To Rick and JP... (Community)

To Rick and JP... // Community

1  |  

rossyfox o

Jun 28, 2006, 5:18pm
I realise your reluctance to give everyone V4 object rights in
AlphaWorld. However, as you have done this in Atlantis, I wonder if it
would be too much to ask for COFMeta to see some of that sweet V4 action
also.

Enabling global events would be nice too (this being something you have
done in AlphaWorld). Adding the standard c_ corona and your new p_
particle textures to COFMeta's object path would also be easily done.

If would be fair to say that Metatropolis is an abandoned world, so my
final request may be a little overambitious. However, COFMeta's ground
object is woefully undersized. It doesn't even extend beyond maximum
visibility. Replacing it with a retextured version of AlphaWorld's
ground object wouldn't be hugely difficult.

Thankyou.

duskbat

Jun 28, 2006, 5:20pm
Oh and a few new objects for AW world please ;)

[View Quote]

rossyfox o

Jun 28, 2006, 5:27pm
Last time they did that they overwrote textures D:

[View Quote]

baro

Jun 28, 2006, 6:14pm
I offered to make them a comprehensive set of correctly UV mapped
primitives for alpha world at the request of SW city. Basically lots of
little cubes and rectangles and walls and triangles of smaller and more
various sizes, but it was refused due to their strict "no object
donations" policy. I can see for copywrite risks they can't accept tons
of objects, and just for the admin of having to deal with tons of
constant donations and requests, but hey, it's me!

So I don't think we'll be seeing many new objects in alpha any time soon.

poseidon

Jun 28, 2006, 7:55pm
Hmmm... I wonder if the server Alpha World is on would handle all those
glorious movers very well. heh.

Poseidon

[View Quote]

sw comit

Jun 28, 2006, 9:54pm
Yea :o

There's this big flaw with alphaworld's object selection and it's easy to
summerize - public world builders are *building block builders*. They piece
objects together to get what they want, combined with action commands. They
instinctively get pretty innovative with doing this if they stick around
long enough.

On the other end of the spectrum, the world's object modellers/suppliers and
those with OP access are not personally building block builders because they
can craft and upload their own objects; and many of them have never had to
be a building block builder before. There's a conflict of building technique
between the builders and the suppliers. Evidence that proves this:

- There's no primatives!! The cornerstones of a building block builder
that's very poorly developed as it stands. We have to use clunky pieces of
furniture, support columns, and drain pipes for such needs :P

- Objects are made with specific purposes in mind. Whereas a building block
builder would prefer objects with mulitple purposes in mind.
-- For example, objects are not tagged! More evidence that the objects had a
specific purpose. It takes little skill, time and effort to add tags to
polygons on objects so that builders can texture specific parts of the
object. (this can even be harmlessly added after the object is uploaded and
in use, hint hint). For example in my AWE project, I've been taken major
components of furniture, such as tag 1 for the wood part, and tag 200 (so it
can also accept pictures) for the fabric part. That you can customize it
in-world.
-- The same models come in different textures. We could just as easily
change the texture in-world, especially if tags are used. The default object
textures are not often used by season builders. Who would want to use the
same old small selection of textures that the defaults offer? So don't even
bother adding different texture versions in, just make them textureable by
the builders. Not saying this is a bad thing, but it just looks like
they're not taking any advantage of the create texture and tag commands,
which are both critical commands for public world builders.

- Speaking of that, all textures in the OP were originally designed for some
object. How many textures were just uploaded specifically for the texture
command? I'm hard pressed to think of any.

I'm not saying that the modelers are bad people in any way. After all, if
you have OP access and a bit of modeling experience, why would you have any
reason to get into all that building block nonsense? You could make much
better stuff with custom made objects. I just think there was a total lack
of communication and it would have been a win-win for both sides. Builders
could craft to their hearts content, and the modelers would have saved
countless man hours since shapes and primitives take far less effort to
design.

I'm just a newb in object modeling but I can at least do primitives with
nice UV mapping. Any paid professional modeler could prolly shell out some
nice shapes and primitives in an hour or two and make many of us happy :P

- Com


[View Quote]

rossyfox o

Jun 29, 2006, 7:55am
Oh and also, the pictwlls and the pictwlks in COFMeta would be very useful.

cryonics

Jun 29, 2006, 9:46pm
There are a few public building worlds that currently have V4's enabled,
Atlantis and AWTeen are two that currently have it. At this time we are
testing the grounds to see if it is being abused in these worlds before we
decide whether to implement it in other worlds or whether we need to add
some extra checks and balances. So in summary, it will be enabled at some
point, it is just a question of when and how.

As for Cofmeta, that is something ENZO will have to confer on as it is
technically his original cool creation and he gets final say on anything
that goes on there :-)

Cryonics



[View Quote]

1  |  
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn