Tuesday, May 15, 2012

EXP3 Week1: MashUp


My MashUp of the news articles is a semi-abstract amalgamation in which I intend to give some idea of the history and current standing both financially and socially of each of the three companies.

Doctor John Permberton. Developer Ryan Brant. Sophomore Mark Zucherberg. Beginnings! Coca Cola concocted 1886. Take-Two Interactive Software founded 1993. Facebook is started Feburary 2004. Pemberton's bookkeeper Frank Robinson gives names and logo, sales began May 8th. Asa Candler buys Coca Cola formula. Take-Two expands. Take-Two acquires Global Star Software, TalonSoft, control of Telstar. Facebook originally within Harvard, spreads to other universities then high schools. Growth. Coke syrup sold to licensed independent companies, Facebook moves headquarters to California, Take-Two acquires developers and studio PopTop Software. Struggles. "I'd Like to Buy the World a Coke" radio add flops. Brant resigns from chairman as company is investigated. Winklevoss twins and co claim Facebook stolen. Overcome? KO Stocks 75.23. TTWO Stocks 11.56. FB Stocks 31.91.
"Let's grab a coke." "Take-Two?" "Add me on facebook!"




Original Articles:
"Milestones in Facebook's History"
http://www.smh.com.au/business/world-business/milestones-in-facebooks-history-20120518-1yuab.html

"The History of Coca Cola"
http://inventors.about.com/od/cstartinventions/a/coca_cola.htm

"History for Take-Two Interactive Software, Inc"
http://www.mobygames.com/company/take-two-interactive-software-inc/historyz

EXP3 Week1: Valley and Draft Environment

I have chosen to create an environment based on the valley Glendalough in Ireland.
Its name translates roughly to "glen of two lakes".

The images below are captures of current progress in my CryEngine enviroment.


EXP3 Week 1: Intersection of H-prisms.

Each of these forms was designed by combining 3 H-shaped prisms of various dimensions. In one case the H-prism is a void cut out of another.











Monday, May 7, 2012

EXP2 Final Submission



My earlier problem with displaying textures seemed to result from the texture files added to the CryEngine textures folder by PlayUp being in .tif format rather than .tga or .dds as required. I fixed this by downloading a program called FileFormat and using it to convert my texture image files to .tga format, which I placed in the "textures" folder within my level and then mapped to each texture manually in CryEngine's materials window.

Below are updated screenshots of my monuments in the environment, now with correct custom textures.






I have also updated the download link for my level in the previous post.

Sunday, May 6, 2012

EXP2 Week 3 (C): Models and CryEngine3 Level

My models are available for download from the Google SketchUp Warehouse using the links below:

"Lightcube"

"Waterbox"


My CryEngine 3 level can be downloaded HERE.
(I have updated this link since adding textures, so the file is now the complete level). "ARCH1101_McLoughlin_01b" is the most recent version of the level.

EXP2 Week 3 (B): Screenshots of Loaded Monuments

I carefully positioned the models in my CryEngine 3 environment and further edited it to form a "meeting place" between the two monuments, and to force visitors to approach the models in a significant way.

Having had difficulty exporting the models with custom textures despite several attempts to resolve this (custom textures were replaced by CryEngine's red "Replace Me" texture), I omitted the textures for this stage of the project but will continue to work on a solution.


The signpost forces the player to submit themselves to the landscape and choose which unseen monument to visit.


Proceeding uphill reveals "lightcube", positioned on a small plateau to force the player to enter through the back. Walking through then reveals an inspiring and humbling view of the landscape.




 The other path leads to "waterbox". This monument's only source of internal light is via water reflections and it can only be experienced by swimming up into the space.