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technozeus // User SearchA few old ideasApr 26, 1998, 3:17am
I also suggested this one last year. Actually, it wouldn't require any
addition or changes to the command names. Only changes to the parsing routine that looks for the names. TechnoZeus [View Quote] A few old ideasApr 26, 1998, 3:29am
Well, as I stated in my opening note for this thread, these are mostly old
ideas. There is actually a considerable amount of complication involved in making the transition from 2-D rotation to 3-D rotation. If I'm not mistaken, you create objects so you're probably very familliar with this fact. Anyway, it would still be nice to see. :·) TechnoZeus [View Quote] A few old ideasApr 26, 1998, 3:32am
Sounds similar to my Slide out of Object idea. See "Automatic elimination
of overlap" in an earlier branch of this thread. TechnoZeus. [View Quote] A few old ideasApr 26, 1998, 8:05am
True, but that's not all it does. As I said, if you look more carefully you
will see that what this does is not possible with the animate command unless you encorporate several objects each with a portion of the action desired. For example, a single object can presently have multiple adone pseudotriggers, but there is no purpose since they are all tied to the same animate command. By allowing trigger delay timers, you would be able to not only animate an object with consecutive textures of either the same name or different names, but also to a wide variety of sophisticated actions with simple commands on a single object. [View Quote] A few old ideasApr 26, 1998, 8:08am
That works only on objects that had only one texture, and only if that one
texture was applied to all texture mapped surfaces. It would be a simple matter to add a command enhance an existing command to allow an object to return to it's original texture covering. TechnoZeus [View Quote] A few old ideasApr 26, 1998, 8:12am
A few old ideasApr 26, 1998, 8:15am
A few old ideasApr 26, 1998, 12:34pm
Okay. I think I see what you're saying. That my original "example" could
be simulated by renaming the flame, water and snow textures... for example, to surface1.jpg, surface2.jpg, and surface3.jpg and then using a single animate command such as: create animate me surface 3 3 10000, astart to cycle through them. Am I correct Eep²? TechnoZeus [View Quote] A few old ideasApr 26, 1998, 12:36pm
A few old ideasApr 26, 1998, 3:43pm
Okay Eep². Guess you lost me somewhere then. What was it you were saying
could be done with an animate command? TechnoZeus [View Quote] A few old ideasApr 26, 1998, 3:45pm
A few old ideasApr 26, 1998, 5:37pm
Okay. Thanks. I guess I had misunderstood. WHen you said "This can be
done" I thought you were talking about all of the functionality I had mentioned { {( i.e. ..>But with the delay parameters it would be this simple... create animate me flame 1 1 0; create(10000) animate me water 1 1 0; create(20000) animate me snow 1 1 0 That would be flame for 10 seconds... then water for 10 seconds beyond that time... then snow. another simple example would be to make a door open for a short time as follows: activate visible off, solid off, visible d1 on, solid d1 on; activate(15000) visible on, solid on, visible d1 off, solid d1 off; bump visible off, solid off, visible d1 on, solid d1 on; bump(7000) visible on, solid on, visible d1 off, solid d1 off where the open door object has been named d1. )} } rather than a tiny portion of it. My apologies for misunderstanding. TechnoZeus [View Quote] A few old ideasApr 26, 1998, 5:43pm
Ah, good point. That would however encourage less effecient building,
storage and performance wise at least. The addition I'm proposing here would encourage the re-use of objects rather than discourage it, and would still add variety and allow more creativity than is presently possible without severe loss of efficiency. TechnoZeus [View Quote] [View Quote] > Okay, I'll bite... How do you build an "object colorer?" A few old ideasApr 26, 1998, 5:55pm
Don't know what the present status is on that, but last I checked, that
format caused performance losses of it's own... and I think it also used to cause the texture to be stored twice in the cache, although I just tested that with my current version 2 beta (build 242) and it doesn't seem to any more. TechnoZeus [View Quote] A few old ideasApr 26, 1998, 6:01pm
No Eep², that wasn't me, and no Dean I'm not currently an active member of
the teaching staff in that world, although I have been told I am welcome to teach there, and I do occasionally when I am specifically asked to do so. Not that it's relevant here, but that should clear things up anyway. TechnoZeus [View Quote] A few old ideasApr 27, 1998, 3:07pm
Cool. I like it. How about this possible modification though...
Change <Ln,Rn> to move commands... L=(Move)Left, R=(Move)Right and add <Cn,An> as turn commands... Cn=Clockwise,An=Anti-clockwise(AKA Counter-clockwise) n=degrees Also, what do you think of the idea of having the object revert back to it's original (stored) position whenever it (or any other object) is selected, to avoid having to guess at how far it has moved if you want to adjust it's location slightly? TechnoZeus [View Quote] A few old ideasApr 28, 1998, 1:22am
Not sure if I understand, but if so, I think what you're talking about would
require AW to interpret the Action field and store it's interpretation. As it is, the actual text you enter is what gets stored as I understand it. Perhaps if abreviations were implemented a button could later be added that when clicked would replace the Action line with a compact (abreviated) form of what AW would (at that time, in that version) interpret the line as meaning. Am I close here, or way off? TechnoZeus [View Quote] A few old ideasApr 28, 1998, 1:33am
Great idea. I've also noticed the lack of such an action, but have never
managed to think of it while offering suggestions. Perhaps this idea could even be expanded. Since triggers are only used at the beginning of a command, it sould be possible to give the same words another purpose elsewhere... for example using an "action" command... activate action ojb1 bump=off When the object containing that action line is clicked, the object that was named using .... name ojb1 would have it's bump trigger disabled. Only the create trigger could not be disabled in this way, and for obvious reasons. Anyway, this would be ONE way to accomplish what you mentioned. Perhaps even the commands themselves could be toggled in this way. I.e. ... bump teleport +1 +0 +2a, action teleport=off could be used to cause bumping the object to teleport you one time, but not when bumped again. Comments? TechnoZeus [View Quote] A few old ideasApr 29, 1998, 4:20am
Maybe a "wizard" type of gueded command creator would be a nice addition...
Click a button and get guided through the process of chosing a type of command, when you want it to happen, and so on.. and then a chance to add another command until you tell it that you're finished.. then the command could be concatinated and placed in the Action window for you where you could leave it as is, or choose to modify it. That way you don't take away any of the power or flexibility of the "command line" but you add the ease of use and quick learning associated with a graphical interface. :·) TechnoZeus [View Quote] A few old ideasMay 1, 1998, 8:59pm
Well, the wrap idea forms the Euclidean equivilant of a 4D torus, which is
much easier to calculate since it can be done without polar coordinates or true gravity, however if what you wanted is the "apearance" of a spherical world, I suppose it would be possible to bend the rendering of the z-axis with respect to distance.... up for the apearance of the inside of a sphere, or down to look like the outside of a sphere... and maybe ste the default viewing angle up or down a bit to compensate. I doubt anything like this is supported by RenderWare, so the amount of curvature would probably have to be kept very small... flat enough that the ground objects would still fit together well. It would also take a lot of extra procesing I would think, but not as much as spherical curvature and the look would be about the same... unless you wanted to make very small spheres or build close to the center of them using "away from the center" as the "up" direction. TechnoZeus [View Quote] A few old ideasMay 3, 1998, 5:14pm
Careful Dean. Not seeing it doesn't make it any less valid. Personally, I
would think that adding visual curvature would be a bit redundant if you have world wrap and therefore the equivilant of mathematical curvature, however it could give some interesting visual effects, and in fact may lead to more inventive curve forms such as sine wave landscapes or rolling hills that would act mathematcally as "flat" but would give a more "natural look" to some worlds. TechnoZeus [View Quote] A few old ideasMay 20, 1998, 2:20pm
Yes, that would also be nice. Not sure why it's not allowed. Perhaps that
was meant to be more like the outside world where you have to have supplies before you can build.. or maybe just to challange us... or maybe it just hasn't been added "yet"... hard to say. I would like to mention though, that the ability to select multiple objects enhances the usefulness of a feature that lest you bring the selected objects with you as you move and/or teleport. On the down side, you would not want a person to be able to "accidentally" carry objects around as they walk, as it would make a mess of object allignment all over the place. TechnoZeus [View Quote] A few old ideasMay 20, 1998, 2:24pm
Very true. It would of course have to be something that could be easily
turned off at the world level as well as at the browser level, I would think... although being able to keep your browser from viewing such items "at all" would significantly reduce their usefulness. TechnoZeus [View Quote] A few old ideasMay 20, 1998, 2:36pm
As a matter of fact, I have suggested the addition of a feature that would
list all registered objects in the world you are building in, and I have heard that other people have made similar suggestions in the past, so it would not surprise me at all to see something like that come out in a beta some time. Until then, we just have to make do with the many object yards that people have built. I have a bump warp attached to the flaming door in Alpha World at 894S 786E .7A 215 which will take you to my main index area where the objects for Alpha World are alphabetically cataloged and hyperlinked guideword signs will take you to them with a single click. In that area you will also find a link to theobject index I have in Mars world... but that one was designed for faster computers (not like my computer) so if you have a slow computer, be ready for insufficient frame rates and the visual side effects they can cause in the Mars Index. TechnoZeus [View Quote] A few old ideasMay 20, 1998, 2:42pm
Yes, thanks grover for that clearification. Also, note that when moving an
object for building purposes, it moves for everyone, whereas the movement we are talking about here would most likely be rendered on each computer independant of any other, and would not affect the location where the object is stored. Selecting such a moved object (or any object) would reveal the object's "true" location. TechnoZeus [View Quote] A few old ideasJun 2, 1998, 10:19pm
I was wondering if a new trigger could be added to the command set which
would be issued when a given frame number is switched on in an animation sequence by use of the frame command. I don't know if it would be reasonable or not, to allow a normal looping or non-looping animation to cause the same trigger event when displaying the same frame... that would have to be decided by someone who knows how that pard of the program is written. Here's an example using "aframe" as the trigger name and assuming that a normal frame change could be used to issue the event... create animate me stone 15 15 3000; aframe13 frame +1, noise gong.wav In this case, the object would display each of the 15 stone textures for 3 seconds except for frame 13 which would quickly be switched to the naxe frame and would cause the gong.wav sound file to play. I realize that this might be a particularly difficult trigger to impliment, but it would be very useful in many ways. By the way, in case you're wondering how that would look with a trigger delay on it as I described in an earlier sub-thread, here's the same line, but modified to play the sound 1 second later... create animate me stone 15 15 3000; aframe13(1000) noise gong.wav; aframe13 frame +1 |