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in-AW object creation/editing? (Sdk)
in-AW object creation/editing? // Sdk=?iso-8859-1?q?eep=b2?=Mar 18, 1999, 6:07pm
Does the SDK allow in-AW RWX (object) creation/editing, specifically, visually, allowing to create objects within AW itself vs in an external program (Modeler, text editor, etc) then do all the humdrum mundane crap of zipping (with or without encryption), uploading to object server, etc.? I'd like to be able to do this and if someone is willing to create such a program (don't call it a bot; that's getting lame and overused/abused as a term), I will be willing to help design how it would work.
dthknightMar 18, 1999, 9:41pm
Probably not... unless a specific world with each object made up of teeny
tiny rotated block.rwx's was made, which the SDK bot could then build and made a model of your model (confusing I know)... To do the editing you would still need a seperate application, and would have to ALT-TAB between AW and the modeler-turned-SDK-app. [View Quote] archon manusMar 18, 1999, 11:31pm
Interesting that you should mention this, as I was thinking about posting
something similar as a bot idea. In short, yes it can be done. I've already written a terrain generating program that outputs RWX scripts (objects), including zipping and uploading them (easy for me since my web server is local, but one could include or call ftp functionality). The bot idea includes two concepts that would be interesting to explore in the AW context: 1. A bot that creates objects based on a series of types, but with random variations, and 2. Simple genetic programming to aid the bot in creating objects that are aesthetically pleasing to the viewer So, ArtisteBot hangs out in its virtual workshop and begins by deciding what kind of object it wants to create from a palette of types that it has been provided with. . .perhaps deciding that it will create an object made up of multiple intersecting spheres shot through with long, thin pyramids. It plugs random values into the appropriate parameters, calls the functions, generates, zips and uploads the resulting object to the (private) world object path. Then it displays the object and waits a while to see if it gets any feedback from nearby entities. Based on the feedback it either increments or decrements the probability that it will generate another object using the same engines and the same combination. Then it chooses and generates another object. . .and so on. Archon Manus Vizier D'Magienne [View Quote] =?iso-8859-1?q?eep=b2?=Mar 18, 1999, 11:54pm
Woaaaaaaah, there, pardner. I just want a way to create objects in AW. I don't want some idiotic bot doing it (just one look at the stupid censor-eject bot tells me bot programmers don't know how to design correctly, which usually tends to be the case with most programmers in general).
I'd be interested in checking out your terrain generating program, however. Where can I get it? [View Quote] > Interesting that you should mention this, as I was thinking about posting > something similar as a bot idea. In short, yes it can be done. I've already > written a terrain generating program that outputs RWX scripts (objects), > including zipping and uploading them (easy for me since my web server is > local, but one could include or call ftp functionality). > > The bot idea includes two concepts that would be interesting to explore in > the AW context: > 1. A bot that creates objects based on a series of types, but with random > variations, and > 2. Simple genetic programming to aid the bot in creating objects that are > aesthetically pleasing to the viewer > > So, ArtisteBot hangs out in its virtual workshop and begins by deciding what > kind of object it wants to create from a palette of types that it has been > provided with. . .perhaps deciding that it will create an object made up of > multiple intersecting spheres shot through with long, thin pyramids. It > plugs random values into the appropriate parameters, calls the functions, > generates, zips and uploads the resulting object to the (private) world > object path. Then it displays the object and waits a while to see if it gets > any feedback from nearby entities. Based on the feedback it either > increments or decrements the probability that it will generate another > object using the same engines and the same combination. Then it chooses and > generates another object. . .and so on. > [View Quote] archon manusMar 19, 1999, 1:47am
Your response is certainly continues the grand Eep-esque tradition by
including provocation, insult and interest in continuing the exchange. Bravo! :) I don't have any plans to make the terrain generator program public, mainly because I'm too lazy to spend the time creating a logical, much less friendly interface for it. It probably wouldn't interest you, but you can see examples of its output in D'Magia, especially at 12N 5W (and moving westward) and at 7S 14E (moving up and southward). There is a series of modular hill pieces that are available for download from the D'Magia site http://www.homestead.com/dmagia/down01.html ) that were created with the program. I've not mentioned them previously since I've not taken the time to write any instructions, but they should be relatively self-explanatory. An area created using them is in CVDS at 27S 23E (and moving to the SE). Archon Manus [View Quote] =?iso-8859-1?q?eep=b2?=Mar 19, 1999, 2:48am
Dude, what crack are you smoking?? It probably wouldn't INTEREST me?? Modular groundmaking programs most certainly DO interest me! I've been waiting for COF/AWCI to release their's for over a YEAR now. Lucio's is interesting but I don't have Excel. If your program can create modular ground, I'm DEFINITELY interested in it! I would like to get a copy of this from you, if you wouldn't mind.
[View Quote] > I don't have any plans to make the terrain generator program public, mainly > because I'm too lazy to spend the time creating a logical, much less > friendly interface for it. It probably wouldn't interest you, but you can > see examples of its output in D'Magia, especially at 12N 5W (and moving > westward) and at 7S 14E (moving up and southward). There is a series of > modular hill pieces that are available for download from the D'Magia site > http://www.homestead.com/dmagia/down01.html ) that were created with the > program. I've not mentioned them previously since I've not taken the time to > write any instructions, but they should be relatively self-explanatory. An > area created using them is in CVDS at 27S 23E (and moving to the SE). roluMar 19, 1999, 9:58am
I could try to make a modular ground making program if I had some more time
and access to an object path of a world, and some info about how modular ground should be done... The first problem should be solved in a week or so when I finished my 4th set of school tests. The second one however is somewhat more of a problem. I could try to get another trial world, though. You think they would let me have one, since I already had one a few months back? Rolu [View Quote] jeffrey w. tickleMar 20, 1999, 3:06am
I RESENT THAT!!!
-JWT [View Quote] > Woaaaaaaah, there, pardner. I just want a way to create objects in AW. I don't want some idiotic bot doing it (just one look at the stupid censor-eject bot tells me bot programmers don't know how to design correctly, which usually tends to be the case with most programmers in general). > > I'd be interested in checking out your terrain generating program, however. Where can I get it? > [View Quote] -- Life is too short to use HIGH-LEVEL LANGUAGES! http://www2.crosswinds.net/winston-salem/~ticklejw/ archon manusMar 21, 1999, 5:04am
Since I've had several requests for more info, I've set up a page where I'm
working on explaining the methodology behind my terrain generator program. http://www.homestead.com/dmagia/tgen01.html is unfinished right now, but it should be completed in the next day or so. Archon Manus Vizier D'Magienne [View Quote] byte meMar 21, 1999, 3:52pm
Do what I do use a seperate e-mail :) and if you have 2 phone lines enter the
secondary :) [View Quote] > I could try to make a modular ground making program if I had some more time > and access to an object path of a world, and some info about how modular > ground should be done... The first problem should be solved in a week or so > when I finished my 4th set of school tests. The second one however is > somewhat more of a problem. I could try to get another trial world, though. > You think they would let me have one, since I already had one a few months > back? > > Rolu > [View Quote] |