Monday, 10 June 2013

Final



Objects folder:
http://www.gamefront.com/files/23401814/CMObjects.rar
Levels folder:
http://www.gamefront.com/files/23401805/CMLevels.rar

Here is one of the final demonstration videos of one of our Situation engine interactivity.
As soon as the player walks into the particular area the text shows up asking for the options and the building materials change according to the player's choices. And for example when double brick is chosen everything changes to show all the relevant information for that wall construction method.
Also it calculates the estimated cost prices for those particular material types.


The flowgraph of the video.
Unhide the wall samples when the player walk into the area and turns them.

This turns floor samples, hide, un-hide them and calculating the costs.

Basically doing the same as above for the walls.



Although, our main Crysis file was crashed, last week I was still able to open my own crytek file. So I have decided to take an alternative option to finalize the flowgraph without the scenery so I rebuilt the new model in the new level.

This flowgraph is to show the procedure of our building.
The stages are shown in the text on the left hand corner. The player can walk around while the building is been built.




Another flowgraph is to show the structure of the building and the framework of the inside of the wall.
As in the image below I tried to somehow create the similar kind of presentation method and add the interactivity of the Crytek engine to indicate the relationship between the particular materials and methods.





Steel work and plumbing work are shown in relation to the framework. Also it could be a clear way to show people how all of the components join.

The final flowgraph.

And here is the demo of those two flowgraphs.




-----------------------------------------------------------------------------------------------------------------------


I could not show this in the presentation, because I could not get this to work properly...


I created the measurement tool that calculates the distance between 2 points.
But I was shown by Russell that the measurement tool has already been created by Vinh Nguyen in the tutorial. As suggested, I began to think of the way to calculate the area by using the cursor and the vec magnitude 3.
I could have thought of a much simpler way to do this so I could have created the final product but here is my intention.


This is the "non right angle triangle formula" for area in the website.



I thought that if we can define each of the4 points of the square and calculate the distance between by using "vec magnitude 3" node such as below we will be able to calculate the area. 



And I came up with this flowgraph.

 The whole flowgraph


The magnitude vec3 finds the distance between points



Calculating the x,y,z angle between 2 points.
Formula for calculating right angle triangle is found on below link.

Calculating 2 non right angle triangles areas and adding 2 triangles at the end. 




After all, I have realized that angle I have been calculating is the angle from the coordinate not between one line and the other line. 

So I went back to the research and found this. 

Amended flowgraph as below. 

This seemed to be kind of working and the formula part seems to be correct. But it needs further development, especially the way the point is placed needs to be thought through. At this stage, we have to go over the same points a few times to get the correct answer to the area, as soon as one point goes off the line it upsets the calculation. 

Finding distance between 2 points.


Defining points into 4.

Calculating Semi Perimeter and area of triangles



And this is the flowgraph to calculate the wall area, which can be much simpler, but still the way the points are placed needs to be developed further. 



Demo of the measurement tool.

Week 13


Crysis and flowgraph: 


I worked on finalizing our whole Crysis file, unfortunately, we were not able to connect to Crytek's  server for the whole weekend. But somehow I was able to open my own Crytek engine, so I decided to create the new building in the new level.

The image is showing the progress of one of the presentations. 
I selected each object in 'select object' and renamed them in Rollup bar so that in the game I can show the names of each component when the player clicks the component with the mouse.



This is one of the flowgraphs. 
When "i" key is pressed the player is beamed to the blackout area which has the second building with the fluorescent colours, and bricks and plaster are moved down. When a component is clicked with the mouse it is highlighted, the texture appears on release and goes back to the fluorescent colour.





Also, I refined the model, some of the components could not upload so I re-worked those. 

I traced timber floors and firewalls

Plasterboard  needed to be amended.

plasterboard for ground floor.


Plumbing pipes and reinforcing meshes were not uploading onto Crytek because of the polygon numbers. So I  split the components into 2-3 and reduced numbers by using hexagons.
They are not as smooth as it used to look but they uploaded as a result. 

Water pipes needed to be re-modeled, others were ok when I separate it into several components.


Reinforcing mesh.

Reinforcing mesh and timber deck.


The frameworks were made into 3 components.


Images of the components in Crytek:

Timber floor:

Plumbing fixtures in Crisis:





Week 12 independent study



Models:

I kept adding missing components along the way.
For example internal wall for the fireplace,cornices and facia and timber around the stairs. 

Internal firewall 

Facia


SketchUp:

I already have created 3 different wall types from before mid-semester break.

I thought that I can create the flowgraph that  allows the material and wall structures to be changed by choice.

I began with creating the samples if the different materials in Crysis.



I thought that maybe it could be useful if we can create a tool to check the estimate cost when the material changes. 

The prices were taken from websites.


Double brickwork

$48/sq.m for external and internal skins =$96
Plus labour at $50/sq.m =$100
Plus mortar and wall ties at $10
Total per square metre =    $206

Brick veneer


$48/sq.m for external skin
Labour at $50
Plus timber framing at $4
Plus insulation $5
Labour $20
Wall ties and mortar $8
Plasterboard lining $5
Paint finish $25
Total per square metre = $165

Weatherboard


Timber framing at $4
Labour at $20
Cladding $45
Insulation $5
Lining $5
Labour $20
Paint finish internal and external $50
Total per square metre = $149

Images of the price chart on websites.







Price for the timber floor.




The texture for insulation.








week 11 independent study.


Crysis:

I mainly worked on assembling the building for the team member to be able to use this week. 

Things I have learnt about during the collaboration between Crysis engines is, that we really need to work on file management. The folders are open in the software and we move files across each others folders we need to keep the records of where the files are and which one is currently used and can be deleted. I found the structure of the software is different to others such as Revit.
The main issue we had is the texture getting dropped, especially some of the components don't get uploaded so it can become confusing. 
To prevent from the confusion I decided to create new folders inside of the level folder. They will be many duplicated files but at least we don't end up with deleting important files. 

Also, I have found out that it is more efficient way to assemble our own imported components from the scratch in the environment keep adding them as we copy across between computers. 


The texture drops mainly the fault of the placement of files. 


Sometimes there was no texture showing at all. 


Sunday, 19 May 2013

Week 10 independent Study

This week I have uploaded everyone's model into our main environment and assembled all of the uploaded models.

Many of the components slipped out during the uploading process so I amended as many components as I could but some of the groped models had excessive number of polygons that they were not allowing me to exploded in SketchUp; my computer kept crushing, so I contacted people created models hoping for them to be able to handle.

It seems to have excessible number of  uploaded components shown due to the failer of the uploading process.

 They were the uploaded fine. 

The screen shot during the assembling process. 

Some of the textures dropped out of the components. 

And I tried to organise the main Crysis file for everyone to use easier. 
When the SketchUp models were failed to be uploaded into Crytek.
they were named as playupgrop**, which I deleted to make the folder neater.




Also I worked on creating flowgraph further in Crytek.

Addition to last week's flowgraph to calculate the distance from 1 point to the 2nd and 3rd.... and calculate the total distance... But I am not sure how to create a loop to calculate the total distance.




 I created this to understand how (logic:Gate) works, so that we will not have to hold the key.


This flowgraph is to show the structure of the building: Structure types get separated into different colours when "b" key is pressed and a selected components become highlighted when is is clicked with the mouse, this can only be done while the player is in the triggered area.

Here is a demo of the flowgraph.