A few old ideas (Wishlist)

A few old ideas // Wishlist

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eep²

Apr 26, 1998, 5:06am
Of course, silly; otherwise I wouldn't've suggested it. :)

[View Quote] > Same here. Last year in fact. Didn't see it in the newsgroup yet though,
> so I added it in case someone who hasn't seen it might be interested. The
> list I've just posted is just a few of the suggestions I've made, and
> although some of my best ones are included, there are also some that were
> not so good, and many of the good ones got left out simple because I haven't
> kept track of them of kept them in any kind of list or folder. Anyway, I
> take it you aprove of this idea... seeing as you've also found it worthy of
> suggesting. Am I correct in this assumption?

eep²

Apr 26, 1998, 5:08am
Just use the name or # of the original texture.

[View Quote] > Not what I meant. That strips the texture altogether. What I am
> suggesting here is a way to return the object to the textures it has built
> in.

eep²

Apr 26, 1998, 5:09am
Like I said, "it will be much easier if people learned how to create their own objects". :)

[View Quote] > Actually, what I'm suggesting here could not be accomplished by simply
> adding new objects as it would require a set of 16777216 variations on each
> texture and a corresponding object for each variation. At the very least,
> that would be quite impractical.

eep²

Apr 26, 1998, 5:11am
Doesn't matter. Other people showed support for this when I brought it up in the newsgroups before but Roland still stuck to the "oh the whole command structure needs redoing" bit, or something. <shrug>

[View Quote] > 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

Apr 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]

technozeus

Apr 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]

technozeus

Apr 26, 1998, 8:12am
True, but I missed the correlation. Or was there one?

TechnoZeus

[View Quote]

technozeus

Apr 26, 1998, 8:15am
Well... Maybe the parser is a good place to start. :·)

TechnoZeus

[View Quote]

eep²

Apr 26, 1998, 8:52am
I was only referring to the same-named textures but with #s at the end. Guess you didn't look more carefully at what *I* said. :)

[View Quote] > 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.

eep²

Apr 26, 1998, 8:54am
Correlation is relative. If you missed it, then there never was one...for you.

[View Quote] > True, but I missed the correlation. Or was there one?

eep²

Apr 26, 1998, 8:57am
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Tell it to Roland. But be prepared for his usual response. COF really needs to get more programmers to get AW developed faster. Until then, it'll always move at this slow pace...and meanwhile something like Tomb Raider will develop multi-player capabilities, level editing, chatting, etc...

[View Quote] > Well... Maybe the parser is a good place to start. :·)

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<HTML>
Tell it to Roland. But be prepared for his usual response. COF <I>really</I>
needs to get more programmers to get AW developed faster. Until then, it'll
always move at this slow pace...and meanwhile something like Tomb Raider
will develop multi-player capabilities, level editing, chatting, etc...

[View Quote] --------------3AC9EDC1DC7E47CD2FFF82CE--

technozeus

Apr 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]

technozeus

Apr 26, 1998, 12:36pm
Point taken. :·)
Any other comments on the Tint command?

TechnoZeus

[View Quote]

eep²

Apr 26, 1998, 3:32pm
No, I wasn't even addressing that issue, but that'd work.

[View Quote] > 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?

m0e

Apr 26, 1998, 3:35pm
its something I asked enzo about in dec of 96, to him, then, the concept was new.
maybe when we get to ver 3.0, it will happen.

m0e


[View Quote] > Suggested this months ago, too. I think Roland said the entire world cell structure would have to be redone. Cells aren't 10m³ cubes, but 10m x 65535m x 10m--2D, since the y-axis is the buildable distance . It should've been 3D in the first place but lots of corners were cut, as Roland keeps telling me when explaining off why things weren't done better. Until AW has TRUE 3D object manipulation, it won't entirely be a TRUE 3D application, in my view. Visibility distance is also only 2D, since AW's setting only applies on the x-z plane.
>
[View Quote]

eep²

Apr 26, 1998, 3:37pm
Aside from people making their own objects or building in an "object colorer"? No.

[View Quote] > Any other comments on the Tint command?

technozeus

Apr 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]

technozeus

Apr 26, 1998, 3:45pm
Okay, I'll bite... How do you build an "object colorer?"

TechnoZeus

[View Quote]

dean

Apr 26, 1998, 4:33pm
I think the reason he wants to redo the command structure, at least one
of the reasons, is that the animate command is impractical if you only
need one texture applied to the object. There is no problem if the
texture name ends in 1, but if it ends in a larger number such as 8, the
browser will download, or attempt to download, 1 through 7, which cuts
down on performance and adds unnecessarily to the cache. If the
ending number is 32, it cuts down on the performance big time.
I have complained about this and was told that he would put it on his
LIST(tm).


[View Quote]

dean

Apr 26, 1998, 5:10pm
Wow, I never knew that. I will tell all my builders about that now, as
well as my co-world owners.

Thanks

[View Quote]

dthknight

Apr 26, 1998, 5:11pm
"create animate me texture 32 1 0 32" can be changed to "create animate
me texture32. 1 1 0", which stops the others from downloading.

[View Quote] --
Dthknight - dthknight at earthlink.net - ICQ: 2603180
Dthknight Central: AW 1875N 2225W
Home Page: http://home.earthlink.net/~dthknight/
AWEC Home: http://awec.home.ml.org

"The best way to predict the future is to invent it." - Alan Kay

eep²

Apr 26, 1998, 5:19pm
Allow me to quote:

"This can already be done through animate commands if the texture files are numbered (tree1.jpg, tree2.jpg, etc). I don't think there's a way to make it switch to different texture names though (tree1 to snow1, for example) though."

Meaning, if you don't mind just trees (or whatever as the texture, so long as its got the same root name), textures can be cycled. And, yes, what you later suggested about renaming different kinds of textures (dirt, snow, grass, water) to the same root name (t1, t2, t3, t4) would currently work. Obviously this is hard to do in COF worlds but it is possible with the existing animate command.

[View Quote] > Okay Eep². Guess you lost me somewhere then. What was it you were saying
> could be done with an animate command?

dean

Apr 26, 1998, 5:19pm
I have tested it further and have found that it is hit or miss. some
textures it will work on and others it won't work on. It also does not
seem to work on "create animate tag=200 me" objects, although I have
only tried it on one.
I first tried it on gac10 by using gac10. 1 1 0 but it did not work.
When I deleted the "." it worked just fine.
Go figure.


[View Quote]

dean

Apr 26, 1998, 5:22pm
AHHA! I figured out what I was doing wrong. I was typing gac10. 1 0 0
instead of gac10. 1 1 0
Thanks again. Sorry for ever doubting it.


[View Quote]

eep²

Apr 26, 1998, 5:25pm
I meant having a way to change the colors of an object (either completely=
or per polygon) within Active Worlds itself. Basically, (heh) what AW ne=
eds is a built-in modeller. Roland mentioned, in Cubed a month or so ago,=
about a way to shape the ground within AW. Since AW is a real-time build=
ing environment, it would make sense to be able to actually create the mo=
dels within AW as well. But for this to happen, AW would have to probably=
change a LOT in very fundamental ways (cell division), full 3D rotation,=
vertex/polygon creating/editing/deleting (including coloring, texturing,=
etc), and other things like wireframe (and maybe pointcloud) views to se=
e the object better during creation/editing. Basically, maybe even just a=
way to link AW with Modeler (http://www.rwmodeler.com) that's currently =
being developed by Neil Colvin would work. Maybe when (if) COF ever relea=
ses an AW API such a thing could happen.

[View Quote] > Okay, I'll bite... How do you build an "object colorer?"

dean

Apr 26, 1998, 5:26pm
I believe the reason you lost him is that you were stating the obvious
unnecessarily. I am sure that he was already quite aware of the way
animation commands currently work since he is an accomplished builder
and, if I am not mistaken, an instructor in AWSchool.


[View Quote]

dean

Apr 26, 1998, 5:32pm
Well, if that is the case, I will give credit where credit is due.
Thanks, Eep.


[View Quote]

eep²

Apr 26, 1998, 5:33pm
Hey, Dthpunk, give me credit for that! You learned that from me a couple weeks ago. ;P

[View Quote] > Wow, I never knew that. I will tell all my builders about that now, as
> well as my co-world owners.
>
> Thanks
>
[View Quote]

dean

Apr 26, 1998, 5:34pm
But, that doesn't say a thing about his knowledge about animate
commands, does it? It might say something about his maturity or
emotional stability, but not his building skills.


[View Quote]

eep²

Apr 26, 1998, 5:36pm
So who was the guy who went nuts with bump warps all over the place a couple months ago or so? Wasn't that Techno Zeus? I thought his teaching privileges were revoked...

[View Quote] > I believe the reason you lost him is that you were stating the obvious
> unnecessarily. I am sure that he was already quite aware of the way
> animation commands currently work since he is an accomplished builder
> and, if I am not mistaken, an instructor in AWSchool.

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