Newest Update (Wishlist)

Newest Update // Wishlist

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zeo toxion

Jun 12, 2002, 9:42pm
"Also based on public feedback, the terrain is now visible beyond the world
limits. Activeworlds will now display a flat terrain with the default
texture beyond the buildable area of the world. "

Although VERY GOOD (listening to the users actually) part of this is VERY
BAD! Its starting to seem like this new feature makes the assumption that
all worlds will want to use the same terrain texture as their main one. One
world that uses my object path has a default texture of sand and the other
worlds have to edit every single terrain square to change them all to grass.
So this means the world that have changed their terrain to grass will have
uneditable sand surrounding their world!

A simple feature that was left out would be to have a variable "Default
terrain" other then always terrain0. In the world feature list a simple box.
If empty it shows the terrain0 from the OP. You type in the "Default terrain
texture" and any texture that is classified as using the default texture
(terrain0) will be changed to that number texture (1-60whatever). If you
want to take it a step further, although not necessarily needed, you can
enter any texture on the OP to be used.

This is a MUST NEED feature and is as essential as the GROUND option is!
This is as bad as if there was only one ground on the OP that you had to use
and was unchangable.

--

My second comment is about the feature vote page. Is this going to be
updated any time soon? As I've heard, only the first stage of 3.4 has
planned features. It would be nice if we all had some say in this >:)

----

Thank you for listening and you are welcome to reply with mature and useful
comments.

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A message from Zeo Toxion
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zeo toxion

Jun 12, 2002, 9:48pm
I also forgot to mention that another simple world option could be to change
the hight of all the terrain so a bot would not be needed. I would definitly
like to build at 0a and change the terrain hieght to -0.1a or something. You
could even include a random terrain generator. (sorry to everyone who
already made bots for this but having it built into the browser is more
conveinent)

Even better, a new menu in the world options for terrain. Can include all my
previus terain options and move the enable terrain checkbox there.

Just ideas anyways, and very good ones at that.

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A message from Zeo Toxion
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zeo toxion

Jun 12, 2002, 9:54pm
Onnnnnne more thing.

Is it just me or does anyone else notice the terrain is a bit darker then
the rest of the objects? It shows light well but even with ambient light at
total white it can seem almost black, especially on the side of a mountain
where the directional light (also white) isnt shining. It looks like ambient
light doesn't even effect it. Many people who own worlds have also pointed
this out to me at times.

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A message from Zeo Toxion
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the derek

Jun 12, 2002, 11:04pm
lol the terrain is way too dark people are always complaining in my world...
i cant turn the lights up any higher than WHITE, can i?
[View Quote]

zeo toxion

Jun 12, 2002, 11:09pm
Yeah I KNEW it wasn't just me...

No i don't think you can >;)

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A message from Zeo Toxion
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kah

Jun 13, 2002, 3:19pm
"zeo toxion" <zeo at activeworlds.com> wrote in
news:3d07df3b$1 at server1.Activeworlds.com:

> Onnnnnne more thing.
>
> Is it just me or does anyone else notice the terrain is a bit darker
> then the rest of the objects? It shows light well but even with
> ambient light at total white it can seem almost black, especially on
> the side of a mountain where the directional light (also white) isnt
> shining. It looks like ambient light doesn't even effect it. Many
> people who own worlds have also pointed this out to me at times.

It's got dark surface values, but not especially dark ones, the thing is
that most people (including me) use unrealistically high surface values.
And most people have their monitor brightness pretty low, which will make
it look crap, I recommend having it at 100%.

KAH

zeo toxion

Jun 13, 2002, 4:58pm
But the thing is at the brightest it can go i cannot keep my eyes open for
more then 2 seconds at a time and the windows are unbearably pright.

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A message from Zeo Toxion
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maki

Jun 13, 2002, 8:42pm
hmm, I think the wall being gone and terrain going all out to nowhere like a
ground object will be good, enough of random floating islands...and being
smacked into a wall once you get to the edge...and yes the terrain is dark,
but I was using terrain in my world as a test, it gets pretty varied in
height and pretty high up, seems the more smooth the terrain layout is, the
more light can get to it...so it's brighter.

--
maki [www.awmaki.com , freaks world]


[View Quote]

barbarae

Jun 13, 2002, 11:19pm
I was playing around with textures for the Terrain to be used in Amberlin.
I also found that the original ground object which I normally use wound up
almost black in Terrain!

I'm enclosing (please forgive me) a tiny, tiny picture of my regular
terrain and the terrain I had to make that would closely resemble the
original but as a terrain texture. Note how much lighter I had to make it.
I did try several times, and this one is about the closest I've come to the
color, shade and texture for the terrain texture to match my ground object.
(Was that clear as mud??)

Barbara of Amberlin
aka Barbarae



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end

kah

Jun 14, 2002, 2:58pm
"barbarae" <barbeisner at msn.com> wrote in
news:3d094489 at server1.Activeworlds.com:

> I was playing around with textures for the Terrain to be used in
> Amberlin. I also found that the original ground object which I
> normally use wound up almost black in Terrain!
>
> I'm enclosing (please forgive me) a tiny, tiny picture of my regular
> terrain and the terrain I had to make that would closely resemble the
> original but as a terrain texture. Note how much lighter I had to
> make it. I did try several times, and this one is about the closest
> I've come to the color, shade and texture for the terrain texture to
> match my ground object. (Was that clear as mud??)

Actually, the solution is not to edit the texture itself, but the ground
object. You will have to change the material settings (Surface # # #
command) to match the ones the terrain uses: ambient = 0.2, diffuse 1, this
means the Surface command in the RWX should be changed to
Surface .2 1 0
(the last value hasn't been used since 2.2, it doesn't matter what it's set
to). If you want to, I can do this for you if you mail me the ground object
:-))

KAH

kah

Jun 14, 2002, 2:59pm
"zeo toxion" <zeo at activeworlds.com> wrote in
news:3d08eb65$1 at server1.Activeworlds.com:

> But the thing is at the brightest it can go i cannot keep my eyes open
> for more then 2 seconds at a time and the windows are unbearably
> pright.

Then you need to see a doctor, man lol ;-))

KAH

maki

Jun 16, 2002, 3:18am
I'm pretty sure she was talking about terrain...ya know...the feature we're
talking about...and the new feature in aw...uh huh....I dunno how you can
change rwx codes on a ground object that's aw 3.3 terrain...lol

--
maki [www.awmaki.com]


[View Quote]

kah

Jun 16, 2002, 9:07am
"maki" <maki at awmaki.com> wrote in
news:3d0c1f9d at server1.Activeworlds.com:

> I'm pretty sure she was talking about terrain...ya know...the feature
> we're talking about...and the new feature in aw...uh huh....I dunno
> how you can change rwx codes on a ground object that's aw 3.3
> terrain...lol

I *think* she is using her ground object together with terrain? Maybe not,
a nice feature would be to set the material settings of the terrain in the
World Features dialog, would solve all these problems.

KAH

maki

Jun 16, 2002, 3:39pm
hmmkay, either way, when 417 comes out the terrain ground will be
everlasting, so it'll all mix together, then you'll have to lighten the
texture anyway, lol

--
maki [www.awmaki.com]


[View Quote]

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