes direction).

2s9al4h.png

Once you're done, double or triple click (if applicable) to finish making the path. Now all that's needed to do is to edit the properties.

Click on your path and on the Rollup Bar, scroll down (If necessary), and you will come across alot of settings:

iwpsw0.png

At this point, nothing matters in the settings. All you have to do is uncheck the "Road" settings to False (It's the very first checkbox). That's it! You've done with setting up the path. Now let's get the Flowgraph set up!


Setting up the Flowgraph:

To locate the Flowgraph editor, go to View > View Open Pane > Flow Graph

2csi1cz.png

You should the be greeted with a window. This is the flow graph editor, in all it's glory. On the top of that windows, Do the following: File > New The will then make a new file up so you can do all of your flow graph work on. Now let's set up the required nodes for all of this to work.

First of all, locate the Start node (Right Click and then go onto Add Node > Misc > Start) and then the AIFollowPathSpeedStance Node (Right click and then go onto Add Node > AI > AIFollowPathSpeedStance). You should have these flowgraph nodes:

2vvowpe.png

Click on the AIFollowPathSpeedStance node and you will be greeted with some settings to change. We only need to change 1 setting:

Path_name: (Change this to AIPath1)

Now where it says "Choose Entity" (highligted red on that specific node), you must go back and select the AI you placed in the level. Simply go back into the viewport (WITHOUT CLOSING THE FLOWGRAPH EDITOR), select the AI, and return back to the editor. Right click on "Choose Entity" and choose the option "Assign Selected Entity". It should then turn into a green coloured bar, indicating you've assigned your entity.

Now all you have to do is connect the Start Node's Output to the AIFollowPathSpeed Stance Sync. The image below is what you should do:

2gtbtk4.png

Click on the Output of the Start Node and drag. You should see a light blue arrow. Connect it to the Sync of the AIPathFollowSpeedStance node. This will then connect both nodes. We have now done the flowgraph part, which is the last thing to do! All you have to do now is to save the flowgraph (Save it in the same file as your map).

Source: http://wiki.crymod.com/index.php/Make_AI_follow_a_certain_path

Trial for Spawn Particle Entity




Note: Recommended to be watched in 720p

This is a quick trial on how to spawn an particle effect on the local player. I used the use of the F3 to fly and use a pitch black time of day from cry mod to represent data visualisation. I believe the concept and the reflection off the water its a nice aesthetical touch and can represent the data visualisation as I fly in the sky and leave the track behind me as an attempt of data visualisation.

3 Chosen Nodes


1. Spawn Particle Effect


I Chose the Spawn Particle Effect as it allow me to visualise the movment of an object. I spawns a particle of my chosing that can follow the AI character to its destinated AI path then allows me to demonstrate the understanding of recording of navigation. Seeing how I can chose any particle effect I like resembles my Porosity Lense as it allows me to select any particle effect to display the data in an interesting manner; the use of data visualisation builds upon this concept and allows to understand and implement my understandings of the navigation and can represent the aesthetics that I would like to achieve.

2. Move Entity To


The movement: move entity to script was selected as it demonstrates the movement of the move entity and can also help with the random movement when the math:random node is added then have the vec3:tovec3 to it which will make an object move random. The random can symbolise the difference in between the areas that I will try to convey the fusion of the data and the visualisation and to represent the common principles and understandings.




3. AI Follow Path Speed Stance


The AI : AI Follow Path Speed Stance is vital to explore the avenues of the interactive perspectives and destinations of those that are within the terrain and will allow me to understand the navigation and the areas to focus upon for my Porosity and will allow me and the viewer to look at the difference between the navigational and graphical side of data and the artistic feel of navigation.